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Messages - Mikemc

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16
The Youtube channel is by "Musa Sharifa"
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About Musa Sharifa

Channel created by 3 mates to alert the public of the catastrophe that has hit regarding Jon Leung and VGMaps. Note - this channel and videos are jokes and not to be taken seriously and really are pretty terrible. Any reference to a person living or dead is coincidental.
The videos appear to be trolling you about how much attention you want for this debacle :p. Not a big deal except they're hiding behind 'in our opinion' and 'coincidence', in addition to posting the vids as responses to other such videos. In my opinion however the only people who pay any attention to those kinds of videos are conspiracy theorists and reside in the 'slums' of Youtube. I think you've made your point and should let it pass.

17
I am now officially confused on the subject, here is what I've found:

DrX Gaming has a myspace profile under the name "megamanclassic" and contains 2 images - 'Super Kid Icarus' and 'Icarus Prime'. They are both identical except for some minor color changes and added grass on the dirt. DrX Gaming has a Youtube channel showing off the game, upload date 2009 (as you've stated) HOWEVER here is what the description says.

( http://www.youtube.com/watch?v=6_NVHMtFU8I )
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Current Release: July 31, 2011 Engine Build
Download: http://www.mediafire.com/?2c6nl4uof4n6lyr
Current Statues: New video will be uploaded later in the year.
This engine is based on the (Open Source) Kid Icarus by Game Fortress.

Map Tile credit: Jon Leung - VGMaps
Notice at the bottom that you are credited for the tileset! :)

You are also credited on this page:
http://www.flixya.com/photo/2303489/Kid-Icarus-Prime

In the comments section of his YT channel, both you and Flip are mentioned so I have no idea what is going on anymore ???
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I've given credit to Jon Leung including VGMaps in the "Kid Icarus Prime" video description. If he would of actually played the game credit was given, and once the new video is ready even Flip Industries will be credited for couple of tile ideas.

It's difficult to take either side here. Someone used tilesets (and levels?) from someone else.. that were arranged using tiles drawn by someone else :-\

18
VGMaps Social Board / Re: VGMaps.com's 10th Anniversary
« on: May 06, 2012, 09:44:29 am »
Happy Anniversary!
I like the story about your little 'competition' with KAI at Playdium. I had something similar going with the Rush 2049 machine on who could get to 1,000 coins first on the Alcatraz track. My opponent would play after his shift was over, and didn't realize that you could go back and keep collecting the coins up to 1,000. I almost got the last 100 all in one race but missed a couple in the last seconds :(.
And he was watching me -.-

- Mike

19
Sounds pretty cool, but I'll just grab them from screenshots if I need any. This post is just to supply the tiles I've extracted thus far.

20
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

21
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

22
Map Requests / Re: Landstalker (Megadrive)
« on: July 13, 2010, 01:53:13 pm »
I second that idea. And the website is gone too.

23
Map Requests / Re: Spy Vs. Spy on the Nes.
« on: July 13, 2010, 01:48:21 pm »
Are you looking for a map with all items as well? I think they are randomly placed. I will look into the mapping right now.

- Mike

24
Map Requests / Re: Spy Vs. Spy on the Nes.
« on: July 12, 2010, 04:01:08 am »
Actually if you put it on 2-player, you could screenshot without the interruption of untimely death.

25
Map Requests / Re: Spy Vs. Spy on the Nes.
« on: July 10, 2010, 02:03:13 am »
Should be easy enough. Else I could scan an old Nintendo Power magazine :D

26
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: May 17, 2010, 07:59:47 pm »
Fantastic! Those would be great for an Rpg Maker game :)

27
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: May 13, 2010, 03:46:56 am »
I've never noticed Mario 64 was so polygonal! :D

- Mike

28
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: April 27, 2010, 07:28:58 pm »
I have found that some of my roms will only work in either P64 or 1964, but not the other. Everything works in Nemu so far but it's really slow and there is no sound (stutters).

29
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: April 22, 2010, 02:01:25 am »
Well the camera setting isn't just for mapping purposes. Like I suggested, you could bring it in closer to your hero in Body Harvest, or set up a cool screenshot in Smash Brothers. How about making Turok a 3rd-person shooter, (or checking if the player model even exists in SP). How about firing off a rocket or Cerebral Bore, hitting pause and then moving the camera into a first-person perspective from the target's point of view!

I see this feature being used to explore and add replay value to old favorites :).

- Mike

30
Mapping Tips/Guides / Re: Nintendo 64 Mapping Workshop
« on: April 19, 2010, 10:43:39 pm »
Nemu (N64 emulator) has a function called 'Free Camera' where you can freely move the camera's position to see the whole area, different angles, or even make a 3rd person shooter into a first person, or over-the-shoulder view (Body Harvest) and vice-versa. And being Lemmy's own emulator, it comes with the VRML extractor plugin and a whack of other debug commands!

I have submitted the following Blastcorps maps to Jon: Intro map and Thunderfist tutorial map.

- Mike

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