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Messages - Troy Lundin

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121
Map Gab / Re: Sword of Mana (GBA)
« on: October 27, 2011, 03:13:06 pm »
I have a question regarding the unused scenes. Would you want to help us document the stuff you've found in the game for The Cutting Room Floor wiki? Those images, debug room, and unused scenes are exactly the kind of stuff TCRF covers. If you're interested, I'll PM you the link. (Don't want any spambots to get a hold of it!)


The map looks good, aside from the oversized credits box.

Ok, send me the link.

122
Map Gab / Re: Sword of Mana (GBA)
« on: October 27, 2011, 11:05:58 am »
I like C as well. Keep up the good work guys. :D

By the way, are there any questions you guys have about the scenes I provided?

123
Map Gab / Re: Sword of Mana (GBA)
« on: October 26, 2011, 04:43:48 pm »
I meant NPC as in Non-player character. I consider monsters non-playable. Would be cool if they were playable, though. :D

124
Map Gab / Re: Sword of Mana (GBA)
« on: October 26, 2011, 01:29:34 pm »
Is there a unique (or semi-unique) icon for each item in the game? If so, you could just place the icon above each chest and then have a small key somewhere that shows the name of each icon.

The issue with the first one (item names outside the scenes) is that it may become impossible to accomplish on larger maps without a lot of empty space. The desert maybe?
The issue with the second one (item names inside the scenes) may arise if there happens to be chests next to each other. Or close enough that they may overlap.

Also, make sure you are spacing the scenes the correct distance apart. I explained in more detail a few posts back. Basically, it's way they are spaced in the game. If they aren't spaced this way, some of the scenes may overlap. I have a program that can help a lot with spacing. Basically, it allows you to move the scenes 8 pixels at a time so you can line them up easier. I can put it up if you wish to use it.

I love the NPC info and the exit signs. The credit box is a bit large.

125
Maps In Progress / Final Fantasy VI Advance (GBA)
« on: October 25, 2011, 07:50:47 pm »
Update (14 FEB 2012): 291 scenes captured.
Update (15 FEB 2012): 430 scenes captured. Starting cleanup.

Gonna start on this game. If it's already been started, let me know.

Found out the following information:

This game uses the most disorganized memory allocation I have ever seen. Character and screen positions are held in multiple locations. Some are 16-bit while others are 8-bit. the Map IDs are held in a similar fashion.

FFVI uses separate screen and character locations. It also does what Sword of Mana does. When I put the character location to (0, 0), the screen location stops at (16, 16). Though, in this game's case, I am able to nudge the screen to the very edge to grab the missing pixels. An interesting feature about the missing pixels is that they are absolutely useless. Basically, anything past where your screen can normally go seems to be repeated tiles. This applies to outdoor maps only.

Indoor maps are a bit different. They consist of multiple rooms. They have (so far) a maximum size of (2048, 1024). After these dimesions are passed, the map starts to repeat even though the character position doesn't reset. For example, if I were to go past 2048 on the x-axis, it wouldn't reset to 0 but the map would start repeating. Both the x- and y-axis go up to 65,535.

I'll attach an example of an Outdoor and Indoor map. You'll notice the Outdoor map (Narshe) is stuffed with garbage on it's edges. The indoor map (Jidoor) contains some random pots.

Also, if anyone knows the offsets for animations, I'd love it. :D

126
Map Gab / Re: Sword of Mana (GBA)
« on: October 25, 2011, 04:53:38 pm »
Here is the full pack of scenes.

Scenes that end with:
0, 4, 8, C are Morning.
1, 5, 9, D are Noon.
2, 6, A, E are evening.
3, 7, B, F are Night.

Scenes that are entirely Magenta haven't been captured yet. These should just be some Morning and Evening scenes.
Scenes that are mostly Magenta but have a rectangle of black don't exist in the game. They just came up as a black screen.

http://www.4shared.com/file/CV6yGLyl/Sword_of_Mana_-_Scenes__Full_.html

127
Map Gab / Re: Sword of Mana (GBA)
« on: October 25, 2011, 10:15:09 am »
The Night scenes are exactly the same as the Noon scenes for that area. Some scenes only used one time of day. For example: 0881 is outside Vinquette Castle (I think). That is the Noon version of that scene. The other times are non-existant. You can see this is you use the following codes in VBA:

020003B4:0880
020003B4:0882
020003B4:0883

To get the code to work you have to change areas.

Those codes access the Morning, Evening and Night versions of that scene, respectively. Some Vinquette scenes use all four times, most use just the Noon and Night version only. Either way, they are all the same. Also, if you keep an eye on the offset 020003B4, you can see what scene you are on. This may help piecing the areas together.

I always wondered why the different times for that area looked the same. Trop cleared it up when he said you can only enter at night. :D

I can upload all the scenes later. I want to run them through PNGGauntlet first so it isn't a 90MB file. :D

128
Map Gab / Re: Sword of Mana (GBA)
« on: October 24, 2011, 09:43:28 pm »
Okay, I finished up just the Noon scenes. It seems the game uses Noon as the default time of day if it only uses one time of day for a scene.
Anyway, now you have something to work with. http://www.4shared.com/file/Ceg2bsHt/Sword_of_Mana_-_Maps__Noon_.html

Also, attached is "Debug Room". Enjoy.

129
Map Gab / Re: Sword of Mana (GBA)
« on: October 24, 2011, 10:56:17 am »
Question: Is Vinquette Hall(?) a maze or does it have a lot of pointless, similar looking rooms?

I am getting tons of rooms that look the same. Also, most of the rooms only have Noon and Night versions.

Update: Up to 1488 scenes. I found a couple more 'interesting' scenes.

013D is named "Flashback Scene" in-game. NPCs can be walked through and not spoken with.
06A1 is named "Black Screen" in-game. NPCs cannot be spoken with.
06A9 is named "Glass Desert4" in-game. NPCs cannot be spoken with.
08AD is just a Japanese character I would like translated. This is what shows up on every ID past the cactus-plant ones.

130
Map Gab / Re: Sword of Mana (GBA)
« on: October 24, 2011, 12:51:46 am »
Finished another 300 or so scenes. This brings the total up to 1242. Almost done! In all honesty, I can finish by tomorrow. Hope you guys are ready. :D

131
Map Gab / Re: Sword of Mana (GBA)
« on: October 23, 2011, 09:56:15 pm »
@FlyingArmor: Thanks for the translation. Btw, they look like two different languages. Are they?
@Peardian: Thanks. Also, it has gotten so mindlessly repetitive that I can do it without even paying attention now. Do that with your screenshots! :D

Ok, attaching a zip with Batmo Cave inside. There is a mockup I did of the Morning scenes.

The only thing I will be anal about is scene positioning.
Each scene has (at least) an 8 pixel, magenta border on the top and left sides. An 8 pixel border on the bottom and right sides is assumed. Some images have a greater border of the top or left sides. These borders indicate how far apart each scene should sit from each other. If you look at the mockup, you can tell how I positioned them. This is the correct way they should be positioned for accuracy.

Anything on the sprite layers needs to be added (chests, angel statues?). NPCs can be labeled in the blank areas beside the scenes. Maybe put an image of the NPC with some basic stats if it's able to be killed (health, resistances?) or other information you see fit. Chests can probably be labeled on the scenes themselves unless you feel it won't flow well.

Other than that, just give me the credit, "Captured by Troy Lundin" as well as putting your own credits.

Here is a tip to organizing the scenes.
Any scene whose filename ends with 0, 4, 8 or C is a Morning scene with the next being Noon, then Evening, then Night.

Example:
001C is Morning.
001D is Noon.
001E is Evening.
001F is Night.

Or, you could use times such as 0600, 1200, 1800, 2400. Or whatever. Just make sure you put the right time of day scenes together.

http://www.4shared.com/file/wrC2gOZ0/Sword_of_Mana.html

132
Map Gab / Re: Sword of Mana (GBA)
« on: October 23, 2011, 09:12:18 pm »
Ok, I didn't realize you started already. There isn't anything specific I want. You will have to add the chests and angel statues. Basically, anything that is on the sprite layer.

Only thing I can think of is major story NPCs, such as NPCs you talk to that would start a boss battle or something. This is your part of the mapping. Be creative.
Also, I hope you are very familiar with the game. The scenes I capture aren't named after the area they are in, they are named by the ID. You can see this in the attachments I post.

They are named as such because of the autosave and autoload feature of my capture program. Anywho, I can upload a few scenes so you can get started. Maybe make a sample for me to look over?

133
Map Gab / Re: Sword of Mana (GBA)
« on: October 23, 2011, 05:58:15 pm »
I got bored so I tried to find the real scene ID. Seems the last one is 088B, which is the subsea volcano. No idea if that is the last area in the game, but it gives me a good idea of how many scenes I have left. I am at 847 of a possible 2187!

Why must this game eat at my soul? /sigh

Anyway, I found a couple of images after 088B that aren't scenes. Maybe someone can tell me what they say.

134
Map Gab / Re: Sword of Mana (GBA)
« on: October 22, 2011, 01:43:58 am »
Up to 425 scenes. Would have had more but I spent all day watching Blizzcon. More tomorrow!

Update (10/22): Like yesterday, most of today was wasted. I am up to 587 scenes captured. I just completed the Airship and have started Miasma Glen.
Another update. 652 scenes captured. Finished Cascade Cave(?), I think. Some of the areas scenes are not in order.

I feel kind of dirty mapping a game I have never played before. Even after I finish mapping, I will still have not played the game. :(

135
Map Gab / Re: Sword of Mana (GBA)
« on: October 21, 2011, 10:43:07 am »
The Freemove code I use just move my character's position. The game will force it's screen to try and center itself on my character. I have tried manually moving the screen over 8 pixels. Moving it's location from 0008h to 0000h. It just grabs 8 pixels off the right side of the screen and slaps em on the left.  When I enter a menu it resets to 0008h.

i am sure you could fill in some of the gaps with probable matches, but guessing was never my cup of tea. I am perfectly content mapping as much of the game as it allows in-game. Of course, one could always just rip the maps directly from the rom if they wanted the map in it's entirety. If I could do that, by golly, I would. But, I can't, so, this is the next best thing. :D

Another thing, the gaps show where each scene separates from the other, since they are separate (loading is needed) in the game.

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