Omnimaga

Calculator Community => TI Calculators => Axe => Topic started by: saintrunner on October 30, 2011, 02:03:24 pm

Title: Mario?
Post by: saintrunner on October 30, 2011, 02:03:24 pm
can someone tell me which mario file is the best one?....on ticalc.org...there are like a tons of them. and i want the best most practically, close to the real mario games one....?!?....any suggestions
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 02:05:17 pm
project mhttp://www.omnimaga.org/index.php?board=15.0 (http://www.omnimaga.org/index.php?board=15.0) and super mario 2.0http://calcg.org/cgi-bin/files.cgi?id=435 (http://calcg.org/cgi-bin/files.cgi?id=435)
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 02:10:08 pm
thanks tons man
Title: Re: Mario?
Post by: DJ Omnimaga on October 30, 2011, 02:10:21 pm
Well he meant released ones. Sadly Project M isn't out yet (and might never be at this rate). The best released Mario would be the second one annoyingcalc posted, but don't use the level editor because it's buggy. Use the level editor that comes with Super Mario 1.2 on ticalc.org
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 02:11:06 pm
yes the 2.0 editor is very buggy
Title: Re: Mario?
Post by: Deep Toaster on October 30, 2011, 02:11:41 pm
And the 1.2 game is a bit buggy, so use the 2.0 game with the 1.2 editor XD Should be compatible.
Title: Re: Mario?
Post by: Hayleia on October 30, 2011, 02:57:54 pm
Sorry If I am offtopic, but what is this doing in Axe language ??? ?
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 02:59:43 pm
probably a mistake
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 03:09:41 pm
I was looking for an Axe version so I could make a similar game using Axe,
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 03:12:03 pm
I think Eeems was making an axe mario game a long time ago Im making one but I need to improve graphics optimize it and make some more stuff
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 03:16:16 pm
I was reading an article a while ago about how new games need to be created with new concepts involved. And while using part of the design of Mario seems contradictory, I want to make one such game.
Title: Re: Mario?
Post by: BalancedFury on October 30, 2011, 03:49:07 pm
I like the one for TI-83, and 84+, caues you can optimize your own levels.
I think it was made by Sam Heald...
@annoyingcalc If you alrdy posted this one then I agree with you, but I was too lazy to check ur things :P
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 04:06:26 pm
Yeah, I used to have the Sam Heald one, but I got bored and deleted it, then realized i could have referred to the code in a new game im making.
Title: Re: Mario?
Post by: parserp on October 30, 2011, 04:17:05 pm
I though the Sam Heald one was asm?
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 04:19:29 pm
I don't think so, I could have sworn It wasn't. Maybe im confusing it.
Title: Re: Mario?
Post by: Darl181 on October 30, 2011, 04:24:45 pm
http://www.ticalc.org/archives/files/fileinfo/192/19225.html
(the version 1.2 mentioned above on the previous page)
And yes, it's assembly.
Title: Re: Mario?
Post by: mrmprog on October 30, 2011, 04:25:23 pm
If this (http://www.ticalc.org/archives/files/fileinfo/192/19225.html) is the game you are talking about, then it is filled under "TI-83/84 Plus Assembly Games (Ion/Arcade)".

EDIT:Ninja'd
Title: Re: Mario?
Post by: parserp on October 30, 2011, 04:26:37 pm
lol same link :P
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 04:28:44 pm
So it is assembly? Does anybody know of a good Axe one?
Title: Re: Mario?
Post by: parserp on October 30, 2011, 04:30:35 pm
this is the only axe one that I know of: http://www.ticalc.org/archives/files/fileinfo/434/43449.html (http://www.ticalc.org/archives/files/fileinfo/434/43449.html)
although not traditional mario.
(written it axe parser) :)
Title: Re: Mario?
Post by: mrmprog on October 30, 2011, 04:30:53 pm
I don't think there is a complete axe Mario game yet. I know that some people are interested in/working on some though.
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 04:32:20 pm
Then there is a project for me to start!
Title: Re: Mario?
Post by: Hayleia on October 30, 2011, 04:33:10 pm
So it is assembly? Does anybody know of a good Axe one?
I don't think it exists, and even if there were one, the source probably wouldn't be released  :-\

EDIT: completely ninja'd O.O
Title: Re: Mario?
Post by: BalancedFury on October 30, 2011, 04:42:04 pm
Mario in Axe?
ZOOOOOMMMM~~~!!!
Title: Re: Mario?
Post by: Deep Toaster on October 30, 2011, 07:58:56 pm
I don't think so, I could have sworn It wasn't. Maybe im confusing it.
Axe has only been around for less than two years, so nope. And what's wrong with it being in ASM instead of Axe? They're exactly the same to a user.
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 08:08:03 pm
It's not about using it, it's about using the code.
Title: Re: Mario?
Post by: Deep Toaster on October 30, 2011, 08:10:12 pm
Oh, I see. Yeah, there were some Mario games in dev a few months ago, but there haven't been any updates to any of them in a while. Anything in particular you need help with? :)
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 08:13:27 pm
Well I kind of want to mix the idea of maybe mario and a shoot em up game. Have you ever heard of the game that has like mario and he has a shotgun, I want to make one of those!
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 08:15:04 pm
Ive heard of those but there are none for the 84 series D:

and :w00t: 800th post
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 08:18:40 pm
I know but thats why i want to make one
Title: Re: Mario?
Post by: annoyingcalc on October 30, 2011, 08:19:37 pm
oh Great! I cant wait!
Title: Re: Mario?
Post by: saintrunner on October 30, 2011, 08:23:45 pm
Thanks, I'll get on it right now
Title: Re: Mario?
Post by: Keoni29 on October 31, 2011, 12:10:58 pm
You just want to make your own sidescroller game? There are some good tutorials about tilemapping, smooth scrolling and gravity in this board.
Title: Re: Mario?
Post by: Eiyeron on October 31, 2011, 12:48:18 pm
but collision s the most complicated!, Damn!
Title: Re: Mario?
Post by: Yeong on October 31, 2011, 12:50:37 pm
pxl-test?
Title: Re: Mario?
Post by: Eiyeron on October 31, 2011, 12:51:32 pm
My method (i never realised some good collisions) is with corners detection, because my perso is as tall as the tile's size
Title: Re: Mario?
Post by: Builderboy on October 31, 2011, 02:21:56 pm
That method works excellent as long as your person is never larger than the tiles he is colliding with ^^ That's what I have used on many of my games, as well as my Zedd Physics Library, so it's a very well used method :)
Title: Re: Mario?
Post by: Keoni29 on November 02, 2011, 04:19:13 pm
but collision s the most complicated!, Damn!
Tile based works perfectly. I use this:
Code: [Select]
:If getKey(2) and (X≠0)      //Left
:sub(CC,X,Y,X,Y+7
:!If R
:X-1→X
:End
:ElseIf getKey(3) and (X≠88) //Right
:sub(CC,X+7,Y,X+7,Y+7
:!If R
:X+1→X
:End
:End
(just left and right to show the concept. The collision box has to be the same size as the tiles or else you might get stuck in walls)
Code: [Select]
:Lbl CC
:{r2/8*12+(r1/8)+GDB1}→r5
:{r4/8*12+(r3/8)+GDB1}→r6
:r5+r6→R
:Return
Title: Re: Mario?
Post by: Eiyeron on November 02, 2011, 05:49:14 pm
What meanq sub in AP?
Title: Re: Mario?
Post by: Keoni29 on November 03, 2011, 10:22:48 am
What meanq sub in AP?
\
It means "subroutine." It's a routine executed within a routine. When you call a subroutine it jumps to the label of the subroutine and it exits the subroutine when it reaches the last line of code or :Return. It's very similar to a function, but it has no return value, so I used R to store the outcome in.
Syntax: Sub(LABEL,parameter,parameter,parameter,parameter etc
Title: Re: Mario?
Post by: Yeong on November 03, 2011, 11:59:07 am
better syntax: LABEL(parameter,parameter etc
Title: Re: Mario?
Post by: Keoni29 on November 03, 2011, 01:37:09 pm
better syntax: LABEL(parameter,parameter etc
??? is that new?
Title: Re: Mario?
Post by: MGOS on November 03, 2011, 02:37:57 pm
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Edit: 1.0.0
Title: Re: Mario?
Post by: Keoni29 on November 03, 2011, 02:38:29 pm
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
Title: Re: Mario?
Post by: MGOS on November 03, 2011, 02:40:45 pm
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
No, it's just another syntax form to do exact the same thing. But it saves one or two bytes in your source.
Title: Re: Mario?
Post by: Keoni29 on November 03, 2011, 02:43:24 pm
better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
No, it's just another syntax form to do exact the same thing. But it saves one or two bytes in your source.
I use a lot of the old syntax. Maybe 20 times, so it would save 40 bytes. Not much, but I'd rather optimize as much as I can.
Title: Re: Mario?
Post by: MGOS on November 03, 2011, 02:52:05 pm
.... But it saves one or two bytes in your source.
I use a lot of the old syntax. Maybe 20 times, so it would save 40 bytes. Not much, but I'd rather optimize as much as I can.
Yeah, and it also makes your code esier to read I think. You cannot confuse the parameters and the subroutine name. The C++ syntax is the same so I got used to that.
Title: Re: Mario?
Post by: LincolnB on November 04, 2011, 10:25:57 am
I mainly do that for prettiness cause I think LABEL(param param etc) looks awesome. Optimizing your source code is not really that useful.
EDIT: REPHRASE: optimizing the source code itself, making the source code itself smaller when it doesn't change the executable's size, isn't really useful. So stuff like comments and the label syntax change thing, when it doesn't affect the executable, isn't really useful.
Title: Re: Mario?
Post by: Yeong on November 04, 2011, 11:34:13 am
but optimizing source code means less scrolling when you have to edit something and you can type more stuffs:D
Title: Re: Mario?
Post by: LincolnB on November 04, 2011, 10:16:13 pm
haha yeah, but it usually means less code readability. Depends on what you care about, I guess.
Title: Re: Mario?
Post by: parserp on November 04, 2011, 10:42:49 pm
lol you are probably having fun with portal X's readability, huh? :P
Title: Re: Mario?
Post by: DJ Omnimaga on November 05, 2011, 12:26:33 am
haha yeah, but it usually means less code readability. Depends on what you care about, I guess.
Personally what I do is split the source in multiple sub programs. That makes it easier to find what code you want and in some cases can reduce the need for comments.
Title: Re: Mario?
Post by: MGOS on November 05, 2011, 04:29:03 am
Yeah, when I was writing larger programs, it was quite annoying that you have to scroll through the whole code. The next time I made multiple sub programs, but due to the fact that axe only backs the main progam up, I lost them all in a crash caused by a little error in my sub program.  >:(
Now I'm archiving them before compiling... which is quite annoying too - maybe Quigibo will add that it in future.
Title: Re: Mario?
Post by: saintrunner on November 05, 2011, 01:09:05 pm
So I've been working on my Mario Shotgun game which, if you remember, is where this whole topic started. And I have most of the movement down, but I'm having trouble with the actually bullet coming out of the gun. My sprite looks like Mario with a shotgun, but I need to make it so that when you press the 2nd key, it looks like a bullet of some sorts is coming out, and then when the bullet hits various objects to the right of Mario, I need those objects to explode. Does any one know and easy way to do that?
Title: Re: Mario?
Post by: annoyingcalc on November 05, 2011, 02:58:16 pm
Code: [Select]
if (d=94)
x->d
0->g
end
if (g=1)
d-1->d
end
if getkey(54)
1->g
Pt_On(d,y)
dispgraph
End
if pxltest d+1,y
pt-off #the pixels around it you want to destroy
end
this might work
Title: Re: Mario?
Post by: saintrunner on November 06, 2011, 02:16:47 pm
Great thanks! I figured it out with some help from a friend. But thanks anyways.

Now on to tile mapping and enemies!
Title: Re: Mario?
Post by: DJ Omnimaga on November 06, 2011, 02:31:12 pm
Is the Mario game still gonna be some sort of Platformer or will it be more like a shoot-em-up but with Mario moving around the screen? Some sort of Mega Man or Metroid style Mario game would be cool.
Title: Re: Mario?
Post by: saintrunner on November 06, 2011, 02:36:57 pm
I haven't decided, A shoot em up style would be the easiest, that I could finish in maybe less then a day, and the platformer would take longer, but would look cooler. both are cool....maybe ill start with the shoot em up, and then edit it into the platformer. kinda like a win win.
Title: Re: Mario?
Post by: DJ Omnimaga on November 06, 2011, 02:49:19 pm
Ah ok. Well I would start with the shooter first. Before doing the platformer you should practice with 1-room based map engines and collision detection, before venturing into smooth scrolling.
Title: Re: Mario?
Post by: annoyingcalc on November 06, 2011, 02:49:50 pm
this will be awesome I love how so many people love making great games :D
Title: Re: Mario?
Post by: saintrunner on November 06, 2011, 02:55:45 pm
Yeah that's what I though I'd do. make it like a simply, you see mario with a gun sprite, then have controls being left right and up(jump) and 2nd is shoot. then just have a floor laid out and have goombas coming from the right and increasing in number. could be potentially a great stress reliever! I have all the controls down, and the Goombas, I just need a better mario looking sprite, and enemy movement.