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Map Requests / Found Freedom Planet Maps!
« Last post by Cyartog959 on January 29, 2026, 07:28:01 am »
People, I may have been down, but, I'm not out with my search for the game's maps. After a bit more looking by trying again, I definitely found a batch of Freedom Planet stage maps in a gallery!

I just only found it now, and felt that should've been found sooner, but, we all can't lament on what anyone should've done before; only to live the moment.

The only tiny thing is, I couldn't find the names of the map rippers responsible. Oh, well. I won't spend some time trying to find it; that can be left to anyone else.

Anyway, here's the gallery's link I found - https://imgur.com/a/freedom-planet-map-rips-qUvQY

And, to show proof, here's some example stage maps I've found with the gallery in image links. There's out of bounds sprites and such here and there, but I won't bother.

DRAGON VALLEY

Map 1 -

Map 2 -

Map 3 -

Map 4 -

RELIC MAZE

Map 1 -

Map 2 -

Map 3 -

Map 4 -

Map 5 -

FORTUNE NIGHT

Map 1 -

Map 2 -

Map 3 -

Map 4 -

Map 5 -

Map 6 -

AQUA TUNNEL

Map 1 -

Map 2 -

Map 3 -

Map 4 -

SKY BATTALION

Map 1, Metal Airship -

Map 2, Fire Airship -

Map 3, Earth Airship -

JADE CREEK

Map 1 -

Map 2(its in jpeg from that gallery. Sorry, its all I could find  :(. Don't worry. Only temporarily until I'm provided with a png link to it so I can replace it) -

Map 3 -

Map 4 -

Map 5 -

THERMAL BASE

Map 1 -

Map 2 -

Map 3 -

Map 4 -

Map 5 -

Map 6 -

Guess their sizes are very close to the 20,000s range(not like most of Spark the Electric Jester's stages, which they seem to be are), but they're within the 10,000s range, horizontally, at the very least.

I think these can be worth comparing to prior Sonic games' maps(well, before later games like Sonic Advance 2, Sonic Rush, and Sonic Colors DS) and perhaps needing references to any 2D stage designers wanting them for their projects.

There's a small problem; I couldn't seem to find the rest within that gallery, including Mayor Zao's airship as a sort of its hub in Sky Battalion, the rest of Pangu Lagoon, and the whole of Final Dreadnought, Lord Brevon's massive starship that housed a large fraction of his army of created robots, bio-engineered aliens, including monstrous aliens, and hybrids of both, alongside his Super Troops that constitute much of the games midbosses.

At the very least, I gave you the maps I tried to search for. Hope whoever can find the mappers responsible to contact them. Otherwise, whoever's up for doing or finding the rest, if already ripped, the decision's yours.

I didn't make them, mind you, only found them, so you know. I did search where not many did, even without intent.

Hope you like them! If anyone finds more, let me know!
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 29, 2026, 02:30:50 am »
Too bad, but I kinda expected that answer, since it's really specific and as mentioned, I've only seen it for SoM so far.

But changing the ID for the character in front (overworld) could also be helpful, since I've already started ripping the protagonists and some of them have a running animation that can't be really captured, since characters like Tinek use their wolf form in battle and others like Joshua are flying over the battlefield. Joshua and Tinek use their overworld running animation in the Sylvalant Ruins (Eris cutscene), but I haven't seen them using the other directions.

You don't happen to have codes for these characters, do you? I would like to capture their frames und upload them to tsr.
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 28, 2026, 06:16:16 pm »
Has Star Ocean a code that will let you turn into npc characters too? So far, I've only seen something like that for Secret of Mana.
If you've seen my npc sheets on tsr, there are multiple npcs which don't move. There might be walk frames for them, but I'm not quite sure and would like to check it out.

Not that I know of. Probably the most you could do is change the character ID for the person in front, but you would always be limited to playable characters.
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 28, 2026, 02:52:28 pm »
Again, thank you very much. These were the two Star Ocean maps which gave me headache.
They're both complete now.

And since you're talking about Secret of Mana:
https://tcrf.net/Secret_of_Mana_(SNES)

Has Star Ocean a code that will let you turn into npc characters too? So far, I've only seen something like that for Secret of Mana.
If you've seen my npc sheets on tsr, there are multiple npcs which don't move. There might be walk frames for them, but I'm not quite sure and would like to check it out.
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 28, 2026, 10:55:24 am »
On this subject, I have a Secret of Mana video where I show off three different methods of getting into places i'm not supposed to. There's the map ID code, some x/y coordinate codes, and also a code that determines whether or not the player is holding the controller. If you turn this on during a cutscene, the cutscene is paused and you can walk around and do whatever you want. I always put my PAR codes in the video description. :)

https://www.youtube.com/watch?v=5SD_siXnI0M
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by VGCartography on January 28, 2026, 09:34:13 am »
You have inspired me zagato. I've been trying to figure out something similar for a few Wild Arms maps and I never considered trying to catch/inject the map ID on screen transition. Maybe this will work for that one also!
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 27, 2026, 05:54:16 pm »
After taking a closer look I think the room modifier should be a two part code. Anyway, here's the codes that take you to the docked Calnus.

7E0461B7 Room modifier set to docked Calnus
7E046201 (Part 2 of code. 00 is the first set of 256 rooms and 01 is the next set of 256 rooms.)


I'll fix the Time Gate code to have both values...

7E04610E Room modifier set to Time Gate
7E046200


Here's a few others I noticed.


7E0461B9 Room modifier set to restaurant cutscene
7E046201

7E0461E1 Room modifier set to meeting room cutscene
7E046200
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 27, 2026, 11:06:29 am »
Oh, a room modifier, that's neat.
Thank you very much, I just used 7E04610E in bsnes-rawpalettes, walked into the next map and got teleported to the time gate =)
Also got myself unstuck with a walk through walls code (1D4D-E7B8).

One last request: Can you tell me the room ID for the docked Calnus?
https://www.spriters-resource.com/snes/starocean/asset/504735/
This one is cut off and I would like to capture it completely.
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Map Gab / Re: How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by dark_lord_zagato on January 25, 2026, 12:27:33 pm »
Hello. In the event you are unable to get in contact with Tropicon I have my own solution for this problem.

I was just now able to achieve freedom of movement at the Time Gate by using a room modifier code. This code will work upon exiting a room, so go into an item shop or something and take a savestate next to the door. Turn the code on and leave and you should be at the Time Gate. You won't be in a cutscene so you can walk around freely.

This was done in BizHawk but you should be able to adapt it to other emulators too.

Go to hex editor, make sure the memory domain says WRAM, freeze 000461 and poke the value to 0E.

If you find yourself stuck in a wall just use some position modifier codes to get out of there.

002013 = Horizontal Position
002016 = Vertical Position


They would look like this as PAR codes.

7E04610E Room modifier code (Set to Time Gate)
7E2013?? Horizontal Axis
7E2016?? Vertical Axis
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Map Gab / How did Tropicon rip this cutscene map? (Star Ocean) [SNES]
« Last post by Spaghettimaster on January 24, 2026, 02:16:55 pm »
You can see this cutscene map (bottom left) only at the beginning and the end of the game (and only a small part of it):
https://vgmaps.com/Atlas/SuperNES/StarOcean(J)-Miscellaneous.png
Time Gate in Star Ocean (SNES), I also have quicksaves for bsnes+ (rawpalettes) if needed.

Somehow he was able to walk over the entire thing and make his screenshots, I can only guess that he used codes to freely walk around during one of the cutscenes.
According to his profile he isn't active anymore, but is it somehow possible to get in touch for these codes? Or maybe he shared them with any other member here?
I would like to do a layered version of it (upper layer / lower layer), but it's currently out of reach for me.
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