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Messages - snesmaster

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166
Gaming / Super Mario Bros. 2 Enemy Names - What is correct?
« on: April 26, 2009, 07:17:25 pm »
Hi, I noticed there are some differeneces in enemy names from the Manual and from the ending of the game where it shows the names:



Manual      Game

Bob-Omb      Bob Omb

Hoopster   Hoopstar

???      Subcon (Angel Thing at End?)

Clawgrip   Clawglip

Tryclyde   Triclyde



Does any one know what the correct names are?

167
Maps Of The Month / RE: 2009/04: Metroid Dread (DS) - JonLeung
« on: April 05, 2009, 08:25:32 am »
Great job on the Metroid Dread maps!  You should apply for a job at Nintendo to design the levels for the next Metroid game :)

168
Mapping Tips/Guides / Capture SNES Sprites with a Pink BG
« on: September 29, 2008, 09:21:20 pm »
Also one other annoying feature for ZSNES is if you pause it on a frame to capture something then alt+tab over to PhotoShop to paste in the graphic when you alt+tab back to ZSNES it automatically unpauses ZSNES so you lose what frame you were on.





I will follow TerraEsperZ's advice and see if I can find a forum for ZSNES, the people with FCEUX were kind enough to add the features I requested, so I may get lucky again for ZSNES.  It certainly doesn't hurt to ask.

169
Mapping Tips/Guides / RE: Capture SNES Sprites with a Pink BG
« on: September 29, 2008, 11:02:38 am »
Well now for NES games the FCEUC 2.0.2 lets you change the background to pink to easily capture sprites, you can also pause the game and advance it to capture each frame to make animated sprites.  See  examples on my website I did for Super Mario Bros.:

http://www.nesmaps.com/maps/SuperMarioBrothers/sprites/SuperMarioBrothersSprites.html



Now I would like to be able to do the same thing for SNES games.  I have just started making maps for Donkey Kong Country, and I would like to do sprites for it as well.  However the current way is using ZSNES and making a save state with the sprite on the screen that I want to capture.  Then go to VSNES tool and load the save state.  Then I can get the sprite on a pink BG to capture it.  However that is a lot of steps and takes way to long for capturing 20 or 30 frames for a complex animated sprite.



Does any one know of a SNES emulator that lets you change the background to Pink, one that lets you pause the game and advance one frame at a time so you can capture each frame of an animated sprite?



Thanks for any help.


170
It may be nice to know how many times each map was viewed.  Like e-bay auctions, it would only count each person who viewed it once, and not multiple times if the same person looks at it more then once.  Maybe have a comment section for each map so if someone wanted to make a comment on a specific map they could do that.  Just some thoughts.  Not sure how useful they would be, but thought I would throw them out there for people to consider.

171
Thanks the Shift F4 works for removing the BG, and I sent an e-mail to the developers to see if they would make the color black customizable.

172
Hi, I would like to be able to capture Sprites (like enemy graphics) from NES games.  The only problem is you have to take the time to try to remove the background from them.  Also sometimes you can't tell where the sprite ends and the background begins.  Especially if the enemy sprite has black in it and it is on a black background.



Is there a way to turn off the background layer?  I use fceu-0.98.12.win and that lets me turn off the sprites with "F4" but I can't figure out how to turn off the Background if it lets you.  Also turning off the background is not enough.  I need something so I can change the color of the background to like solid Pink so I can easily remove the background from the enemy sprites.



Thanks for any help on this subject.

173
I ran into this problem as well very early on when trying to map The Legend of Zelda and I realized I was missing part of the graphic.  Since that I always set emulators to PAL mode to get those extra pixels you otherwise would miss.  I would advise anyone making maps to use the 240 lines instead of 224.  Every NTSC American game I have played so far will display more of the games graphics when running in PAL mode even though it is not a PAL game.



I personally like to get as much of the games graphics into the map as possible.  I'm a big fan of "Jump Higher" or "Walk Through Walls" codes to get all of the game mapped.  Some games have quite a bit of graphics drawn in areas you normally would not be able to ever seen unless you are able to walk through walls.  It is interesting they took the time to create the extra graphics for areas that would normally never be seen.

174
Mapping Tips/Guides / RE: Getting maps hosted on gamefaqs
« on: June 20, 2008, 12:21:54 pm »
I have a few maps on GameFaqs mainly because of the high visibility factor.  The have rejected most of my maps, and a few they would post if I shrunk them down.  Like the first 3 levels in Kid Icarus.  They would not take the full size maps.  Other games like Castlevania II they accept the maps with no problem.  And ones like F-Zero on the SNES they won't take no matter what I do.

175
Map Gab / RE: Super C (NES)
« on: January 03, 2008, 04:05:40 pm »
You did a great job on the first level.  I'm looking forward to seeing more.

176
Mapping Tips/Guides / Labeled vs. Unlabeled Maps
« on: January 01, 2008, 11:33:23 am »
What is the general preference when making maps?  I tend to like to put the enemies and items you collect into the maps.  However a lot of maps on this site leave that information out.  Is there a general preference?



I have made or am making maps for Actraiser, Soul Blazer and Lufia II on the SNES.  I create the maps using PhotoShop and have everything on layers, so it would be easy to turn off the layers showing the enemies, and labels for item locations and save out a version that is unlabeled.



It takes a lot of time and effort to go back after the back drop for the game is done to add items and enemy locations.  Leaving that information out certainly would speed up the time to produce the maps, however that is information I like to have.



I was just wondering what is the overall preference of most people who visit and post to this site.  If desired I could submit two versions of each map to make everyone happy, if there is a high enough demand for both versions to make it worth having duplicate maps with minor differences.



Thanks for any thoughts on this.


177
Map Gab / RE: Zelda II Overworld maps
« on: December 30, 2007, 06:27:33 pm »
I have made a complete unlabeled overworld map for Zelda II.  However I did not post it to VGmaps since there was one with labels.  If you want the unlabeled on for VGmaps in addition to the labeled one that is already here let me know and I will submit it.  Here is a link to the map:

http://www.nesmaps.com/maps/Zelda2/Zelda2OverworldNL.html

178
Maps In Progress / Soul Blazer (SNES)
« on: December 30, 2007, 06:21:54 pm »
I am currently working on creating maps for all levels of this game.  So far I have all the maps for the first area (Grass Valley) complete.  I will start working on the 2nd area (Greenwood) next.  Hover I will take breaks to work on maps for other games as well to help break things up.

179
Map Gab / RE: NES Game Atlas: recreation
« on: December 04, 2007, 05:07:02 pm »
Thanks, I will update the map as soon as I get a chance.  Let me know if any of you see anything else.

180
Map Gab / RE: NES Game Atlas: recreation
« on: December 03, 2007, 09:30:00 am »
That explains why you kept on asking about the final maps for Zelda II.  I did not realize this project was underway.  I guess I need to check the forms once in a while.  I got the NES Game Atlas Guide back when it first came out in the early 90's.  In fact I was using it as a reference for the creation of the Zelda II maps.  I think it's great we have all the games in that guide and then some all mapped out.

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