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| | MSX Solutions: Malaika - Prehistoric Quest |
| | Saturday, February 02, 2008 - 21:38 Submitted by: wolf_ Topic: Websites | | There can't ever be enough maps from MSX games, and this is what drives map maker only_69. His website approaches 30.000 visits, and can thus be considered highly popular. The next map only_69 presents is from Karoshi Corporation's MSXdev'06 entry Malaika - Prehistoric Quest, the smooth scrolling MSX1 platform game, famous for its detailed title screen.
Relevant link: MSX Solutions |
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| By viejo_archivero on February 02 2008, 21:45 | Nice fabio, you are fast! A pity you've made the map from the old version of Malaika, with the initial jewel graphics, etc... 
Wolfie: Karoshi Coorperation? LOL
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| By wolf_ on February 02 2008, 21:49 | dutch'ish .. fixed
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| By only_69 on February 03 2008, 01:07 | Sorry viejo, didn't notice there was a new version. 
Any technical difference, besides the coins, etc.?
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| By viejo_archivero on February 04 2008, 10:54 | Np only69! , nah graphically just the jewels, and the map suffered a couple of changes here and there too (including enemy position) to make thing easier. But don't worry about that, I'll try to pick up your map and update it by myself. And thanx for the work! 
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| By NYYRIKKI on February 04 2008, 12:24 | Ok, can we now get a map of Caos Begins? 
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| By Guillian on February 04 2008, 19:10 | It is not too difficult to decode and rip the maps from Caos Begins. But I'm not sure wheter it is a good idea to publish it so soon.
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| By wolf_ on February 04 2008, 19:51 | Perhaps an unofficial scene-rule should be established in which new games aren't being spoiled with maps (or cheats, vampier! ) in the first half year of its release..
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| By MrSpock on February 04 2008, 20:12 | I am not sure about how to quote previous messages, so I'm doing it in the "straight" way...
> It is not too difficult to decode and rip the maps from Caos Begins.
Really? I mean, when programming the game I didn't take care about obfuscating the maps' code, of course. But maps are compressed, and each screen is a set of references to another compressed table. Even drawing coordinates are not coordinates but hard coded addresses to a RAM buffer.
Of course it is perfectly possible. More than one expert here in the forum can do it for sure. Guillian, for instance (I'm not sure, but I figure out who you are ;-) ). What I want to say is... don't spend your time doing reverse engineering... play it up to the end! ;-) It's not so difficult. Some people here in the forums finished the game just one or two days after being published.
> But I'm not sure wheter it is a good idea to publish it so soon.
That's the point. I *really* would like to see a Caos map published. I think is quite an interesting map to play and also to see it as a whole piece. However, I agree with Guillian and Wolf. It's better to wait some time, so that people wanting to play it can finish the game by themselves.
But, after a reasonable time, I *really* would like to see the map. 8) It is some sort of childhood dream XD
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| By Guillian on February 04 2008, 23:49 | >What I want to say is... don't spend your time doing reverse engineering... play it up to the end!
I played the game and reached the Avernus area, but I died 
I need to find ("an egg" XD) some spare time to try it again.
Ripping the maps was easy, just ten lines of assembler and copy&paste with Photoshop ^^!
As we have talked by email, I used the game rutines to decode the maps. So it wasn't a hard job.
Anyway, watching all the maps together I must admit you made a great work to put such a nice an "big" game inside 32k.
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