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Old 15 September 2013, 02:19   #1
Radertified
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Mad Professor Mariarti

I only just discovered Maptapper so I may be doing things incorrectly, but I am trying to rip the first level map for Mad Professor Mariarti and can't figure it out.

I am able to retrieve the tiles (see attached) but I can't rip the map itself. I have tried using the map search with multiple screenshots, being careful not to get any tiles that may be animated, and have also searched through the map ripper manually. The map search is able to match the tiles I have found to the screenshot, but it is unable to find an actual map.

If someone else is willing to try, the values from my save state are:
  • Address: $61BC
  • Width: 16
  • Height: 16
  • Bitplanes: 4
  • Rip Width: 512
  • Rip Height: 128
  • Mode: Amiga ILBM
  • Palette: ECS

Thanks!
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Old 15 September 2013, 06:05   #2
clenched
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Copy the settings off this screen. The size can be different in the rooms so I recommend keeping the address in the $FEA area to start. Only adjust the width until the map comes into focus. The height will be easy to tell.
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Last edited by clenched; 15 September 2013 at 07:02.
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Old 15 September 2013, 08:24   #3
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Thanks for the values, clenched. I managed to rip every level from the game. The maps are all attached for HOL inclusion.

If you don't mind me asking, I do have a couple of questions.

- How did you know to use a Skip Bytes value of 2?
- Did you find the maps by browsing through memory until you found it, or did you manage to get map search working?

I understand everything else, but I'd like to know how to definitively do it on my own.

Thanks again!
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Old 15 September 2013, 08:46   #4
TCD
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Thank you very much Radertified (and clenched for the help) Maps added to HOL.
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Old 15 September 2013, 11:11   #5
clenched
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Nice job on the maps there.
Quote:
Originally Posted by Radertified View Post
- How did you know to use a Skip Bytes value of 2?
The byte skip was just a guess. Examining that memory with the debugger showed up to five zeros before a real tile even though those areas weren't blank.
Quote:
- Did you find the maps by browsing through memory until you found it, or did you manage to get map search working?
The biggest giveaway for me was the orange and blue checker board pattern. Those are the predominant colors in the computer lab. I didn't try map search this time.
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Old 15 September 2013, 12:21   #6
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The automated search would not work if it's 6 bytes between each tile. The most it attempts is 4 bytes per tile. It's trying (by brute force) hundreds of combinations to find the map and a 2 byte skip between each longword is definitely not in there.
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Old 15 September 2013, 17:34   #7
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Quote:
Originally Posted by TCD View Post
Thank you very much Radertified (and clenched for the help) Maps added to HOL.
No problem, and thanks for adding them so quickly

Quote:
Originally Posted by clenched View Post
Nice job on the maps there.

The byte skip was just a guess. Examining that memory with the debugger showed up to five zeros before a real tile even though those areas weren't blank.

The biggest giveaway for me was the orange and blue checker board pattern. Those are the predominant colors in the computer lab. I didn't try map search this time.
I see. It was a combination of logic and guessing. Thanks

Quote:
Originally Posted by Codetapper View Post
The automated search would not work if it's 6 bytes between each tile. The most it attempts is 4 bytes per tile. It's trying (by brute force) hundreds of combinations to find the map and a 2 byte skip between each longword is definitely not in there.
I figured that's how it would work, which explains why it couldn't find the map. Still, it does an extremely good job and I applaud you for your work, Codetapper.
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Old 15 September 2013, 20:35   #8
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Quote:
Originally Posted by Radertified View Post
I figured that's how it would work, which explains why it couldn't find the map. Still, it does an extremely good job and I applaud you for your work, Codetapper.
I suppose I could add a "deep" search mode that if all attempts fail then it redoes the entire sequence with a skip byte value, but I've never heard of a game with 6 bytes between tiles until this one! Doesn't mean there are not more however...
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Old 16 September 2013, 02:45   #9
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Quote:
Originally Posted by Codetapper View Post
I suppose I could add a "deep" search mode that if all attempts fail then it redoes the entire sequence with a skip byte value, but I've never heard of a game with 6 bytes between tiles until this one! Doesn't mean there are not more however...
As you said it probably doesn't happen often, however it might be useful to people that are new to the program, like myself.

To keep things quick, a simple checkbox under the "Search for longword matches" checkbox can be added to avoid it running by default.

Of course, that's only if you think it's worth implementing. As I said in a previous post, the program itself is amazing as-is
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