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Messages - DarkWolf

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16
Here's what I've found. The bh_start.dat and save games have object locations.

First, how the game stores object positions in these files. Each object has 8 bytes that determine the X/Y coords for sector, and 2 bytes for sub-sector.

All objects have positions stored as:

X4 Y4 X3 Y3 X2 Y2 X1 Y1 XS YS - each of these being a byte

Calculate sector X Position as seen in game display:
Code: [Select]
((X4 - 127) * (1 << 24)) + ((X3 - 127) * (1 << 16)) + ((X2 - 127) * (1 << 8)) + (X1 - 127)
Calculate sector Y Position as seen in game display:
Code: [Select]
((Y4 - 127) * (1 << 24) * -1) + ((Y3 - 127) * (1 << 16) * -1) + ((Y2 - 127) * (1 << 8) * -1) + ((Y1 - 127) * -1)
Note that the 4 and 3 bytes are only used by the game to move ships temporarily out of the play area. At the start of the game the Rigian scout and Nightshade ship are located way out of the play area since they appear after triggers.  Not sure why numbers are stored this way instead of 32-bit signed integers, but maybe this is some coding strategy I'm not aware of. I'm sure this math can also be simplified but I couldn't be bothered. ;)

The sub-position of each sector is represented by XS and YS and these are unsigned bytes.

The player's ship position is stored at: 0x0321 and is 10 bytes long, matching the byte pattern from above.

Immediately after this starting at 0x032B starts a chunk of data that contains the positions for planets and NPC ships. These records are 13 bytes long. The first 10 bytes represent the position of the object as described above, the last three bytes are as follows:

Byte 11: Controls the graphic the object uses, also determines the mini-map colors
Byte 12: Not sure exactly
Byte 13: Something to do with the SCIENCE descriptions

I'm attaching an raster of an SVG I put together using the data from the starting save game file. Limited to the first solar system. Note that objects are scaled larger than what they would be in a sector. A 1:1 scale of the planet sprites to the sector size was too small. The largest planet takes up about 75% of a sector when it would only take up 25% in-game.

Anyway, hope that helps if you still decide to do a raster map. I will probably file this SVG version away for the moment, as I'm not 100% happy with the outcome and have other things I should be getting done.

Attachments and image tags don't seem to be working. Here's a link:
http://garoux.net/forum/swtest.png

*EDIT*
I only tested this out on the first game, although I imagine the second one would be similar if not the same.

I also forgot to mention that I didn't find interesting in the way of secrets in the first game. You can teleport your ship to the far-off stars that you can see on the furthest scan level that you normally don't get to travel to in the game, but there's no planets or anything. There's also a lone asteroid, but based on its location I think the X coordinate was just screwed up in development and it actually belongs in the belt with the others.

17
I didn't have a ton of time to dig into it, but I did find something interesting. It looks like the bh_start.dat contains a save game file that is loaded at the start of a new game. So a lot of the game's data can probably be found here. The positions of ships would pretty much need to be stored here, so the planets might be as well. You can even find text for the SCIENCE option on the objects.

Also my worries about the size/scale might be off. I had misremembered the sector size being larger than it is.

18
Have you done a search for an incrementing/decrementing value as you move the ship in one direction? They may have used a separate variable to keep track of the sub-sector position, or used a fixed precision number where some of the bits represent the sector and the others the sub-sector. Just a guess though.

Also, do you need the map to be pixel perfect? I thought about mapping this game before, but I felt like there would have been a lot of empty space and the scale of planets and ships would be weird, especially for the second game. Even though I have nostalgia for these games, looking at it today, it kind of wasted the open space feature with a very linear story line. I have always been curious if there were any secret areas though. Wonder where the object locations are stored...

19
Map Gab / Re: Sega Genesis Mini - full map set
« on: March 03, 2021, 01:12:51 pm »
I think that DarkWolf don't ripped this level, because it non-platformed level without objects. It includes only three small platform and enemies with a bombs or 200 JPY.

Yep, at the time I wasn't really good with generating maps from savestates or rom data.  I also made these before video recording was practical and it would have been hard to place everything accurately.

Out of curiosity, why is ToeJam & Earl marked with a dash? Does that mean incomplete? The maps uploaded should be all of the static maps possible in the game. If I remember correctly the randomized world, according to the devs, should actually be randomized and not just a random selection from a bank of possible maps. If that's the case, it's not really possible to make maps of the randomized game. It's has been a while though since I worked on this, and if someone has information otherwise, please let me know.

20
Gaming / Re: What's the best sprite resource on the Internet?
« on: September 11, 2013, 08:46:39 am »
Ok, I updated the image, it has some additional sprites on it now.  Unfortunately in the player select image the text is part of the sprite.

21
Gaming / Re: What's the best sprite resource on the Internet?
« on: September 04, 2013, 09:49:34 am »
Kawaks makes Neo-Geo and CPS1/2 sprite ripping pretty easy.  If I have time I might add the other images you mentioned, the ones along the bottom are for the good-ending credits screen, so I suppose I should include the other stuff.

23
Map Requests / Re: Sega Megadrive (Genesis)/Sega CD Game Atlas
« on: July 11, 2013, 08:45:37 pm »
Alex Kidd Enchanted Castle "technically" isn't complete.  There's a sky level that I didn't map, but due to the lack of detail, it would be pretty damn hard, and not a very useful or pretty map.

24
Maps Of The Month / Re: 2013/04: Xargon (PC) - Zerker
« on: April 01, 2013, 09:34:28 am »
Any particular reason my overworld maps disappeared?  I actually put some work into those so they didn't show the abrupt endings that appear in the map data since the player never sees those on screen.

25
Fortunately, the game uses the same memory addresses for levels and backgrounds, so my scripts for Decapattack worked perfectly.  I did manage to get the first set of levels done, but this will probably be it for a few weeks, as I have to fly to the east coast next week or the week after, in addition to the convention stuff I mentioned earlier.  Jon, please consider this post a submission, and perhaps move this to maps in progress?

Here's the logo:


Level 1-1
Level 1-2
Level 1-3

26
Map Gab / Re: Clock Tower (SNES)
« on: February 21, 2013, 12:42:25 pm »
nth Floor Elevator Access would probably work best for the elevator rooms.  Lobby (at least in N. America) usually applies to a commercial building or hotel, rather than a private residence.

Also, Cage Room you might want to call Butcher's Room or something similar, as from the graphic it looks like there's an apron, tools and a butcher's block.  The cages are for animals, probably chickens.  Although typically a room like that wouldn't be attached to the main house, or at least it wouldn't be accessible from a nice hallway like that. :)

27
I haven't replied to this because I haven't mapped in quite a while and I'm pretty busy until after the first of March getting ready for a convention I'm helping out with.  Since no one has taken the challenge and since I have the experience doing the others I may do this one eventually, but I can't make any promises.

28
I made some changes to the Xargon over-world maps.  They are areas the camera can't normally reach, but I wanted the maps to look more like a natural landmass instead of something that just ended abruptly.

29
Mapping Tips/Guides / Re: Recommended programs to assist your mapping
« on: December 29, 2012, 08:01:19 pm »
Since this program doesn't handle jpg files, I use jstrip first, then convert them to png with pnggauntlet & finally use pngoptimizer on them.  I find pngoptimizer to be much faster than pnggauntlet.

Why are you converting JPG to PNG?  JPEG compression causes a loss in image quality that is fine for photo-realistic images, but not lower-color graphics (like most of the images here at VGMaps).  And for photo-realistic images, JPEG compression is probably going to beat out PNG most of the time.

30
Mapping Tips/Guides / Re: PC Game Hacking and Mapping Tutorial: Xargon
« on: November 19, 2012, 08:01:42 am »
Something to note about old DOS games as well: sprites are often stored with some sort of run-length encoding.  It's an outdated method of reducing the size of bitmaps. What it does is translate the drawing of the image into commands similar to:

Move X pixels
New row
Draw X pixels of color

Each game seems to be slightly different in the encoding, but with trial and error, it can be figured out.

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