02 August 2013, 08:01 | #1 |
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Impossamole
The map data seems to be 1680 x 24, but this can't be correct as the game screen is only 12 tiles high, tiles are 16 x 16; so something special with the map data I think (words, or extra data). Plus the values don't match up with the tiles themselves.
Anyway I've attached a pic below and the uss/ini of level 3 for anyone who wants a look. Q; |
02 August 2013, 13:50 | #2 |
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Impossamole solved
Here you go. Several tricks in this game, but luckily I noticed similar things to Rick Dangerous so was able to decode it pretty quickly.
First I found the tilemap at $3F898 and noticed that the tiles can be laid out as bigger blocks. Setting it to arrange as 2x2 (2 across, then 2 down for each block) made the big blocks visible. Then I was able to locate the main map by setting the Map tab to use 32x32 pixel blocks for the "Map 2" tab, and arranging the level as 420 across by 6 down (which is the same as you had worked out, but using larger blocks). The final map used vertical tiles rather than horizontal aswell. Chances are the remaining levels will load at similar/identical positions so it shouldn't be too hard to rip the other levels. I'll leave that to you. The map still needs to be sliced up though, it looks almost identical to the Amazon map from the Speccy version. So that should help! Last edited by Codetapper; 02 August 2013 at 14:05. Reason: Added map slicing up information |
02 August 2013, 19:52 | #3 |
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Cheers Codetapper, you got that figured out for sure! I saw from HOL that Core had coded both Rick D and Impossamole so I figured they proabably re-used their map engine, if you look carefully at some of the tree graphics on Lev 3 I'm sure they pop up in Rick D 2 - i.e. the branch that would fall on Rick.
I shall take a closer look at the rest and see whats what. Q; |
03 August 2013, 12:55 | #4 |
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Maptapper can be easily used to rip sprites also, so here are the level 3 sprites for those who want to check out Monty doing his thing..
Q; |
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