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Topics - Mikemc

Pages: [1]
1
Gaming / Raptor is being updated! (Also textures)
« on: April 18, 2021, 07:06:46 pm »
Scott Host is porting Raptor: Call of the Shadows to all the systems, and making an Enhanced edition! w00t
In this stream, he shuffles through all(?) of the textures and sprites from the game so if you need some clean tiles then maybe clip them from the video.
https://www.youtube.com/watch?v=iShmWy9BviA

2
Map Requests / Solar Winds Sector size [Map Request or Mapping Tips?]
« on: April 11, 2021, 03:30:48 am »
I periodically go back to trying to map out Solar Winds, but it's hard to determine how big a sector is when the background is mostly black :/.
Does anyone know how many pixels a sector is in Solar Winds (Epic Megagames)? I have been using tSearch to try replicating the random stars, planets, or anything where pixels can be seen.

I suppose I could go Mythbusters and measure the time it takes to fly over a planet, then compare with flying between 2 sectors..

3
Gaming / Modernising the lists?
« on: July 27, 2019, 12:04:01 am »
Have you thought of modernising the site with CSS or at the very least splitting the lists among A-Z pages to make them simpler to load on mobile?

4
Map Requests / No Shadowgate?
« on: July 25, 2019, 01:37:06 am »
Is there seriously no map for Shadowgate? I checked NES, PC, and performed a search.

5
Message Board Help / Why not split games into alphabetical folders?
« on: June 28, 2018, 03:03:44 am »
Rather than having 0-9 and A-Z loading on one giant page, which takes a long time to navigate on mobile, place each letter into its own folder.

Make a .bat file (a renamed .txt) and put this into it:

md A
move a*.* a
md B
move b*.* b
md C
move c*.* c
(and so on)

It'll make a new directory (folder) labeled A,B,C... then move every file that starts with a,b,c... into it.
Should be easy enough to edit the tables by copying each letter's chunk to a new document then saving into their respective folders?

6
Gaming / How do you like 3D games to look mapped out?
« on: January 25, 2018, 07:19:10 pm »
Top-down or isometric?
What about the different floors?
Turok 2 is on Steam, and there's a console for inputting commands like fly, clip, stop time, wireframe.. The only maps anyone has done (short of just scanning/stealing from Prima's guide) is of the Hub, but the whole game can be easily mapped out using the PC version. Except it's in 3D and rooms get blocked by other rooms if you're going for a straight screenshot.

7
Map Requests / Colecovision?
« on: January 03, 2016, 03:00:48 am »
I don't see it in the list on the front page. Is there a section that I'm just not seeing?

8
Here is an overhead view of the Covenant settlement, with a rough boundary drawn around it. I took this to aid in deciding were to place new objects, walls etc. I invite everyone to participate in this idea! Each map should have either the whole area before scrapping, or have the large debris, such as houses, cars, etc.. removed. I haven't completed the game so my submissions will be whenever.

Naming could be like this:
"[Settlement name]" - As it was when you found it.
"[Settlement name] Clean" - All scrappable items cleared.
"[Settlement name] Empty" - Used a mod and removed absolutely everything.

Here is how I took the photo:

** Remember to use a save that is separate from your main saves, just in case!

Wait for a clear day or use a console command / mod to remove the fog.
Enter first-person view.
Open the console and type: tfc [enter] to activate Free Camera mode. Close the console.
Fly up to a good vantage point. Many screenshots may be required, then stitched together as best you can.
Open the console and type: tm [enter] to remove the HUD elements.
** This will also hide the console, so take the shot, then enter the code again before moving.

To get the boundaries:
*** If you activate Build Mode while using Free Camera mode, you may lose the use of your mouse wheel. Restarting the game will fix it.

While on the ground and not in Free-Cam mode, activate build mode (workshop) to display the green boundary.
Open the console and type: tfc [enter] to activate Free Camera mode.
Fly up and either take multiple shots or just get one big one from far away.
In an image editor, compare the boundaries image with your map & draw them out as best you can.

Interiors are more difficult as the clipping causes objects to vanish from view, and rooms may not render.

9
Map Requests / [PC] Fallout 4 Settlements +Boundaries
« on: December 14, 2015, 02:33:27 am »
Here is an overhead view of the Covenant settlement, with a rough boundary drawn around it. I took this to aid in deciding were to place new objects, walls etc. I invite everyone to participate in this idea! Each map should have either the whole area before scrapping, or have the large debris, such as houses, cars, etc.. removed.

Naming could be like this:
"[Settlement name]" - As it was when you found it.
"[Settlement name] Clean" - All scrappable items cleared.
"[Settlement name] Empty" - Used a mod and removed absolutely everything.

Here is how I took the photo:

** Remember to use a save that is separate from your main saves, just in case!

Wait for a clear day or use a console command / mod to remove the fog.
Enter first-person view.
Open the console and type: tfc [enter] to activate Free Camera mode. Close the console.
Fly up to a good vantage point. Many screenshots may be required, then stitched together as best you can.
Open the console and type: tm [enter] to remove the HUD elements.
** This will also hide the console, so take the shot, then enter the code again before moving.

To get the boundaries:
*** If you activate Build Mode while using Free Camera mode, you may lose the use of your mouse wheel. Restarting the game will fix it.

While on the ground and not in Free-Cam mode, activate build mode (workshop) to display the green boundary.
Open the console and type: tfc [enter] to activate Free Camera mode.
Fly up and either take multiple shots or just get one big one from far away.
In an image editor, compare the boundaries image with your map & draw them out as best you can.

Interiors are more difficult as the clipping causes objects to vanish from view, and rooms may not render.

10
Maps In Progress / Solar Winds 1 - The mapping saga continues!
« on: October 16, 2011, 09:28:15 am »
Please consult the first post for previously discovered infos :).
https://www.vgmaps.com/forums/index.php?topic=1153.msg12059#msg12059

Using a program called tSearch, I have located 12 Hex values that only change when the player's ship is in motion. This leads me to believe that these variables will aid in understanding how the map is laid out in the game Solar Winds (Part 1). These are my findings thus far..

Out of the twelve, these 4 values will stop updating while the player passes through -45,x moving left.

7C65C5D     716072340751908864
+2
7C65C5F     1526449725098688512

+18e

7C65DED     716072546910339072
+2
7C65DEF     1526449725101834240

- Values do not update once per pixel, but per few pixels
- Update occurs during -45,x
If each coord update is 56 pixels then it could be stalling at sector -45.28,x or halfway through that coordinate.

Conclusion thus far:

Without further tests, I can only speculate that each solar system is one gigantic layer that simply hides off-screen until you get close... Which would mean that every visitable place is located right next-door! (or at least the graphics)
If this theory holds true, then tomorrow I should have the total pixel area of each solar system :).

New Questions:
- Two coords are the x,y of the solar system and two are the x,y of the mini-map?
     - Does the ship move or is it the whole solar system!?
- Are the other 8 variables the coordinates of the zoomed-out map layers?
- Where's the address that controls the Outer Barrier?
- What's located at addresses 7C65C5E and 7C65DEE?

===============================
October 16, 10:00pm
It seems that the Hex addresses will only stay the same while the game is running. However if the game is closed and then restarted, these addresses will change and the process of discovery must be restarted. Bummer..
Though I did manage to mess up the stars a bit :D

http://www.youtube.com/watch?v=V5kVcG5huAU

11
If you like you may consult my necro post:
https://www.vgmaps.com/forums/index.php?topic=971.msg10435#msg10435

It's been sitting on the external for over 2 years now, might as well give it out! Make your fan-games or reminisce the good old times with ground tiles from the first 6 levels of Bravo sector. Each tile is 32 x 32 and I used Rpg Maker XP for the attached arrangements :). Rather than post it elsewhere, I ask that you please link to this site :).

- Mike

12
Map Requests / Solar Winds 1 - What I have so far
« on: March 30, 2010, 07:50:31 pm »
Solar Winds 1 (Dos)
Because the stars are loaded randomly in each sector, this makes it very difficult to do a proper, full size map of the galaxy. However through trial and error I have determined the following measurments:

Each sector is 224 x 224 pixels
The minimap updates 4 times per sector, or every 56 pixels on the main view.
The first zoomed out map moves at 1 pixel per sector, which gives planets, stars and debris a max 56 pixel margin of error.
The Outter Rim varies (because it's shrinking) but I found the lower edge to be around -1200 and the right edge is as far as 4000!
So the map is somewhere around 5900 x 2900 sectors or 1,321,600 x 649,600 pixels!

Does that sound acurate?

- Mike

13
Map Gab / Raptor: Call of the Shadows Bravo Sector, level 1
« on: April 17, 2009, 04:33:11 pm »
http://members.shaw.ca/drawn2life/_other_/raptorlv1png.png



It's not perfectly sewn together to make each 32 x 32 tile but that will change soon.



- Mike

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