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Messages - snesmaster

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46
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 02:44:36 pm »
I agree that alignment looks a little better however the way it is now is straight from how the game displays the text.  Here is how it appears in the game:
http://www.nesmaps.com/share/CTScreen.png

Do you think this is a case where I should change the way it appears from the game to make it look better on the map?

I did adjust it so it lines up better on the left so all the "and" line up perfectly.

47
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 11:53:36 am »
Both maps have been updated.  The save state editor worked great to demote Crono to level 8 :)

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerEndOfTime.html

48
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 10:36:28 am »
creaothceann - I will look into adding those maps after I get the Black Omen and the end stuff done.  It looks like most of those are from the ending of the game and I have not gotten to that point yet.

Paco - I made changes to the maps for 10, 11 and the Frog.  They have been submitted to this site and uploaded to mine.  You can view the updated maps at:

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600MagussLair.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600Cathedral.html

I was level 13 when I got to the End of Time so I never knew there was a form before that.  Do you have a save state for that?  I really don't feel like playing the game from the start again to get back to that point under level 10.  Either that or a code that would lower Crono's level that I can use on my save state :)

49
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 18, 2012, 06:14:22 pm »
I have uploaded 16 new maps and submitted them to this site.  At this point everything is done except for the Black Omen and the end Boss stuff after that.  Let me know if you catch anything in the newly uploaded maps that should be added or fixed.

50
Mapping Tips/Guides / Re: BizHawk emulator - mapping feature requests
« on: November 17, 2012, 05:35:09 pm »
Sounds great, let me know once a new build is available so I can test it out.

51
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 17, 2012, 08:03:40 am »
The two corrected maps have been uploaded to my site and submitted to this one.

I'm currently working on the Northern Ruins (600 and 1000 AD).  Once that is finished all I will have left is: Giant's Claw (600 AD) and the Black Omen.

In response to the order of the maps, I would put them in the order you play them in if there was one order to play them in.  However people can go to different places in different orders, so that would make it a bit more confusing.  I guess if there was an official strategy guide for the game they could be put in the same order the guide lists them.

52
Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 16, 2012, 01:11:24 pm »
I got your screen shots.  I will go back and add those missed items to my maps.  Thanks for catching those.  Be sure to let me know if you come across anything else you find I missed on my way through.

53
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 16, 2012, 09:21:29 am »
I always forget that it starts with 0 so to add one :)

54
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 03:37:50 pm »
For the color, will there be a way to have an option to make it match the zSNES / snes9x color pallet?  This is a critical element for keeping the map colors consistent with previous maps that have been created.

For the sprites, I just know vSNES lets you scroll through a window that displays 127 sprite channels and you can click a check box to turn each on on or off.

Sample of changing the transparent color in the Graphics Debugger window:
www.nesmaps.com/share/Sample1.png

Sample of turning on and off sprite parts:
www.nesmaps.com/share/Sample2.png

55
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 09:28:37 am »
Thanks, I just started a thread over there to open up a dialog for the BizHawk programmers and us mappers.

56
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 08:10:21 am »
Man, I need to look on these forums more often!  Playing F-Zero while watching it live in the Graphics Viewer was awesome!  That would have made mapping that game so much easier then it was when I mapped it with zSNES/vSNES.  Once they implement the color palette to match zSNES / SNES9x I will switch over to this as my main SNES mapping emulator of choice!

Who is your main point of contact?  Are you posting to a forum or in e-mail contact with one of the programmers.  I want to let them know how much I appreciate all the work they are doing.

57
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 07:28:37 am »
3) Kewl, I just found the "Ctrl + C" to copy to the clipboard, and that works just as well as "Alt + Print screen" and that way I don't need to worry about the text messages.

4) I just looked through again and found it.  Sorry I missed it the first time through.

58
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 06:47:10 am »
Requested Features:
1. Be able to view sprites in the "Graphics Debugger"

2. Be able to turn on and off different parts of sprites like can be done in vSNES (That way if one sprite is covering another you can uncover it)

3. Have an option to turn off the text displays when saving / loading states and when turning on and off different layers.  It is annoying having to wait for the message to clear before taking a screen shot.  Maybe add to the "View" menu so it can be toggled on or off.

4. Have Fast / Slow motion at different speed options, like 200%, 400%..., or 50%, 25%... that can be set up to toggle with the "+" or "-" keys to slow down or speed up.

5. Be able to set the color pallet so it is the same standard that both zSNES and SNES9x use to keep consistency in mapping projects.

59
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 14, 2012, 05:12:23 pm »
Well the color shift means I would not switch to this emulator for a game I already started mapping using zSNES/vSNES.  What is the general feel?  Should we request that they match the colors to zSNES so it all stays consistent, or is it more accurate and we should shift to this new color scheme for future maps?

60
Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 14, 2012, 12:16:48 pm »
I just saw this thread.  I tested it out, and it appears that the colors in this are slightly brighter then zSNES and vSNES.  I tried it out on Chrono Trigger on the Crono sprite, and it is not the same color.  Is there away to adjust this so it matches the colors from zSNES.  Is there a setting I'm missing?  Normally there is not a problem with different emulators using different colors for the SNES even though it happens all the time for the NES.  I thought the SNES had exact color values so it should stay the same from one emulator to another?

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