making ROM game maps...
Moderator: Dejap Staff
-
- New Member
- Posts: 6
- Joined: Sun Sep 24, 2006 12:23 am
- Location: Seattle, WA
making ROM game maps...
quick ? I am making maps of the rpgs ROMs I have, but it's taking hours to cut-and-paste...is there a way to rips the maps right out of the ROM w/o having to use screenshots?????
-
- Devil's Advocate
- Posts: 2293
- Joined: Mon Aug 02, 2004 7:51 pm
- Location: Hmo. Son.
-
- New Member
- Posts: 6
- Joined: Sun Sep 24, 2006 12:23 am
- Location: Seattle, WA
technicolor dreams
*SIGH* not really, I just have a large collection of games that I'd like to make maps of. As far as I know, ROMs are simply large amounts of code. I was hoping someone would know how to extract the actual pixels from the code.
And yes, btw, I AM a frikkin noob...just thought I'd clear that up
And yes, btw, I AM a frikkin noob...just thought I'd clear that up
-
- Trooper
- Posts: 387
- Joined: Fri Jul 30, 2004 6:25 am
- Location: Mexico
- Contact:
If they are for snes, you can save a state in zsnes while surfing through the map you want to rip. Then you use this: http://board.zsnes.com/phpBB2/viewtopic.php?t=5344
_-|-_
-
- New Member
- Posts: 6
- Joined: Sun Sep 24, 2006 12:23 am
- Location: Seattle, WA
I also found this...
http://board.zsnes.com/phpBB2/viewtopic ... c2b5737be6
and, thanks to that emulation hacker gawd Creaothceann, there is also this website:
http://vsnes.aep-emu.de/
THANKS CREAOTHCEANN, U RAWK DAWG
and, thanks to that emulation hacker gawd Creaothceann, there is also this website:
http://vsnes.aep-emu.de/
THANKS CREAOTHCEANN, U RAWK DAWG
-
- Devil's Advocate
- Posts: 2293
- Joined: Mon Aug 02, 2004 7:51 pm
- Location: Hmo. Son.
Re: I also found this...
You wanted to burn my eyes? Well dude, good job.ricoman2000 wrote:http://board.zsnes.com/phpBB2/viewtopic ... c2b5737be6
and, thanks to that emulation hacker gawd Creaothceann, there is also this website:
http://vsnes.aep-emu.de/
THANKS CREAOTHCEANN, U RAWK DAWG
*Sometimes I edit my posts just to correct mistakes.
-
- Regular
- Posts: 282
- Joined: Sun Aug 08, 2004 12:22 am
-
- Devil Summoner
- Posts: 232
- Joined: Fri Jul 30, 2004 3:46 pm
- Contact:
The Internet is not something that you can just dump something on. It's not a big truck. It's, it's a series of tubes!
Considering a map to be just an assembly of tiles is like saying that the internet is a series of tubes. There's a lot more that goes into a map than just an assembly of tiles :p There is, of course, palette data that goes with the tiles, and there's data detailing exits and areas the player can and cannot walk on. Also, more often than not, a single "map" is compiled from multiple maps overlayed on top of each other. This is to give the illusion of depth, allowing the character to walk behind things such as walls or treetops.
Considering a map to be just an assembly of tiles is like saying that the internet is a series of tubes. There's a lot more that goes into a map than just an assembly of tiles :p There is, of course, palette data that goes with the tiles, and there's data detailing exits and areas the player can and cannot walk on. Also, more often than not, a single "map" is compiled from multiple maps overlayed on top of each other. This is to give the illusion of depth, allowing the character to walk behind things such as walls or treetops.
[url=http://agtp.romhack.net]Aeon Genesis ~ We eat ham and jam and spam-alot[/url]
what are you stupid? the snes does it, zsnes does it, and all that info is stored in a savestate. vsnes takes this info and will show the entire map, with tiles and palettes in tact. it will depend however how much of the map the game loads into ram. you'd have to do it 1 map at a time, not the entire game in one shot. and no that wasn't what you were babbling about.clessoulis wrote:There is no way this could ever work in a 2d based pallet game.
yeah great analogy, just so long as everybody stays clear of the internet tube that travels the world and ends up in your ass.Louis Cypher wrote:The Internet is not something that you can just dump something on. It's not a big truck. It's, it's a series of tubes!
edit: j/k I love you both
edit2: whoops I'm trolling in the sacred forum! back the general nonsense for me!
[url=http://www.alexchiu.com/affiliates/clickthru.cgi?id=phonymike]ultimate immortality[/url]
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,zsnes,white,purple.png[/img][/url]
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,zsnes,white,purple.png[/img][/url]
-
- New Member
- Posts: 6
- Joined: Sun Sep 24, 2006 12:23 am
- Location: Seattle, WA
uhm, so anyway...
well, I been using zsnes layer controls to put together my maps, it just takes for-FREAKIN-ever to do it with screenshots. *SIGH* I guess it's just stickin with the old fashioned way for now...
-
- Trooper
- Posts: 387
- Joined: Fri Jul 30, 2004 6:25 am
- Location: Mexico
- Contact:
Re: uhm, so anyway...
Have you tried the method I posted?ricoman2000 wrote:well, I been using zsnes layer controls to put together my maps, it just takes for-FREAKIN-ever to do it with screenshots. *SIGH* I guess it's just stickin with the old fashioned way for now...
_-|-_
Re: uhm, so anyway...
some people just prefer the most difficult and time wasting method possible.MisterJones wrote:Have you tried the method I posted?ricoman2000 wrote:it just takes for-FREAKIN-ever to do it with screenshots.
[url=http://www.alexchiu.com/affiliates/clickthru.cgi?id=phonymike]ultimate immortality[/url]
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,zsnes,white,purple.png[/img][/url]
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,zsnes,white,purple.png[/img][/url]
-
- New Member
- Posts: 6
- Joined: Sun Sep 24, 2006 12:23 am
- Location: Seattle, WA
-
- Seen it all
- Posts: 2302
- Joined: Mon Jan 03, 2005 5:04 pm
- Location: Germany
- Contact:
The whole screenshot-saving process would look like this:
- F2 in ZSNES
- Alt-Tab
- F5 in vSNES
- Ctrl+S in vSNES (or a left-click on the save button)
- adjusting the file name
- Enter in file dialog
- Alt-Tab
The filename adjusting would be the slowest part; maybe I'll add automatic incrementing when I gained enough motivation to start working on vSNES again.
You could run ZSNES in windowed mode for faster alt-tabbing, and tell vSNES to not change the layering (eg. no sprites).
- F2 in ZSNES
- Alt-Tab
- F5 in vSNES
- Ctrl+S in vSNES (or a left-click on the save button)
- adjusting the file name
- Enter in file dialog
- Alt-Tab
The filename adjusting would be the slowest part; maybe I'll add automatic incrementing when I gained enough motivation to start working on vSNES again.
You could run ZSNES in windowed mode for faster alt-tabbing, and tell vSNES to not change the layering (eg. no sprites).
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list