Author Topic: Mario for the +C  (Read 5613 times)

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Offline AssemblyBandit

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Mario for the +C
« on: November 09, 2013, 06:07:25 pm »
Now that PacMan has finished up the so called 'Bundle' (shoulda seperated the topics!), its time to introduce some more games. An update to PacMan will be released soon to address the bugs, by the way. I'm going to be working on a game based off of SMB1. I'm going to predict that moving around will be slow and the screen has a bunch of leftover room in the sky so levels will be created around that. I still haven't decided on any power ups, but the ability to push blocks around may play into the multi-tiered levels. By next week I should have a demo released displaying the speed of a basic Mario sprite moving around a background. I will be sending the basic flow of the engine to tr1p1ea to get some feedback but basically its going to be 160 width partial images looping around the 320 width base image updated line by line. Just a note, its faster to scroll the base image then using partial images, which is why I kept Tunnel using the full 320 resolution, but 160 mode is faster at drawing double size sprites. I may make two different versions and take a vote!
« Last Edit: November 09, 2013, 06:09:48 pm by AssemblyBandit »

Offline Sorunome

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Re: Mario for the +C
« Reply #1 on: November 09, 2013, 06:26:33 pm »
Nice, a mario clone for the 84C, i hope this'll be a success :D

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Re: Mario for the +C
« Reply #2 on: November 09, 2013, 06:27:29 pm »
This seems promising. I don't think there should be many speed issues with horizontal scrolling as long as the background is mostly a plain color or that you copy the 8x8 or 8x16 area behind Mario everytime he moves (same for enemies).

As for power ups, just make sure to add the basic ones like in SMB at first. :P

Will we be able to go through pipes and will there be a level editor? (with the ability to use SMB1 and 3 tiles maybe)
« Last Edit: November 09, 2013, 06:27:55 pm by DJ Omnimaga »

Offline AssemblyBandit

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Re: Mario for the +C
« Reply #3 on: November 09, 2013, 06:56:41 pm »
I'll be using Tiled to create the levels so I might put out a converter that can be used with that or something. Pipe travel may be included although I'm not sure how I would work that into a level editor (which is the only reason why I can't say that pipe travel will be included). I'll try to work everything out and have some definitive answers by the end of next weekend.

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Re: Mario for the +C
« Reply #4 on: November 09, 2013, 07:03:07 pm »
That reminds me... can Tiled do various formats for maps? I am curious if, for example, it can generate xLIBC map data...

Also tr1p1ea created 8x8 SMB3 tiles, so if you ever need any for it, you could maybe ask him. They would not be consistent with the SMB1 graphics you use, though, since SMB1's are anti-aliased, while his aren't.

Offline AssemblyBandit

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Re: Mario for the +C
« Reply #5 on: November 09, 2013, 08:22:10 pm »
Tiled can output a few different formats but I don't think any are directly compatible with the calc. For instance, I'll be using the json format and I'm going to create a converter to format the json text to an asm file with '.db' and stuff. Oh, and json is not 0 based, tiles start at 1.

Offline Streetwalrus

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Re: Mario for the +C
« Reply #6 on: November 11, 2013, 07:20:39 am »
Sounds cool, can't wait to see a demo of it ! :D

Offline AssemblyBandit

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Re: Mario for the +C
« Reply #7 on: November 18, 2013, 05:10:20 am »
Thanks Streetwalker, here's an early Demo Video.

I started on a json parser that will convert the exported Tiled map data to an asm file. I haven't finished it yet, but it will definitely speed level creation.

Offline Sorunome

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Re: Mario for the +C
« Reply #8 on: November 18, 2013, 08:12:55 am »
wha, looking awesome! :D
And yay, JSON :)

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Offline SpiroH

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Re: Mario for the +C
« Reply #9 on: November 18, 2013, 09:26:24 am »
.., here's an early Demo Video.
I started on a json parser that will convert the exported Tiled map data to an asm file. I haven't finished it yet, but it will definitely speed level creation.
I'd call it the MarioJsonite! Looking great speedwise, keep it up. ;)

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Re: Mario for the +C
« Reply #10 on: November 18, 2013, 01:10:16 pm »
That's very cool, especially speed-wise. Hopefully you don't have too much problems getting such game to run fast. :)

Offline tr1p1ea

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Re: Mario for the +C
« Reply #11 on: November 18, 2013, 02:51:05 pm »
Looking great! I have some early Mario test stuff with tilemap and sprites etc and there are no issues with the speed of sprites as well which is encouraging (actually too fast).

Also wondering if anyone has used Mappy? Its a tilemap editor that has been around for a while that ive been using for stuff.

Looking forward to progress updates!
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Re: Mario for the +C
« Reply #12 on: November 18, 2013, 03:41:01 pm »
Looking great! I have some early Mario test stuff with tilemap and sprites etc and there are no issues with the speed of sprites as well which is encouraging (actually too fast).

Also wondering if anyone has used Mappy? Its a tilemap editor that has been around for a while that ive been using for stuff.

Looking forward to progress updates!
The main concern with Mario that AssemblyBandit had was unaligned sprites, because to erase the sprite in question, he needs to redraw 4 background sprites if they are not a single color, so with many enemies it could have slowed things down. With the Mario sprite (8x16 when big) and three enemies at once (8x8), this would be 18 extra tiles to draw every frame in addition to the row of 15 tiles on the side of the screen.

As for Mappy, I would probably use it if it supported xLIBC map format and whatever I use on the Prime.
« Last Edit: November 18, 2013, 03:42:16 pm by DJ Omnimaga »

Offline AssemblyBandit

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Re: Mario for the +C
« Reply #13 on: November 18, 2013, 05:12:30 pm »
Thanks everyone! It doesn't go as fast as I would like right now, so yeah, adding enemies and stuff might slow it down to an undesirable speed. I'll start working more on it after I finish Jumper.

Offline tr1p1ea

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Re: Mario for the +C
« Reply #14 on: November 18, 2013, 05:20:13 pm »
Im wondering if you are doing any buffering at all, as in, is there any overdraw with sprite movement?

Also DJ i made a couple of scripts to export data to a hex string for mappy, this is what i use with xLIBC currently ... but we can discuss that in a different thread i guess!

How is Jumper coming along, and will there be any screenies of sprites and such for this game?! :).
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