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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Metroid Data decoded, source, images | |
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Ark42b
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Posted on 06-02-05 01:39 AM Link | Quote
Ok, well, it's not a a level editor, but I finished decoding all the data, and the source is at http://ark42.com/metroid/Met1Map.cpp if anybody ever wants it. You can view lots of neat maps at http://ark42.com/metroid/ including maps of *all* the "hidden zones" and maps which show all shootable/walkable blocks, all of the sprites and patterns, etc.

*edit* WARNING! some of the large images (8192 pixels wide) might cause certain versions of Firefox/Mozilla/Netscape 7 to crash. Try the -4096 versions which have been rescaled down to 1/2 size if viewing online.



(edited by Ark42b on 06-02-05 01:55 AM)
Heian-794

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Posted on 06-02-05 01:56 AM Link | Quote
Just tried to load one of the PNGs and it crashed my browser! Have you exceeded your bandwidth limit?
Ark42b
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Posted on 06-02-05 02:25 AM Link | Quote
My bandwidth is about 3100 GB/month on that server, so no, it hasn't been exceeded

The large PNGs do fail to load in firefox for some reason (it tells me its invalid, odd) yet IE displays them fine, and ALT+clicking them to download in firefox will let me view them in Paint Shop Pro just fine. The big images are 8192x7680x256 with transparency, but that isn't all *that* huge I wouldn't think.



(edited by Ark42b on 06-01-05 04:04 PM)
Fx3

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Posted on 06-02-05 04:32 AM Link | Quote
Why did you create HUGE images? :| In Netscape, it causes a memory overflow - meaning hanging the system due to large amount of memory required.
Ark42b
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Posted on 06-02-05 05:09 AM Link | Quote
The program I wrote automatically created maps of the entire world for Metroid 1, which is 32x32 screens of 256x240 each. What netscape has a buffer overflow? 4 or 7?
Anyway, just save them to disk then.. I have no problem viewing them locally and zooming in/out and scrolling around in them in Paint Shop.
I resized the main two maps down to 4096x3840 which appears to work in Firefox, so if you really want to see them online, go to http://ark42.com/metroid/Metroid-Map-4096.png or http://ark42.com/metroid/Metroid-Map-Secrets-4096.png

BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

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Posted on 06-02-05 11:07 AM Link | Quote
Hmm. In Metroid-Common-Sprites.png, there's a little orange arrow. I don't recall ever seeing that in the game. There are a few other sprites (with incorrect patterns) that look to be unfinished/unused as well...
VL-Tone

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Posted on 06-02-05 11:22 AM Link | Quote
Wow Ark42b I could use all this to...let's say....convert Metroid into 3d!

Seriously, great work! I wish I had these when I started Metroid Cubed years ago.

BMF54123: The arrow is used in the Japanese version to select menus if I remember correctly.

Geiger

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Posted on 06-02-05 01:46 PM Link | Quote
The large PNGs do fail to load in firefox for some reason

According to the PNG website, Mozilla does not support PNG images larger than 8000 pixels for either dimension. I can understand why since a 8000x8000 pixel image uses up at least 60 megs of memory when decompressed (and any given page could use scores of them), but one would think they would use a power of two (8192 would be closest).

---T.Geiger
Heian-794

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Posted on 06-02-05 02:33 PM Link | Quote
Yeah, I used Netscape 7 and everything completely crashed. The 4096-pixel images show up great, though; I've never seen such a detailed map of Metroid. What a great, complex game this was.
creaothceann

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Posted on 06-02-05 03:50 PM Link | Quote
Still is.
Ark42b
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Posted on 06-02-05 06:54 PM Link | Quote
Hey, BMF, I remember seeing that name in the NES palette I picked up from a random google search. It makes the generated images look a lot nicer then the game does in NESticle

--

Heh, thanks VL-Tone. Your work on the item decoding saved me a lot of time getting that part started.
There are a lot of duplicate sprites it seems, just a bunch of pointers all pointing at the same thing, and ignore the right hand side of the sprite pictures of course, because I'm sure I am just decoding garbage/invalid pointers at that point.
Anybody can pull the suitless sprites too if they want, if you uncomment the 0x1B in the common_patterns and recompile, the common sprites should use the alternate then.

--

Sorry about crashing on NS7. I'll put a warning in the post above.
HyperLamer
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Sesshomaru
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Posted on 06-02-05 11:02 PM Link | Quote
Originally posted by Geiger
The large PNGs do fail to load in firefox for some reason

According to the PNG website, Mozilla does not support PNG images larger than 8000 pixels for either dimension. I can understand why since a 8000x8000 pixel image uses up at least 60 megs of memory when decompressed (and any given page could use scores of them), but one would think they would use a power of two (8192 would be closest).

---T.Geiger

That's odd... 8000x8000 is big sure, but something like 8001x1 wouldn't take up too much memory.
Ark42b
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Posted on 06-03-05 10:55 PM Link | Quote
I just whipped up another way to view the entire maps, if you want to see the entire 8192 version, you can use this tool: http://ark42.com/metroid/map/map.php (it's just a slight alteration of something else I already had laying around at http://ark42.com/google/map.php

This may take a minute to load and use up a bit of memory to display, but the full resolution map all at once is at http://ark42.com/metroid/map/map.php?left=0&right=31&top=0&bottom=31&zoom=0&scale=256
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