Author Topic: Super Mario Bros. 2 port [AXE]  (Read 16601 times)

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Offline aeTIos

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Super Mario Bros. 2 port [AXE]
« on: March 12, 2011, 09:41:40 am »
Ohai everyone!

I'm creating a Super Mario Bros. 2 port!  :w00t:
awesome, isn't it?
It will have 1:1 sprites, and sound.
I am trying to do it in 4 lv grayscale, too, not sure if I can stick to it (speed issues?)

I have a question, though...
how to do animated tiles?

Oh, you wanna play it?
www.virtualnes.com
« Last Edit: March 12, 2011, 09:42:37 am by aeTIos »
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Offline FinaleTI

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Re: Super Mario Bros. 2 port [AXE]
« Reply #1 on: March 12, 2011, 09:51:30 am »
Yes! I love this Mario game and secretly hoped someone would port it!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #2 on: March 12, 2011, 09:51:48 am »
You're in luck :P
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Offline Deep Toaster

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Re: Super Mario Bros. 2 port [AXE]
« Reply #3 on: March 12, 2011, 10:10:23 am »
I have a question, though...
how to do animated tiles?

Treat the tiles as moving objects and redraw them every frame.




Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #4 on: March 12, 2011, 10:11:56 am »
but that would be a ton of work, or not?
If not, do you have example code?
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Offline Deep Toaster

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Re: Super Mario Bros. 2 port [AXE]
« Reply #5 on: March 12, 2011, 10:15:55 am »
Nope, it's not too bad. You'd have to set up object arrays anyway to take care of the enemies. Just treat animated tiles as another set of enemies (that don't hurt you).




Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #6 on: March 12, 2011, 10:16:53 am »
* aeTIos  lost....
Ah okay. Gotta give it a try.
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Offline ztrumpet

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Re: Super Mario Bros. 2 port [AXE]
« Reply #7 on: March 12, 2011, 11:21:49 am »
This sounds very cool.  I wish you lots of luck, aeTIos. :)

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #8 on: March 12, 2011, 11:23:52 am »
Thanks!
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Re: Super Mario Bros. 2 port [AXE]
« Reply #9 on: March 12, 2011, 01:48:42 pm »
*clone
Take a look at my tilemapper tutorial that covers animated tiles.

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #10 on: March 12, 2011, 01:50:02 pm »
port, clone... you get the idea :)
I'll take a look at your tutorial
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Offline ralphdspam

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Re: Super Mario Bros. 2 port [AXE]
« Reply #11 on: March 12, 2011, 01:55:12 pm »
O.O Mario 2 for Axe!
ld a, 0
ld a, a

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #12 on: March 12, 2011, 02:12:34 pm »
Can someone convert those files for me in Axe music? I tried it but it sounds crappy with much background 'crushing'

Thanks in advance!
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Re: Super Mario Bros. 2 port [AXE]
« Reply #13 on: March 12, 2011, 02:21:27 pm »
:O Sounds awesome! Hope you finish it :P

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #14 on: March 12, 2011, 02:24:06 pm »
I'll try :P
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