26 June 2013, 12:22 | #1 |
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Captain Fizz
My first Maptapper map. Makes heavy use of the tile substitution function. Also required a little PPaint work on the icarus.sprites file (tiles). The tiles in bitmap are 16x12 but needed to have the vertical bands between tiles removed. This is to make them 12x12 and fit as in the game.
EDIT: deckf picture replaced. EDIT2: delete maps in this thread Last edited by clenched; 23 August 2013 at 19:13. |
26 June 2013, 13:12 | #2 |
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And added: http://hol.abime.net/2925/gamemap
Keep 'em coming |
26 June 2013, 13:24 | #3 |
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I need a decent PC app that is as intuitive as DPaint.. Or maybe I'll just use DPaint, but the whole conversion process is a ball ache!
Good work on the map clenched |
26 June 2013, 14:02 | #4 |
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clenched: I think Captain Fizz is a game that needs a custom option, as all levels seem to be stored in the one file icarus.starship (all 32x32). And it looks like the game constructs the level working out that if a certain tile has one below it and to the right it'll use a right bend tile etc...
Did you have to replace all those bytes by hand or something? |
26 June 2013, 15:19 | #5 |
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Not all of them but there are long sections of missiles, enemies, explosions that can be eliminated with one line. The annoying thing is the tiles are changing ever so slightly. See where the maze level went blue and has no rivets? There is a level with smooth pipe coming up. That means more paint work. Not to mention playing these levels. I want to give them at least some spot check.
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26 June 2013, 19:19 | #6 |
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There is a flaw in deckf vertical door tile. Maybe due to tired index finger. Will fix it sometime.
EDIT: delete maps in this thread Last edited by clenched; 23 August 2013 at 19:15. |
26 June 2013, 21:11 | #7 |
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Clenched: Can you upload some of the INI files you are using please? I'm keen to see the replacement indexes you've used...
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26 June 2013, 21:32 | #8 |
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It's done
I doubt it will help much but here's what I've started doing. Rotate the bitmap without rotating individual tiles. The indicies are now such that groups of similar tiles can be taken off the board. I'm not saving this work as project but just loading savestate after savestate.
This is all I'm using in the substitution box now: $cf=$d0 $6d-$6f=$6c $c-$f=$1 Sample rotated bitmap: EDIT: TCD, please replace deckf with the new one in post 1. Thank you. EDIT2: delete maps in this thread Last edited by clenched; 23 August 2013 at 19:18. |
27 June 2013, 14:36 | #9 |
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Maptapper updated to support Captain Fizz
I've uploaded a new build of Maptapper that handles Captain Fizz a lot better. There's now a custom option under the map tab that will replace index 0 with the correct wall graphics. I have included my savestate here too. If you load it, hit Page Down on the map ripper tab to see all the levels. Some tiles might still be wrong colours as clenched has worked out.
If you have auto-updates enabled, Maptapper should detect the new version and prompt you to install it. If not, go to the Help menu and do a manual check to get the latest version. The visible difference is shown here. The blue tile 0 is everywhere. In the game, it becomes various walls based on surrounding tiles. There are some other small changes to the program too. Enjoy! |
27 June 2013, 15:23 | #10 |
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@clenched
Deck F replaced and the rest added: http://hol.abime.net/2925/gamemap Great work there Thank you very much for the gamemaps and I hope you'll continue |
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