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Gimmick Map research!(Level 1~2)
http://forums.nesdev.com/viewtopic.php?f=21&t=9448
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Author:  byemu [ Tue Oct 30, 2012 6:33 pm ]
Post subject:  Gimmick Map research!(Level 1~2)

map one block [offaet 0x1800]
Image
map one [offset 0x10]
Image
level 1
Image
level 2
Image

Author:  qbradq [ Wed Oct 31, 2012 6:48 am ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

Nice work! :P

Author:  ccovell [ Wed Oct 31, 2012 7:21 am ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

Cool stuff! Are you doing this by automatic metatile conversion software you made or something?

Author:  byemu [ Wed Oct 31, 2012 5:01 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

ccovell wrote:
Cool stuff! Are you doing this by automatic metatile conversion software you made or something?


Yes,it by software, i made!

Author:  rainwarrior [ Wed Oct 31, 2012 5:35 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

That top secret room in the ship level is so hard to reach. It's actually on top of the regular secret area at the top left (even though it may be on the same map area as the ship indoors.

Author:  Dwedit [ Wed Oct 31, 2012 6:01 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

I think I saw gimmick map stuff being done somewhere else before.

Author:  rainwarrior [ Wed Oct 31, 2012 6:17 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

There's a map set by TerraEsperZ.
http://www.vgmaps.com/Atlas/NES/index.htm#Gimmick

Author:  byemu [ Wed Oct 31, 2012 6:52 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

rainwarrior wrote:
There's a map set by TerraEsperZ.
http://www.vgmaps.com/Atlas/NES/index.htm#Gimmick


Good job!I think i can make other game map!

Author:  3gengames [ Wed Oct 31, 2012 7:03 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

Good attempt still. Did you reverse engineer the metatile format?

Author:  byemu [ Wed Oct 31, 2012 8:00 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

3gengames wrote:
Good attempt still. Did you reverse engineer the metatile format?


Yes,
do you want make any game map,I can help you!
maybe PRG game is easy!

Author:  blargg [ Wed Oct 31, 2012 10:41 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

So, the product already existed (Gimmick! maps on vgmaps), but the process is enjoyable to take part in and something valuable for you to post about. How do you find the maps? First find the tileset, then graphically dump memory using it until you find something that looks like a map, then figure out the width?

Author:  byemu [ Wed Oct 31, 2012 10:50 pm ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

blargg wrote:
So, the product already existed (Gimmick! maps on vgmaps), but the process is enjoyable to take part in and something valuable for you to post about. How do you find the maps? First find the tileset, then graphically dump memory using it until you find something that looks like a map, then figure out the width?


first
find the title,it's easy,can dump from emulator

next
find the map bolck ,if map consists of block!
(can analysis from ppu data(nametable))
block example:
Image

last find the map data

Author:  rainwarrior [ Thu Nov 01, 2012 1:01 am ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

By all means keep going. I was just linking to some existing maps.

I wouldn't mind seeing a gimmick extra-levels patch.

Author:  tokumaru [ Thu Nov 01, 2012 5:32 am ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

Yeah, keep going. The images at vgmaps represent how the levels are delivered to the player, but yours are more technical, showing how they are stored in the ROM, and that's more interesting for programmers (while the ones at vgmaps might be more interesting for players).

It would be nice if you posted some of the technical info though... such as the exact format used for metatiles and maps, whether there's any kind of compression, things like that...

Author:  byemu [ Wed Nov 07, 2012 1:17 am ]
Post subject:  Re: Gimmick Map research!(Level 1~2)

tokumaru wrote:
Yeah, keep going. The images at vgmaps represent how the levels are delivered to the player, but yours are more technical, showing how they are stored in the ROM, and that's more interesting for programmers (while the ones at vgmaps might be more interesting for players).

It would be nice if you posted some of the technical info though... such as the exact format used for metatiles and maps, whether there's any kind of compression, things like that...


It's easy!
Give a game
and I can teach you hwo to make a world map of this game!

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