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Messages - dark_lord_zagato@yahoo.co

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16
Map Requests / Re: JonLeung's Requests
« on: September 04, 2023, 10:34:46 pm »
I had the same problem back then. I rented it when I was maybe 6 years old and rage quit before I made it to the second floor. You have no i-frames and the enemies can juggle you so I kept getting killed in seconds.

17
I've checked my own collection and I seem to have the music for "We're Back!: A Dinosaur's Story" that I got from archive.org years ago. I'll email it to you later.

99% of the stuff in my video game music collection came from Zophar.net, which also does not have any of the missing titles you listed.

https://www.zophar.net/music/nintendo-snes-spc

If all else fails you can rip SPCs right out of the ROM using Snes9X. The downside is that you can only rip one song at a time, and the game has to be currently playing the song you want to rip. I guess it's not a problem if there's a sound test code or if you've already decided which music you want to put in your video. If you load the game in 9X and get to the music you want, just go file/Save Other/Save SPC Data.

18
Maps In Progress / Re: My mapping projects
« on: December 31, 2022, 11:22:27 am »
Plans for 2023

Adventures of Lolo 3 [NES]
Arkista's Ring [NES]
Athena [NES]
California Raisins (NES)
Crystal Kingdom Dizzy (Commodore 64)
Fantastic Adventures of Dizzy, The (NES) (Aladdin cart)
Rollerblade Racer (NES)
Rygar (Commodore 64)
Strider (EU) (Commodore 64)
Super Star Wars The Empire Strikes Back (SNES)
Surf Ninjas (Game Gear)
Toobin' (NES)

19
Maps Of The Month / Re: 2022/10: Crystalis (NES) - zagato blackfist
« on: October 01, 2022, 06:04:47 pm »
Speaking of END DAY, Nintendo Power issue 100 (September 1997) featured a top 100 list of the best games of all time. Crystalis was in 59th place, still ahead of several other great games. The article mentioned the impending nuclear war that was supposed to take place next month, and advised the reader to "wear lead underwear" to protect the next generation, I guess.



This is one of my favorite games and it was a pleasure to map it.

20
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« on: July 31, 2022, 06:35:01 pm »
I've always wanted to see a Xenogears world map. This is excellent.

It's probably for the best that you moved Shevat over to Sargasso Point. If you left it on top of Babel Tower it would have covered up the entire thing.

21
Just looked over all the World maps to see if there are any other rocks directly adjacent in a cardinal direction to a space you can stop on, and I noticed one in World 1, in the space just before and just north of 1-5.

This is quite early, and you probably can't normally get a Hammer before this if memory serves.  But if you hacked the game or used a Game Genie code or something to get a Hammer here, could you break it to skip both 1-5 and 1-6?

If it does break, it might prove that all rocks are breakable.  Or if it doesn't, maybe there's an exception (because there's also another rock to the west of the same space, so maybe there's a conflict?), or that there are just rocks that are breakable and others that aren't (irrespective of their positioning).

I have tons of cheat codes, including one for infinite hammers, so I took care of it today. I played through the entire game using a hammer on literally EVERY space on the map that Mario can step on. I found nothing of interest. The only breakable rock that is not listed in KeyBlade999's maps is the one that jmo pointed out in World 4.

I checked all the spaces in Warp World, World 9 too. Nothing.

I didn't bother with the canoe in World 3. You can (try to) use hammers in the water but since the ocean isn't a grid it would be tricky to check every last possible spot.

22
I just confirmed this is true. The rock above the slot machine does indeed break.

My guess as to why this is such an obscure secret is that hammers are in very limited supply, and most people who get to world 4 with a hammer in their inventory are probably going to use it to get to the mushroom house. I always do.

23
Map Gab / Re: [PAID REQUEST] Dashin' Desperadoes Level Maps
« on: June 28, 2022, 06:17:05 pm »
I did some game hacking just for fun after the maps were finished. First I went to the passwords screen and figured out what the alphanumeric digits were. Then I loaded the ROM into a hex editor and searched for the passwords that Hugbot posted earlier. I found these passwords in the ROM easily enough, and when I copied all the nearby data and translated it from hex back to the alphanumeric digits I found several more passwords that the game doesn't normally hand out.

These aren't even on GameFAQs yet!

Play_W_Two - Start on world 2, one player mode
Play_W_Three - Start on world 3, one player mode
Play_W_Four - Start on world 4, one player mode
Play_W_Five - Start on world 5, one player mode
Play_W_Six - Start on world 6, one player mode
Final_Battle - Start 2 player mode, and both players have trophies in every world except world 1
Name_Roll - View the credits
Nine_Nine_Credits - Start 1 player mode with 99 credits
LANG - Activate "special" difficulty
DATA_EAST_CORP - Plays a sound clip. I couldn't hear it well enough to understand.
SHIRAIWA_HANAKUROI - I can't tell wtf this does. It IS a valid password though.

24
Map Gab / Re: [PAID REQUEST] Dashin' Desperadoes Level Maps
« on: June 11, 2022, 11:11:17 pm »
I'll take care of this one. I have all the cheat codes I need and it doesn't look like this will be a hard game to map.

If I understand right there should be 41 maps by the time this is done. I've finished 1-1 through 3-3 and the special password stages already.

25
Maps In Progress / Re: My mapping projects
« on: May 12, 2022, 06:46:48 pm »
Now that NES Crystalis is done I have to share some of the weird stuff I found with that walk through walls code. First of all, I think the game has a bunch of premade "screens" that it uses to build dungeons with. It doesn't lay down 16x16 tiles like most games do. Instead, dungeons seem to be built with 256x240 tiles. In a way, it kind of reminds me of the labyrinths from the original Legend of Zelda. This causes things (like doors and walls) to loop around in places that are normally off camera. I'll post unedited versions of Oasis Cave (from Goa Fortress) and the Floating Tower. The loop around effect is especially visible in the Floating Tower.



I also found a glitch door inside the wall of the armor shop in Portoa. I recorded a video of it and posted it to my Youtube account.

https://www.youtube.com/watch?v=K8ab3058oIw


Now to share some codes.

1FF1:04 freezes the background animation, although some places require 1FF1:20 instead.

0051:03 is the most useful code I found. I originally made it to get the HUD off the screen, but then I noticed that it also somehow fixes the nametable viewer in BizHawk, which wasn't working right at first.

26
Maps In Progress / Re: My mapping projects
« on: April 04, 2022, 10:18:15 am »
Now that GBC Crystalis is done i've decided to take up Jon's request and start on the NES Crystalis maps.

27
Maps In Progress / Re: My mapping projects
« on: January 28, 2022, 06:35:45 pm »
I'm going to share some of my hacking notes for Bart's Nightmare on SNES.


In the Temple of Maggie, the top part of the screen (with the Maggie statues) will scroll at a different pace than the bottom of the screen where all the stepping stones are. This makes it impossible to align the Maggie statues with the stepping stones that would normally have a pacifier fly across them. In fact, the stepping stone walkway is a lot longer than the Maggie statue background at the top of the screen.

PAR code 7E0915?? was used to get the rest of what I needed from the top half of the screen. It only works when Bart is in the air, but paired with the code to make falling non-fatal this is not a problem. If the value is 01 the screen will scroll to the left. Set the value to 20 or higher to make the screen scroll to the right. The lava pool extends forever in both directions.

PAR code 7E00B200 makes falling non-fatal. If you jump on a flaming block and go into the lava you can just jump right back out. You can even out run the pacifiers by mashing right on the d-pad.

PAR codes 7E0E389E and 7E0E39E1 freeze the background animation.

The stepping stones in my maps represent the original position of these stones. This is the way the path will look before you take even one step. To do this, I went into BizHawk's hex editor and froze everything from 0E3B-0ECB in the WRAM.

36 stepping stones in a row multiplied by 4 rows = 144 total stepping stones in the Temple of Maggie.

28
Maps In Progress / Re: Electromax - getting to work on PS1 maps!
« on: January 28, 2022, 04:50:53 pm »
Your work is blowing my mind. Holy cow these PS1 maps come out looking good.

29
Maps In Progress / Re: My mapping projects
« on: January 01, 2022, 09:55:42 pm »
Possible ideas for 2022

Crystalis (Game Boy Color)
Kaitou Saint Tail (Game Gear)
Rollerblade Racer (Nintendo)
Surf Ninjas (Game Gear)

30
What if you upload an empty file with that name? Like, make a new .txt file with nothing in it so it's 0 bytes and name it "index.htm"

If that won't upload then at least you can eliminate the contents of your file as a possible cause.

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