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Topics - RT 55J

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Mapping Tips/Guides / Changing the default print-screen key?
« on: July 21, 2014, 09:18:21 PM »
Right now my current computer is a laptop. Like many laptops, it has a bit of a cramped keyboard. In my case, the print-screen key doesn't properly exist. To print screen, I have to press [FN]+Home, which are pretty much on opposite ends of the keyboard. In cases of twitch-action games outside of emulators, this ends up being quite cumbersome. How can I change this to something less annoying, like caps lock or something? (I'm using Windows 7.)

Maps In Progress / Rokko Chan (PC, Flash)
« on: November 05, 2013, 07:27:09 PM »
The game is availible here. It's a very well done Mega Man homage. I've always had the desire to map a Mega Man game, so I figured that this would be close enough to satisfy that particular itch.

Hockey Man

Stages - Progress
Hockey Man - v1.0
Volcano Man - v1.0
Jet Man - v1.0
Rolling Man - v1.0
Forest Man - v1.0
Lightning Man - v1.1
Dr. Mad Stage 1 - 40%
Dr. Mad Stage 2 - 40%
Dr. Mad Stage 3 - 80%
Dr. Mad Stage 4 - 80%

Maps In Progress / The Adventures of Batman and Robin (Gen)
« on: November 07, 2011, 06:43:53 PM »
About six months ago I submitted a map of the the first part of the second stage because I thought I was going to be gone for 24 months doing mormon missionary stuff (and yes I forgot to tell you guys :P), but then I got punched in the face, so I guess that I have nothing better to do than make maps while I recuperate over the next few weeks.

This game is a pretty swank, demoscene-ish Gunstar Heroes clone, except they decided to ruin it with some absolutely terrible pacing. Most of the stages are just the same demoscene-y background repeated ad nauseum, without the slightest variation in level design. This renders much of the game unmappable or entirely pointless to map (the last stage being the worst offender), which is good since it reduces my workload.

Anyways, to start off the thread, here's a map of Stage 1-1. Unlike the rest of the stages that center themselves over a demoscene effect, this one has to gall to provide a reasonable bit of variation, so I felt compelled to map it. Fortunately, it was surprisingly doable it wrangle it into something presentable.

Level 1 - Happy Birthday to Me!
- Gotham by Night
- Gem Expo
- Warehouse
- Moving Trucks

Level 2 - A Two-Sided Story
- Zeppelin Loading Dock
- Zeppelin

Level 3 - Tea Time
- Dark Studio??
- Mushrooms

Level 4 - Snow in July?
- Nothing mapworthy

Map Gab / Map-based wallpapers.
« on: July 07, 2010, 11:17:35 PM »
(Inspired by a thread on another forum.)

Maps are fun to look at, which means they make for great wallpapers.

(More elaborate opening post pending. Sleep comes first.)

Chip and Dale Rescue Rangers - Overworld
Marble Madness - Stage 1

Maps In Progress / Super ZZT
« on: May 25, 2010, 09:42:13 PM »
I just started this a couple hours ago because somebody on another forum commented on my maps and I realized that DOSBox is awesome.

Currently I only have one board done, but each Super ZZT world is only 8 or 9 boards big (and I don't see anything that would be a major hold-up), so completion of this project is only dependent on my free time (and motivation).

ZZT's Lost Forest (WIP)

(The screens were taken from the internal level editor while in DOSBox, spliced together, and then the whole image was stretched 200% horizontally.)

Gaming / Mega Man 10 Announced
« on: December 09, 2009, 04:15:11 PM »
- It's 8-bit (again)
- The first confirmed robot master is Sheep Man (who's electric).
- Proto Man is available from the start.
- There's a third playable character who's unrevealed (Bass or Roll?)
- Features an easy mode
- Plot: Mega Man has to build a vaccine-making machine to cure robots of the dreaded Robotenza (robo flu).
- Computer, lava, and ice themed stages confirmed.

GoNintendo Link
Pic (larger version)

Map Requests / RE: Castlevania Maps
« on: July 05, 2009, 09:53:53 PM »
I'm not that familiar with the CV series, so I'm not sure how accurate this list is.

[Game] - [Status]

CV 1 Remakes/Ports:
Vampire Killer (MSX2) - Complete
Commodore 64 - ??
Amiga - ??
IBM PC - ??
Haunted Castle - ??
Super Castlevania IV - Complete
Castlevania Chronicles - ??

Castlevania - Complete
Castlevania II: Simon's Quest - Complete
Castlevania III: Dracula's Curse - Complete
Kid Dracula - ??

Super Castlevania IV - Complete
Castlevania: Dracula X - Complete

Game Boy:
Castlevania: The Adventure - Complete
Castlevania II: Belmont's Revenge - Complete
Castlevania: Legends - ??
Kid Dracula - ??

Game Boy Color:
Castlevania: The Adventure - Complete
Castlevania II: Belmont's Revenge - Complete

Castlevania: Bloodlines - Complete

Castlevania: Rondo of Blood - Complete

Castlevania: Symphony of the Night - Complete

Game Boy Advance:
Castlevania: Circle of the Moon - Complete
Castlevania: Harmony of Dissonance - Complete
Castlevania: Aria of Sorrow - Complete

Nintendo DS:
Castlevania: Dawn of Sorrow - ??
Castlevania: Portrait of Ruin - ??
Castlevania: Order of Ecclesia - ??

Mobile Phones:
Castlevania: Order of Shadows - ??

EDIT: Fixed formatting.

Mapping Tips/Guides / Video Specifications
« on: February 10, 2009, 09:58:30 AM »
NOTE: Do not post in this topic unless you are offering accurate technical specifications. If you have a correction, do it in another thread.

Nintendo Entertainment System

Display Resolution:

- 256 pixels wide by 240 pixels tall.

- Most NTSC TVs (and emulators) crop off the top and bottom 8 rows of pixels.

- Many games crop off the 8 leftmost columns of pixels.


- The NES has a palette of approximately 52 colors.

- From these colors, the NES can make 8 palletes.

-- 4 palettes for the background layer and 4 for the sprites

-- Each palette has 4 colors, with each palette sharing the same transparent background color.

- The NES supports emphasizing red, green, and blue colors as well as switching to monochrome, but very few commercially release games took advantage of this (they could've done some sweet pseudo-transparency effects :( ).


- Tiles are 8 by 8 pixels, with each pixel being represented by 2 bits, thus allowing 4 colors (2^2) per pixels.

- There are 512 tiles total: 256 for the background and 256 for sprites.


- The maximum amount of sprites onscreen is 64.

- The maximum amount of sprites per scanline is 8

- Sprites can be flipped vertically and horizontally.

- Sprites can either be 8 or 16 pixels tall.

-- Note: This is a global setting. You cannot have 8 and 16 pixel tall sprites onscreen at the same time.

-- In 8x16 sprite mode the game can use sprite and background tiles. This is accomplished by sacrificing the last bit of the "tile number" for the 8x8 sprite mode.

--- Note: Tiles in the 8x16 sprite mode cannot be selected independently. The ID of the second tile is always the one directly after the first.


(I'll get to that later. My class is about to start. :P )


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Map Gab / Interesting thing in Zelda 2
« on: January 17, 2009, 03:16:04 PM »
NOTE: I did not find this.

User posted image


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Gaming / Eversion - A cute, 8-bit styled game.
« on: January 02, 2009, 12:32:41 PM »
I found this game on another forum and feel compelled to post it here.

Game website:

Direct download link:


esc - Go to title menu (you can revisit any stage that you've played)

p - Pause

z - Jump

x - "Evert"

The goal of the game is to "rescue the princess" (yawn), but the real challenge lies in getting all of the gems. The main draw of the game is the ability of your character to "everse" between different worlds (sorta like Zelda 3) when at a specific spot. You can tell you're at an eversion point when the background color changes. The differences between the worlds are not only cosmetic, but also effect things like block properties and enemy placement, making the game sort of puzzly. There are also some more changes, but I don't want to spoil them.

Just a note of caution: To me, this game is very reminiscent of Sunsoft's NES titles, in that it's deceptively kid-friendly exterior hides a nerve-racking and nightmarishly difficult interior. I found it to be quite short (only 7/8 levels) and manageably difficult, but I know that some of you won't have the nerves to complete this game (things start heating up about halfway through). Still, I found it fun, but it's definitely not for everyone.


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Map Gab / RE: Batman - Return of the Joker (NES)
« on: December 15, 2008, 06:22:08 PM »
This is the sequel to Sunsoft's first Batman game for the NES. On a technical level, this game is amazing, with lots of parallax, huge sprites, and good animation. Pictures don't do this game justice. It's a pity that the gameplay is rather iffy. :/

Stage 1:

User posted image


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Gaming / Random guys ranks every single NES game
« on: October 07, 2008, 04:39:36 PM »

I'm posting it here because found the top and bottom ten to be rather surprising.


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Gaming / Mega Man 9 Confirmed!?
« on: June 13, 2008, 10:44:25 AM »


"its a good day to do what has to be done by me and help my brother to defeat the enemys" - John Freeman

Gaming / Syobon Action
« on: December 28, 2007, 03:11:23 PM »
Download here (first link on the page)

Basically it's like those "impossible" Mario hacks with insanely sadistic level design, except it's not a hack. Chances are that you'll have more fun watching somebody else playing it rather than playing it yourself, but I can vouch for the fact that it is possible to beat.


Dot? Dot. Dot!

Maps In Progress / Gunstar Heroes (Genesis)
« on: December 07, 2007, 12:55:43 PM »
This game uses a lot of clever graphical effects to fool you into thinking that the Genesis supports more than 2 layers. That does complicate things a bit, but it also makes it more fun to map. :)

Also, here's a completed map of the first part of Black's stage.

Stage 4, Part 1:


Dot? Dot. Dot!

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