A nice lowdown on doing maps for any newcomer to mapping, mechaskrom, but there are loads of 2D PC games not ran on an emulator, and that's slightly a different story.
For one, I've had quite a couple of difficult times getting through some confusing sections in the whole Blaster Master Zero trilogy, such as Nora Satellite's confusing wormhole warp path in BMZ3 and the final labyrinthine enemy filled room-to-room path to Goez(the villain's actual name from Metafight, according to Kane Gardner) in BMZ1's Area 8, and I still don't know how large their areas' sizes are, because they all haven't been mapped yet.
Seriously, people. In BMZ3's 4th Area, it's very hard to tell which goes where, because all the wormholes look the same; no differentiation of which path is correct and which paths are wrong, even on the minimap, and no green straight lines to tell. Fortunately, I was able to unlock a shortcut warp to avoid that after going through the first time.
It is still hard to remember where to go or how long/large they are when such games aren't mapped.
For such when recreating them, even with screenshots at their pixel perfect native resolutions, there's Tiled, the map editor for placing tiles and creating maps. The Mummy: Demastered's maps were made that way, and it was rather quite swift. Eishiya used that to smooth the process, as I recall, and I was impressed with how that mapper did it. Surely, the same can be done for already released numerous pixel art made games.
Of course, Kayato, if you want some more details in them for additional guidance, yes, an image editor does the job, but ripping sprites, which also uses emulators and tools, for many things are needed to put them in their boundaries, like items, bosses' put together big screen-filling bodies that are oftentimes tough for using emulators, but you can place the bosses themselves out of the maps' boundaries, a bit close to their arenas they're fought in, and make unmarked maps for those just wanting to see them clear and clean.
Kayato, remember one thing. Just make sure you clear out the frontmost layers that obscure the foregrounds and backgrounds when mapping out certain areas that occupy the viewing field.
For one, I've had quite a couple of difficult times getting through some confusing sections in the whole Blaster Master Zero trilogy, such as Nora Satellite's confusing wormhole warp path in BMZ3 and the final labyrinthine enemy filled room-to-room path to Goez(the villain's actual name from Metafight, according to Kane Gardner) in BMZ1's Area 8, and I still don't know how large their areas' sizes are, because they all haven't been mapped yet.
Seriously, people. In BMZ3's 4th Area, it's very hard to tell which goes where, because all the wormholes look the same; no differentiation of which path is correct and which paths are wrong, even on the minimap, and no green straight lines to tell. Fortunately, I was able to unlock a shortcut warp to avoid that after going through the first time.
It is still hard to remember where to go or how long/large they are when such games aren't mapped.
For such when recreating them, even with screenshots at their pixel perfect native resolutions, there's Tiled, the map editor for placing tiles and creating maps. The Mummy: Demastered's maps were made that way, and it was rather quite swift. Eishiya used that to smooth the process, as I recall, and I was impressed with how that mapper did it. Surely, the same can be done for already released numerous pixel art made games.
Of course, Kayato, if you want some more details in them for additional guidance, yes, an image editor does the job, but ripping sprites, which also uses emulators and tools, for many things are needed to put them in their boundaries, like items, bosses' put together big screen-filling bodies that are oftentimes tough for using emulators, but you can place the bosses themselves out of the maps' boundaries, a bit close to their arenas they're fought in, and make unmarked maps for those just wanting to see them clear and clean.
Kayato, remember one thing. Just make sure you clear out the frontmost layers that obscure the foregrounds and backgrounds when mapping out certain areas that occupy the viewing field.
Seems like wherever any game mapper goes, even you, zagato, there's always more yet to be mapped NES games at every corner, even unlicensed. Oftentimes, I'm still thinking there's no apparent end to them, given these have been made at the NES' popularity peak.





























