One of my resolution for the new year has been to (as much as possible) stop starting new mapping projects when I get tired of the current one, and to instead go back to previously incomplete ones to try and finish them, and to improve them whenever possible. Which leads me to this old thing.
I started mapping
Sonic Advance 6 years ago and I never finished it on account of the massive amount of time needed to fully capture and assemble any single map. A single act usually took me several weeks to capture which made the whole thing take way too long to do. So I made a few of them, got tired and put the whole thing on ice for a while.
I decided to restart this project after playing through
Sonic Generations which rekindled my love for classic 2D Sonic (which, to me, includes the first
Sonic Advance game). After playing around with memory codes, my slowly improving skills have allowed me to find memory locations that would be quite useful and make this project, if not a quick one, a more accurate and easier one.
I first found the locations for the X and Y coordinates of the game's camera. It's a bit tedious to have to change the memory code for every screenshot to move the camera exactly one screen to the right time after time, but it still made the screen capture much faster than before, as well as allow me to capture every stage perfectly including previously inaccessible areas.
I also, after many efforts, found a memory location which seems to act as a sort of timer (it constantly increases) used to manage all the repeating behaviours in states like moving and rotating platforms, springing spikes and more. Aside from a few obstacles where freezing the timer makes the game crash once said obstacles are on screen, it means that all the platforms can be captured in their initial positions. A big plus for me.
It even helped me to freeze all the shifting colours in the Casino Paradise Zone after quite a bit of searching. There was something like over 70 palette entries constantly moving around, and none of those were synchronized with one another so taking screenshots at just the right frame wasn't guaranteed to always yield consistent colours. After finding and entering all the required memory cheat codes, I could safely capture the whole thing with impunity.
Lastly, I decided to share this because I was tired of working on stuff and never showing any of it out of fear that people would build expectations that I would most likely not deliver on. But considering that I've already almost done half the game, I figured that whatever I manage to do this time, even if I don't do the whole game, would be enough to be submitted to the site. As always, I'm aiming to do the whole thing but you never know with me. At least I haven't encountered a single technical hurdle that I haven't managed to completely flatten with a bit of work!
So here's what I've done during the last month or so, with more as I complete them. If you find the thumbnails a bit big, it's because I got tired of Imageshack not sending them back after submitting images so I decided to do my own.
*EDIT 09/10/12*
*Images removed*
I needed space in my free ImageShack account, so I've decided to remove the maps from this post. You can find them on VGMaps here.