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Messages - Botmechtron

Pages: 1 [2]
16
Map Gab / RE: Dune - The Battle for Arrakis (Genesis)
« on: October 15, 2006, 02:33:06 pm »
I'll bet you could do it much faster and more reliably than I. Also, I think if you do the rest of it, the credits for making the maps are all yours. In any case, I'll send the current map images and all savestates for you to see.



The objects that are missing from the maps are:



- Player troops & enemy troops

- Sand worms (shown as piles of sand)

- The colored lights on the buildings that indicate who owns the building (this is not so necessary for the maps, but it's probaqbly easy to do)



Hmm.



For all levels, the player troops fit in one screen, so that's easy.



In some of the early levels, there are enemy troops that are moving from the very beginning, so it's enough to get their position approximately.



For full view of the levels, you can type LOOKAROUND in the password screen during the game. Disabling the foreground graphics layer in Gens works too, but may not show the building lights.

17
Map Gab / RE: Dune - The Battle for Arrakis (Genesis)
« on: October 15, 2006, 06:23:27 am »
Wow, thanks for the script DarkWolf! It took me about 20 minutes to make all 27 maps. :)



Now, there's more to do. I wonder what might be the best way to add the troops to the maps. I could make savestates that show the exact position of all the troops. Then someone with more experience in image editing could take screenshots and paste them to the full maps. Alternatively, if I can have the correct images of all units, I could paste them individually to the maps.



Heh, there's a very minor problem with the large maps. Even though the data for the large levels is stored in 64x64 tiles, the actual playing area that the player can see in the game is 62x62 tiles. I can't understand why they made the levels that way. (The 32x32 levels have no extra data beyond the play area.) It might be a good idea to cut the outer tiles away in the final version to make it look authentic (62x62 tiles).



Oh, I was wrong with the map sizes. There exist only 32x32 and 64x64 maps, none of them is 48x48.

18
Map Gab / RE: Dune - The Battle for Arrakis (Genesis)
« on: October 13, 2006, 08:12:43 am »
Apparently the user experience reguired for PM has changed, so I can't answer any messages. :P

19
Mapping Tips/Guides / RE: Save State Hacking Tutorial
« on: October 06, 2006, 03:45:52 pm »
Well, you must have been unlucky with the games you chose. I've had no problem finding relevant data for maps. Gods (Genesis) has it's 128x64 levels clearly visible.



A good way to find the maps as they appear in the game is to try changing the Raw Candy window size to these values: 32, 64, 128, 256, 512.



One question though...

Is it possible to change the resolution for Raw Candy? It's hard to look the image because the pixels are so small.

20
Map Gab / RE: Dune - The Battle for Arrakis (Genesis)
« on: October 05, 2006, 01:35:46 pm »
I have hacked a Gens savestate with all relevant tiles organized in 16x30 area. This is as far as I can get, because I'm having trouble with slicing the tiles to individual files and I can't create scripts of any kind. If someone wants to continue from here, I can send you the savestate. Darkwolf? Anyone? :)

21
Map Gab / RE: Dune - The Battle for Arrakis (Genesis)
« on: October 05, 2006, 05:46:02 am »
Darkwolf, I used your hacking guide and found out something:



Size of level 1 in tiles: 32x32

Level data begins at adr. hex: 9520



I hope that helps. :)

22
Map Gab / Dune - The Battle for Arrakis (Genesis)
« on: October 04, 2006, 04:52:16 pm »
Hello all and thanks for the fascinating maps!



Has anyone planned making "Dune - The Battle for Arrakis" maps for each mission? Darkwolf? :)

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