Author Topic: Super Mario Bros. 2 port [AXE]  (Read 16980 times)

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Offline ralphdspam

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Re: Super Mario Bros. 2 port [AXE]
« Reply #15 on: March 12, 2011, 02:39:44 pm »
I can help with a couple of songs.  Would you like me to simplify them or just convert them?
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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #16 on: March 12, 2011, 02:40:22 pm »
bit simplify (remove the low chords, please) I can convert them then.
Yay i like those songs!
Oh, and make the notes 2 notes higher or so, as axe doesnt play low notes ver well

« Last Edit: March 12, 2011, 02:43:28 pm by aeTIos »
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Offline ralphdspam

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Re: Super Mario Bros. 2 port [AXE]
« Reply #17 on: March 12, 2011, 04:13:02 pm »
Sorry, this might take a little time. I am having a hard time with the MidiToAxe converter. I've never had problems with it before. ???

EDIT: Oh, do you want me to leave in the crazy piano part in the character selection?
« Last Edit: March 12, 2011, 04:41:57 pm by ralphdspam »
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #18 on: March 14, 2011, 03:49:25 am »
Interesting, make sure to plan well, though, because such project is large so you need to backup often and make sure you'll have enough memory left. Thankfully you made a platform engine before so that'll help. Just saying since such project is a huge undertaking. Feel free to ask help in the Axe section, though.

Offline leafy

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Re: Super Mario Bros. 2 port [AXE]
« Reply #19 on: March 14, 2011, 04:00:47 am »
Still, I think you should finish the engine and spriting jobs before tackling music. This seems like a pretty big project, and it is one of my all-time favorite games.
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #20 on: March 14, 2011, 04:02:54 am »
Yeah I agree with that. Music isn't very necessary anyway, since very few people got an adapter to listen music on their calc.

Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #21 on: March 14, 2011, 04:49:02 am »
I am creating backups very often, so this project won't die cuz mem clears. For the music, I'm maybe creating 2 versions or just not creating the appvar (I'll be using a setup I think)
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Offline calc84maniac

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Re: Super Mario Bros. 2 port [AXE]
« Reply #22 on: March 14, 2011, 07:19:30 am »
Are you sure you want 1:1 graphics? At 16x16 pixels per tile, you'd only be able to fit 6 columns, 4 rows of tiles on the screen at a time. Not exactly ideal for a platformer where you'd typically want to see pretty far in each direction.
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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #23 on: March 14, 2011, 07:38:03 am »
ya, you might be right... 1:2 graphics might be better, but I think its kinda hard to convert the original sprites?
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Offline ralphdspam

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Re: Super Mario Bros. 2 port [AXE]
« Reply #24 on: March 14, 2011, 10:50:36 am »
ya, you might be right... 1:2 graphics might be better, but I think its kinda hard to convert the original sprites?
It is a little difficult but, I'm sure you can do it.
For the music, do you want me to take out the crazy piano part in the character selection?
« Last Edit: March 14, 2011, 10:56:29 am by ralphdspam »
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Offline yunhua98

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Re: Super Mario Bros. 2 port [AXE]
« Reply #25 on: March 14, 2011, 11:11:05 am »
ya, you might be right... 1:2 graphics might be better, but I think its kinda hard to convert the original sprites?
* yunhua98 waves  :P

do you still want the sprites in the other topic?

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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #26 on: March 14, 2011, 11:38:05 am »
Yes, please.
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Offline aeTIos

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Re: Super Mario Bros. 2 port [AXE]
« Reply #27 on: March 15, 2011, 05:38:55 am »
Update:
Added tilemapper demo+ title screen candidate
« Last Edit: March 15, 2011, 05:39:36 am by aeTIos »
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Offline leafy

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Re: Super Mario Bros. 2 port [AXE]
« Reply #28 on: March 15, 2011, 08:15:56 pm »
Wow, those tiles look amazing! It runs a bit slow for mario-esqe purposes though...is it in full?
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Offline DJ Omnimaga

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Re: Super Mario Bros. 2 port [AXE]
« Reply #29 on: March 15, 2011, 11:34:47 pm »
I am creating backups very often, so this project won't die cuz mem clears.
Good to hear. :D

Also that seems nice, although I wonder if this will be the final speed?