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#11
VGMaps Social Board / Kokopolo 15th Anniversary
Last post by Cyartog959 - August 24, 2026, 07:11:02 PM
I may as well say this... Happy 15th anniversary, "Go! Go! Kokopolo"!

Yes, its been 15 years since the first game of the chase-'em-up game series was released to the DSiWare, which is August 2011. Already, I hardly see anybody doing celebrations about the series, but I felt like doing it, anyway.

If some of you around the community don't know who Keith Webb is, here's a video about his and Jmac's past endeavors before he did Kokopolo. You can either watch the whole thing from the beginning, or skip to timestamp minute 15:40, where Keith Webb showcases his context about his Kokopolo series.

Here's the video, from the Jmac and Webbsta YouTube Channel, "Who are the Crash Twinsanity Developers??" -

It's been far long since Keith last gave us any word about his latest projects, including his still-stalling development of "Go! Go! Kokopolo DX".

Anyone having any and all active social media channels, please spare some time to contact and speak to Webb about what's been cooking lately, and I still hope to play the third Kokopolo game very soon, because we've been waiting too long.
#12
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by dark_lord_zagato - August 24, 2026, 04:56:28 PM
Quote from: ReyVGM on August 24, 2026, 03:11:43 PM5) Will add it to the requests. Let see what the author can come up with. So basically you want a way to view polygonal characters and the 3d map as a flat image or as a 3d image?
I don't know if that's possible, but I'll add it anyway.

Yes, i'm thinking maybe we can make maps that depict what these race tracks look like from above if there were a way to rip data directly from the Super FX chip.

This might be too much to ask. If they say it's impossible i'll understand.
#13
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by ReyVGM - August 24, 2026, 03:11:43 PM
Quote from: dark_lord_zagato on August 23, 2026, 11:17:38 PMEmulator features that are helpful to video game mappers:

1. A hex editor/access to the game's memory. Good hex editors show you what's going on live and let you change/freeze values right there.

2. A pop out map viewer that can take screenshots. For SNES games, a toggle that controls which BG layers are used in the screenshot.

3. The ability to change a game's background color. (Some games have map tiles with pixels that are the same color as the background. Black on black is a problem when you need to rip background layers separately.)

4. The ability to screenshot Mode7 data as a 2D image. It is impossible to map some SNES games without this. ZSNES had a special tool called vSNES. It was a stand alone program that could load ZSNES savestates and display Mode7 data in a flat plane. It would let you screenshot this data all at once. As an example, the Human Cannonball map from American Gladiators is something I took with just ONE screenshot in vSNES.


Also, the Super FX chip...

Games like Stunt Race FX use this chip. It generates 3D objects and environments. As far as I know, no one has ever figured out a way to extract any maps from these games. It's not the same thing as Mode7 so vSNES can't do anything with it either.

Thanks for the reply.

1) A Mesen styled debugger is planned for SuperSNES9X, so that should cover that.

2) ss9x already has a titlemap viewer and you can right click to save the image. There's also hotkeys to disable layers (but that's in regular snes9x too).

3) That's already in snes9x as a hotkey.

4) That's doable in ss9x through the titlemap viewer. Verified the Human Cannonball event, and yes, you can save a picture of the entire image.

5) Will add it to the requests. Let see what the author can come up with. So basically you want a way to view polygonal characters and the 3d map as a flat image or as a 3d image?
I don't know if that's possible, but I'll add it anyway.
#14
Mapping Tips/Guides / Re: What map-making feature wo...
Last post by dark_lord_zagato - August 23, 2026, 11:17:38 PM
Emulator features that are helpful to video game mappers:

1. A hex editor/access to the game's memory. Good hex editors show you what's going on live and let you change/freeze values right there.

2. A pop out map viewer that can take screenshots. For SNES games, a toggle that controls which BG layers are used in the screenshot.

3. The ability to change a game's background color. (Some games have map tiles with pixels that are the same color as the background. Black on black is a problem when you need to rip background layers separately.)

4. The ability to screenshot Mode7 data as a 2D image. It is impossible to map some SNES games without this. ZSNES had a special tool called vSNES. It was a stand alone program that could load ZSNES savestates and display Mode7 data in a flat plane. It would let you screenshot this data all at once. As an example, the Human Cannonball map from American Gladiators is something I took with just ONE screenshot in vSNES.


Also, the Super FX chip...

Games like Stunt Race FX use this chip. It generates 3D objects and environments. As far as I know, no one has ever figured out a way to extract any maps from these games. It's not the same thing as Mode7 so vSNES can't do anything with it either.
#15
Mapping Tips/Guides / What map-making feature would ...
Last post by ReyVGM - August 23, 2026, 06:29:44 PM
Like the title says, what features helpful to map-making you wish emulators would have?

I'm working with the author of SuperSNES9X (who has already added a ton of improvements over the regular snes9x) and I can push to get new stuff added to it.

So, what would your dream emulator be like for map-making? What helpful features would you like to have?

It could be tiny things obscure emulators already do, but more popular ones don't; or even features from external programs that could realistically be implemented in an emulator.

I think there's a tool that takes screenshots of games and auto stitches them together? It would be awesome if something like that could be implemented natively.
#16
Map Requests / Re: JonLeung's Requests
Last post by JonLeung - August 22, 2026, 07:28:54 PM
Spanettone has mapped the GBA game, Gunstar Super Heroes!

The original on the Genesis is much-loved, I feel like the GBA game should be remembered too, and now that Spanettone has mapped it, it is better preserved.

Thanks for your continued work in the GBA atlas, qwert_vs_qwerty!

Checking it off from the list that I made on VGMaps.com's 24th anniversary, this is where we are at now:
#17
Maps In Progress / Re: The Pirates of Dark Water(...
Last post by JonLeung - August 22, 2026, 02:43:26 PM
Quote from: Aspirin18 on August 18, 2026, 11:23:47 AMAre you interested?

You're asking if a website that collects video game maps would be interested in video game maps?

The answer is a "yes", of course.
#18
Maps In Progress / Re: The Pirates of Dark Water(...
Last post by Aspirin18 - August 18, 2026, 11:23:47 AM
I've completed a playthrough where I collected all the chests. I used the RetroArch counter to double-check my progress. It's highly unlikely that the achievements author and I missed any chests. Perhaps the game is still hiding something. But I'm absolutely certain about the number of locations.

I've got a modded version of the game that lets you fly through walls and has several types of invincibility. Are you interested?
#19
VGMaps Social Board / A Heads-Up here, If Jon will P...
Last post by Cyartog959 - August 16, 2026, 10:28:47 AM
I think those of you around the VGMaps community, both newcomers and long-time members, may not notice, in case you haven't been informed, but the forums has been recently updated after, well, larger images choked the  bandwidth there and then, and caused our regular connections to become sluggish. Everything else remains OK.

You'll find the layout's been rearranged a bit in the update, which takes a little getting used to, yes, alongside a good sleek, brighter look, but, the usual login procedures remain the same. If you can't seem to find where you're going to log in to post and hang with us, you'll find your way in up at the top of the layout.

When you do log in, if you have unread messages waiting, look for an icon that lets you know when you have them, right at the very top, close to the left, where your logged in name's at, and "My Messages" a little to the right.

Oh, for those wanting to make accounts to join and hang, the "Sign Up" button's located at the very top alongside "Log In", too.

Just thought you needed a bit of context. Hope you don't mind, Jon.

That's all. Have fun, everyone!
#20
Map Gab / Re: The LARGEST map - G.E.R.'s...
Last post by G.E.R. - August 11, 2026, 02:55:03 AM
Wait to full loading the map in browser and click "save as..." in the context menu.
Or copy link on the map from page and paste this link on amy download manager.

An other question, how to post this map on various Hollow Knight Wikis (file sizes limits), include fandom-wiki?