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PostPosted: Tue Oct 30, 2012 6:33 pm 
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map one block [offaet 0x1800]
Image
map one [offset 0x10]
Image
level 1
Image
level 2
Image


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PostPosted: Wed Oct 31, 2012 6:48 am 
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Nice work! :P


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PostPosted: Wed Oct 31, 2012 7:21 am 
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Cool stuff! Are you doing this by automatic metatile conversion software you made or something?

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PostPosted: Wed Oct 31, 2012 5:01 pm 
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ccovell wrote:
Cool stuff! Are you doing this by automatic metatile conversion software you made or something?


Yes,it by software, i made!


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PostPosted: Wed Oct 31, 2012 5:35 pm 
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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.


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PostPosted: Wed Oct 31, 2012 6:01 pm 
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I think I saw gimmick map stuff being done somewhere else before.

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PostPosted: Wed Oct 31, 2012 6:17 pm 
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There's a map set by TerraEsperZ.
http://www.vgmaps.com/Atlas/NES/index.htm#Gimmick


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PostPosted: Wed Oct 31, 2012 6:52 pm 
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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!


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PostPosted: Wed Oct 31, 2012 7:03 pm 
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Good attempt still. Did you reverse engineer the metatile format?


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PostPosted: Wed Oct 31, 2012 8:00 pm 
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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!


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PostPosted: Wed Oct 31, 2012 10:41 pm 
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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?


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PostPosted: Wed Oct 31, 2012 10:50 pm 
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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


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PostPosted: Thu Nov 01, 2012 1:01 am 
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By all means keep going. I was just linking to some existing maps.

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


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PostPosted: Thu Nov 01, 2012 5:32 am 
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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...


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PostPosted: Wed Nov 07, 2012 1:17 am 
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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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