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-   -   List the Maptapper rips you are working on (http://eab.abime.net/showthread.php?t=69850)

Codetapper 30 June 2013 13:50

List the Maptapper rips you are working on
With a number of people ripping maps now, I think it's important that we organise ourselves properly and avoid duplicating the work.

Can everyone that has made progress on any game please post the names of the games you are working on in here and edit the list as you go? There's nothing worse than spending ages on a tough map to find someone has already done it!

The online list is here: http://wiki.abime.net/games/maptapper

(To edit the page, join the "Wiki Editor" group from your User CP).

Codetapper 30 June 2013 13:55

Codetapper's map ripping in progress
Odyssey - Level 1 about 70% complete, hundreds of tile replacements needed
Rick Dangerous (*)
Rick Dangerous 2 (*)

(*) = Map rips are complete (game stores them as one huge vertical section) but they need to be cut up and assembled into the levels with a paint program. If anyone really wants to do this, I can send the config files and you are welcome to do this.

CodyJarrett 30 June 2013 14:40

In Progress:

Fire Power
Gravity Force 2 (maps are done but without the water overlaid)
Legends AGA
Nobby the Aardvark
Questron II

Ultima VI

First Samurai
Times of Lore
Faery Tale Adventure
Space Crusade
Tiger Road
Grand Prix Master

BippyM 30 June 2013 14:48

In Progress

9 Lives
Alfred Chicken
Killing Game Show
Robocod (Mostly completed)


Blood Money

zenox98 30 June 2013 15:01

Trying my best ;/

In progress

Astro Marine Corps (just found tiles yea!)
Aunt Arctic Adventure

Leander (found everything BUT the damned tiles :(

Joe Maroni 30 June 2013 16:31

What´s wrong with Leander? I´ve already ripped few maps...may I help you?

In Progress
Tony and Friends in Kellogg's Land (done)
Bubble & Squeak (90% done, missing Stardust Caverns 4 and 3 Bonus levels)
Dennis ECS
Dojo Dan
Dragonstone (done)
James Pond 3
Marvin's Marvellous Adventure (done)
Woodys World (done)
..and much more to have a look at...


Kid Chaos
Battle Squadron (map data found, must be divided by $50 or word pointers use...)

CodyJarrett 30 June 2013 16:34

The Leander tiles need a width of 4096 and a height of 16 with 3 bitplanes and ILBM. The tiles are at $24758 for me.

RCK 30 June 2013 17:21

Hey guys, what about a wiki page to follow this list ? :)

Any EAB members can join the "Wiki Editor" group who let you edit the page.

zenox98 30 June 2013 18:26


It never crossed my mind to go as high as 4096. Experience, as ever, defeats enthusiasm :)

Thanks m8.

dlfrsilver 30 June 2013 18:49

i'm on twinworld, it's sprites, and also atari st, 4 bitplanes, but i have world troubles to get the sprites and level tiles :(

Joe Maroni 30 June 2013 20:54

1 Attachment(s)
i had a look on Twinworld.
uses 2 tilesets (indoor, outdoor). map is stored vertical. and it seems that it uses 2 "layers" for the map.
ahhh..and it uses a custom tile size of 16x10 pixel.

i think codetapper needs to add an entry in the custom format list in the next release of maptapper.

i´m still try to find out how it works...if anyone is interested, i could post a savestate including ini file.

this is what i´ve found by now:

dlfrsilver 01 July 2013 01:37

Yes Joe, post please :)

clenched 01 July 2013 08:49

In process: idle

In the on deck circle: empty

Completed games:
Edd The Duck 2: Back With A Quack!
Gravity Force
Mighty Nerd vs The Supervillains
Terry's Big Adventure
Man From The Council, The (underground maps)
Rolling Thunder
Pro Powerboat Simulator
Turbo Trax (Microdeal)
A New Adventure: FaYoh 2
Champion Driver
Harald Hårdtand: Kampen Om De ReneTænder
Nitro Boost Challenge
Cool World
Bones Brigade
Cyber World
Willys Weirdy Nightmare
Ace The Space-Case
Sound The Space Cadet
Mind Force
Guldkorn Expressen
Magic Serpent
Soldier Of Light (Xain'd Sleena)
Thomas The Tank Engine 2
Thomas The Tank Engine
Power Labyrint
CarVup: The Final Frontier
CarVup (remaining maps)
Hard 'n' Heavy
Insanity Fight
Black Shadow
Eye Of Horus, The
LED Storm
Calephar (unreleased)
H.A.T.E.: Hostile All Terrain Encounter
Go Kävin Go
Alien Hunter
Labyrinth (Magic Soft)
Desolate World (unreleased)
Retro (Stephen Strickland)
Postman Pat III
Blood Money
SideWinder II
Vampire: Curse Of The Night
Pinkie (remaining maps)
Mission Underground (unreleased)
Deadline! (Shadow Software)
Space Rescue
Cyber Force: Zniewolony Umysl
QX 2001
Cross Country
Conan The Cimmerian (remaining maps)
Emerald Mine 3 Professional
Emerald Mine II
Emerald Mine
Aunt Arctic Adventure
Star Trash
Mr. Brownstone: A Realtime Cave Simulator
Dust Digger
Agent Lux
Backbone (4 included demonstration games)
Banana Islands
Kill Em All
Hanger 18
Turtleminator, The
Jet Set Willy 3
Easter Egg
Somewhere In Time
Spellfire The Sorceror
Sky Fighter
Phuk the World
Hellrun Machine, The
Works Team Rally
Suicide Mission
Batman Returns
Super C
Final Mission, The
Demon Blue
Motorbike Madness
B.C. Kid
Rooster II
Fire Power
Plague, The
Kastle Kumquat
Lethal Zone
Moon Child (unreleased)
Sqrxz 4: Cold Cash
XR-35 Fighter Mission
Timekeepers Expansion Disk
Marco Gregorio's Adventures to Unusual Places
Tom And The Ghost
DNA Warrior
Last Soldier, The
Space 1889
Cloud Kingdoms
Puffy's Saga
Ninja Warriors, The
Hill Street Blues
Garfield: Winter's Tail
Mighty BombJack
Monster Business
ESWAT: Cyber Police
Killing Machine
Spy Who Loved Me, The
Cyber Kick
Fernandez Must Die
Lethal Weapon
Metal Law
Sqrxz 2: Two Seconds Until Death
Sqrxz 3: Adventure For Love
Altered Beast
Tom & Jerry
Tom & Jerry: Hunting High And Low
Rogue Trooper
Persian Gulf Inferno, The
Rally Championships (AGA) ~60Megs
Rally Championships (ECS)
Demon's Winter
Black Hornet
Kid Chaos
Teenage Mutant Hero Turtles: The Coin-Op!
Teenage Mutant Hero Turtles
Teenage Mutant Ninja Turtles
Black Magic
Foundation's Waste
Ikari Warriors
Mr. Tomato
Dragon Ninja
Ali Baba
Total Carnage
Airborne Ranger (sample of each climate)
Executioner, The
New York Warriors
Cap'n Carnage
Judge Dredd
Seven Gates Of Jambala, The
Wings of Death
Charon 5
Chaos Engine 2, The (AGA)
Chaos Engine 2, The (OCS)
Borobodur: The Planet Of Doom
Fate: Gates of Dawn
Quest Of Agravain, The
Rambo III
Elf (MicroValue)
Impossible Mission (classic version)
Final Countdown
Yogi's Great Escape
Dick Tracy TCSA
Ruff And Reddy In The Space Adventure
Yogi's Big Clean Up
Dragon Spirit
Hell Bent
Jonas Fulstrand
Banshee AGA
Exile AGA
Bug Bash
Blinky's Scary School
Axel's Magic Hammer
Alien Legion
Wacus The Detective
The Game Machine Preview (unreleased)
Ghosts 'N Goblins
Ghost Battle
Astaroth: The Angel of Death
Barbarian II (Psygnosis)
Shadow of the Beast III
Jurassic Park OCS
Jurassic Park AGA (remaining maps)
Alien Bash II (remaining maps)
Venus: The Flytrap
Baron Baldric: A Grave Adventure
Vampire's Empire
Dracula (remaining maps)
Biker Babe From Barbados
?owca G?ów
Jurajski Sen
Prince of Persia
Pink Panther
Captain Fizz

Joe Maroni 01 July 2013 22:55

2 Attachment(s)

Originally Posted by dlfrsilver (Post 897340)
Yes Joe, post please :)

I´ll create a new thread when i finished the first map...until then have a look:

I´ve created both "layers" with Maptapper and then combined them.

EDIT: i was wrong the whole time...it uses 3(!) different sections of map data.
All can be done with Maptapper, but the 3 layers needs to be combined with a draw program. Perhaps Codetapper could add an custom entry for the game.
We should ask him.

But I´ll explain how i´ve made it. I promise...:)

Codetapper 02 July 2013 04:13

If you tell me how it's done, I'll see if it's doable... Probably not much will happen the next few days though as I'm sick :(

clenched 07 June 2015 21:38

1 Attachment(s)

Originally Posted by Joe Maroni (Post 897225)


Kid Chaos

Map is word size, vertical 32 tiles high. Four 16x16 tiles are plucked out somehow and transformed into one tile 32x32. The fragment of map here is made by brute force poking map with a string of words incremented by greatest common denominator (4).

After a new sheet of 32x32 tiles is made, load it and shift right 2 in mapping tab. There are zillions of bogus tiles that make no sense but the map will reject those.

Worse trouble is a 22 mile copper list that keeps messing with color 5. See in the map fragment bricks, water, flowers, splotches on grass and a final slap in the face exit door hardware are all colored wrong. Maybe painting the water, flowers, and door is within reason but nobody is going to tackle those bricks.

Original map is about seven times longer than this fragment.

clenched 09 June 2015 06:34

1 Attachment(s)
Here are the tiles necessary to reproduce KC level 1. The 16x16 tiles are easy enough to find in Maptapper so they aren't uploaded. Maybe someone can spot how the 32x32 tiles are made out of those.

- Load a savestate and the tiles.
- Make settings according to picture.

The address may change and the width can be reduced to speed up scrolling. These tiles don't work at all on the next level. Really annoying because the graphics look about the same. :banghead

Also two versions of complete level one map are uploaded.

EDIT: Practice map with painted background uploaded to HOL.

A different map to try. (Not the picture) This one is Ruined City - Section Three - Deadly Dungeons. It is 511x32. Notice where Maptapper displays minimum and maximum tile numbers, the max keeps increasing as map is scrolled right. So the tiles explode to colossal size with not much appreciable change in the graphics.

Solution to painting trouble found: 8192 byte array past map. High nibble controls color that needs painting so shift right 4.

- Make 16 (16x16) bright colored blocks and create a 128x64 map.
- Load in paint program and increase size 8X in X only.

Result is 16384x1024 (in pixels) picture with an assortment of long colored bands.

- Now load the real map and make the color that is wrong transparent.
- Paste over the top of striped bitmap and all colors are painted.
- Go back and edit the palette, changing the bright colors ( usually about 4 ) to whatever WinUAE is displaying.

So the entire map can be painted without lifting a paintbrush !!!
Ruined City sample map uploaded to HOL made this way.

stezkmil 25 February 2017 14:36

Desert Strike

I am trying to decode tiles for the Desert Strike and this is the best result I have managed so far:


Does anyone recognize some pattern here (some commonly used programming technique perhaps)? I was only able to find the fence tiles, which are clearly visible (see also the screenshot there to see how they look ingame), but they are somehow decomposed into four separate planes below each other.

I would like to decode the Desert Strike tiles, because I suspect that there is a hidden easter egg in game. It is something I have seen more than 25 years ago, so I am not even sure if it wasn't some kind of dream, but I think I have seen a periscope popping out of the sea water and near it was some text advertising some submarine simulator game from EA.

Amigajay 25 February 2017 14:54

The periscope rings a bell, but then it was a long time ago, closest submarine game by EA was in 1991 2 years prior to DS.

CodyJarrett 25 February 2017 16:17

The Desert Strike 16x16 tiles are at $A2CD6, 5 biplanes and mode ILBM. The map is at $ACF5A, width 384, height 192 and stored as bytes.

I've uploaded a zip with a savestate and ini file.

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