VGMaps

General Boards => Map Gab => Topic started by: DarkWolf on July 08, 2007, 02:15:20 PM

Title: ToeJam & Earl (Genesis)
Post by: DarkWolf on July 08, 2007, 02:15:20 PM
As you may know working on just one project gets boring, so while working on Blake and Wolf 3D (yes I've decided to do Wolf 3D too), I'll also be working on ToeJam & Earl for Sega Genesis.



Level 2 sprite-less
Title: RE: ToeJam & Earl (Genesis)
Post by: TerraEsperZ on July 08, 2007, 06:34:05 PM
Cool. I'm assuming you'll be mapping the static maps, since although I've never played the game more than 30 seconds, I've heard that you can choose between having the maps being either static or generated randomly.



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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me
Title: RE: ToeJam & Earl (Genesis)
Post by: DarkWolf on July 08, 2007, 07:04:03 PM
Yeah, these will only be the fixed world maps.  I always liked the fixed world better anyway.  I've never been too much of a fan of random levels in games.
Title: RE: ToeJam & Earl (Genesis)
Post by: TerraEsperZ on July 08, 2007, 08:11:33 PM
Especially since they're rarely completely bug-free, and sometimes they're set up in such a way as to make the game impossible to complete. These maps might just make me want to try this game. I remember seeing it on the (very) old GamePro TV show over 15 years ago and it seemed cool for the time.



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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



B*tch, meet reality. Reality, meet b*tch. - Me
Title: RE: ToeJam & Earl (Genesis)
Post by: DarkWolf on August 05, 2007, 10:33:24 AM
Three Finished maps so you can see what they look like.



Level 0

Level 1

Level 2
Title: RE: ToeJam & Earl (Genesis)
Post by: DarkWolf on December 22, 2007, 12:36:03 PM
I'm working on this project again.  I had to start over because I switched to Maxim's Gens mod.  Also I got rid of the earthlings because they always appear in random positions even in the Fixed World maps.
Title: RE: ToeJam & Earl (Genesis)
Post by: TerraEsperZ on December 22, 2007, 01:44:20 PM
Nice to see this game hasn't been forgotten. I'm curious to know why the Switch to Maxim's Gens mod  required starting over though.



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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



Current projects: Mega Man Zero (GBA), Battletoads (NES), Sonic CD (Sega CD)
Title: RE: ToeJam & Earl (Genesis)
Post by: DarkWolf on December 22, 2007, 01:49:41 PM
They interpret the Genesis' 16-bit colors a bit differently.  And it was just easier to start over than go through the process of converting everything or asking Maxim to compile another version of his mod.
Title: RE: ToeJam & Earl (Genesis)
Post by: TerraEsperZ on December 22, 2007, 03:37:07 PM
Since I've been using his mod for Sonic CD too, can you tell me a bit more about the color differences? I want to make sure I don't have to redo yet mroe stuff from scratch...



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



Current projects: Mega Man Zero (GBA), Battletoads (NES), Sonic CD (Sega CD)
Title: RE: ToeJam & Earl (Genesis)
Post by: Maxim on December 22, 2007, 04:15:11 PM
I can make them work the same if you want. Here comes the science bit:



Gens old way: extend 5 or 6 bits per channel (565) to 8 with zeroes, results in non-maximal colours

My way: slow multiply/divide extension

An alternative: bit padding extension



eg. 16-bit colour 31-63-16 (full red, full green, half blue)

Old Gens would make that into 248, 252, 128 (31<<3, 63<<2, 16<<3)

My code would make that into 255, 255, 131 (31/31*255, 63/63*255, 16/31*255)

Bit padding extension, which I've since learned is the "best" (read: good enough and fast) way to do it, would make that into 255, 255, 130 (31<<3|31>>3, 63<<2|62>>4, 16<<3|16>>3)



Or, I could make it optional?



Hell, it took me almost as long to explain it as to do it. See here.
Title: RE: ToeJam &amp; Earl (Genesis)
Post by: DarkWolf on January 27, 2008, 11:43:31 AM
Well I just submitted this set.  I finished all of the fixed world maps.  I also did the final Funkotron level, which is pretty awesome since the game designers disabled the in-game map for that part.