Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - snesmaster

Pages: [1]
1
Hi, I was just wondering what the best emulator out there was to map out Arcade games.  Are there any that can turn on and off sprites of different background layers?

2
Map Gab / Super Mario World
« on: February 19, 2013, 10:35:58 am »
Hi, I have a question.  I have started mapping Super Mario World for the SNES and have World 1: Yoshi's Island complete so far.  I'm mapping this game for my website, and to allow me to make posters for the game.  The game is already mapped here, and in fact has won Map of the Month honers back in 2004.

Map from this site:
https://www.vgmaps.com/Atlas/SuperNES/SuperMarioWorld-Yoshi%27sIsland-Yoshi%27sIsland4.png

New map I have made:
http://www.snesmaps.com/maps/SuperMarioWorld/SuperMarioWorldMap06.html

The maps from this site are taken from the Lunar Magic map editor, there are some labels added to it, and the boss areas that are not in the map viewer have been added.  But aside from that they are pretty much straight from the editor.  I understand this since it was done in 2004, before there were that many tools available for mapping SNES games.  However now a much better job can be done.  Notice how I included the water at the bottom of the level.  I also labeled all the items in the game like showing there is a Fire Flower in the first question block.  Lots of subtle errors in the placement of sprites are off in the map editor maps.

I always feel a little bad when I submit maps to this site that end up replacing someones maps, but in this case those maps earned map of the month so how can they be replaced?  I don't know if I should submit my maps or not.  Opinions are welcome.

3
Maps In Progress / Tecmo Super Bowl
« on: December 12, 2012, 07:49:20 pm »
Hi, I have decided to map out this game.  However I don't know much about football, so if anyone does, can you assist me with a proper starting position to place the sprites of the players in.

Here is what I have at the moment:
http://www.nesmaps.com/maps/TecmoSuperBowl/TecmoSuperBowl.html

Questions:
Are they in the proper positions?
Are there other players that should be added to the field, and if so where?

4
Map Gab / Chrono Trigger on the Super Nintendo (SNES)
« on: October 21, 2012, 03:28:28 pm »
I started mapping this game about a year ago and then took a break from it for a while.  I have picked up this project again after getting a request that I finish all the maps for this game.

I just finished 17 new maps. Among those is a complete set of maps for the Prehistoric (65,000,000 BC) era.  All my labeled maps for this game have been submitted to VGMaps and should be up soon.  You can also view the maps as I complete them at: http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerMapSelect.html

I just finished the Prehistoric era and will be starting maps for the Dark Ages and Kingdom of Zeal next.  Let me know what you think of the maps I have done so far and feel free to offer any suggestions or comments on them.

5
Maps In Progress / Zelda II The Adventure of Link
« on: January 26, 2012, 10:27:28 pm »
Hi, I just wanted to post an update on my current project.  I have already posted maps for this game, however I made those maps early on when I was just learning how to do it.  Since then I have learned about things like the Name Table Viewer, and the ability to turn off sprites and how to find codes to walk through walls so I can get to every part of the game.  I am going back through an redoing all the maps for this game, along with mapping all the other areas other then just the towns and palaces.

I am finding errors in my old maps and places where I cut off a few pixels from the edge of the map that I can now capture with the name table viewer when the game does not scroll all the way to the end of the map.

I'm also making an overworld map that will be completely labeled with all the secrets and traps in the game as well as the towns and palaces.

Once I finish working on this project I will continue to work on more Chrono Trigger maps for the SNES as requested.

6
Map Gab / Super Metroid on the SNES
« on: February 26, 2010, 07:30:19 pm »
Hi, a while back I mapped out the introduction area of the game, I am now working on mapping out the rest of the game.  It will take a while to finish, but it's underway.

7
Gaming / Super Mario Bros. 2 (Japan) for the Famicom Disk System
« on: September 20, 2009, 06:45:39 pm »
Hi, I have beat this game and now I want to go through Worlds A through D.  However I don't feel like beating the game 7 more times to do it.  Does anyone have a save state file or a code to start at world A-1?  Thanks for any help.

8
Maps In Progress / Doki Doki Panic (Super Mario Bros. 2 USA)
« on: July 17, 2009, 05:56:28 pm »
Hi, I was going to start making maps for Doki Doki Panic.  I was wondering if anyone knew official names for items in that game or know of a website that lists the items and what they are called in that game.  So far I' guessing:



Magic Potion = Magic Lamp

Mushroom = Heart

Turtle Shell  =  Clown Head



So far I have just mapped the first level and those are the items I came across that are different from SMB2 USA.



Thanks for any help.

9
Gaming / Super Mario Bros. 2 Enemy Names - What is correct?
« on: April 26, 2009, 07:17:25 pm »
Hi, I noticed there are some differeneces in enemy names from the Manual and from the ending of the game where it shows the names:



Manual      Game

Bob-Omb      Bob Omb

Hoopster   Hoopstar

???      Subcon (Angel Thing at End?)

Clawgrip   Clawglip

Tryclyde   Triclyde



Does any one know what the correct names are?

10
Mapping Tips/Guides / RE: Capture SNES Sprites with a Pink BG
« on: September 29, 2008, 11:02:38 am »
Well now for NES games the FCEUC 2.0.2 lets you change the background to pink to easily capture sprites, you can also pause the game and advance it to capture each frame to make animated sprites.  See  examples on my website I did for Super Mario Bros.:

http://www.nesmaps.com/maps/SuperMarioBrothers/sprites/SuperMarioBrothersSprites.html



Now I would like to be able to do the same thing for SNES games.  I have just started making maps for Donkey Kong Country, and I would like to do sprites for it as well.  However the current way is using ZSNES and making a save state with the sprite on the screen that I want to capture.  Then go to VSNES tool and load the save state.  Then I can get the sprite on a pink BG to capture it.  However that is a lot of steps and takes way to long for capturing 20 or 30 frames for a complex animated sprite.



Does any one know of a SNES emulator that lets you change the background to Pink, one that lets you pause the game and advance one frame at a time so you can capture each frame of an animated sprite?



Thanks for any help.


11
Hi, I would like to be able to capture Sprites (like enemy graphics) from NES games.  The only problem is you have to take the time to try to remove the background from them.  Also sometimes you can't tell where the sprite ends and the background begins.  Especially if the enemy sprite has black in it and it is on a black background.



Is there a way to turn off the background layer?  I use fceu-0.98.12.win and that lets me turn off the sprites with "F4" but I can't figure out how to turn off the Background if it lets you.  Also turning off the background is not enough.  I need something so I can change the color of the background to like solid Pink so I can easily remove the background from the enemy sprites.



Thanks for any help on this subject.

12
Mapping Tips/Guides / Labeled vs. Unlabeled Maps
« on: January 01, 2008, 11:33:23 am »
What is the general preference when making maps?  I tend to like to put the enemies and items you collect into the maps.  However a lot of maps on this site leave that information out.  Is there a general preference?



I have made or am making maps for Actraiser, Soul Blazer and Lufia II on the SNES.  I create the maps using PhotoShop and have everything on layers, so it would be easy to turn off the layers showing the enemies, and labels for item locations and save out a version that is unlabeled.



It takes a lot of time and effort to go back after the back drop for the game is done to add items and enemy locations.  Leaving that information out certainly would speed up the time to produce the maps, however that is information I like to have.



I was just wondering what is the overall preference of most people who visit and post to this site.  If desired I could submit two versions of each map to make everyone happy, if there is a high enough demand for both versions to make it worth having duplicate maps with minor differences.



Thanks for any thoughts on this.


13
Maps In Progress / Soul Blazer (SNES)
« on: December 30, 2007, 06:21:54 pm »
I am currently working on creating maps for all levels of this game.  So far I have all the maps for the first area (Grass Valley) complete.  I will start working on the 2nd area (Greenwood) next.  Hover I will take breaks to work on maps for other games as well to help break things up.

Pages: [1]