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Messages - RubyC42

#361
Wonderland / Re: The full map, including Wonderlands
November 29, 2011, 10:28:42 AM
actually, i decided to use the JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ password and memory hacked it to give me 8 shields - since at least on that one it has 9999+ chips so I can just use my special weapons like noone business, hehe.

And yeah, i do know some areas end up crashing the game.
#362
Sounds liek a plan!  :redlander:
#363
Wonderland / Re: The full map, including Wonderlands
November 29, 2011, 09:21:06 AM
I've found rooms which gives you infinite  :bluelander:'s, i'm still trying to find one that gives you  :redlander:'s, although i am unsure if they actually exist...
#364
Wonderland / Re: The full map, including Wonderlands
November 29, 2011, 09:01:05 AM
Well, i meant those coordinates that are inside the normal game map (that is, between 0,0 and 25,25). Because from my experimenting, going outside this range (and some within this range) causes random maps.

For example, (2, 18) is normally inacessible under normal gameplay, but using the ZEXALUPA code, it becomes a Corridor 0 with a working warp point on top of the screen, which takes you to (2, 17) which is part of area 2


So in essence, I am talking about maps outside the game boundary, but inside the map boundary, i hope this is a little clear?  :(
#365
yeah, unfortunately it's only in japanese... but there are faqsaround which you can use to help you pass the game.

And the crossplatform is that it's a shooter as well as a action-adventure. See screenshots

#366
Wonderland / The full map, including Wonderlands
November 29, 2011, 07:08:51 AM
So i was messing with the Game Genie Code: ZEXALUPA that was posted mroe than 1.5 years ago. (which made the outer walls a warp door, if  you have the key to it; boy did that made exploration of Wonderlands much much easier?) and i found some interesting things:

> unlike "out of bounds" coordinates, most of  the hidden zones actually load properly and doesn't randomise when you move in and out of  the coordinates continuously. Perhaps they were originally part of the working map but got sealed?

> this included working  waypoints as well, if they would otherwise bring you into working maps.

> large quantity of "Corridor 0" rooms (as well as glitch corridors, one corridor, 117, gives you infinite Blue Landers), possible there were more  corridors (or were in different locations) but got remapped?

> working save points with working exits into working map: perhaps there were more save points available?

Anyway, since TGL is such a huge map, i am unsure if making a large graphic "map" made to include these wonderlands might be feasible just incase it overloads  the system trying to load it (it kinda  did on my computer with even the working overworld map i got from nesmaps.com)
#367
this is another cross-platform game by Temco for NES, it's a bit like TGL but 'inversed' (as in, instead of a walking-shooter being the main mode while the vertical shooter being the side mode, this game features vertical shooter as the main mode and the walking-shooter as the side mode)

Anyone ever played it?
#368
Cheers guys :P

so what you guys do here? just have a couple drink then go on corridor destruction or just talk about the game in general ?:P
#369
Well, i made it here   :P so hello everyone  :redlander: