30 June 2013, 12:50 | #1 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
|
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). Last edited by Codetapper; 01 July 2013 at 01:00. Reason: Added links to Wiki page |
30 June 2013, 12:55 | #2 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
|
Codetapper's map ripping in progress
Arnie
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. |
30 June 2013, 13:40 | #3 |
Global Moderator
Join Date: Mar 2001
Location: UK
Age: 47
Posts: 6,168
|
In Progress:
Caesar Fire Power Gravity Force 2 (maps are done but without the water overlaid) Legends AGA Nobby the Aardvark Questron II R3 Stuck! Ultima VI Done Dragonflight First Samurai Times of Lore Apprentice Faery Tale Adventure Civilization Space Crusade Tiger Road Grand Prix Master Last edited by CodyJarrett; 02 February 2015 at 10:26. |
30 June 2013, 13:48 | #4 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
|
In Progress
9 Lives Alfred Chicken Robocod Killing Game Show Robocod (Mostly completed) Stuck! Blood Money Last edited by BippyM; 09 July 2013 at 00:56. |
30 June 2013, 14:01 | #5 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 243
|
Trying my best ;/
In progress Astro Marine Corps (just found tiles yea!) Aunt Arctic Adventure Stuck Leander (found everything BUT the damned tiles |
30 June 2013, 15:31 | #6 |
Moderator
|
@zenox98:
What´s wrong with Leander? I´ve already ripped few maps...may I help you? In Progress Dragonstone 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) Puggsy Woodys World (done) ..and much more to have a look at... Stuck Kid Chaos Battle Squadron (map data found, must be divided by $50 or word pointers use...) Last edited by Joe Maroni; 01 October 2013 at 10:36. |
30 June 2013, 15:34 | #7 |
Global Moderator
Join Date: Mar 2001
Location: UK
Age: 47
Posts: 6,168
|
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.
|
30 June 2013, 16:21 | #8 |
Administrator
Join Date: Feb 2001
Location: Paris / France
Age: 46
Posts: 3,099
|
Hey guys, what about a wiki page to follow this list ?
http://wiki.abime.net/games/maptapper Any EAB members can join the "Wiki Editor" group who let you edit the page. |
30 June 2013, 17:26 | #9 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 243
|
@CodyJarrett
Doh! It never crossed my mind to go as high as 4096. Experience, as ever, defeats enthusiasm Thanks m8. |
30 June 2013, 17:49 | #10 |
CaptainM68K-SPS France
|
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
|
30 June 2013, 19:54 | #11 |
Moderator
|
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: |
01 July 2013, 00:37 | #12 |
CaptainM68K-SPS France
|
Yes Joe, post please
|
01 July 2013, 21:55 | #14 |
Moderator
|
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... Last edited by Joe Maroni; 01 July 2013 at 22:48. |
02 July 2013, 03:13 | #15 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,188
|
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
|
07 June 2015, 20:38 | #16 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
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. |
09 June 2015, 05:34 | #17 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
|
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. Also two versions of complete level one map are uploaded. EDIT: Practice map with painted background uploaded to HOL. http://hol.abime.net/2567/gamemap EDIT2: 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. EDIT3: 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. Last edited by clenched; 16 June 2015 at 10:44. Reason: add link |
25 February 2017, 13:36 | #18 |
Posts: n/a
|
Desert Strike
Hi,
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. |
25 February 2017, 13:54 | #19 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,988
|
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.
|
25 February 2017, 15:17 | #20 |
Global Moderator
Join Date: Mar 2001
Location: UK
Age: 47
Posts: 6,168
|
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. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Maptapper released! | Codetapper | project.Maptapper | 73 | 02 June 2016 16:23 |
Maptapper Tutorial Part 2 - Kid Gloves II | CodyJarrett | project.Maptapper | 15 | 25 June 2013 03:22 |
Maptapper Tutorial Part 1 - Introduction & The Basics | CodyJarrett | project.Maptapper | 0 | 24 June 2013 09:23 |
Overdoc's list of bad cracks & not 100% working games | Overdoc | project.TOSEC (amiga only) | 34 | 22 May 2006 18:25 |
A few rips :-) | tomcat666 | project.Sprites | 0 | 22 April 2005 22:16 |
|
|