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Messages - Will

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61
Map Requests / Re: Prince of Persia
« on: September 22, 2012, 12:30:13 pm »
The Commodore 64 version of Prince of Persia has been mapped. This is not the official version as it is a remake done in 2011 by Mr. Sid, but  nevertheless it a fantastic improvement to the older 1993 C64 version made by an unknown company which does not make the full graphical or audio capabilities of the C64. Great going Rekrul.

62
Maps In Progress / Re: Shadowrun (SNES)
« on: September 20, 2012, 11:41:37 am »
This might help you fill the gaps in the maps, but it maybe a little more time consuming than a WTW (Walk Through Wall) Code:
http://gamehacking.org/vb/threads/4162-Code-request-Shadowrun-snes-Pro-action-replay

63
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: September 10, 2012, 01:07:31 am »
Thank you for the code. It's helped me finish what I started. The remade maps are their way as I speak.

Also I have done two more Bugs Bunny Rabbit Rampage maps. Previously level 9.1 co-stars Taz alone. Now the 7th level co-stars only Wile E. Coyote and the 8th level co-stars The Crusher and a repeat of cameo appearances from the third level.

64
Now this is a very interesting case I've come across when applying code in one of the SNES games, Bugs Bunny Rabbit Rampage.

At http://gamehacking.org/?s=bsfree2&sys=4&gid=2354, the jump codes don't appear to work and when I typed DDB3-3404, instead of getting multiple jump after jumping, the ground loses its clippings and Bugs falls down offscreen. That only happened on the (E) version of the game. But the codes workly perfectly on the (U)(!) version. Interesting that different versions of the same code respond differently to codes.

65
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: September 04, 2012, 10:27:04 am »
I have finally finished Robin Hood Prince of Thieves. By the time you see the maps, you'll notice a few of them have some white gaps in them because I could not reach or access those areas, nor could I find any walk-through wall code to get them. If anyone is interested, feel free to finish where I left off. The maps include:

Hadrian's Wall, Wagon Route, River Crossing, Road to Town

66
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: August 24, 2012, 05:19:06 am »
Sorry for a little disappointment Ian, but I've reached a difficult level in Rabbit Rampage, so I'm afraid the whole mapset won't be ready in time for the end of the week. But do enjoy what comes.

In level 1.3, you'll see Witch Hazel, the three little pigs and the big bad wolf from the cartoon "Windblown Hare", once again the Goofy Gophers, Hansel and Gretel and last but not least Yosemite Sam. In the following level 2001, there's the Insta-Martians and Marvin himself.

67
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: August 21, 2012, 07:03:08 am »
I have done two more levels of Rabbit Rampage. The second level co-stars a bloated version of Nasty Canasta, several copies of Hiawatha from Hiawatha's Rabbit Hunt and several copies of Hot Red Ryder from Buckaroo Bugs. Hot Red Ryder now wears polka-dotted underpants instead of a diaper with a gold-plated safety pin.

The third level co-stars Toro the Bull and there cameo appearances of Pepe Le Pew, Sylvester, Taz, Road Runner, Wile E. Coyote, Porky, Foghorn Leghorn, Beaky Buzzard, Junyer Bear, Speedy Gonzales, Hippety Hopper, Sam Sheepdog, Playboy Penguin, Marc Anthony & Pussyfoot, Michigan Frog, Elvis, Henery Hawk and some other characters I do not recognise the goose (probably Mother Goose), a beige cat, a purple cat, a wildcat, a red-nosed lion and a goat.

I thought I'd see so many characters from the entire Looney Tunes/Merrie Melodies series.

68
Congratulations, you have succeeded where I haven't. I have not resumed work on this game for many months.

69
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: August 18, 2012, 02:56:34 am »
I have just worked on a single map of Bugs Bunny Rabbit Rampage. That first snow stage co-stars several copies of Willoughby the Dog, several copies of the Goofy Gophers Mac and Tosh and of course Elmer Fudd.

70
Maps In Progress / Re: Super Ghouls 'N Ghosts (SNES)
« on: June 28, 2012, 11:09:16 am »
Very good! As soon this stage is done, the whole game is mapped. Don't forget to resend your improved version of stage 1 which includes the rear background not shown before.

71
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: June 02, 2012, 10:38:34 pm »
The first of the Illusion of Gaia maps are up. Do you like the new layout. I thought letters in diamonds were quite new and matching. The hardest to assemble so far was King Edward's Prison. The blue bat critters look kinda cute.

72
EDIT: I've located the sources of all the images he's used. Easy peasy with Google Image search. They have been taken from:

http://scubasquirrel.wordpress.com/
http://newscoma.com/2010/10/27/a-squirrel-in-a-fedora/

73
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: May 26, 2012, 11:27:22 am »
I have decided to start mapping the SNES game "Illusion of Gaia". All the map pieces and layouts are readily done at http://www.vgmapper.com/SysSNES/I/IllusionofGaia.html . However they need to have the starting positioned sprites and the letters to indicate which doors go where. I have finished and sent to Tropicon a prototype map, if the format of the map is acceptable and I gain permission to use the map pieces of the site to continue this project, I can finish what was started.

74
Map Gab / Re: Hydra Castle Labyrinth (PC)
« on: May 12, 2012, 01:25:00 pm »
Enemies are optional but otherwise perfectly acceptable in a map if the enemies have a fixed position or at least a fixed number. You can also add bosses to the maps if you want to. What should not be included in a map are random enemies that spawn endlessly. Keep up the good work.  ;)

75
I've done the second act of Teenage Mutant Ninja Turtles 2. The long stretch of road was merely looping up to a point. The fifth act has a strange sort of sky area with platforms and it wraps vertically. I managed to solve that and the long stretch of platforms has been put together with the other rooms. Now the game is finally finished.

EDIT: I have been working on Radical Rescue. This is going to be one giant map because the entire game takes place in an abandoned mine. The map style is pretty much going to remind you of Castlevania. I am now about halfway done. In the Japanese version of the game there is a slightly better mini map than in other versions because it has proper icons for keycards, prison doors and bosses instead of just black dots.

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