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Quote from: snesmaster on November 26, 2012, 11:45:28 PM
The animated map for the Inside Lavos area would be kewl. I will wait for BizHawk to be ready before I take that on.
Quote from: snesmaster on November 26, 2012, 11:45:28 PM
I have not made an APNG yet. Is that supported by the major browsers at this point?
Quote from: snesmaster on November 26, 2012, 11:45:28 PM
Let me know what ending Crono and Marle flying off together is from. What I need to do to get it, or provide a Save State File just before that ending.
Quote from: snesmaster
I just updated the map for Ioak Hut 1.
But the lower text states the item count; maybe add that at the top? (maybe without the quotes)
3 each of
Petal + Fang = Ruby Gun / Dream Gun
Petal + Horn = Sage Bow / Dream Bow
Petal + Feather = Stone Arm / Magma Hand
Fang + Horn = Flint Edge / Aeon Blade
Fang + Feather = Ruby Vest
Horn + Feather = Rock Helm
10 each of
Petal + Fang + Horn + Feather = Ruby Armor
| Fang | Horn | Feather
--------+----------+------------+----------
Petal | Ruby Gun | Sage Bow | Stone Arm
--------+----------+------------+----------
Fang | | Flint Edge | Ruby Vest
--------+----------+------------+----------
Horn | | | Rock Helm

Petal
--+----------+----+---------
| | | | |
+--Stone Arm | Ruby Gun--+
| | |
| Sage Bow |
Feather +--Ruby Vest--|--------------+ Fang
| | |
+--Rock Helm | Flint Edge--+
| | | | |
--+----------+--+-----------
Horn
Quote from: snesmaster
Should I show the guards blocking the doors on my map, or should I show them where they stand after the trial and you can go anywhere in the castle?
Quote from: snesmaster on November 19, 2012, 02:44:36 PM
Do you think this is a case where I should change the way it appears from the game to make it look better on the map?


Quote from: snesmaster on November 15, 2012, 03:37:50 PM
vSNES lets you scroll through a window that displays 127 sprite channels

Quote from: TerraEsperZ on October 25, 2012, 03:33:12 PM
does [bsnes] support all the additional chips that later games featured like the Super FX, the Cx4, the SA1 and S-DD1?
Quote from: Peardian on October 26, 2012, 05:17:56 PM
having to constantly use bgmapper is a pain
Quote from: Peardian on October 26, 2012, 05:17:56 PM
sprite placement viewer (I know at least one DS emulator has that, but I don't know if the SNES works in a way to allow for it)
Quote from: feos on October 30, 2012, 08:02:18 AMQuote from: Peardian on October 29, 2012, 10:07:25 PM
How about an option to export graphics (be it tilesets or maps) with the transparent color actually transparent? Every emulator I've seen always exports the colors completely solid, which can be a hassle to use sometimes. Having an option to export with proper transparencies (by reading how the game uses the palette? I dunno) would be really handy for mapping and sprite ripping.
I don't quite understand what you mean.
Quote from: snesmaster on November 14, 2012, 12:16:48 PM
I just saw this thread. I tested it out, and it appears that the colors in this are slightly brighter than zSNES and vSNES.
Quote from: snesmaster on November 15, 2012, 06:47:10 AM
Be able to turn on and off different parts of sprites like can be done in vSNES (That way if one sprite is covering another you can uncover it)