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Messages - dark_lord_zagato@yahoo.co

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46
Map Gab / Re: NES Classic Edition - full map set
« on: July 20, 2016, 11:57:34 pm »
Sent in a map of Balloon Trip. As far as I can tell, the first two or three screens, the ones with sparks that are stationary and don't move, are always the same. After that point, when the sparks are moving, all the balloons and sparks are laid down at random.

It's not uncommon to see the same pattern come up again when you reset the game though. As Jon said, I think the game is randomly choosing "parts of screens" while generating the map. I'm not exactly sure how this works but a 4096 pixel map should give a pretty good impression of what this mode looks like.

Also, this would take days without cheating, but if you get the max score and then overflow your points back to 0 your rank drops from 1 all the way back down to 47. :D

47
Map Gab / Re: NES Classic Edition - full map set
« on: July 20, 2016, 01:39:31 am »
I've been doing some hacking and I have reason to believe your Balloon Fight maps that were submitted by Wario Bros. are complete. This seems to be one of those early NES games where the levels keep repeating until the hex value reaches FF and it resets to the first stage. I went past phase 12 and it just kept reusing the maps you already have... except for maybe Bonus-4, which i'll post here.

003B selects the stage out of the ROM. There are only 16 stages in the game, 12 normal and 4 bonus, so this resets to 0 after you clear 0F or Bonus-4. Manually setting this to 10 results in a scrambled screen.

003C is where the game keeps track of your phase number. FF is phase P5, but the game is still choosing out of only 16 phases.

As for the Balloon Trip, 009A is the vertical position address and setting it to 00 floats you up in the menu away from anything that can harm you, so you don't even have to do anything to survive. From what i've heard this map goes on forever. I watched on fast forward until I was down to rank-1 and everything on the screen looked like it was randomly placed so I don't think this can really be mapped.

48
Map Gab / Re: NES Classic Edition - full map set
« on: July 18, 2016, 08:19:40 pm »
I was surprised at the sprite rips you have there on the right.  What are those animals and witch doing there?

Those are things that show up during cutscenes when you beat levels 5, 10, 15, and 20 on medium or high speed. They fly around the screen where the 3 viruses are sitting on that tree. It's interesting to note the seal and that soccer ball looking thing, as well as some of the explosion effects are unusued graphics. I ripped them directly out of the memory using the tile viewer.

49
Map Gab / Re: NES Classic Edition - full map set
« on: July 18, 2016, 09:52:43 am »
VirtuaNES can take screenshots in PNG in you go Option - Emulator - and check the box that says "Picture of a snapshot is taken by PNG" It also has a built in map viewer, memory viewer, and tile viewer.

Also i made codes for Kirby's Adventure a while back to change which ability you have. Should come in handy for exploration.

50
Map Gab / Re: NES Classic Edition - full map set
« on: July 16, 2016, 05:41:16 pm »
I will have Dr. Mario ready in another day or two. The level goes up to 24, but the only thing that happens if you beat 24 is you play it over and over again. Game speed changes the background color and determines which cutscenes you get every 5 levels. I can screenshot all 24 levels at each of these speeds but they will look about the same except for background color.

51
Map Gab / Re: NES Classic Edition - full map set
« on: July 14, 2016, 10:07:22 pm »
This brings up something i've been wondering for a while now. What do we do with video games like Dr. Mario that don't actually have a map screen? Will an in-game screenshot suffice?

52
Maps In Progress / Re: herc's adventure and more
« on: June 12, 2016, 12:46:41 pm »
I'll be interested to see what you do with the Lava Zone in Ys3 when you get around to it. I mapped the SNES version a year ago and had to leave most of the backgrounds black since they don't loop as well as the other areas. Even the ones i did keep still look weird and should have just been left out.

53
Maps In Progress / Re: My mapping projects
« on: May 17, 2016, 01:34:10 pm »
I made these alternate world maps for Little Ninja Brothers just for fun. The pallette swap effects the entire world map when you enter or leave the snowfield and if you use codes to walk through the mountains you can avoid swapping it back. In the first image I turned the snowfield into the "sunfield," and in the second one the entire map is winterized.




I also have a map of Kung Fu Heroes done in the same format as Ninja Boy but I can't submit it because there's already maps posted for it.

54
Maps In Progress / Re: My mapping projects
« on: April 07, 2016, 05:50:08 pm »
Yeah, i'm mapping both versions of this game at the same time. When i finish a stage i can toggle back and forth between the maps and see how none of the items move. It's great for double checking for errors.

I only found out about the locks when i watched Mike Matei play Roger Rabbit on Youtube, but yeah, the biggest shocker about that is one of the locked buildings is an alternate store. :)

55
Maps In Progress / Re: My mapping projects
« on: April 07, 2016, 01:55:37 pm »
I'll have to fix some of my Roger Rabbit maps after i'm done with Noid. Apparently you can get into those locked buildings after all. Man, all these years and i never knew...

56
Maps In Progress / My mapping projects
« on: March 22, 2016, 12:35:39 pm »
In Progress

Toobin' [NES]


Stumped... (╯°□°)╯︵ ┻━┻

Beavis and Butt-Head: Bunghole In One [PC]
Can't view maps because no freedom of movement. I actually have the original CDs for both of these games but i'm not sure how exactly I would hack a PC game.

Beavis and Butt-Head: Do-U [PC]
Can't get the HUD or the sprites off the screen.

Double Dragon [Game Gear]
I can't seem to find a ROM of this game that actually works.




Atlas Videos has my permission to use my maps in their Youtube videos.

57
Maps In Progress / Re: NES - Hudson's Adventure Island 1
« on: December 28, 2015, 11:22:45 am »
I like how you put all the hidden stuff in the ground. Yeah it's impossible to get lost in this game but these maps would still be good as treasure maps. Personally, i always forget where the damn eggplants are so it would be nice to know in advance. :)

58
Thanks for this honor. It's nice to have one of my projects chosen for map of the month. :)

The whole game had an unfinished look to it in the Japanese version, like Culture Brain had to push it out the door before it was ready but they kept working on it for it's eventual US release. Judging by the way bombable wall tiles were changed from small cracks to big X signs i'd say most of the changes were to make the game easier. The underwater part is cleaned out so the player doesn't go bumping into everything and checking every last sunken ship to find out which one is real and the world map gets helpful arrows in the ocean.

Kind of wish they had kept the unique town icons though, but the US version looks much better overall.

59
Map Gab / Roger Rabbit (NES)
« on: September 02, 2014, 03:14:31 pm »
Now that this project is finished i just thought i'd say a few things about the maps. I would have included all the item locations but unfortunately this game determines their spawn points at random when you start a new game. Even if i showed the items from my play through they wouldn't show up in the same spots for anyone else. It's easy enough to find the will, at least, if you talk to Dolores and Baby Herman in LA25 and Toon23, and Jessica in the Ink n Paint club.

Another thing that almost made me not want to map the indoor areas is that most of the buildings in Toon Town are just palette swaps of each other.

Hopefully at least the world map will be helpful to anyone using it. That one turned out the way i wanted it to.

60
Mapping Tips/Guides / Re: Code Bank
« on: May 31, 2014, 11:45:32 am »
Narc (NES)
(codes made specifically for VirtuaNES emulator)

P1 is invisible (infinite invincibility frames)
005E-01-FF   

Places P1 at the top of the screen (in the menu, above the actual map)
00C1-01-20

Enemies stay at the top of the screen
00C3-04-20202020

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