[MARIO] First announcement

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axcho

Post by axcho »

I had an idea for a mario battle game kind of like joust. So, each player would control one mario character, and it would be a little like smash bros, except the normal mario enemies would be there. If you jumped on a goomba, you could get the coin that comes out which gives you health. You could ride on koopa shells, and flying koopa shells would let you fly like in joust (pressing 2nd would flap instead of jump). So you want to jump on the other mario, or hit his head like in joust, to do damage. Do you think you could make this game, or at least let me use your nice graphics for it?
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Madskillz
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Post by Madskillz »

Any progress Duck? For an eager fan! :D
The Revolution is here...
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Post by dysfunction »

Yeah, looking real sweet!
Btw, just wondering, whatever happened to tr1plea's experimentation with a greyscale Mario?
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tr1p1ea
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Post by tr1p1ea »

Yeah, i wonder what happened to that :).
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Dwedit
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Post by Dwedit »

Grayscale + anything moving = crap
You know your hexadecimal output routine is broken when it displays the character 'G'.
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Post by kv83 »

Dwedit wrote:Grayscale + anything moving = crap
Desolate <> CRAP :twisted:
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Post by Jim e »

Dwedit wrote:Grayscale + anything moving = crap
Thats not true. :evil:
I've got a grey mario mapper somewhere that says otherwise.
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Post by DJ_O »

kv83 wrote:
Dwedit wrote:Grayscale + anything moving = crap
Desolate <> CRAP :twisted:
Wiat until I update my GPP :twisted:
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uuh

Post by the_unknown_one »

Whatta? I think somehow Duck's spirit went into Kevin's body :S
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Post by leofox »

no, Kevin made a greyscale thing too, in Basic.

But dwedit is right, greyscale on the 83 series eats up so much processor space that decent movement (like smooth scrolling) is nearly impossible. Just look at Desolate. It's a great game, great story, great graphics, but it moves slow. And that's just simple movement. Try making a mario game...
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Post by Jim e »

The only reason desolate is so slow is becuase ducks gpp updates to often, there really weren't any timings availible then.

But as far as smooth scrolling, shifting at a nibble at a time can look very smooth and be very fast. Though it wouldn't be to good for mario game, but an rpg would be perfect.
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Post by tr1p1ea »

I think that he might be referring to the blurriness rather than the speed hit. Dwedit has made a very fast grayscale scroller by modding CrASH_Man's routine.

I have many many many grayscale tilemap experiments. Most of them are crappy :).

But yeah Jim e i had noticed that Ducks GPP doesnt need to update as often as it does, so skipping every nth interrupt can give you a good speed increase.

I would prefer ok (not excellent) grayscale quality as long as it is fast enough to play.
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Post by DJ_O »

maybe 3-level grayscale (like reuben) would be a option, since it's faster.
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tr1p1ea
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Post by tr1p1ea »

Actually, in Ducks package, 3 and 4 level are both the same (speed wise).
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Post by Jim e »

The fact is even if you optimize the code to an extreme degree since you don't have control over interrupt frequency, faster code may be slower than unoptimized code.

The reason its shitty only becuase of the damm refresh rate and the fact you have to write byte by byte. write to the lcd to fast and it overwrites data that hasn't been displayed yet. So syncing with the lcd is the only answer.
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