
Quote from: ReyVGM on September 13, 2026, 02:31:38 PMGood news. SuperSNES9x does have the option to display "accurate SNES colors". I haven't tested it, but it's there in Video -> Color Correction.
Quote from: Rew on December 07, 2024, 04:55:00 AM(Seeing this website go nearly a decade without any maps from Undertale fills you with DETERMINATION.)
Truth be told, I was already making these maps and then remembered I used to frequent this website back in the day. I returned to see how this site handled maps from this game and was surprised to see there were none. (But nobody came!) Kind of a pleasant surprise, though, because now I get an opportunity to share my maps with this place!
They're still in progress, but I'm putting the finishing touches on Hotland, then they'll be ready to roll. I'll go into more detail about my methodology in a later post, but the gist of it is, I'm using the UndertaleModTool, which has rips of each and every single room in the game. So I'm stitching all those rooms together. However, the rooms are rather imperfect compared to what you see in-game (especially the Hotland ones, what with all their complicated backgrounds and whatnot). So I'm using Paint.net to polish the rooms so they look as close to how they appear in-game as I can get them.
There will be two different varieties of maps I'm doing: labeled maps (the rooms in the mod tool include a lot of interactable elements you can't see in-game, most of which I'm keeping for this variety--which is great as a visual guide to what you can and can't interact with, ideal for those on a second or later playthrough who want to experience everything). These maps include spoilers such as late-game and post-game NPCs, puzzle solutions, etc.
And then I'm doing unlabeled maps (without all the game data labels), which still include items and NPCs, but only ones you would see on a first visit--and no puzzle solutions either. This type will only show what you can actually see in-game and will be as close to spoiler-free as one can get with an Undertale map.
Anyway, I look forward to sharing more in the near future! (Fun fact: These will also be the first ever video game maps I've ever done.)
Quote from: TerraEsperZ on August 31, 2026, 09:11:45 PMQuote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?
Regarding screenshots, you'd have to compare the RGB values of the same pixels, preferably as close to dark and white as possible, as the differences wouldn't really be obvious visually.
Apparently, BSNES also does gamma correction by default, so that might also affect the video output.
Quote from: Guard Master on September 01, 2026, 08:02:18 PMQuote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?
I just did the same and compared specific pixel colors. The result I got is that they are the exact same, as you said. Perhaps my memory is failing me or perhaps there are special cases where inaccuracy may occur. Nevertheless, it doesn't seem to be a concern overall.
Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?

Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?
Quote from: Cyartog959 on August 29, 2026, 09:57:58 PMOther than that, there are other emulators that may need familiar features added, such as MelonDS, VisualBoyAdvance, to make mapping games quite easier. Can't forget them.
Quote from: Guard Master on August 29, 2026, 10:37:29 PM1. All layers have priority in SNES games. You can think of priorities as "layers" themselves. Even though order layer is technically BG1 then BG2, with priorities, the order is actually BG1 priority 1, BG2 priority 1, BG1 priority 0, BG2 priority 0. Thus, if the game very effectively used priorities for the background, simply putting BG1 over BG2 may not have an accurate result. This seems especially true in later developed games. In BSNES, you can turn priorities on and off in the emulation screen but not in any of the viewers.
https://nesdoug.com/2020/05/22/layers-priority/
https://snes.nesdev.org/wiki/Backgrounds#Priority
3. Managing image files isn't always ideal for all situations. When you want to do something at the moment, quickly, and only once, copying to clipboard is the approach. Using print screen is one approach, but why not implement a feature that captures just exactly what you want? Having a hotkey (especially one you can manually set) would be even more useful than right clicking. BizHawk effectively does this.
4. Rather than capturing the full view, you may just want a specific portion of tiles or sprites, especially to patch any mistakes or grabbing specific sprites. This saves the effort to have to take extra steps in the paint software. BSNES sprite viewer already allows multiple objects to be selected (but not copied/saved).
6. Palettes for SNES emulation should be more aligned with BSNES. The original SNES9x appears to be inaccurate.