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Maps
Post Posted: Tue Aug 26, 2014 3:53 pm
http://www.smspower.org/Maps/Index

Post your Maps discussion or contributions in this thread. If you have wiki edit access you can add them directly the wiki, but posting the .png is generally simplier.
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Maps
Post Posted: Tue Aug 26, 2014 3:53 pm
Hi guys,

I have created a map of the Zillion world.
It seems like I don't have permission to contribute to the Maps section though.

Also I'm not allowed to attach the image because it's too large so I have attached it in a zip file.

http://www.smspower.org/Maps/Zillion-SMS
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Post Posted: Tue Aug 26, 2014 4:43 pm
Last edited by Maxim on Tue Aug 26, 2014 5:43 pm; edited 1 time in total
Hmm, it seems non-admins have a silly pixel size limit... the attachment fairy has done the necessary above.

Edit: limits seem not to have any UI, so I multiplied them by 100 in the database. We'll add the map to the site shortly.
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Post Posted: Tue Aug 26, 2014 5:20 pm
Oh man i love such maps, above all if they are in suchlike quality. For this i can recommend to the map of Golvellius from hardcoregaming101 too.
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Post Posted: Tue Aug 26, 2014 5:51 pm
I have created a new topics for maps and moved Calindro's post to it :)
Great map! Thanks!
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Post Posted: Wed Aug 27, 2014 9:58 am
Added to the Maps section now.
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Post Posted: Wed Aug 27, 2014 10:59 am
Thank you! :)
Don't I have permissions to add maps or didn't I just find the right link to click yet?
Should I also add the cylinder contents to the cylinders?
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Post Posted: Wed Aug 27, 2014 1:19 pm
Calindro wrote
Thank you! :)
Don't I have permissions to add maps or didn't I just find the right link to click yet?
Should I also add the cylinder contents to the cylinders?

I just gave you the Wiki edit right so you can edit the file further on.

For PNG we take the habit to run pngout.exe on them to reduce their size (for example i reduced yours from 290 to 160 KB) so please bear that in mind if you update the file.

Adding the cylinder contents - do as you fit, there's no set rule. Ultimately I guess it depend on how much the contents is meaningful to the game experience.
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Post Posted: Wed Aug 27, 2014 10:20 pm
Bock wrote
Calindro wrote
Thank you! :)
Don't I have permissions to add maps or didn't I just find the right link to click yet?
Should I also add the cylinder contents to the cylinders?

I just gave you the Wiki edit right so you can edit the file further on.

Thank you! :) Will I just need to upload the new png when I'm done? Or is there more to it?

Bock wrote
For PNG we take the habit to run pngout.exe on them to reduce their size (for example i reduced yours from 290 to 160 KB) so please bear that in mind if you update the file.

It seems like ms paint doesn't care much about small file size :D
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Post Posted: Thu Aug 28, 2014 7:55 am
Just upload to the same filename.
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Post Posted: Fri Aug 29, 2014 2:04 pm
Since there is a sticky about Maps now I guess I can make some good use of it.

While playing the Sonic 1 FM hack, I remembered I once noticed a problem with the Sonic 1 maps, the "lower door" and "upper door" of SBZ2 are labeled backwards, unless I'm missing the point. I'm not bold enough to correct this by my own since those maps were made by Maxim himself and I never override or revert something done by an admin, so I'll just report this here and see what happens.
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Post Posted: Fri Aug 29, 2014 2:07 pm
Post your correction here if you feel they need to be discussed.
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Post Posted: Fri Aug 29, 2014 2:36 pm
The correction is simple, the SBZ2 map labeled as "upper door" should be labeled as "lower door", and vice versa.

You can see that in my playthrough of the Game Gear version or in my upcoming playthrough of Sonic 1 FM itself, which I hope to post later today.
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Post Posted: Fri Aug 29, 2014 2:40 pm
Would be nice if you could fix it. Just make sure to pngout.exe the updated PNG to optimise its size.
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Post Posted: Fri Aug 29, 2014 2:51 pm
I don't have to upload new files at all :P

The two existing maps are ok, their filenames just have to be exchanged. And sure I can do that, I just wanted permission from an admin before I changed something done by another admin :)

(by the way, I always use pngout, sometimes even too much (people on Sonic Retro complained when I updated the images on the wiki with versions which were 1 or 2 bytes smaller than before thanks to different pngout parameters I used))

edit: done, but since I am an idiot, I renamed the thumbnails as well, which were already correct interestingly enough, and I didn't notice that, so I had to re-rename them back :P

Either way, it's all good now.

edit 2: actually, I'm not sure if the thumbnails are correct or if they're being cached, because I now see them incorrect again :|

Just to make sure, the thumbnail for the "upper door" should be the one with the slope going up, and the thumbnail for the "lower door" should be the one with the slope going down, obviously. I won't rename them a third time if I'm not sure if they're correct or if they're being cached.
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Post Posted: Fri Aug 29, 2014 3:26 pm
Tom wrote
I don't have to upload new files at all :P

The two existing maps are ok, their filenames just have to be exchanged. And sure I can do that, I just wanted permission from an admin before I changed something done by another admin :)

(by the way, I always use pngout, sometimes even too much (people on Sonic Retro complained when I updated the images on the wiki with versions which were 1 or 2 bytes smaller than before thanks to different pngout parameters I used))

edit: done, but since I am an idiot, I renamed the thumbnails as well, which were already correct interestingly enough, and I didn't notice that, so I had to re-rename them back :P

Either way, it's all good now.

edit 2: actually, I'm not sure if the thumbnails are correct or if they're being cached, because I now see them incorrect again :|

Just to make sure, the thumbnail for the "upper door" should be the one with the slope going up, and the thumbnail for the "lower door" should be the one with the slope going down, obviously. I won't rename them a third time if I'm not sure if they're correct or if they're being cached.

Right now the thumbnail for the upper door has the top most light burning and the thumbnail for the lower door has the bottom most light burning. :)

Edit: Now they just swapped.
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Post Posted: Fri Aug 29, 2014 3:29 pm
I had a look and the thumbnails were backwards, so I fixed it. Image caching should all be off now. The lights are an indication of where you are within that map, so the lower door leads to the top level of the lower section, the upper door leads to the bottom floor of the upper section...
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Post Posted: Fri Aug 29, 2014 3:37 pm
The lights are correct. They're meant to show you at which floor you are. Thanks Maxim for fixing this, by the way. I got confused by the thumbnails because they were correct for a moment and incorrect a moment afterwards, I guess it was my browser caching them or something. Glad to see it's all good in the end :)
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Indiana Jones and the Last Crusade Maps
Post Posted: Tue Nov 11, 2014 6:44 pm
Hi guys, I have not made maps for SMS since a long time. This afternoon, I worked on Indiana Jones and the Last Crusade. I have made all the levels, but i'm disappointed, because, i have blanks on some levels. Some parts of the levels are not reachable. I don't know what to do ? Complete the blanks with my imagination or don't touch anything ? I prefer the second option, but, the result is ugly especially on levels 1 and 5. I join the files, let me know that you think about this.

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Global Defense Map
Post Posted: Tue Nov 11, 2014 6:55 pm
And because i was in a good mood, the maps for Global Defense.

[Admin: http://www.smspower.org/Maps/GlobalDefense-SMS ]
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Post Posted: Tue Nov 11, 2014 7:53 pm
balkry wrote
Some parts of the levels are not reachable. I don't know what to do ?

Your two approaches are fine, but the third one is better: hack the game to make them reachable. Maybe post on the dev forum to see if you can get some interest.
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Post Posted: Tue Nov 11, 2014 10:08 pm
The third one is the hardest ;-)
But thanks for your advice, I played with the Ram on MEKA and I have already completed the first level. I'll try the others levels tomorrow
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Post Posted: Wed Nov 12, 2014 2:54 am
I swear, we should put a gigantic link to PNGOUT somewhere, I don't get why anyone would use a 32-bit rgba PNG file for something which would only require an 8-bit indexed PNG file. Even 24-bit rgb would be wrong, but 32-bit rgba, for solid images?

That said, I never played Global Defense, but why does the X size of the images fluctuate between 1343 and 1407?

Not meaning to be harsh, just providing questions and criticisms in the hope to add an unofficial layer of quality control.
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Post Posted: Wed Nov 12, 2014 8:44 am
www.smspower.org/Site/ImageStandards

Sometimes odd widths come from the game, but often they come from less than completely perfectionist screenshot taking. Personally, I add in the masked leftmost eight pixels too, just to take it one step past the limits of sanity.
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Post Posted: Wed Nov 12, 2014 10:38 pm
Hi, I thank you for your advices (Hacking and compressing).
I finished the job for Indy, and i think it's really better.

Quote
but why does the X size of the images fluctuate between 1343 and 1407

I'll take a look to the game. I think it could be normal than few levels have not the same size.
But L 1-2 and L 3-4 should have same, because, except for the colors it seems to be the same maps.

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Post Posted: Thu Nov 13, 2014 2:30 am
Hey, nice work :)

If you can't upload them on the wiki, I can upload them for you. Do levels have actual names, or are they just numbered from 1 to 6?

By the way, I took the liberty to recompress your files:
  1. 83119 → 82936
  2. 5180 → 4716
  3. 48159 → 47952
  4. 23032 → 22521
  5. 27643 → 26890
  6. 13078 → 13008

edit: it's done
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Post Posted: Sun Jan 18, 2015 9:46 pm
Hi guys, during the last few weeks, i was working on the "box texts" and a really big map for Y's, but i was needing a break, so i've made a small job.
This is the map for Operation Wolf. Enjoy ;-)

http://www.smspower.org/Maps/OperationWolf-SMS
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Post Posted: Sat Jul 18, 2015 9:26 am
Last edited by balkry on Sat Jul 18, 2015 2:38 pm; edited 2 times in total
Hi, I completed few WIP maps projects.

Enjoy maps (and for some the Credits) for Fantasy Zone, Ghostbusters, Moonwalker (Michael Jackson's), Rescue Mission and Shinobi.

Note that levels 2.1 and 3.2 for Shinobi have big holes. I think there is nothing to do to complete them, but if somebody has an idea ...
Fantasy Zone.zip (64.14 KB)
Fantasy Zone Maps and Credits
Ghostbusters.zip (12.68 KB)
Ghostbusters Maps and Credits
Moonwalker (Michael Jackson's).zip (222.99 KB)
Moonwalker Maps and Credits
Rescue Mission.zip (113.57 KB)
Rescue Mission maps
Shinobi.zip (82.75 KB)
Corrected Version

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Post Posted: Sat Jul 18, 2015 11:13 am
I looked at some of the Moonwalker maps, the fact that their sizes are odd numbers doesn't seem right to me, but I never played that game so I might be wrong. Also, the background in the top part of the first maps seems misaligned. I didn't check any further.

I also looked at the files in the Ghostbusters archive. Again, I never played the game, but "Zull" isn't a proper spelling: he was "Zuul" in the movie, and apparently "Zule" in the manual (yes, I double checked because I didn't want to say something wrong).

Like the other time, I'm not trying to discourage you, and I'm in no position to control your work. I just tend to notice things and I know that smspower strives for perfection.

I'll look into the other archives eventually if nobody else does that.
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Post Posted: Sat Jul 18, 2015 1:04 pm
Thanks balkry, very good stuff.
Would you like to add them yourself to the Maps section?
If you Edit an existing map page you can copy the syntax from there.

For Shinobi have you looking into creating a camera hack?
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Post Posted: Sat Jul 18, 2015 1:05 pm
Tom, you do not get discouraged me at all, it is important to get feedback. I can not see everything, I make mistakes, that's how we'll improve. And I agree with you we must try to achieve perfection.
You have identified some important points, it is possible there are others.
That's why I did not add anything currently on the site, it is important to discuss with the rest of the community.

For Ghostbusters, I think we should use "ZUUL", it is "the name" in the film and in the end of the game.

For Moonwalker, you're right there is an error in the 1-1 level, I corrected.

For the size of images, I'm not sure of anything. On several levels, if I go down or up using the stairs, the display is shifted one pixel to the left or right. Currently I do not have access to 99% of my games (on real hardware), so I can not verify if it comes from the emulator (MEKA 0.73) or the game itself.

I met on Rescue Mission a similar case, for all levels there is a pixel at the right of the map, which has nothing to do with the rest of the level (again emulator or the game, I don't know), I've systematically removed.

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Post Posted: Sat Jul 18, 2015 1:07 pm
Why not using latest MEKA 0.8x ? It has so much more features including a Cheat Finder that could help you.
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Post Posted: Sat Jul 18, 2015 1:21 pm
Last edited by Bock on Sat Jul 18, 2015 1:41 pm; edited 2 times in total
In Shinobi with the memory editor if you write three 00 from ROM $273B your character won't be affected by gravity. By writing at RAM $C1C3 you can affect it's height. It's all a bit strange but maybe enough to get access to the missing bits.

*EDIT* Harder than expected.. so I looked into disabling collisions.
but instead writing 3E 41 at ROM $3BAE seemed to work.
Shinobi [v1]-03.png (6.79 KB)
Shinobi [v1]-03.png
Shinobi [v1]-07.png (4.84 KB)
Shinobi [v1]-07.png
Shinobi [v1]-10.png (3.06 KB)
Shinobi [v1]-10.png
Shinobi [v1]-08.png (4.51 KB)
Shinobi [v1]-08.png

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Post Posted: Sat Jul 18, 2015 1:33 pm
I tried Meka 0.8x, and I modified RAM and ROM for level 2.1. The "cheat" works, but i have no access to the missing areas, i guess its do not exist
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Post Posted: Sat Jul 18, 2015 1:41 pm
Looking at the other one now..
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Post Posted: Sat Jul 18, 2015 1:45 pm
That's what I could get. The rest can be filled with the background.
Shinobi [v1]-12.png (5.97 KB)
Shinobi [v1]-12.png
Shinobi [v1]-15.png (6.27 KB)
Shinobi [v1]-15.png

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Post Posted: Sat Jul 18, 2015 2:43 pm
Thanks you are amazing !!!
I have upload a new version of Shinobi package with your corrections.

If one day you have the time, maybe you can find that kind of cheat for Y's. Because my WIP map for this game has many holes ;-)
ys.png (224.06 KB)
ys.png

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Post Posted: Sat Jul 18, 2015 3:54 pm
For Ys, disable map collisions by writing 3E 00 at ROM $13DD

The way I do it is that I look in the memory editor for patterns that looks like map data.

A game could:
- hold an entire map in memory
- hold about a screen worth in memory and stream it

And then that data could:
- be stored in RAM
- usage the actual VRAM data (unlikely but possible)

Ys seems to have two copies: one copy is the entire map described with 1 byte per 16x16 block. The other copy only hold the uncompressed per-tile information (2 byte per 8x8 blocks) for what's visible. The player collision is using that second piece of map. Once I figured that out I created a hole in the map at a visible spot, confirmed that the player could get inside, then I set a breakpoint on this RAM address to find the code reading it, and replacing the code with LD A,00 because here 00 correspond to no collision I suppose.
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Post Posted: Sat Jul 18, 2015 5:30 pm
Many games have odd map sizes due to the the game engine restricting things somewhat oddly (I guess stopping scrolling after some value rather than clamping the scroll value). I usually try to infer the missing data by similarity to existing tiles (I have a program somewhere to do that automatically) but as you may expect it works best when you have fewer pixels to recover. I also try to hack the VDP registers to unmask the leftmost column, as that's often hiding something good.

I did ask Omar to allow Meka to screenshot outside the visible area (so for example if the fine scroll is 4px, you would get the missing 4px on each side), but he added a feature for cropping instead :) and I'm too lazy to add it myself. It's kind of weird to try to render sprites in this case, but for maps you may not care.
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Wonder Boy III missing map
Post Posted: Sat Jul 18, 2015 5:32 pm
It's a minor thing but I have just realised that the maps for Wonder Boy III are missing the "Old" version of the MEKA Castle with the different enemies and fuzzballs.
http://www.smspower.org/Maps/WonderBoyIII-SMS
If someone wants to look at it.
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Post Posted: Sat Jul 18, 2015 6:40 pm
I guess you mean when you revisit it as Hawk-Man?
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Post Posted: Sat Jul 18, 2015 9:40 pm
Yes.
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Post Posted: Sun Jul 19, 2015 8:05 pm
Thanks, the hint for Ys works fine, it will be very useful.
I have already fill many blanks.
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New maps again
Post Posted: Thu Aug 20, 2015 5:20 pm
Hi,
I have some new maps.
Ready for discuss, if you see something that you're thinking strange.

Altered Beast, Bonanza Bros, Golden Axe, Rambo III, Secret Command and Slap Shot.
Slap Shot.png (4.19 KB)
Slap Shot.png
Altered Beast.zip (34.71 KB)
Bonanza Bros.zip (91.04 KB)
Golden Axe.zip (49.7 KB)
Rambo 3.zip (59.78 KB)
Secret Command.zip (223.28 KB)

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Post Posted: Wed Aug 26, 2015 8:31 pm
These are all now added to the site.
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Chuck Rock Maps help request
Post Posted: Wed Feb 24, 2016 9:08 am
Hi,
I'm looking for a small help on Chuck Rock.
I'm trying to make the maps for this game, i'm close to complete all, but I am not able to reach all the parts of some levels.
Because i'm not very good at debug, i'm request your help to find some cheat in order to avoid collision in the game.
I found this on the site, wrote by Maxim long time ago, but I can't figure how i could use it ...

http://www.smspower.org/maxim/Maps/ChuckRock
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Post Posted: Wed Feb 24, 2016 3:04 pm
You need to compile the code with WLA DX. It makes a hack where the player 2 controls make Chuck move in all directions, but I seem to remember the game was quite glitchy in this state so it's hard to fully control, and more hacks may be needed.
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Post Posted: Wed Feb 24, 2016 8:12 pm
Thank you very much, it took me a little time.
But I read your "How To Program :: Lesson 1" and "Trainers - Do It Yourself", that helped a lot. With a little bit of "cargo cult programming", it worked well.
Now Chuck flying through levels ;-)
I can finish the few missing maps quickly.
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Chuck Rock maps
Post Posted: Thu Mar 03, 2016 4:05 pm
Thanks to Maxim.
The Chuck Rock maps are now available.
Take a look at the last level, I think developers have some fun

http://www.smspower.org/Maps/ChuckRock-SMS
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Post Posted: Thu Mar 03, 2016 6:45 pm
Last edited by Maxim on Fri Mar 04, 2016 11:12 am; edited 1 time in total
I think it's a lot more obvious in the original game, you exit the previous level by walking into a dead dinosaur's mouth and the graphics are a bit more organic looking.

Was there a reason for not including the boss stages? Plus the bosses and enemies...
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