VGMaps

General Boards => Map Gab => Topic started by: TerraEsperZ on August 15, 2007, 10:53:42 pm

Title: Battletoads (NES)
Post by: TerraEsperZ on August 15, 2007, 10:53:42 pm
This is a sort of companion to my "Battletoads And Double Dragon" thread. I'm really not sure if I'll be mapping the whole game since several stages are tough enough to play as it is even without worrying about mapping them. Level 10 - "Rat Race" and Level 11 - "Clinger Wingers" are almost impossible for me to beat even with savestates.



Anyway, I've already mapped two of the easier stages, Level 1 - "Ragnarok's Canyon" and Level 4 - "Arctic Caverns" so I'm posting WIP versions for now. Additional maps may or may not be posted later on.



As usual, I only add the items, bosses and objects that are already there as you encounter them, which is why the first stage is almost empty (all the pigs come out of the ground or through holes in the mountains). It also means that in the fourth stage, the blocks of ice that appear from behind you as you progress through the stages are not included, but those you meet head-on *are*.



Level 1 - Ragnarok's Canyon

User posted image



This level was pretty much straightfoward. Aside from the screen scrolling upward and downward and bit at certain spots, it was easy to do. I filled in the empty spots to get a fully rectangular map, then I did what I could to best represent the boss. The thing is, when you initially meet it, you only see part of its leg since it's so big. So using the PPU viewer in FCEUXDSP, I extracted all the tiles for the Tall Walker boss (enabling me to show a bit more of it) but that wasn't enough to reconstruct it completely. So instead, I then mapped the actual area that you see when fighting the boss from his point of view (in red) and adjusted the position of the info on its display and its blasters to suggest that the whole area is seen at once from its POV. And since we get to see more of the stage after beating it, I added that part after the boss view.



Level 4 - Arctic Caverns

User posted image



This level took a while to map because it actually has a parallax scrolling background, or at least as close to it as the NES could get. This has forced me to take screenshots of the whole level, and then to remove by end all of said background. It took several hours but it wasn't so much hard as it was long, since the background is actually made of identical tiles that are "scrolled" internally, thus the tiles to remove were always exactly 8x8 pixels.



---

"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: Battletoads (NES)
Post by: Maxim on August 16, 2007, 03:04:40 am
I hope you were using some editing software that lets you snap mouse-clicks to the nearest 8 pixels.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 16, 2007, 06:03:46 am
Nope. I simply made sure that the areas removed were multiples of 8 by watching the size of the selections in Paint, and for the hard parts like all the diagonal platforms and ceiling, I used template of little 8x8 or 16x16 squares aligned diagonally.



---

"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: Battletoads (NES)
Post by: Maxim on August 16, 2007, 06:55:02 am
Wow. I don't know if I could map anywhere near as effectively without having a configurable grid overlay (PSP7 for me). I find Paint masochism hard to understand.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 16, 2007, 08:25:42 am
True, Paint doesn't have much in the way of options (in fact, it has practically none), but the copy and paste process is quick and easy to use *and* doesn't require a complex combinaison of keyboard keys to accomplish. That's all I really need 99.5% of the time and the keyboard thing is important because I tend to rely on it a lot because it's just faster and easier to hit two keys than to go through several levels of submenus just to select a function.



In PaintShop Pro which I tried to use once, everything is harder and more complicated to do. In Paint, a simple [Ctrl]+[V] will paste an image and the Background color is removed in the process. In PaintShop Pro, you have to use something like [Ctrl]+[Shift]+[E] to paste a "Transparent Selection" but if you haven't filled the canvas with a color, the removed color will instead be empty/transparent or something like that instead of just plain white. I don't like how pasting and moving a selection, and scrolling the canvas work either compared to Paint. And heck, just selecting a foreground/background color to use is just incredibly complicated because you have plain colors, gradiants, patterns and even "transparent" which I just don't know and don't care to know how to use. I just have no patience for it when Paint is just easier.



As for the tool to replace a color, it's harder to use properly than the program I use exclusively for that, called VicMan's Photo Editor. It doesn't work with very large images but for individual screenshots it's just quick and effective. I select a background color, I select the color tolerance (usually 1 because I only ever want to change a specific one) and just click away on the colors to change and they are replaced by the background one. Trust me, I tried to do that with PaintShop Pro and I kept messing things every third click I made.



More complex and powerful doesn't always mean better and it certainly doesn't mean easier. I only ever resort to programs other than Paint when I need to do special things (color replacement, layers) and next time I need to, I'll probably use Paint.net which is a free yet very powerful graphic editor that I recently downloaded.



Paint masochism? No. Beauty in simplicity? Heck yes :)



---

"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: Battletoads (NES)
Post by: Maxim on August 16, 2007, 02:26:51 pm
I could discuss this at great length but it's somewhat OT. I tend to Ctrl+V -> magic wand select transparency -> invert selection -> Ctrl+C to get fine control over transparent pasting, then it's just Ctrl+E to paste it in. Colour replacement is easier, it's CTrl+right click the old colour, Ctrl+left click the new colour, double-click to do it globally or brush to fix it. (Unlimited undo always helps.) It's just a matter of getting used to it.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 16, 2007, 02:35:20 pm
I'm just stubborn and fixed in my old ways, and unless I'm forced too I don't feel like spending the hours necessary to become as efficient with a better program as I am with Paint. Maybe one day ;) ?



---

"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: Battletoads (NES)
Post by: JonLeung on August 16, 2007, 03:20:16 pm
I've stuck with using Paint Shop Pro 3.12, which I'm comfortable with.  I tried PSP 7 but for some reason the antialiasing bugs me and the "select area" tool doesn't feel quite right, I always seem to miss a border of a pixel width.  Don't know if either of those can be fixed or adjusted.  I do use GIMP 2.0 to do some advanced stuff like transparencies.  I have PhotoShop somewhere; maybe I should use that 'cause that's something one can actually put on their resume.  I don't usually use plain old Paint, but I suppose for a lot of copying and pasting it's at least adequate for that.



A grid would be handy...I'm used to working without it, but I should at least give it a shot...I should see if GIMP has that.



Back on topic, I remember how everyone loved Battletoads because it had some of the best graphics on the NES...Nintendo Power devoted a third of their entire June 1991 issue to it...a full playthrough with maps with a comic interspersed, continuing from the previous issue's prequel-of-sorts comic.  The franchise hasn't really been that great since (actually, Battlemaniacs was good too but too much of the same), but the original is definitely awesome.



Except for the sheer difficulty, of course.  That tower stage is killer, the races are nuts, and I think there was some kind of bug that made it impossible to finish with 2 players or something?  Maps would be cool to see the stages that few people have ever passed or even gotten to.  Can't wait to see the pipe maze stage!...assuming you get around to mapping that, of course.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 16, 2007, 04:21:38 pm
I'll start a thread about graphics program tonight so let's reserve the discussion for that :)



Going back to Battletoads, the Pipe Maze will be very easy actually since it's just a straight-foward platforming level. It's Rat Race and Clinger-Wingers that are worrying me, since both are tight races where the slightest mistake will cost you the whole race. Playing perfectly and taking screenshots at the same time will be daunting. We'll see once I'm there, but I'll try to map all the ordinary stages before the races.



I'm also wondering how the heck I'm going to map Level 12 - The Revolution or as most people call it, the Dark Queen's Tower. Your character always stands in the middle of the screen while the tower itself turns in the background. How can I represent all the platforms around the tower in an easy and straight-foward manner?



---

"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: Battletoads (NES)
Post by: Maxim on August 17, 2007, 03:02:34 am
I'd thought of that myself. You could make a cylindrical projection, by a lot of copy/paste work, where the entire tower appears front-on (as it appears in the central section of the screen). The viewer would have to realise it wraps from one side to the other, and you'd choose the most pleasing point at which to cut it. The most pleasing would be some kind of fully 3D interactive monstrosity that I'd have no idea how to construct.



As for mapping hard stages - I tend to make heavy use of multiple savestates. Always have one at the start of the level, and another that's a running "doing as well as I can" state. From each of these running states you can play forwards to take maps, then when you're satisfied with a section, play through it again "properly".
Title: RE: Battletoads (NES)
Post by: JonLeung on August 17, 2007, 07:38:21 am
For "The Revolution", I was thinking pretty much exactly the same as Maxim's suggestion, as there's pretty much no other way to do it.  You'd pretty much have to consider taking screenshots of only the center part, and once you figure out what the circumference of the tower is (ie. the map width), then it'll be all set and be pretty easy - that is, if the game wasn't so unforgiving.



But then...and I'm trying to remember...is the circumference of the tower the same all the way to the top?  If not, it's still doable, it just might look a little funny, and it wouldn't be able to match up all the way around, or something...
Title: RE: Battletoads (NES)
Post by: Maxim on August 17, 2007, 08:24:26 am
It'd still work in that case, it'd just have extra borders on the sides for the narrower parts. It'd still be quite confusing, maybe the solution would be to make a PDF papercraft version?
Title: RE: Battletoads (NES)
Post by: JonLeung on August 17, 2007, 09:29:25 am
I don't remember how that worked...when going from a wider part to a narrower part, is there pretty much only one place where you can jump up?  If so, then that's not a problem.  Because if not, that's where it would get messy.  Or if the part where you jump up to the next level isn't on the same side as the previous time it happened, you might end up with a tower that doesn't look symmetrical.  I think.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 17, 2007, 02:02:16 pm
Wider and narrower are meaningless in terms of gameplay because you can always go all the way around the tower. It's just the background of the actual tower that varies in width as you climb it but it never affects you.



I think the simplest solution for me might be simply to map it from several points of view. the most basic would be to do the front and back, but depending on how the platforms are arranged, more views such as four maps each being rotated 90 degrees from the previous one might be needed.



Or I might do as Maxim first suggested, and do a cylindrical which would make the relative placements of the platforms easier to understand, but the tower itself wouldn't fit in this format, not without alterations to make it much wider than it appears.



I'm starting to get the same vibe I had while mapping Castlevania: Bloodlines which had all kinds of mapping challenges. I think I'll take a look at how to do The Revolution when I get back home on monday evening (I'll be away all weekends, so I won't even get to try anything until then).



---

"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: Battletoads (NES)
Post by: TerraEsperZ on August 22, 2007, 10:19:57 pm
I've been working on The Revolution for a bit and this is what I have so far:



User posted image



On the left is the tower by itself without any of the platforms with all the tiles captured/changed to remove any trace of the rotation animation. On the right is what I've managed to map so far of the position of the platforms and springs shown with a flat wrap-around projection. This is mostly for reference at the moment as I'm not sure it would look good as a final map considering I'd have to mangle the tower itself to add it behind the platforms.



The most likely scenario will be to make two maps, showing the "front" and "back" of the tower. All that remains is to map the position of the remaining platforms and springs, then determine exactly where to place them on the tower depending on the angle of their position and put them there. I think I'm still good for a few hours of work ;)



---

"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: Battletoads (NES)
Post by: Grizzly on August 23, 2007, 10:54:16 am
I remember that scene from the game. Inside the game it looks very impressive because of the 3D feeling, but it must be horror to map it. Another idea, but I think this will take very much time, would be to create an animated GIF image that shows a rotating tower. The viewer then could really see everything and also at the right position.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 23, 2007, 12:47:52 pm
An animated GIF would be a nightmare to do; even a very rough 16 steps rotation (with increments of 22.5 degrees) would require me to basically position all the platforms around the tower 16 times, not to mention how big such a file would be considering it would still have a resolution of 256 x 6112, and GIFs are really inefficient for such big files.



I'll just try making a front and back views for now, and *then* consider the feasibility of such an enterprise ;)



---

"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: Battletoads (NES)
Post by: JonLeung on August 23, 2007, 01:12:06 pm
You could make an animated GIF by taking a bunch of screenshots during gameplay, and then editing out all the enemies and other junk.  You'd be avoiding putting back on what you took out in the first place, and it'd be accurate.



Of course, the problem is that playing the game and trying to get everything at the proper angle is quite the difficulty in itself.  The last stage in one of the hardest NES games ever?  Yeah, I guess that's pretty much out of the question.  >_<
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 23, 2007, 10:51:36 pm
Well, I did my best and I'm pretty much finished with Level 11 - Clinger Wingers. Some areas where completely off-screen so I had to improvise in filling them in. I included a minimap where the filled-in areas are circled in yellow; they don't look that good but they're acceptable.



User posted image



User posted image



---

"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: Battletoads (NES)
Post by: TerraEsperZ on August 29, 2007, 05:41:28 pm
After several hours of work, Level 12 - The Revolution is finished! Considering how long it took just to make two views of the tower, I shudder at the thoughts of making more or worse, creating an animated GIF of the whole thing...



Anyway, I stuck with a "Front" and "Back" views, the front one being approximately the place where the stage start. Now, my maps aren't exactly authentic to what you'd see on a treal NES for various reasons:



-When viewed from the same exact point of view on two different occasions, some platforms have their positions off by one pixel;



-Due to the all the cheating done to create a seemingly rotating 3D effect, some platforms on the other side of the tower from you might not appear even though the tower is thinner there and shouldn't hide it. I create a mask of the tower by hand to only hide what the tower "should" hide to compensate;

-Many objects actually move around the tower; for simplicity's sake, I placed them right in the middle on the front side. That includes the spiked balls and several yellow platforms and springs.



User posted image



---

"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: Battletoads (NES)
Post by: Grizzly on August 31, 2007, 07:16:26 am
I think that's the best way you could make to make everything visible and still don't have work of years or at least months.

It looks nice and I can think of what the tower would look like quite easily.
Title: RE: Battletoads (NES)
Post by: JonLeung on August 31, 2007, 07:40:44 am
Really good, TerraEsperZ.  I'm impressed!



But if this is the front/back of the tower, shouldn't the parts of the tower that are off-center (those things that look like shafts but are off to one side) be on the opposite "side" on the other side?



It's been a while since I've played this game, so I forget if those actually rotate with the whole thing as it looks like it should.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on August 31, 2007, 01:42:32 pm
The thing is, the tower doesn't actually rotate graphically, which would be way too much for the NES hardware. Rather, the background tiles that comprise the tower's central pink section are either "animated" or "scrolled internally" whenever you move around the tower to give the impression that it is turning while the actual tiles never move; only the sprites actually do.



This becomes evident in those off-center sections that seem to turn around their own centers, as well as near the top where there seems to be two tower shafts side by side, each one rotating on itself. When seen in action, those parts look weird and fake, so I suspect Rare did this intentionally to create this bizarre Escheresque tower of evil that could only exist in a videogame.



---

"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: Battletoads (NES)
Post by: JonLeung on September 06, 2007, 12:14:39 pm
I remember now.  Yeah, that's weird.



I find that some NES games by Rare use very bright, saturated colours.  (I'm thinking games like Battletoads & Double Dragon: The Ultimate Team and the Wizards & Warriors games.  They did those, right?)  Almost to the point of being too hard to look at.  But for whatever reason, Battletoads looks really good despite that.  As is usually the case with any TerraEsperZ project, I can't wait to see it finished!
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on September 10, 2007, 08:29:04 am
I haven't posted anything new in a while since my social life's picked up a bit lately. I haven't forgotten any of you though, and I'm still working during the week.



So far, I've made a few changes to Level 11 - Clinger Wingers, namely I removed the two biggest areas I had filled by hand (above and under the starting point respectively) because I wasn't happy with them and they are the only two parts of the stage that are really far from the player's path. I haven't done any more stages yet, but that's because I'm doing a double project, namely the first Battletoads game for gameboy. It's a nice break because it's easier to map than its NES counterpart so whenever it's giving me trouble, I switch to its younger brother for a bit. So far, I've done Stage 1 and 5 for the GB version which I'll post tonight once I'm home.



---

"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: Battletoads (NES)
Post by: TerraEsperZ on September 11, 2007, 08:04:28 pm
Battletoads (NES):



Level 9 - Terra Tubes

User posted image



Level 11 - Clinger Wingers (corrected)

User posted image



Battletoads (GB):



Level 1

User posted image



Level 5

User posted image



---

"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: Battletoads (NES)
Post by: TerraEsperZ on September 15, 2007, 01:19:55 pm
*First post updated with Level 8 - Intruder Excluder*



---

"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: Battletoads (NES)
Post by: TerraEsperZ on September 16, 2007, 09:02:53 pm
*First post updated with Level 6 - Karnath's Lair & Level 13 - Armageddon*



I have two more levels done, plus I've finalized and optimized all the other completed maps with a header and a few bits of descriptive text.



Level 6 - Karnath's Lair is actually made of four maps that I did as animated GIFs instead of PNGs because none of my attemps to show all the snake paths at the same time ended up looking legible because too many of them overlap. Hopefully they didn't get mangled when they were optimized; the first program I used for that messed up a few colors in one frame, but I didn't notice anything wrong with these which I did with another software.



Level 13 - Armageddon wouldn't normally warrant a map all for itself but it *is* considered as such by the game as if you lose all your lives during the fight with the Dark Queen, the map actually shows your new position as a different stage. Trivia aside, I hate how the header format I chose takes more place than the map itself, but I'll live with it.



---

"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: Battletoads (NES)
Post by: TerraEsperZ on September 18, 2007, 08:44:19 pm
*First post updated with Level 10 - Rat Race*



This level took some work to make it look right, just like Level 08 - Intruder Excluder did. I had to go back and use the same frame for the two types of monitors in the background (static and diagonal lines) and do all the see-through holes with the fake parallax background in a way that looked pleasing but isn't totally accurate to the game (because in the real game, it's badly tiled in a few spots that break the illusion of the parallax effect; I've corrected those).



This stage consists of three races where you have to beat Scuzz the racing rat to the bomb at the end before he blows up the place (incidentally, I've included the spots on the map where he materializes so that you know when it's time to start running to gain a few seconds on him). The first two are relatively easy to beat, but the third is hard core where the slightest mistake will most likely condemn you because Scuzz is litterally flying in this segment. Hopefully my map can make beating him to the end a tiny bit easier.



You know, this game's maps are really getting long and/or tall. Until now it's been relatively manageable (this map is over 14 000 pixels high and one from the sequel was over 27 000 pixels long!!!) but there's no way that I plan on putting all five Turbo Tunnel races on the same map without making it unviewable by most people *including* me.



---

"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: Battletoads (NES)
Post by: TerraEsperZ on September 19, 2007, 10:46:37 pm
*First post updated with Level 2 - Wookie Hole*



---

"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: Battletoads (NES)
Post by: Maxim on September 20, 2007, 02:56:56 am
I like it when a British-made game has local references, like the Sooty references in Lemmings level names.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on September 20, 2007, 03:51:45 pm
Cool! I've always wondered why they used such a weird name :)



---

"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: Battletoads (NES)
Post by: marioman on September 20, 2007, 05:59:51 pm
I figured that it had something to with Chewbacca.  Shows you what I know.  >_<
Title: RE: Battletoads (NES)
Post by: JonLeung on October 18, 2007, 09:00:58 am
I guess Terra's still in France.



Kinda excited to see this one when it's finished.  :)
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on October 20, 2007, 08:06:08 pm
I came back tonight (and will post more tomorrow), but I have 4 sections completed out of 6 for Turbo Tunnel. So far, the fourth is 15816 pixels long, and I think the remaining two will actually beat that...



---

"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: Battletoads (NES)
Post by: TerraEsperZ on October 26, 2007, 11:45:40 am
Progress on this is unfortunately postponed until I can either recover my hard drive data or I've finally bought a new computer which *won't* fry my HD every month or so...



---

"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: Battletoads (NES)
Post by: JonLeung on November 13, 2007, 12:36:18 pm
Now that you do have a new computer, what's the status on this?
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on November 13, 2007, 01:28:25 pm
I should resume this in a few days. I've been wanting to play without mapping (for once) for a long time and I've been indulging in it for the last few days. I'm also getting used to my new mouse, keyboard and Windows; the mouse doesn't feel the same as before and I'm so used to specific keyboard strokes to do most stuff that I keep stumbling in Vista.



That, plus the fact that my new keyboard has a totally retarded arrangement of the Home/End/Page Up/Page Down/Insert/Delete keys, with which I keep deleting texts when I'm just trying to bring the cursor to the beginning or end of a line.



---

"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: Battletoads (NES)
Post by: marioman on November 13, 2007, 06:14:15 pm
By the way, have you seen the <url=http://www.apple.com/getamac/ads/>new mac commercials</url>?  They are really bashing Vista.  My favorite quote from them is, "Ask not what Vista can to for you, but what you can but for Vista".  Just a little chuckle for those who find Vista a little irritating.
Title: RE: Battletoads (NES)
Post by: TerraEsperZ on December 04, 2007, 10:10:25 pm
Despite all appearances, this isn't dead at all. Having a new computer just gave me the urge to actually *play* some games instead of just mapping  them. And after discovering the Mega Man Zero series, well I'm taking a little detour mapping its first game, and will be back to Battletoads once I'm finished.



So say... about 2 weeks.



*Promised*



---

"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: Battletoads (NES)
Post by: TerraEsperZ on March 29, 2010, 08:44:37 pm
Yeah, so I messed up on my promise over two years ago, but seeing Battletoads maps submitted to the site kinda hurt what little pride I have, so I really feel the need to restart this and finally finish it. I'll see about fixing the first post as soon as possible but for now, I'll simply say that I've managed to fully map Level 11 - Clinger-Winger including accurately mapping all the offscreen areas thanks to some rather clever memory hacking (well, clever for me at least...).

Anyway, here's the full map which I'll comment right after:

(http://img444.imageshack.us/img444/333/level11clingerwingerful.th.png) (http://img444.imageshack.us/img444/333/level11clingerwingerful.png)

You'll notice two things:

1) The upper-left area is finally complete. By searching the memory for changing values while moving vertically, I quickly found the relevant address for the player's vertical position. However, the address being 8-bit (0 to 255) meant that it could not possibly cover the whole range of positions for the map which is 1536 pixels high. So I searched for another value that combined with the first one would make a 16-bit address, which I did by searching for values that changed by 1 whenever the first value went beyond either 00 or FF. Anyway, I found that value and I started playing with both only to discover that whenever I placed the player outside of the screen, the screen wouldn't scroll vertically to center itself on him.

Not being an experienced hacker like Maxim, I had to get around the screen update routine anyway I could. So instead I simply moved the player at the top of the screen but still visible right at the start of the stage, then I let the screen scroll up to it, then moved it again just the right amount until I got to the top of the map. And since the toad kept walking slowly forward without ever reaching the wheel, I finally captured all the missing area that had eluded me until then.

2) Right below the starting point, I previously showed nothing because I simply couldn't reach the area at all. Well, on the finished map I'll still show nothing but for a good reason: as you can see on this image, this is where the map for Level 13 - Armageddon is located, albeit with the colour palettes of Level 11. Cool little find right?
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on March 30, 2010, 10:53:45 pm
Nothing new to offer right now, but I'm currently working on turning the Level 6 - Karnath's Lair maps (the ones with the snakes) into animated PNG files. Even though the format isn't officially recognized, it's supported by browser such as Firefox and Opera and doesn't screw with the palette like the GIF format does (though I haven't found a way to optimize these APNG files so they're quite a bit larger than GIFs).

(But seriously, the main reason is that I remember having a hard time finding a free program that could make animated GIFs *and* didn't mangle them in the process)

Me discovering how to make APNGs has re-opened the possibility of making an animated 32 frames map of Level 12 - The Revolution. Of course, I'll have to find a way to optimize the calculations required for the horizontal placement of all the objects at every angle for every frame, so I expect at least a couple of hours of brain torture. But hey, if the end result looks good, it'll be all worth it :)
Title: Re: Battletoads (NES)
Post by: Revned on March 31, 2010, 12:59:41 am
I'm looking forward to seeing it. I really like those test maps I made for Mega Man 3.

I never really looked into the different tools for creating APNGs, but as long as they don't recompress the frames you should be able to optimize the individual frames before combining them. In theory all that happens is the main data chunks from each PNG are directly copied into the APNG along with some extra headers for timing information.
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on March 31, 2010, 06:09:59 am
The tool I've been using (APNG Anime Maker) produces a 24-bit colour file and ignores any bit rate optimization done to the frames prior to combining them, though I haven't checked if it's because it isn't consistent throughout (the 1st frame is 8 bit while all the others are 4 bit). I'll take a look at other available programs and post some more tonight.
Title: Re: Battletoads (NES)
Post by: Revned on March 31, 2010, 08:36:10 am
Hmm, I guess I wasn't thinking about bit-depths. According to the specification, each frame has to have the same bit-depth and palette. I don't know if you can force PNGOUT or similar not to mess with the colors.
Title: Re: Battletoads (NES)
Post by: Peardian on March 31, 2010, 09:30:02 am
With the proper settings, you can make gifs with 255 colors and zero color loss. I could animate it for you if you don't know how yourself. I've been working with Jasc Animation shop for seven years. :P
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on March 31, 2010, 11:35:49 am
Thanks for the offer, but I'd prefer to learn how to do it myself. When I first made GIFs for these maps, I had a hard time finding a free program that could do it without messing with the colors *or* the pixels themselves (shitty optimization). I thought I had found one back then (but I don't remember what it was since that was prior to my hard drive crashing) but comparing the GIFs and APNGs it's obvious that the colors were changed.

I would appreciate to know more about making GIFs with Jasc Animation Shop, but I like to keep my options open since APNG has the added bonus of making animated pictures with more than 256 colors (per frame even).
Title: Re: Battletoads (NES)
Post by: Peardian on March 31, 2010, 01:23:29 pm
Getting the best quality is really simple. When you go to save the animation, you get the Optimization dialog with all kinds of options and settings shown, simplified down to a slider. Clicking the Customize... button lets you change the individual settings for the animation. The color optimization options are all on the first tab. The dropdown list on top is for the number of colors you want in the palette. Even though the animation will only have a handful of colors (I'd be surprised if it went over 31 for an NES game), you'll want to select 63 Colors. The reason for this is that it enables the Optimized Octree method for optimizing the palette, which will keep almost all of the colors exactly the same. If you have a palette file of the colors in the map, you can choose to load that as well. You might not need the Reduce Colors By section, but the best choice for it is Nearest Color, which will prevent any dithering in high-color images.

With those settings, you can just click OK, Next, Next, Next, Finish and you're done! The last screen even tells you how much space was saved through optimization. This method will work with anything up to 255 colors, a hard limit to break even on SNES games unless you have multiple rooms with different tilesets together in one image.
Title: Re: Battletoads (NES)
Post by: Revned on March 31, 2010, 01:47:06 pm
On further examination, you can get PNGOUT to preserve the bit depth and palette by passing in the options '-ks -kp' on the command line. So if you ensure that each frame has with the same palette you can PNGOUT them individually and then combine them into an APNG, assuming you can find a tool that doesn't recompress the frames.

I'm rather busy this week, but I can write some code this weekend to do the second part if none of the existing tools work.
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on March 31, 2010, 07:16:48 pm
I finally found a (somewhat complicated that I can nonetheless happily handle) process to make it all work:

1) I first make a PNG file that includes every frame for the map, so that all possible colours are included.

2) I optimize the PNG in PNGGauntlet which reduces the palette (this is a bit of a waste but I'm not interested in switching to a different graphics editor simply for the option of saving PNGs with an optimized palette).

3) I open up said file in Paint which will retain the optimized palette. I then select the area for each frame and save them in separate files which will thus all have the same palette.

4) I optimize the files for every frame in PNGGauntlet again with the "Retain Palette Order" option checked.

5) I assemble them using JapngEditor, a Java APNG editor which, unlike APNG Anime Maker, will retain the palette and bit depth if they are the same across all frames.

6) I enjoy the fruits of my labor which, in this case, is smaller than an animated GIF *and* a non-animated PNG :)

Title: Re: Battletoads (NES)
Post by: Revned on March 31, 2010, 07:30:59 pm
Very nice! I'll keep this in mind next time I try this.

[EDIT] If you want to really optimize it, you can include the plain background as the first frame and then use the blending/dispose options to include only the animated elements in the following frames.

[EDIT2] I tried using a smaller (7x4) frame with an offset instead of a full sized frame. This is only 175 bytes bigger than the original PNG.
Title: Re: Battletoads (NES)
Post by: Peardian on March 31, 2010, 09:44:32 pm
Glad you found a method that works, even if it sounds a bit complicated, but keep in mind that not every user (more than half) who sees it will be able to view the animation. I can't view it in any of the browsers I use. :(
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on March 31, 2010, 10:04:27 pm
Thanks for the tip Revned, but I was already using partial frames with offsets, which is why they took a bit longer to make. I've added them as attachments to my previous post, which is a neat feature I hadn't thought about until now, though I suspect it might not be the best one to use when posting too many big files or else it might start taking to much space on the server...

Yeah Peardian, I realize this which is why I'll also look into making those into GIFs, but I think it's nice to have the option for fully accurate and highly optimized animated maps. If my plans for Level 12 - The Revolution come to fruition, I doubt a GIF file would be able to handle it considering the height of the map (6392 pixels) and my plans for 32 full frames.

*EDIT*

I've found Jasc Animation Shop and I've been following your instructions Peardian. Seems to work well :)
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on April 05, 2010, 06:42:21 pm
I'm currently working on animating that damn rotating tower. Before setting out on that particular task, I hadn't thought about how I would handle the clockwise/counterclockwise/bouncing moving platforms and spike balls... This is going to take quite a bit more time than I had expected, and I'll have to sacrifice a bit of authenticity to achieve my goal. I won't be including the enemies since most of them appear from off screen, a guideline I followed thoroughly with the other Battletoads maps. Also, one of the moving spike ball bounces around the tower but doesn't do it in such a way that it bounces an integral number of time, so if I were to animate it the way it actually moves, once the GIF/APNG goes back to frame 1 that ball would appear to suddenly move to an arbitrary position; I'll have to "fudge" with its exact bouncing pattern a bit to make a pattern that repeats well.

As a result of the above, don't expect anything else from me for at least a couple of days.
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on April 08, 2010, 09:53:01 pm
Here's a little something to satiate you while I'm working on animating this damn tower.

http://img149.imageshack.us/img149/5976/rotatingtower.gif (http://img149.imageshack.us/img149/5976/rotatingtower.gif)

Don't expect the final tower to be animated like that though. With 8 frames to move the distance of a 16 pixels wide background tile, and with 32 such tiles, I'd have to animated a total of 256 frames for a totally smooth rotation. Also, each frame requires the precise placement of 32 separate radial sections that contains the platforms and springs, so multiply 256 frames by 32 sections and you get an insane number of pasting and adjusting (8192 to be precise), not to mention having to manually position the moving platforms and objects.

The plans for the moment are for 32 frames, moving the length of one section each time and since this movement is also the length of a background tile, I should technically *not* animate the tower as above.

...Though I just might if only to give some visual variety. Hmm...
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on April 14, 2010, 10:02:02 pm
I've been rather busy last weekend and this week too, but I managed to finish the first 8 frames out of 32 for the tower, meaning a quarter rotation so far. Yay! Since I'm also animating the moving platforms and spike balls, it might become difficult to make out how fast the camera is going around the tower. To be sure, just follow the Rash sprite at the bottom; as for moving objects, those moving clockwise rapidly move behind the tower, while those moving counterclockwise stay in the middle of the frame as if immobile. I might add either an angle counter or a little diagram that shows how the tower's rotating in the final GIF to make it easier in the viewer.

*EDIT*

[Image Removed - See two posts down for finished version]
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on January 24, 2011, 10:12:08 pm
Just wanted to inform you guys that I'm putting Dawn of Sorrow aside for a few weeks (that game is really taxing to map whenever there are parallax backgrounds to handle) to put some more work on this game. That's why I submitted all the maps I've completed so far last week. I've also found a few ways to improve the assembly speed for the frames of the rotating tower with templates that facilitate object placement, so I've managed to completed frames 9 through 21 out of 32 during the last few days. I should thus be able to submit a much better map for Level 12 before next week. I'll also try to fix the opening post because it's really just a big mess right now after so long.
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on January 26, 2011, 08:10:01 pm
And it is *done*: Level 12 - The Revolution (Animated) (http://img717.imageshack.us/img717/8973/battletoadslevel12there.gif)

Sadly, no thumbnail because ImageShack is being a dick as usual. It probably doesn't look like much, but this level took me close to 30 hours in total to capture, plan out and assemble. Heck, if I was any good at hacking and coding, I probably could have ripped the map data and created the map by code in a tenth of that time, but I'm not so there's no point in thinking about what could have been.

Anyway, as usual I've tried to be as visual as possible and the only thing I might add on the final submission is a small compass so you can easily tell the tower orientation without having to rely on the background and several sets of objects all moving at different speeds.

But here's how it's supposed to look:

-The player's sprite (Rash) at the bottom is immobile, so he's the best indicator of orientation;
-Most platforms move at the same speed as Rash, so that means that while playing, they are immobile too;
-A few spike balls and platforms always stay in the middle of the screen because while playing, they are moving right;
-A few other spike balls and platforms are moving to the left faster than everything else because while playing, they are moving left (duh);
-The background doesn't seem to be moving at the same speed as the actual rotation because I'm using artistic license. In short, the tower has 8 frames of animation for every rotation step, and there are 32 steps. Since I've made 32 frames, I would have had to use the same tiles for each frame which means the tower would have looked immobile. So changed the tiles each frame even though it looks like the tower is rotating 8 times slower than it should because, hey, at least it's turning.

Comments would be appreciated, even though suggestions for major changes will most likely be ignored considering how long it took to finish it as is.
Title: Re: Battletoads (NES)
Post by: Maxim on January 27, 2011, 11:01:44 am
It's very impressive. I feel it's a good compromise to represent the difficult level style without making it too complex, although obviously a more complicated version could do more. Animated GIF wins on compatibility, even if it is labour-intensive :)
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on February 08, 2011, 04:18:14 pm
Another level done, namely Level 5 - Surf City. And again, ImageShack is being difficult and refusing to make thumbnails for it. Given how long this level is, I decided to split in two maps, using the Big Blarg boss fight as the separation point.

[LINKS REMOVED]

Note that the water mines are positioned correctly horizontally but not vertically since their exact position is completely random, but you at least know when to expect them. Also, I manage to capture the full vertical resolution of the stage by freezing the camera and identifying the various 256 x 256 pixels sections of the stage and using those to fill the areas I could capture otherwise.

*EDIT 27/04/12*

I needed space in my free ImageShack account, so I've decided to remove the maps from this post. You can find them on VGMaps here. (https://www.vgmaps.com/Atlas/NES/index.htm#Battletoads)
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on February 16, 2011, 10:13:40 pm
Finally finished another stage, Level 7 - Volkmire's Inferno. Since most of this stage is a high speed obstacle course, it took me many hours determining with precision where every obstacle was located. Regarding Part 3, the fireballs' vertical placement is random just like the mines in Level 5; as such, I placed them in a nice geometric pattern just like I did with the mines.

[LINKS REMOVED]

Only one stage left, but it's another high speed one, Level 3 - Turbo Tunnel. It should also take me a while, but then at last this game will be finished!

*EDIT 27/04/12*

I needed space in my free ImageShack account, so I've decided to remove the maps from this post. You can find them on VGMaps here. (https://www.vgmaps.com/Atlas/NES/index.htm#Battletoads)
Title: Re: Battletoads (NES)
Post by: NESAtlas on May 12, 2011, 08:30:41 am
These are great and make me want to do a complete Battletoads atlas video from start to finish!
Title: Re: Battletoads (NES)
Post by: TerraEsperZ on July 27, 2011, 12:05:00 am
IT'S FINALLY DONE!!! Started way back in 2007 and ending today with Level 3 - Turbo Tunnel, Battletoads (NES) is finally fully mapped and I can finally move ahead with something else.

Finishing another project, namely Bucky O'Hare (NES)...

Anyway, I'm not even bothering with the thumbnails at all this time. They never work, and they wouldn't show anything considering how long the maps all are, as you can see below:

[LINKS REMOVED]

I'm sending all the newer/updated maps to JonLeung right now so they should be up soon. I'm soooo sick of this game by now, you all have no idea! It took me over 15 hours just to map this stage, and I had to start from scratch even though I had mapped 3/4 of it three years ago since I had made a ton of errors by not using the Next Frame option in FCEUX.

Now, onward to more interesting games :)

*EDIT 27/04/12*

I needed space in my free ImageShack account, so I've decided to remove the maps from this post. You can find them on VGMaps here. (https://www.vgmaps.com/Atlas/NES/index.htm#Battletoads)
Title: Re: Battletoads (NES)
Post by: Maxim on July 27, 2011, 08:22:43 am
Why not use forum attachments? They're limited to 4 per post, since Jon didn't change that setting yet, but they won't get arbitrarily deleted and the thumbnails (mostly) work.
Title: Re: Battletoads (NES)
Post by: JonLeung on July 30, 2011, 09:41:01 am
Thought we'd never see the day...

Hurrah, they're up! (https://www.vgmaps.com/Atlas/NES/index.htm#Battletoads)