Virtual Boy Wario Land (VB)

Started by TerraEsperZ, January 22, 2007, 11:46:09 PM

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The Ultimate Koopa

JonLeung Said:
...2009...



:P

I demand more Wario LAnd 2 maps from Captain Drake pl0x.... :P j/k <--- note those two letters seperated by a '/' please.

Peardian

I actually want to try mapping Wario Land 2 myself, but only the super secret last level. Why? Because one of the guides on GameFAQs said nobody had found the treasure in it. Whether or not it's true, I take that as a challenge. :P

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YTT (34%) - WL4 (64%) - PM (36%) - YI (11%) - SMRPG (0%)
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Raccoon Sam

That also is kind of like screaming 'hack this ROM'

The Ultimate Koopa

Hm... does it HAVE a treasure? And if it does, where does it go on the treasure chest chart table thingy? (Press Select while in a stage and click on the treasure chest).

JonLeung

I've received full maps of this game...  Poor Terra.



If I do decide to keep Terra's maps, tell me, is "redscale" a word?



EDIT: The new ones by Trebor are https://www.vgmaps.com/Atlas/VirtualBoy/index.htm#VirtualBoyWarioLand">now up.

Peardian

Amazing job. I love how he did the color codes for doors and pipes.



And yes, redscale is a word.

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YTT (40%) - WL4 (72%) - PM (50%) - YI (14%)
MM (10%) - SMA3 (33%) - DNS (0%)

Come check out the Nintendo 64 Mapping Workshop!

Raccoon Sam

I love the color-codes.

Awesome job.

Trebor Almasy

Thanks for the kind words, guys. I did notice two places where I had a color layering issue, I guess I should probably get that fixed pretty quick.

TerraEsperZ

With maps this good, who needs mine :)?



Glad to see this game fully mapped, and I'm really curious to know how easy/hard it was to do. I had a hell of a time separating the foreground and background layers, but that might have been because I used a barely functional emulator (heck, I forgot which one I used). Anyway Trebor Almasy, keep sending such quality submissions!



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Current project: Not sure yet



Upcoming project: Not sure yet either
Current project:
Mega Man: Powered Up (PSP)

Trebor Almasy

It actually wasn't too bad to map. The only place I had any problems with the Fg/Bg was level 7, most of the others stay stationary.

As for the emulator, I used 'Reality Boy' with the Key to Joy program and just went through snapping shots every 3-5 seconds or so.

I honestly don't see how anybody could do it any other way, it would just be SOOOOO slow.

Thanks for the encouragement though, TerraEsperZ.