Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by VGCartography on January 28, 2026, 09:34:13 am »
You have inspired me zagato. I've been trying to figure out something similar for a few Wild Arms maps and I never considered trying to catch/inject the map ID on screen transition. Maybe this will work for that one also!
12
Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 27, 2026, 05:54:16 pm »
After taking a closer look I think the room modifier should be a two part code. Anyway, here's the codes that take you to the docked Calnus.

7E0461B7 Room modifier set to docked Calnus
7E046201 (Part 2 of code. 00 is the first set of 256 rooms and 01 is the next set of 256 rooms.)


I'll fix the Time Gate code to have both values...

7E04610E Room modifier set to Time Gate
7E046200


Here's a few others I noticed.


7E0461B9 Room modifier set to restaurant cutscene
7E046201

7E0461E1 Room modifier set to meeting room cutscene
7E046200
13
Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 27, 2026, 11:06:29 am »
Oh, a room modifier, that's neat.
Thank you very much, I just used 7E04610E in bsnes-rawpalettes, walked into the next map and got teleported to the time gate =)
Also got myself unstuck with a walk through walls code (1D4D-E7B8).

One last request: Can you tell me the room ID for the docked Calnus?
https://www.spriters-resource.com/snes/starocean/asset/504735/
This one is cut off and I would like to capture it completely.
14
Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 25, 2026, 12:27:33 pm »
Hello. In the event you are unable to get in contact with Tropicon I have my own solution for this problem.

I was just now able to achieve freedom of movement at the Time Gate by using a room modifier code. This code will work upon exiting a room, so go into an item shop or something and take a savestate next to the door. Turn the code on and leave and you should be at the Time Gate. You won't be in a cutscene so you can walk around freely.

This was done in BizHawk but you should be able to adapt it to other emulators too.

Go to hex editor, make sure the memory domain says WRAM, freeze 000461 and poke the value to 0E.

If you find yourself stuck in a wall just use some position modifier codes to get out of there.

002013 = Horizontal Position
002016 = Vertical Position


They would look like this as PAR codes.

7E04610E Room modifier code (Set to Time Gate)
7E2013?? Horizontal Axis
7E2016?? Vertical Axis
15
Map Gab / How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 24, 2026, 02:16:55 pm »
You can see this cutscene map (bottom left) only at the beginning and the end of the game (and only a small part of it):
https://vgmaps.com/Atlas/SuperNES/StarOcean(J)-Miscellaneous.png
Time Gate in Star Ocean (SNES), I also have quicksaves for bsnes+ (rawpalettes) if needed.

Somehow he was able to walk over the entire thing and make his screenshots, I can only guess that he used codes to freely walk around during one of the cutscenes.
According to his profile he isn't active anymore, but is it somehow possible to get in touch for these codes? Or maybe he shared them with any other member here?
I would like to do a layered version of it (upper layer / lower layer), but it's currently out of reach for me.
16
Gaming / Re: Mega Man: 15 Games Where You Face Cut Man
« Last post by Cyartog959 on January 23, 2026, 08:15:44 pm »
He sure is quite the uppercut of the blue bomber's foes. All those appearances and fights, and yet I often wonder how and why Cut Man is more popular among the many past Robot Masters.

I count his cameo appearance at the opening of Mega Man 7, the shot with the newspaper of Wily being finally arrested after Mega Man 6, a joke title in its picture named "Cutman 2" can be seen if you look close enough. Wouldn't that make the 16th appearance?
17
Gaming / Mega Man: 15 Games Where You Face Cut Man
« Last post by JonLeung on January 21, 2026, 10:14:36 pm »

Sometimes I think of random things and then I have to do things like make a collage, just to express it, so I can move on...

I was thinking about how Cut Man is one of the optional bosses in just the Sega Saturn version of Mega Man 8, and then recently learned he's a hidden boss in Mega Man X 8, as well.

Being from the first game, he's one of the earliest and most well-known Mega Man Robot Masters, so he's had more appearances than many.

I count 15 different Mega Man games where you can fight Cut Man, and made this collage.

I was thinking about adding the cartoon appearances - along with Guts Man, he's one of the Robot Masters that shows up in every episode of the Ruby-Spears cartoon, and as "Cuts Man" (with an "s") he's the most powerful of the original Robot Masters in the Captain N: The Game Master episode... but I thought that might be a bit much.

Also, there are other cameos, like his appearance at the end of Mega Man 3, a database card in Mega Man & Bass, and, like the other Robot Masters from the original game, he's a good guy in Super Adventure Rockman.

I find it funny that he has more appearances than there are main Mega Man games...

Anyway, can you name all the games in this collage?
Am I missing any?
18
Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on January 21, 2026, 11:01:09 am »
We've now got maps for another Japanese-exclusive 16-bit game, Marvelous: Mouhitotsu no Takarajima (J) ("Marvelous: Another Treasure Island") for the Super Famicom, thanks again to Guard Master!

This is a game that I've heard a bit about.  It is the first game directed by Eiji Aonuma, the director or producer of almost all of The Legend Of Zelda games since after The Legend Of Zelda: A Link To The Past, which Marvelous: Mouhitotsu no Takarajima is influenced by.

Considering Guard Master's recent submissions, it looks like we have another 16-bit RPG mapmaking master!  Keep up the great work!
19
Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by FlyingArmor on January 18, 2026, 11:21:57 am »
Looks great, mechaskrom! I'm happy you enjoyed playing Crater to the point of wanting to map it. ;D
20
Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by mechaskrom on January 17, 2026, 04:07:55 pm »
I thought the game was good enough to deserve a map. In order not to spoil the whole game, I left out the ending for now, but I might submit an update with the ending after 1-2 years.

If you're even remotely interested in puzzle games, you should give Crater a chance.
Pages: 1 [2] 3 4 ... 10