Author Topic: Micro Machines V3 (Game Boy Color)  (Read 46826 times)

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Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #15 on: June 17, 2007, 02:25:17 pm »
Yay.... make sure it's not the original, since that's already been mapped to it's "Maxim"-um level (retarded pun, I know lol)

Offline Maxim

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RE: Micro Machines V3 (Game Boy Color)
« Reply #16 on: June 18, 2007, 03:27:21 pm »
Here's a level from MM2 (Mega Drive). I'm not planning on doing more.



User posted image

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #17 on: June 18, 2007, 03:52:15 pm »
If you won't do any more... can you explain how to do it?

Offline Maxim

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RE: Micro Machines V3 (Game Boy Color)
« Reply #18 on: June 19, 2007, 02:52:31 am »
How I did it:



https://www.vgmaps.com/forums/index.php?topic=516



I'll release it soon with some documentation.



Any time I link to a map I've made from this forum, that's implicitly a submission, I think.



I don't plan on doing more because I'd rather spend my time finishing my existing mapping projects than starting on new ones, especially ones as huge as this; also, I don't like to make maps where I have to guess at the inaccessible areas; finally, I like Sega 8-bit and I'm quite numb to 16-bit games, so I don't enjoy mappnig them as much. The Micro Machines link, and the fact that I've been thinking about writing this tool for a while, is what got me doing this one.

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #19 on: June 19, 2007, 12:21:07 pm »
Wow... that programs looks cool... I hope you're gonna release it... not necessarily soon, but... release it, at all... publically...



BTW, I just turned "20".... Levelwise, not age.... and um.... how do you use the "Tag" feature? I've got this topic "tagged", but what does it do?

Offline Maxim

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RE: Micro Machines V3 (Game Boy Color)
« Reply #20 on: June 19, 2007, 03:52:40 pm »
Debugging my program...



<link=http://img267.imageshack.us/img267/2774/micromachinesiibasementem6.png>

<img>http://img267.imageshack.us/img267/2774/micromachinesiibasementem6.th.png</img></link>



If you can arrange for the last place you were on the track to be at the top, and then die at the bottom (or vice versa) the game wraps around while scrolling back to that track position, helping you map the inaccessible areas. I still had to make up some of this one.

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #21 on: June 19, 2007, 04:04:13 pm »
MORE MAPS NAO!!! lol...



j/k

How do you get rid of the car, clock, and lap counter etc?

Offline Maxim

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RE: Micro Machines V3 (Game Boy Color)
« Reply #22 on: June 20, 2007, 12:32:21 am »
Gens Kmod helps a lot. The autostitcher also gets rid of them so long as the game is scrolling each frame by less than the distance they are from the edge of the screen.

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #23 on: June 23, 2007, 04:27:55 pm »
Dammit, this autostitcher's too hard for me to understand... you're better at it than me... <_< *wishes Maxim'd do more MM maps...* ... *cough*

Offline Maxim

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RE: Micro Machines V3 (Game Boy Color)
« Reply #24 on: June 24, 2007, 11:57:06 am »
Whine On:

http://img510.imageshack.us/img510/4218/micromachinesiiwhineonry9.png



Can an admin change the thread title or maybe split this MM2 (MD) stuff off into the maps in progress forum? Although, again, this game is not my responsibility, it's just handy for testing my stitcher program.

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #25 on: June 24, 2007, 02:00:06 pm »
Yeah, because there's really not much to do with V3 heh...

Offline The Ultimate Koopa

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RE: Micro Machines V3 (Game Boy Color)
« Reply #26 on: June 29, 2007, 08:07:12 am »
Should I leave this open, or close it? Since (one of) my requests has pretty much been fulfilled...