Author Topic: Mario Kart  (Read 10409 times)

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Offline Hot_Dog

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Re: Mario Kart
« Reply #15 on: January 08, 2012, 11:13:47 pm »
Well, what would need to happen for calc84's F-Zero to become Mario Kart besides adding items in? In other words, what makes the games different other than the use of special items?

Nothing of consequence...most everything that would have to be done would not affect processing power by more than a small amount

Offline ZippyDee

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Re: Mario Kart
« Reply #16 on: January 08, 2012, 11:56:42 pm »
I'm not talking about what the effects would be in terms of processing...My question is just in regards to what differs between the two games besides the items (in terms of actual gameplay, not in terms of characters, etc.)
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Offline calc84maniac

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Re: Mario Kart
« Reply #17 on: January 08, 2012, 11:59:06 pm »
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
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Offline ZippyDee

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Re: Mario Kart
« Reply #18 on: January 09, 2012, 12:12:09 am »
Well I can see the AI needed for CPU players getting and using items becoming a pretty menacing task...
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Offline aeTIos

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Re: Mario Kart
« Reply #19 on: January 09, 2012, 06:54:17 am »
more, mario kart has ramps and slopes.
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Offline ZippyDee

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Re: Mario Kart
« Reply #20 on: January 09, 2012, 07:07:13 am »
Not the original Mario Kart for SNES.
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Offline aeTIos

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Re: Mario Kart
« Reply #21 on: January 09, 2012, 07:12:04 am »
oh. I did not know
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Offline annoyingcalc

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Re: Mario Kart
« Reply #22 on: January 09, 2012, 08:11:42 am »
on the snes the graphics were wierd

and 1200 post!
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Offline Eiyeron

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Re: Mario Kart
« Reply #23 on: January 13, 2012, 01:58:08 pm »
on the snes the graphics were wierd

and 1200 post!

Normal, mode 7 is jsut rotoscalling a sprite grid

Offline DJ Omnimaga

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Re: Mario Kart
« Reply #24 on: January 13, 2012, 02:05:32 pm »
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
Does that 32 tiles limit includes 2D sprites? If not, then maybe it should be fine. On top of that since in mario Kart you move much slower than in F-Zero, the tracks are much shorter and smaller.

Offline Eiyeron

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Re: Mario Kart
« Reply #25 on: January 13, 2012, 02:07:18 pm »
But 5 laps :)
32 tiles... You won"t use the whole limit, so.

Offline calc84maniac

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Re: Mario Kart
« Reply #26 on: January 13, 2012, 05:38:09 pm »
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
Does that 32 tiles limit includes 2D sprites? If not, then maybe it should be fine. On top of that since in mario Kart you move much slower than in F-Zero, the tracks are much shorter and smaller.
Yeah, I mean the mode7 tiles. I guess 32 tiles might be enough, but it depends on how many different terrains and rotations there are. Mario Kart has stuff like the main track, grass which is slower to drive on, water/lava/holes to fall into, and walls that you can't pass through.
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Offline Eiyeron

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Re: Mario Kart
« Reply #27 on: January 16, 2012, 03:47:42 pm »
There are not so much tiles neither in tracks, I thintk there are only 20~tiles...

Offline DJ Omnimaga

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Re: Mario Kart
« Reply #28 on: January 16, 2012, 04:04:04 pm »
And even then, they could be reduced greatly IMHO. For example for Bowser dungeon you could easily reduce the terrain to just the gray brick floor, the road sides and the lava. Then you just add the item blocks, the dashes and other random stuff. For mario circuit you don't need roads to be exactly rounded, you could just have horizontal, vertical and diagonal sides. On such low resolution we will barely notice the quality drop from amount of tiles reduction.

Offline ZippyDee

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Re: Mario Kart
« Reply #29 on: January 30, 2012, 02:36:35 am »
Here's just five 16x16 sprites of Mario that I threw together. They'd be even better if it were 4-level grayscale, but I think these look pretty good for 3.

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