Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: Radical Pi on April 10, 2006, 07:24:00 am

Title: Super Mario ASCII
Post by: Radical Pi on April 10, 2006, 07:24:00 am
Yes, this will be one of my side projects. I'm in th process of working out the technical issues, like random enemy detection. Tell me what enemies you want included!
Title: Super Mario ASCII
Post by: Krid on April 10, 2006, 08:23:00 am
Cool! I was thinking of doing an ASCII platformer today. I'll be very interested to see how you are going to pull the engine off! Very cool idea :Dbiggrin.gif

As for enemies, I'd say you should start out with the most default enemies in the Mario universe? Goombas, forms of Koopa's etc.
Title: Super Mario ASCII
Post by: Radical Pi on April 10, 2006, 09:05:00 am
Thanks, its always good to hear specific responses rather than screenshot please. :)smile.gif
I'm definitely going to do Goombas and Koopas, but I was also thinking about including the piranha things. I've been playing Super Mario v1.2 all day to see what I've missed, and there aren't many.
The characters to represent them are also my main concern right now. (I know, this type of programming is bad.)
Title: Super Mario ASCII
Post by: tifreak on April 10, 2006, 11:57:00 am
http://tifreakware.calcgames.org/ainfo/90.htm :Ptongue.gif

I thought about doing one, but then decided against it. I have too much to do as it is... :)smile.gif
Title: Super Mario ASCII
Post by: rivereye on April 10, 2006, 11:59:00 am
might turn out good, good luck
Title: Super Mario ASCII
Post by: tenniskid493 on April 10, 2006, 12:34:00 pm
Screenshot please  :Dbiggrin.gif:Ptongue.gif

LOL...sounds really cool.  I would stick with the basic enemies like Krid said, and I'd also like the flower/eating things (don't know their name) that come out of the pipes.  Those always make things interesting.

[ot]Avatar size is too small.  Could it be made bigger[/ot]
Title: Super Mario ASCII
Post by: necro on April 10, 2006, 06:14:00 pm
some suggestions:

omega : goomba
n : koopa
u : flipped koopa
n w/~ : flying koopa

v
:  :pirahna plant (tube flower)
:


pi :small mario

o
6 :big mario

r
6 :fire mario

* :fireball

L :floor

= :bricks

?: question block

[ ]
[ ] :tube

w :fire flower

pi :musheroom

x :starman

flashing pi :1 up
Title: Super Mario ASCII
Post by: the_unknown_one on April 11, 2006, 01:27:00 am
This sounds cool, but I hope i'll be able to decode the screen... I think not :Ptongue.gif
Title: Super Mario ASCII
Post by: Krid on April 11, 2006, 02:27:00 am
Regarding necro's list: Wouldn't it be better if a regular koopa would be "n" and a flipped koopa "u". That way it really looks flipped.

The main concern, next to getting a suitable engine done in BASIC, are indeed the graphical differences between enemies. Would it be possible to make mario and/or enemies 2 characters high?
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 11, 2006, 02:35:00 am
wow that sound nice, do u know if you'll have a playable demo or screenshot soon?
Title: Super Mario ASCII
Post by: the_unknown_one on April 11, 2006, 02:38:00 am
A playable screenshot :lol:laugh.gif Well I hope he shows us something soon.
Title: Super Mario ASCII
Post by: Krid on April 11, 2006, 02:41:00 am
Be a bit more open minded ;)wink.gif Would be a waste to see Radical_Pi rush things too fast just to get a screenshot done! Tell us more about the engine you're going to use.
Title: Super Mario ASCII
Post by: the_unknown_one on April 11, 2006, 02:44:00 am
I was joking! C'mon give us some more info ;)wink.gif
Title: Super Mario ASCII
Post by: necro on April 11, 2006, 04:34:00 am
then the screen would only be 4 enemies tall...
Title: Super Mario ASCII
Post by: Radical Pi on April 11, 2006, 11:13:00 am
Wow I've been gone less than 20 hours and this is what happens?!
I have still been playing SM 1.2 to think of what I missed. And my handy Super Mario Bros Deluxe for GameBoy Color...

Necro: omega makes a good goomba. :)smile.gif
n is already koopa.
Title: Super Mario ASCII
Post by: the_unknown_one on April 11, 2006, 10:51:00 pm
Pi!
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 12, 2006, 01:56:00 am
Sound cool, *begs for screenies*

Maybe I should feature this
Title: Super Mario ASCII
Post by: Radical Pi on April 12, 2006, 06:35:00 am
I prefer not to be featured until it becomes more than an idea.

*Radical Pi
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 12, 2006, 06:45:00 am
ok :)smile.gif , well if we become OMnimaga again I might be unable to feature it since feature will become RPG only again >.<
Title: Super Mario ASCII
Post by: rivereye on April 12, 2006, 11:28:00 am
he would have to be staff then
Title: Super Mario ASCII
Post by: Radical Pi on April 12, 2006, 11:31:00 am
No, it would just mean being Elite, which I already am. :Dbiggrin.gif
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 12, 2006, 11:45:00 am
yeah, unless you joined staff or something :Dbiggrin.gif
Title: Super Mario ASCII
Post by: Radical Pi on April 13, 2006, 09:23:00 am
After several horrible attempts at a map editor I gave up. I'll be using CMEDIT by Dragon__lance.

*I've been getting to this topic with the about link at the top of the page.
Title: Super Mario ASCII
Post by: tenniskid493 on April 13, 2006, 11:23:00 am
cool..yes we know we need to fix the top links, they are still redirecting to the forum #'s that we used on the old site.
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 13, 2006, 02:47:00 pm
haha lol no wonder why this topic alerady have 2 pages :Dbiggrin.gif  j/k

I need to fix them asap >.<

whats the link to dragon lance ascii map editor btw I forgot about it, it was on the old forum
Title: Super Mario ASCII
Post by: Radical Pi on April 14, 2006, 04:14:00 am
I don't know, so re-uploaded: http://ihud.com/file.php?file=140406/1145027508/index.php

That might be it, I didn't unzip to check...
Title: Super Mario ASCII
Post by: Krid on April 18, 2006, 02:23:00 am
Any progress yet?
Title: Super Mario ASCII
Post by: Radical Pi on April 18, 2006, 09:55:00 am
After many bugs I finally made the working level editor! http://ihud.com/file.php?file=180406/1145393554/AA.8xp

Ignore the name AA, I just name my temporary programs A, B, C, D, E, AA, AB...
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 19, 2006, 01:36:00 am
Nice I'll try it in PTI when I get some time ^^
Title: Super Mario ASCII
Post by: tenniskid493 on April 19, 2006, 03:46:00 am
I'll check it out right now :Dbiggrin.gif
Title: Super Mario ASCII
Post by: Radical Pi on April 19, 2006, 12:08:00 pm
Here's the plan:

I'm going to build this game in layers.
http://ihud.com/file.php?file=260406/1146088836/SMASCII1.8xp: walking support.
Layer 2: jumping support.
Layer 3: collision detection.
Layer 4: Goombas!
Layer 5: Koopas!

I don't plan on going any farther than that until everything works completely bugfree. Then I'll add other enemies and *cough* convert to xlib then *cough* I'll be done.
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 20, 2006, 12:41:00 am
wow that sound promising, dont forget about bowser though ;)wink.gif
Title: Super Mario ASCII
Post by: tenniskid493 on April 20, 2006, 04:01:00 am
Sounds cool. Thats a good way to go about programming a game like that, do it in stages or layers.  yes...you must not forget about bowser!!!  Otherwise you shouldn't even bother releasing it :Ptongue.gif:Dbiggrin.gif
Title: Super Mario ASCII
Post by: kalan_vod on April 20, 2006, 05:46:00 am
I always wanted to see something like this! I tried making one before, but I lost interest..I hope you can finish this and maybe post a SS or two :Ptongue.gif.
Title: Super Mario ASCII
Post by: Radical Pi on April 20, 2006, 09:36:00 am
Layer 6: Bowser!
That will require some creativity...

So will the rest of the enemies. I have a theory about how to do it, but, as always with me, nothing else.
Title: Super Mario ASCII
Post by: kalan_vod on April 20, 2006, 11:01:00 am
Cool, I am glad you are really putting some effort into it.
Title: Super Mario ASCII
Post by: Krid on April 23, 2006, 03:30:00 am
Any news, Radical Pi?
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 23, 2006, 03:37:00 am
He seems away, his profile says last active: april 20th
Title: Super Mario ASCII
Post by: kalan_vod on April 23, 2006, 05:06:00 am
Maybe he is on spring break still?
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 23, 2006, 05:16:00 am
he was here during spring break i think but spring break might be different in some areas
Title: Super Mario ASCII
Post by: kalan_vod on April 23, 2006, 05:23:00 am
Idk, but any who. Elfprince has a Mario type engine if you want to collaborate with him, or use his engine. Unless you have one already.
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 23, 2006, 05:58:00 am
I think he has one, not sure tho
Title: Super Mario ASCII
Post by: elfprince13 on April 23, 2006, 06:25:00 am
please, use that side-scroller engine I released. I was thinking of mario when I first wrote it, but I really dont play mario enough to be familiar with all of the quirks.
Title: Super Mario ASCII
Post by: Radical Pi on April 23, 2006, 10:26:00 am
Sorry everyone, I was camping.

Elfprince13, I already saw your side scrolling engine. I still want to try to write my own. If I can't do that, I'll be in no shape to code Mario.

And I don't know any of the quirks. ;)wink.gif
Title: Super Mario ASCII
Post by: Radical Pi on April 26, 2006, 11:05:00 am
I tried skipping straight to Layer 2, that didn't work.

http://ihud.com/file.php?file=260406/1146088836/SMASCII1.8xp: Normal walking with hit detection.
Check out the 1337 coding used. :)smile.gif
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 26, 2006, 01:50:00 pm
ooh great I'll check it asap after making all sub forums
Title: Super Mario ASCII
Post by: Radical Pi on April 26, 2006, 02:03:00 pm
I might as well start with L2 now. Jumping. I will be trying to understand how it was done in Elf's version. That might give me an idea of where to start.

*I forgot this would become a subforum. (^_>^)
Title: Super Mario ASCII
Post by: kalan_vod on April 26, 2006, 02:22:00 pm
QuoteBegin-xlibman+Apr 26 2006, 07:50 PM-->
QUOTE (xlibman @ Apr 26 2006, 07:50 PM)
ooh great I'll check it asap after making all sub forums  

 Same for me, I have alot to test now :Ptongue.gif
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 27, 2006, 01:07:00 am
With all Omnimaga release I think my file testing pending queue will beat ticalc.org's file pending queue from http://www.ticalc.org/archives/news/articles/7/78/78717.html
Title: Super Mario ASCII
Post by: kalan_vod on April 27, 2006, 04:00:00 am
Haha, are you really making a upload form?
Title: Super Mario ASCII
Post by: Radical Pi on April 27, 2006, 10:15:00 am
El-oh-el, I believed the headline until I noticed the red border. :lol:laugh.gif
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 27, 2006, 12:51:00 pm
I was j/k I meant I had so many stuff to test lately ^^

Thing you dont realise though is that even though the news is fake it was red bordered only because they made the news funny, but ticalc.org pending queue REALLY reached that many files in early 2003. Actually it hit 1378 files at one point, which Joey Gannon processed with his teamate back then. That must have been LOOOOONG o.oblink.gif
Title: Super Mario ASCII
Post by: elfprince13 on April 27, 2006, 02:26:00 pm
QuoteBegin-xlibman+Apr 27 2006, 06:51 PM-->
QUOTE (xlibman @ Apr 27 2006, 06:51 PM)
I was j/k I meant I had so many stuff to test lately ^^

Thing you dont realise though is that even though the news is fake it was red bordered only because they made the news funny, but ticalc.org pending queue REALLY reached that many files in early 2003. Actually it hit 1378 files at one point, which Joey Gannon processed with his teamate back then. That must have been LOOOOONG o.oblink.gif

 and we complain now if it gets over 50....
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 27, 2006, 02:34:00 pm
sound nice so far (I tried Layer 1)' could you make it so it only scroll when u reach the edge of the screen (like 8 rows to the left), because it might be a lil slow if scrolling everytime you move. Or Maybe have it scroll like TVF, like 4 rows to the left everytime you reach the 3/4 of the screen?
Title: Super Mario ASCII
Post by: kalan_vod on April 27, 2006, 03:39:00 pm
The link is teh broken!
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 27, 2006, 03:44:00 pm
yeah it was down earlier, I got it to load fine later, but it was slllllllllllllllooooooooooooooooooowwwwwwwwwww :(sad.gif
Title: Super Mario ASCII
Post by: kalan_vod on April 27, 2006, 03:50:00 pm
I waited like 3 mins, and it timedout.
Title: Super Mario ASCII
Post by: Radical Pi on April 28, 2006, 09:52:00 am
I can't help with down links, except upload it somewhere else ^^, but I've noticed recently most of my posts were short sentences with a link at the end.

The scrolling idea is good, but shouldn't change speed too dramatically. Right now the scrolling is in a For( loop but to speed it that will eventually be a very long Output(. Speed vs Memory, here amphetamines wins. ;)wink.gif
I wanted to try to replicate the real SM is best I can, but not if it goes to slow.
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 28, 2006, 12:07:00 pm
Savefile.com ^^

Speed shouldnt be a big problem, but I was just wondering if it would be faster in scrolling by multiple columns, I didnt tried tho
Title: Super Mario ASCII
Post by: Radical Pi on April 28, 2006, 12:34:00 pm
If speed ever becomes a concern, it'll be because of enemies.

On that subject, which seems like a better idea: Enemies moving all the time, or enemies only moving onscreen when you can see them?
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 28, 2006, 12:43:00 pm
I would say enemy only moving on screen when u can see them. I believe some old platformers worked like this
Title: Super Mario ASCII
Post by: Radical Pi on April 28, 2006, 01:05:00 pm
Okay, I'll consider that when thinking about the speed. All the data for a single enemy will be compressed into a single list item.  
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 28, 2006, 01:10:00 pm
ooh i c, I doubt enemies should require much collision detection tho, especially goombas
Title: Super Mario ASCII
Post by: Radical Pi on April 28, 2006, 01:27:00 pm
From my observations, Goombas go left/right/fall off platforms and koops just stay on top.  
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 28, 2006, 01:38:00 pm
I should play SMB1 again to check
Title: Super Mario ASCII
Post by: Radical Pi on April 28, 2006, 01:41:00 pm
I wouldn't know, I only have a GBC version and calc version. I'm missing at least 10 other years of Mario greatness...
Title: Super Mario ASCII
Post by: DJ Omnimaga on April 28, 2006, 02:26:00 pm
hehe, I remember playing mario 3 when I was 6, that was back in 1992-93 I think, then my nintendo broke and next year I got a SNES  
Title: Super Mario ASCII
Post by: kalan_vod on April 28, 2006, 04:12:00 pm
Great work, but I still can't download it...I think the enemies move only once seen is what I think SM did.
Title: Super Mario ASCII
Post by: DJ Omnimaga on May 14, 2006, 03:54:00 am
any new progress?
Title: Super Mario ASCII
Post by: Radical Pi on May 14, 2006, 07:14:00 am
Honestly...no. :Ptongue.gif
I have been toying with the idea of no scrolling, or rather a full screen shift when you walk off the edge. This would make it easier to place enemies in 'sectors' defined by lists (accessed with expr() as in the examples tifreak8x gave once for the B1337).

Other than that my energies have been in WoM recently.
Title: Super Mario ASCII
Post by: DJ Omnimaga on May 14, 2006, 07:39:00 am
ooh i c, *xlibman
Title: Super Mario ASCII
Post by: kalan_vod on May 14, 2006, 11:48:00 am
Could you repost the download? I couldn't get it to work last time..
Title: Super Mario ASCII
Post by: Radical Pi on May 15, 2006, 10:27:00 am
http://ihud.com/file.php?file=260406/1146088836/SMASCII1.8xp. :)smile.gif

w00t for the progress that will come today! On-calc, none, but someone here should know what gets released today. Initials NSMB...
Title: Super Mario ASCII
Post by: kalan_vod on May 15, 2006, 01:39:00 pm
Ok, well I will try it this week.

NSMB, hmm...No clue :Ptongue.gif
Title: Super Mario ASCII
Post by: DJ Omnimaga on May 16, 2006, 09:06:00 am
Yay I upgraded my calc to 1.18 so it should work ^^ I'll dll it asap
Title: Super Mario ASCII
Post by: Radical Pi on May 16, 2006, 10:48:00 am
The NSMB clue was pointless.
*Radical Pi
Title: Super Mario ASCII
Post by: kalan_vod on May 16, 2006, 10:51:00 am
QuoteBegin-xlibman+May 16 2006, 03:06 PM-->
QUOTE (xlibman @ May 16 2006, 03:06 PM)
Yay I upgraded my calc to 1.18 so it should work ^^ I'll dll it asap  

 They have 1.19 now for 83+/SE :Ptongue.gif. It seems to be the same though >.>
Title: Super Mario ASCII
Post by: Radical Pi on May 16, 2006, 10:56:00 am
Of course not; I'm sure the graphing is plenty slower. :)smile.gif:lol:laugh.gif
From the looks of this page of this topic in this subforum, I'll say this isn't a side project anymore.
Title: Super Mario ASCII
Post by: DJ Omnimaga on August 02, 2006, 04:07:00 am
How is it progressing, I hope radical pi didnt ditched this :(sad.gif
Title: Super Mario ASCII
Post by: Radical Pi on August 02, 2006, 04:28:00 am
To answer that: it isn't really, and no. It'll be back someday.
Title: Super Mario ASCII
Post by: DJ Omnimaga on August 02, 2006, 04:31:00 am
aaah phew >.<
Title: Super Mario ASCII
Post by: DJ Omnimaga on September 17, 2006, 10:01:00 am
Moved from staff project: dead
Title: Super Mario ASCII
Post by: Radical Pi on October 23, 2006, 11:04:00 am
Super Mario ASCII pure basic is dead. Vaporware'd
Super Mario with Omnicalc support has been born from it.

Why Omnicalc? There's nothing good for omnicalc, that gives it a bad name. If just one omniprogram was great, people would see how good it can be.
Why Omnicalc from a programming perspective? The custom font option allows for great sprites (not talking about size/detail) and they're small: built in to the calc technically. Also, the sound capabilities. Super Mario is THE ONLY low quality beeping sound song to have.
Why else? A break in tradition... other than those reasons I'd never reccommend Omnicalc to someone...

So what to do now? Just make the sprites, engine, level editor, and wait for you guys to do the rest. >:)

Thus if you want to say smASCII is dead, fine, but its still ASCII sort of... Omni Mario ASCII?
Title: Super Mario ASCII
Post by: DJ Omnimaga on October 23, 2006, 11:42:00 am
nice to see it is reborn :Dbiggrin.gif i do not mind if its using Omnicalc, I even actually made some omnicalc games before, and the fact it has sound is even better. I wonder if tr1p1ea is gonna add sound to xlib tho? Anyway keep this project up! :)smile.gif
Title: Super Mario ASCII
Post by: Speler on October 23, 2006, 12:32:00 pm
Radical Pi, one of my band plays a rock version of the Super Mario Theme Song, and I have basic recording equipment... so... if you wan't me to I'd love to record it for your use in this game.
Title: Super Mario ASCII
Post by: Radical Pi on October 23, 2006, 12:39:00 pm
I need sprite suggestions!
Here's what I got; don't know what I'm forgetting.
http://imageshack.us

and Speler...That would be awesome. If omnicalc could do more than beep. Thanks for the offer, but this is still a calc game. But if I could turn it into a nice titlescreen thing, go for it. :Dbiggrin.gif
Title: Super Mario ASCII
Post by: Speler on October 23, 2006, 12:45:00 pm
Ok, I'll record and give it to you anyway when I get the chance.
Title: Super Mario ASCII
Post by: DJ Omnimaga on October 23, 2006, 01:36:00 pm
omnicalc only beeps, 1 channel sound