Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Super Mario Bros. 2 port [AXE]
« previous
next »
Print
Pages: [
1
]
2
3
...
5
Go Down
Author
Topic: Super Mario Bros. 2 port [AXE] (Read 16673 times)
0 Members and 1 Guest are viewing this topic.
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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!
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
»
Logged
+1/-0 karm for this message
I'm not a nerd but I pretend:
FinaleTI
Believe in the pony that believes in you!
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1830
Rating: +121/-2
Believe in the pony that believes in you!
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!
Logged
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.
Spoiler
For
Nostalgia Origins: Sky's Story
:
Prequel to Nostalgia. On hold, especially while the story is re-worked.
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
Re: Super Mario Bros. 2 port [AXE]
«
Reply #2 on:
March 12, 2011, 09:51:48 am »
You're in luck
Logged
I'm not a nerd but I pretend:
Deep Toaster
So much to do, so much time, so little motivation
Administrator
LV13
Extreme Addict (Next: 9001)
Posts: 8217
Rating: +758/-15
Re: Super Mario Bros. 2 port [AXE]
«
Reply #3 on:
March 12, 2011, 10:10:23 am »
Quote from: aeTIos on March 12, 2011, 09:41:40 am
I have a question, though...
how to do animated tiles?
Treat the tiles as moving objects and redraw them every frame.
Logged
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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?
Logged
I'm not a nerd but I pretend:
Deep Toaster
So much to do, so much time, so little motivation
Administrator
LV13
Extreme Addict (Next: 9001)
Posts: 8217
Rating: +758/-15
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).
Logged
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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.
Logged
I'm not a nerd but I pretend:
ztrumpet
The Rarely Active One
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5712
Rating: +364/-4
If you see this, send me a PM. Just for fun.
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.
Logged
If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
Re: Super Mario Bros. 2 port [AXE]
«
Reply #8 on:
March 12, 2011, 11:23:52 am »
Thanks!
Logged
I'm not a nerd but I pretend:
SirCmpwn
Guest
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.
Logged
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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
Logged
I'm not a nerd but I pretend:
ralphdspam
LV8
Addict (Next: 1000)
Posts: 841
Rating: +38/-1
My name is actually Matt.
Re: Super Mario Bros. 2 port [AXE]
«
Reply #11 on:
March 12, 2011, 01:55:12 pm »
Mario 2 for Axe!
Logged
ld a, 0
ld a, a
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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!
Logged
I'm not a nerd but I pretend:
momrocker
Guest
Re: Super Mario Bros. 2 port [AXE]
«
Reply #13 on:
March 12, 2011, 02:21:27 pm »
:O Sounds awesome! Hope you finish it
Logged
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
Re: Super Mario Bros. 2 port [AXE]
«
Reply #14 on:
March 12, 2011, 02:24:06 pm »
I'll try
Logged
I'm not a nerd but I pretend:
Print
Pages: [
1
]
2
3
...
5
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Super Mario Bros. 2 port [AXE]