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1  General Boards / Gaming / Modernising the lists? on: July 26, 2019, 11:04:01 PM
Have you thought of modernising the site with CSS or at the very least splitting the lists among A-Z pages to make them simpler to load on mobile?
2  General Boards / Map Requests / Re: No Shadowgate? on: July 26, 2019, 11:00:50 PM
Like pictures of the screens with Maniac Mansion-styled lines connecting all the doors?
I think an isometric map would show off the floors and passages.. would need to find textures to draw them though.
3  General Boards / Map Requests / Re: Spy Vs. Spy on the Nes. on: July 25, 2019, 12:48:44 AM
Are you looking for a map with all items as well? I think they are randomly placed. I will look into the mapping right now.

- Mike
Just a quick update, I've been real busy lately but it's on my to-do list!
- Mike
4  General Boards / Map Requests / No Shadowgate? on: July 25, 2019, 12:37:06 AM
Is there seriously no map for Shadowgate? I checked NES, PC, and performed a search.
5  Site Boards / Message Board Help / Why not split games into alphabetical folders? on: June 28, 2018, 02:03:44 AM
Rather than having 0-9 and A-Z loading on one giant page, which takes a long time to navigate on mobile, place each letter into its own folder.

Make a .bat file (a renamed .txt) and put this into it:

md A
move a*.* a
md B
move b*.* b
md C
move c*.* c
(and so on)

It'll make a new directory (folder) labeled A,B,C... then move every file that starts with a,b,c... into it.
Should be easy enough to edit the tables by copying each letter's chunk to a new document then saving into their respective folders?
6  General Boards / Gaming / How do you like 3D games to look mapped out? on: January 25, 2018, 07:19:10 PM
Top-down or isometric?
What about the different floors?
Turok 2 is on Steam, and there's a console for inputting commands like fly, clip, stop time, wireframe.. The only maps anyone has done (short of just scanning/stealing from Prima's guide) is of the Hub, but the whole game can be easily mapped out using the PC version. Except it's in 3D and rooms get blocked by other rooms if you're going for a straight screenshot.
7  General Boards / Map Requests / Colecovision? on: January 03, 2016, 03:00:48 AM
I don't see it in the list on the front page. Is there a section that I'm just not seeing?
8  General Boards / Maps In Progress / [PC] Fallout 4 Settlement Workshop Boundaries (all welcome!) on: December 14, 2015, 02:40:32 AM
Here is an overhead view of the Covenant settlement, with a rough boundary drawn around it. I took this to aid in deciding were to place new objects, walls etc. I invite everyone to participate in this idea! Each map should have either the whole area before scrapping, or have the large debris, such as houses, cars, etc.. removed. I haven't completed the game so my submissions will be whenever.

Naming could be like this:
"[Settlement name]" - As it was when you found it.
"[Settlement name] Clean" - All scrappable items cleared.
"[Settlement name] Empty" - Used a mod and removed absolutely everything.

Here is how I took the photo:

** Remember to use a save that is separate from your main saves, just in case!

Wait for a clear day or use a console command / mod to remove the fog.
Enter first-person view.
Open the console and type: tfc [enter] to activate Free Camera mode. Close the console.
Fly up to a good vantage point. Many screenshots may be required, then stitched together as best you can.
Open the console and type: tm [enter] to remove the HUD elements.
** This will also hide the console, so take the shot, then enter the code again before moving.

To get the boundaries:
*** If you activate Build Mode while using Free Camera mode, you may lose the use of your mouse wheel. Restarting the game will fix it.

While on the ground and not in Free-Cam mode, activate build mode (workshop) to display the green boundary.
Open the console and type: tfc [enter] to activate Free Camera mode.
Fly up and either take multiple shots or just get one big one from far away.
In an image editor, compare the boundaries image with your map & draw them out as best you can.

Interiors are more difficult as the clipping causes objects to vanish from view, and rooms may not render.
9  General Boards / Map Requests / [PC] Fallout 4 Settlements +Boundaries on: December 14, 2015, 02:33:27 AM
Here is an overhead view of the Covenant settlement, with a rough boundary drawn around it. I took this to aid in deciding were to place new objects, walls etc. I invite everyone to participate in this idea! Each map should have either the whole area before scrapping, or have the large debris, such as houses, cars, etc.. removed.

Naming could be like this:
"[Settlement name]" - As it was when you found it.
"[Settlement name] Clean" - All scrappable items cleared.
"[Settlement name] Empty" - Used a mod and removed absolutely everything.

Here is how I took the photo:

** Remember to use a save that is separate from your main saves, just in case!

Wait for a clear day or use a console command / mod to remove the fog.
Enter first-person view.
Open the console and type: tfc [enter] to activate Free Camera mode. Close the console.
Fly up to a good vantage point. Many screenshots may be required, then stitched together as best you can.
Open the console and type: tm [enter] to remove the HUD elements.
** This will also hide the console, so take the shot, then enter the code again before moving.

To get the boundaries:
*** If you activate Build Mode while using Free Camera mode, you may lose the use of your mouse wheel. Restarting the game will fix it.

While on the ground and not in Free-Cam mode, activate build mode (workshop) to display the green boundary.
Open the console and type: tfc [enter] to activate Free Camera mode.
Fly up and either take multiple shots or just get one big one from far away.
In an image editor, compare the boundaries image with your map & draw them out as best you can.

Interiors are more difficult as the clipping causes objects to vanish from view, and rooms may not render.
10  Main Boards / VGMaps Social Board / Re: Did Flip Industries Really Create "Super Kid Icarus"? on: May 30, 2012, 03:01:28 AM
The Youtube channel is by "Musa Sharifa"
Quote
About Musa Sharifa

Channel created by 3 mates to alert the public of the catastrophe that has hit regarding Jon Leung and VGMaps. Note - this channel and videos are jokes and not to be taken seriously and really are pretty terrible. Any reference to a person living or dead is coincidental.
The videos appear to be trolling you about how much attention you want for this debacle :p. Not a big deal except they're hiding behind 'in our opinion' and 'coincidence', in addition to posting the vids as responses to other such videos. In my opinion however the only people who pay any attention to those kinds of videos are conspiracy theorists and reside in the 'slums' of Youtube. I think you've made your point and should let it pass.
11  Main Boards / VGMaps Social Board / Re: Did Flip Industries Really Create "Super Kid Icarus"? on: May 06, 2012, 10:32:39 AM
I am now officially confused on the subject, here is what I've found:

DrX Gaming has a myspace profile under the name "megamanclassic" and contains 2 images - 'Super Kid Icarus' and 'Icarus Prime'. They are both identical except for some minor color changes and added grass on the dirt. DrX Gaming has a Youtube channel showing off the game, upload date 2009 (as you've stated) HOWEVER here is what the description says.

( http://www.youtube.com/watch?v=6_NVHMtFU8I )
Quote
Current Release: July 31, 2011 Engine Build
Download: http://www.mediafire.com/?2c6nl4uof4n6lyr
Current Statues: New video will be uploaded later in the year.
This engine is based on the (Open Source) Kid Icarus by Game Fortress.

Map Tile credit: Jon Leung - VGMaps
Notice at the bottom that you are credited for the tileset! Smiley

You are also credited on this page:
http://www.flixya.com/photo/2303489/Kid-Icarus-Prime

In the comments section of his YT channel, both you and Flip are mentioned so I have no idea what is going on anymore Huh?
Quote
I've given credit to Jon Leung including VGMaps in the "Kid Icarus Prime" video description. If he would of actually played the game credit was given, and once the new video is ready even Flip Industries will be credited for couple of tile ideas.

It's difficult to take either side here. Someone used tilesets (and levels?) from someone else.. that were arranged using tiles drawn by someone else Undecided
12  Main Boards / VGMaps Social Board / Re: VGMaps.com's 10th Anniversary on: May 06, 2012, 08:44:29 AM
Happy Anniversary!
I like the story about your little 'competition' with KAI at Playdium. I had something similar going with the Rush 2049 machine on who could get to 1,000 coins first on the Alcatraz track. My opponent would play after his shift was over, and didn't realize that you could go back and keep collecting the coins up to 1,000. I almost got the last 100 all in one race but missed a couple in the last seconds Sad.
And he was watching me -.-

- Mike
13  General Boards / Maps In Progress / Re: Raptor: Call of the Shadows Tileset v.1.6 (Bravo lv 1-6) on: October 18, 2011, 07:10:22 AM
Sounds pretty cool, but I'll just grab them from screenshots if I need any. This post is just to supply the tiles I've extracted thus far.
14  General Boards / Maps In Progress / Solar Winds 1 - The mapping saga continues! on: October 16, 2011, 08:28:15 AM
Please consult the first post for previously discovered infos Smiley.
https://www.vgmaps.com/forums/index.php?topic=1153.msg12059#msg12059

Using a program called tSearch, I have located 12 Hex values that only change when the player's ship is in motion. This leads me to believe that these variables will aid in understanding how the map is laid out in the game Solar Winds (Part 1). These are my findings thus far..

Out of the twelve, these 4 values will stop updating while the player passes through -45,x moving left.

7C65C5D     716072340751908864
+2
7C65C5F     1526449725098688512

+18e

7C65DED     716072546910339072
+2
7C65DEF     1526449725101834240

- Values do not update once per pixel, but per few pixels
- Update occurs during -45,x
If each coord update is 56 pixels then it could be stalling at sector -45.28,x or halfway through that coordinate.

Conclusion thus far:

Without further tests, I can only speculate that each solar system is one gigantic layer that simply hides off-screen until you get close... Which would mean that every visitable place is located right next-door! (or at least the graphics)
If this theory holds true, then tomorrow I should have the total pixel area of each solar system Smiley.

New Questions:
- Two coords are the x,y of the solar system and two are the x,y of the mini-map?
     - Does the ship move or is it the whole solar system!?
- Are the other 8 variables the coordinates of the zoomed-out map layers?
- Where's the address that controls the Outer Barrier?
- What's located at addresses 7C65C5E and 7C65DEE?

===============================
October 16, 10:00pm
It seems that the Hex addresses will only stay the same while the game is running. However if the game is closed and then restarted, these addresses will change and the process of discovery must be restarted. Bummer..
Though I did manage to mess up the stars a bit Cheesy

http://www.youtube.com/watch?v=V5kVcG5huAU
15  General Boards / Maps In Progress / Raptor: Call of the Shadows Tileset v.1.6 (Bravo lv 1-6) on: October 16, 2011, 04:58:21 AM
If you like you may consult my necro post:
https://www.vgmaps.com/forums/index.php?topic=971.msg10435#msg10435

It's been sitting on the external for over 2 years now, might as well give it out! Make your fan-games or reminisce the good old times with ground tiles from the first 6 levels of Bravo sector. Each tile is 32 x 32 and I used Rpg Maker XP for the attached arrangements Smiley. Rather than post it elsewhere, I ask that you please link to this site Smiley.

- Mike
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