[MARIO] Mario

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tr1p1ea
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Post by tr1p1ea »

Those levels are quite large though arent they?
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Duck
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Post by Duck »

Dwedit wrote:Have you ever looked into the Super Mario 3 romhacking tools out there? It seems that it would be quite possible to write a level loader that takes in the original NES levels.


Thats exactly what i was thinking. It would be just as space-efficient as the original Mario, some complete worlds could be included. It would take time to literally rewrite all the SMB features though. NESish assembly seems simpler then Z80 assembly, its quite readable. I'll look into this possiblity further.

And guys, dont overreact on the coding style. Once you see it you will be disappointed.
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Post by Mike K »

So which SMB are you aiming for? SMB or SMB3? I think you should try for the original SMB as it would be a lot less feature-implementation from where you currently stand. Just the enemies, flower power, and pipes.

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Madskillz
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Post by Madskillz »

Granted...more features are cool, and there is no doubt you could make this one helluva good game, with all those features that you wanna add. I will just be happy to see/play mario if he can go down pipes, shoot fireballs, and send shells flying. I am pretty easy to please I guess. :)

offtopic: Damn right you're j/k
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Post by Duck »

And, as i can assure you, its a pleasure to make ;)
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Madskillz
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Post by Madskillz »

Alright...who put that in my post...Duck, Tr1p, kv! :)

Who did you get the 8 way scrolling routine from Duck...it was Dwedit right? I may have to ask him about that..
Last edited by Madskillz on Sun 16 Jan, 2005 5:43 pm, edited 1 time in total.
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Post by Guest »

It wasnt me :o
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Dwedit
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Post by Dwedit »

Since Super Mario 3 had an 8k RAM expansion inside the cartridge, it could have huge levels.
You know your hexadecimal output routine is broken when it displays the character 'G'.
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Post by Duck »

That size is indeed about the size of the biggest mario levels. Their width rarely exceeds 256 tiles and their height is reversly proportional to their width. A level could then be 256 tiles long and 32 tiles high.

Right now I'm wrecking my mind by coming up with a better feeling mario<>tile collision. Mario should not be able to balance on 1 pixel on an edge, he should at least be 1/4th on the edge to have grip. If thats implemented, its also easier to fall through small (1 tile) wide holes. The problem is that mario's side hitdetection is not 1/4th but more like 1/8th of his width. SMB1 and SMB3 solve this problem by pushing mario out of the entered volatile tile (:P). Now that tricky to implement, but it should feel great at gameplay.
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tr1p1ea
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Post by tr1p1ea »

Duck wrote:SMB1 and SMB3 solve this problem by pushing mario out of the entered volatile tile (:P).


AKA - The Mario MoonWalk! w00t! :).

Wow, its good to see that you are still busy with this Duck ... if only you were this passionate about Corbin :).
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Post by Duck »

Well, Corbin is not dead you know. I will pick it up once I'm ready for it. But right now, Mario is my new project. Its stupid but I love playing my own Mario on ti83 hardware. Feels good :D

About that 'down' detection: SMB does it differently then SMB3. Its 'fall down' treshold is not 1/4th but 1/8th tile, the same as the side-collision treshold. I'm going to use this method, so no Mario Moonwalk yet ;)
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the_unknown_one
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lol

Post by the_unknown_one »

Explain The Mario Moonwalk plz :lol:
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Post by sic »

Shall I make a mario forum, then? :)
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Post by kv83 »

sic wrote:Shall I make a mario forum, then? :)
I defently say: YES! This is such a "great" and fun project, that it should deserve it... but of course Duck should decide :)
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Post by Duck »

sic wrote:Shall I make a mario forum, then? :)


Yes, please. I think I can handle that :P
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