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Messages - snesmaster

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76
Maps Of The Month / Re: 2011/08: Golden Sun (GBA) - Paco & Stefan Mahrla
« on: August 31, 2011, 04:51:16 pm »
Great maps!  What emulator did you use to map it, and did you use codes to turn off the battles and walk through walls to help speed up the mapping process?

77
Map Requests / Re: Nintendo Power - 1988-1996 cover games
« on: June 27, 2011, 06:05:23 pm »
This to you Rick Bruns. You've done the whole of Gauntlet. Well are you interested in doing Gauntlet II? It would add to your collection of Gauntlet maps. If you're not so keen, is okay if I map the game?

I have only done the first 30 levels for Gauntlet.  So I need to finish those at some point.  You can go ahead and Map Gauntlet 2.  The levels are random, so it won't be as straight forward at the first one.

78
Yes that list is of all the posters I have sold as of April 2011.  I also sold some at the Too Many Games Convention this year as well as last.  There was a court case a while back where a company making a strategy guide used a map from a game in the guide.  Nintendo sued them and did not want them to use the map of their game in the guide.  However the company making the guide won the case.  It was determined that the map of the game was public domain and they had a right to use it in their guide.  I guess it is like I can record a video of me playing a game and tell people where the secrets are and sell the video.

However I do word it where I am giving the map away for free, and people are just paying for the printing, paper and shipping and all the extra is a donation towards making more maps.

I also offer the images of my maps for free on my site as well as this site.

79
Hi I just finished the poster for Super Metroid.  It shows the complete game with labels and measures 36" x 24".  If you are interested in the poster you can find it here:

http://www.nesmaps.com/nesmapsstore.html#SuperMetroidMap

80
I am honored to have received the Map of the Month for this month.  This was one of my favorite SNES games back in the day.  It took me a little over a year to map the entire game (working on and off).  It looks great being able to see the whole world all at once and was definitely worth all the effort I put into it.

I will be making a 24' x 24' poster of it within the next few weeks.  I will post here when it's done in case any of you need something to hang on the wall of the gaming room.


81
Map Gab / Re: Super Metroid on the SNES
« on: May 23, 2011, 11:23:04 pm »
PNGOUT can't do it because the image is too large and in an unsupported format. pngcrush and optipng seem happy to compress it, albeit slowly, so far I'm seeing about 25% size reduction.

Thanks, I used optipng and got it compressed down to 13.9 MB (14,600,714 bytes). That's a lot better then 20 MB.  I could not get pngcrush to work.  It just opens a DOS window and then closes.  I was able to drag the file to compress on to optipng and that did the job.

82
Map Gab / Re: Super Metroid on the SNES
« on: May 22, 2011, 08:49:41 pm »
Any chance we can get a full map rather than having all the areas separate? As I've found with Castlevania: SotN, some people like more manageable pieces while others want everything in one.

I just uploaded a full map.  It is 20 MB in file size.  PNGGauntlet does not know how to compress a PNG that large.  If anyone knows of a way to compress it better let me know.

83
Map Gab / Re: Super Metroid on the SNES
« on: May 03, 2011, 09:30:24 pm »
Hi, It's been a little over a year since I took on this project and I finally have mapped all the areas in the game.  I do plan on putting them all together into one big map shortly.

I cheated in the Maridia area, because I could not find a Photoshop filter that would work with the water layer.  For all the other areas Photoshop had the perfect filter for water and lava that looks almost identical to the game.  However nothing was even close for the way they did the Maridia area.  So I just left the water out... to make the map more clear and legible :)

Some point I would like to get the water in there, but at this time I don't see how to do it.  At least not without spending another year just on that part :)

As an added note, I did use SMILES export to bitmap function.  However I needed to recapture most of it using vSNES to get the transparent areas to insert the backgrounds.  However SMILE did help give me a template to work with.

84
Map Gab / Re: Final Fantasy 2 (NES)
« on: February 17, 2011, 05:35:21 am »
Just for reference, I used "Final Fantasy 2 (J) [T-Eng1.03].nes" when mapping the overworld map using FCEUX 2.1.0a

85
Map Gab / Super Metroid on the SNES
« on: February 26, 2010, 07:30:19 pm »
Hi, a while back I mapped out the introduction area of the game, I am now working on mapping out the rest of the game.  It will take a while to finish, but it's underway.

86
Maps Of The Month / Re: 2009/12: Paper Mario (N64) - Peardian
« on: December 02, 2009, 11:33:53 am »
Great job on the maps, and I thought mapping some of the SNES games with multiple layers and weird lighting effects was tricky.  Just out of curiosity, what tools do you use to map the 3D N64 games?  Is there any programming required, or can you just use tools to get those views kind of like vSNES lets you grab stuff from SNES games that may not be visible on the screen?  Or like vSNES lets you get a top down view of games like Mario Kart.

87
The game looks good.  I never played it before, maybe I will have to find a TG16 emulator and try it out.

88
Gaming / Re: Super Mario Bros. 2 (Japan) for the Famicom Disk System
« on: September 22, 2009, 03:36:01 pm »
Yes you must complete the game (World 8-4) 8 times to get to World A-D.  You can use the warp zones when beating the game to count towards the 8 times.  However to get to World 9 you have to beat it without using any warp zones.  You can't even use the warp zones that take you backwards.

For the All Stars Version you did not have to do anything special to unlock Worlds A-D.  However I think you still had to not use Warp Zones to see World 9.

89
Gaming / Re: Super Mario Bros. 2 (Japan) for the Famicom Disk System
« on: September 21, 2009, 12:21:13 pm »
Hi, turns out I figured it out.  There is no code that can access the memory address for FCEUX, however you can use a hex editor on the .fds save file for the game.  The memory address to edit in the hex file is: CC20

I just changed that value to 8 and now I can just Hold "A" and Press "Start" to start on World A-1.

90
Gaming / Super Mario Bros. 2 (Japan) for the Famicom Disk System
« on: September 20, 2009, 06:45:39 pm »
Hi, I have beat this game and now I want to go through Worlds A through D.  However I don't feel like beating the game 7 more times to do it.  Does anyone have a save state file or a code to start at world A-1?  Thanks for any help.

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