[MARIO] Mario

Projects that are no longer in development anymore.

Moderator: MaxCoderz Staff

User avatar
Madskillz
Calc Wizard
Posts: 745
Joined: Fri 17 Dec, 2004 10:22 pm
Location: Wandering around in the Jungle...
Contact:

Post by Madskillz »

oh man! Awesome, so far! I cant believe you did this and kept it so secret man! Amazing, sorry to say Sam, Bill, Duck has made the better looking mario here! :twisted: Everything so beautiful...and kept secret so well!
The Revolution is here...
Duck
Sir Posts-A-Lot
Posts: 231
Joined: Sat 18 Dec, 2004 3:38 am

Post by Duck »

I'll need more then 32 different tiles per map ... Besides, your routine is fast enough. I could mail you the file.
DarkAuron
Maxcoderz Staff
Posts: 1349
Joined: Sat 18 Dec, 2004 6:53 pm

Post by DarkAuron »

Wow, this is looking AWESOME. I think it's plenty fast enough from the screenshot. Keep up the work, looks like it might be released soon, depending on how much you plan on adding :)
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
leofox
Calc Master
Posts: 1064
Joined: Fri 17 Dec, 2004 3:22 pm
Location: Probably playing DDR
Contact:

Post by leofox »

Nice, great graphics! Though i don't like the mario sprites, but maybe that's just me. How big is the file now?
Duck
Sir Posts-A-Lot
Posts: 231
Joined: Sat 18 Dec, 2004 3:38 am

Post by Duck »

Which Mario sprites do you not like? Small mario or big mario? I've done my very best to make these as mario'ish as i could. Actually i especially like the big mario.
If you can draw anything better, try. I would consider using them.

Right now its 4.2k code, 4k data and 4k buffers. The amount of data and code will of course grow, but there is room for optimization.
User avatar
Jim e
Calc King
Posts: 2457
Joined: Sun 26 Dec, 2004 5:27 am
Location: SXIOPO = Infinite lives for both players
Contact:

Post by Jim e »

I think the mario sprites are better than Sams and bills were. Though I think I could use more stach, I do especially like the hat. It comes off a little when he falls right.
User avatar
VahnRPG
Extreme Poster
Posts: 331
Joined: Mon 20 Dec, 2004 10:44 pm
Location: Earth...currently...
Contact:

Post by VahnRPG »

Damn, that makes me itch for some old-school Mario action...

Think I'll bust out the VBA and fire up some some Mario 3...





http://www.superkidinc.com XD been a while since I whored out my comic
I'd rather be a nobody remembered by someone than a somebody remembered by noone.

'Boku' can't save the world - Blaze Rennaul
--'Boku' doesn't have to... - Klyne Ryuuno
Blue World - Coming soon
User avatar
tr1p1ea
Maxcoderz Staff
Posts: 4141
Joined: Thu 16 Dec, 2004 10:06 pm
Location: I cant seem to get out of this cryogenic chamber!
Contact:

Post by tr1p1ea »

I trust thats a legally aquired version of Mario 3? :).
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image
User avatar
VahnRPG
Extreme Poster
Posts: 331
Joined: Mon 20 Dec, 2004 10:44 pm
Location: Earth...currently...
Contact:

Post by VahnRPG »

^_-

Sure, why not, lol
I'd rather be a nobody remembered by someone than a somebody remembered by noone.

'Boku' can't save the world - Blaze Rennaul
--'Boku' doesn't have to... - Klyne Ryuuno
Blue World - Coming soon
leofox
Calc Master
Posts: 1064
Joined: Fri 17 Dec, 2004 3:22 pm
Location: Probably playing DDR
Contact:

Post by leofox »

Duck wrote:Which Mario sprites do you not like? Small mario or big mario? I've done my very best to make these as mario'ish as i could. Actually i especially like the big mario.
If you can draw anything better, try. I would consider using them.

Right now its 4.2k code, 4k data and 4k buffers. The amount of data and code will of course grow, but there is room for optimization.
I don't like the small Mario. The big one is OK.
User avatar
tr1p1ea
Maxcoderz Staff
Posts: 4141
Joined: Thu 16 Dec, 2004 10:06 pm
Location: I cant seem to get out of this cryogenic chamber!
Contact:

Post by tr1p1ea »

I think they are just fine. It hard to get detail into such a tiny sprite.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image
User avatar
dysfunction
Calc Master
Posts: 1454
Joined: Wed 22 Dec, 2004 3:07 am
Location: Through the Aura

Post by dysfunction »

I prefer those sprites to Sam's, the smaller size and vertical scrolling allows for more action to be shown on screen at once. In general I think it looks truer to Mario. Awesome work, exactly what we expect from a master like Duck!
Image


"You're very clever, young man, but it's turtles all the way down!"
Shawshank87
New Member
Posts: 36
Joined: Thu 30 Dec, 2004 5:43 pm
Location: Roanoke, Virginia
Contact:

Post by Shawshank87 »

beautiful. i've often thought about redoing mario; the current mario just doesnt feel as true as it could. anyway, i was just wondering, what improvements do you hope to make over sam's version of mario. i've noticed 8 way scrolling as well as improved graphics, how much more is your mario going to bring to the table?
Try your hand at turn based war strategy on your TI-83/Ti-83+ with Catch 22. Download now:
http://www.ticalc.org/archives/files/fi ... 35508.html

Project Cartel Details:
http://calcwebzine.com/index.php?option ... mid=0&id=8
Duck
Sir Posts-A-Lot
Posts: 231
Joined: Sat 18 Dec, 2004 3:38 am

Post by Duck »

The engine is in some ways already possible of more. First of all, the object engine is advanced for a TI game. All objects (including Mario) are of the same type, so general object functions can be applied to
any object you want. This is good because functions that are shared by many types of objects only have to be written once. The information of all the objects are stored in the dataObjects table. Clearing all objects is done by simply clearing the dataObjects table. Because of the generality of this, the engine looks very tidy. Have a look the loop smallMain, which implements the main functionality of the game:

Code: Select all

;==========================================================
; smallmain
;----------------------------------------------------------
; OUTPUT: zero flag set if quit application
;==========================================================
smallmain:
	ld (smallmain_SP),SP

smallmain_loop:
	call getInput                 ;get player input
	call playerUpdPos             ;update player speed

	call objectsDecideAll         ;decides where to go (AI)
	call objectsUpdateAll         ;does decision (updates speeds)
	call objectsMoveAndCheckAll   ;moves objects and checks collision with tiles
	call objectsCollisionAll      ;checks inter-object collisions

	call smallmainDrawFrame       ;draws the tiles and objects

	call gsGetk
	cp gEnter
	jr z,smallmainQuit

	jr smallmain_loop

;----------------------------------------------------------
; smallmainQuit
;----------------------------------------------------------
smallmainQuit:
	ld SP,(smallmain_SP)
	and 0
	ret

For example, the speed of objects is not restricted to 1 or 2 pixels, but from 1/32th to maximum of 4 pixels. So the movement of things is much smoother, like Mario. To be honoust It was a pain to implement good object<>tile collisions with multi-pixel movement, but thats done. The engine 'knows' from which side an object hits a tile, so it can take proper action to that event. For example, some tiles can passed from the left, right or bottom, but not from the top. Given the tile and passage direction, the engine calls the specialized code for that tile. At the current state of the engine, its quite easy to add new functionalities for new tiles. I avoided hardcoding too much so it quite easy to code new functionalities for a collision of a certain type of object with a certain tile from a certain direction. If some functionality of an object may be used by other objects, it is put into a general function that can be applied to any object.
Almost all these functions have IX as their input. For example the x-position of the object can then easily be accessed by doing

Code: Select all

    ld l,(ix+x0)
    ld h,(ix+x1)
Its a bit hard to explain, and i decide not to, but this way of handling objects implies that its easier to create new types. To create a new type I dont have to recode all the normal functions but only have to functions that are unique to that object. For me, this worked out very well. The code looks easy on the eye and its easy to pick up after not working on it for some time. Its so different from that bloody Corbin code.

AVI screenshot:
http://www.maxcoderz.net/mario/mario1.avi
Last edited by Duck on Sun 16 Jan, 2005 6:08 pm, edited 1 time in total.
User avatar
blueskies
Calc Wizard
Posts: 553
Joined: Tue 25 Apr, 2006 2:24 pm

Post by blueskies »

gsGetk? Is this going to be greyscale, or are you just using that key routine?
Locked