Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Anima on December 10, 2011, 08:43:39 am

Title: Mario Kart
Post by: Anima on December 10, 2011, 08:43:39 am
Hey,

at first: sorry for cross posting, but in the german section nobody answered me yet.
A few days ago, I got Mario Kart 7 for Nintendo 3DS and searched for a Mario Kart clone for TI-84 Plus on ticalc.org
Sadly I didn't found any good one, so I want to ask you, how difficult it is to program such a game in Axe or TI-Basic + xLib. :)
Title: Re: Mario Kart
Post by: ztrumpet on December 10, 2011, 09:58:40 am
how difficult it is to program such a game in Axe or TI-Basic + xLib. :)
I'm going to go with pretty difficult if not impossible.  You might be able to get enough speed to port something like Super Mario Kart (The first one, for the SNES).

I think the closest you'll get is TinyCarz (http://www.ticalc.org/archives/files/fileinfo/391/39185.html) out of games that are already made.  Calc84maniac is working on F Zero here (http://www.omnimaga.org/index.php?board=26.0), which he has talked about turning into a full fledged Mario kart game in the past.  However, it is on hold right now for his other projects.
Title: Re: Mario Kart
Post by: Happybobjr on December 10, 2011, 10:28:49 am
Sorry,m but it's not very possible :(

With rotation, there will be lost pixels, which will be massively expanded due to your 3d engine.


Although i may be wrong.  But i have tried and failed
Title: Re: Mario Kart
Post by: annoyingcalc on December 10, 2011, 10:54:28 am
it is very possible calc84 is making f-zero http://ourl.ca/2824/55676 and talked about maybe making it into mario kart and also if youwant it for the ti89 here http://www.ticalc.org/archives/files/fileinfo/321/32183.html
Title: Re: Mario Kart
Post by: Anima on December 10, 2011, 10:55:56 am
Sorry,m but it's not very possible :(
Hm, with pure TI-Basic?
F-Zero looks very good, means it is possible (with Assembly).

Do you know the 3D racing game that is included as demo in the Axe Parser download package? I think someone could modify it and make a little Mario Kart with the engine.
Title: Re: Mario Kart
Post by: annoyingcalc on December 10, 2011, 10:57:32 am
Do you know the 3D racing game that is included as demo in the Axe Parser download package? I think someone could modify it and make a little Mario Kart with the engine.
I forgot about that! I might download that and fiddle around with it!
and to answer your question I bet!
Title: Re: Mario Kart
Post by: Anima on December 10, 2011, 11:04:49 am
and also if youwant it for the ti89 here http://www.ticalc.org/archives/files/fileinfo/321/32183.html
I haven't got a TI-89. Bad. :(

Do you know the 3D racing game that is included as demo in the Axe Parser download package? I think someone could modify it and make a little Mario Kart with the engine.
I forgot about that! I might download that and fiddle around with it!
and to answer your question I bet!
Would be awesome, good luck. :)
Title: Re: Mario Kart
Post by: annoyingcalc on December 10, 2011, 11:08:56 am
yep and one thing calc84 released a demo of his f-zero game hang on Ill post the link

EDIT http://otbp.tifreakware.net/phpBB2/viewtopic.php?t=247
Title: Re: Mario Kart
Post by: DJ Omnimaga on December 27, 2011, 03:06:00 am
it is very possible calc84 is making f-zero http://ourl.ca/2824/55676 and talked about maybe making it into mario kart and also if youwant it for the ti89 here http://www.ticalc.org/archives/files/fileinfo/321/32183.html
Yeah but F-Zero is in pure ASM. Axe isn't as fast and optimized as ASM, so the only way a Mario Kart clone could be achieved in Axe is if someone made a Mode 7 axiom.

Sorry,m but it's not very possible :(

Do you know the 3D racing game that is included as demo in the Axe Parser download package? I think someone could modify it and make a little Mario Kart with the engine.
You would need to add textures and stuff, though, which might be hard with that engine, and then you would need to make it so it seems the track can loop instead of moving forward, else it will not feel like Mario Kart at all. In that case it would almost be better to do it the same way TinycarZ was made, although it's much harder to play for people who are not used to that type of controls.

And avoid making a tunnel clone then renaming it to Mario Kart, since it's rather misleading and people dislike it since people do that to inflate their ticalc.org download count.
Title: Re: Mario Kart
Post by: saintrunner on December 27, 2011, 11:08:53 am
When ever looking into coding difficult things I also try and remember that, Nothing is impossible, they are just IMPROBABLE!

If someone REALLY wants to make a Mario Kart game, they will....it just is going to get VERY VERY tedious! lol

Good luck to any one who tries this, and an early good luck if they succeed
Title: Re: Mario Kart
Post by: Hot_Dog on December 27, 2011, 11:21:55 am
I actually considered doing this with the Gemini raycasting engine...on a Ti-83+ SE / 84 without grayscale, it could actually go quite fast.  But note again, without grayscale
Title: Re: Mario Kart
Post by: saintrunner on December 27, 2011, 11:24:31 am
true grayscale could be a HUGE slowing factor

edit: but it wouldnt look as good
Title: Re: Mario Kart
Post by: Sorunome on December 27, 2011, 03:47:04 pm
You can make cool graphics without greyscale, it is just A LOT more complicated (I mean creating the sprites).
Title: Re: Mario Kart
Post by: saintrunner on January 08, 2012, 06:58:17 pm
Enjoy :)

Her is your start!

and in no grey lol
Title: Re: Mario Kart
Post by: ZippyDee on January 08, 2012, 10:51:55 pm
Well, what would need to happen for calc84's F-Zero to become Mario Kart besides adding items in? In other words, what makes the games different other than the use of special items?
Title: Re: Mario Kart
Post by: Hot_Dog on January 08, 2012, 11:13:47 pm
Well, what would need to happen for calc84's F-Zero to become Mario Kart besides adding items in? In other words, what makes the games different other than the use of special items?

Nothing of consequence...most everything that would have to be done would not affect processing power by more than a small amount
Title: Re: Mario Kart
Post by: ZippyDee on January 08, 2012, 11:56:42 pm
I'm not talking about what the effects would be in terms of processing...My question is just in regards to what differs between the two games besides the items (in terms of actual gameplay, not in terms of characters, etc.)
Title: Re: Mario Kart
Post by: calc84maniac on January 08, 2012, 11:59:06 pm
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
Title: Re: Mario Kart
Post by: ZippyDee on January 09, 2012, 12:12:09 am
Well I can see the AI needed for CPU players getting and using items becoming a pretty menacing task...
Title: Re: Mario Kart
Post by: aeTIos on January 09, 2012, 06:54:17 am
more, mario kart has ramps and slopes.
Title: Re: Mario Kart
Post by: ZippyDee on January 09, 2012, 07:07:13 am
Not the original Mario Kart for SNES.
Title: Re: Mario Kart
Post by: aeTIos on January 09, 2012, 07:12:04 am
oh. I did not know
Title: Re: Mario Kart
Post by: annoyingcalc on January 09, 2012, 08:11:42 am
on the snes the graphics were wierd

and 1200 post!
Title: Re: Mario Kart
Post by: Eiyeron on January 13, 2012, 01:58:08 pm
on the snes the graphics were wierd

and 1200 post!

Normal, mode 7 is jsut rotoscalling a sprite grid
Title: Re: Mario Kart
Post by: DJ Omnimaga on January 13, 2012, 02:05:32 pm
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
Does that 32 tiles limit includes 2D sprites? If not, then maybe it should be fine. On top of that since in mario Kart you move much slower than in F-Zero, the tracks are much shorter and smaller.
Title: Re: Mario Kart
Post by: Eiyeron on January 13, 2012, 02:07:18 pm
But 5 laps :)
32 tiles... You won"t use the whole limit, so.
Title: Re: Mario Kart
Post by: calc84maniac on January 13, 2012, 05:38:09 pm
Well, Mario Kart has a significantly higher amount of objects to render (pipes on the track, items, probably twice as many racers) and I'm not sure if the tracks will work as well with the 32-tile limit I enforce.
Does that 32 tiles limit includes 2D sprites? If not, then maybe it should be fine. On top of that since in mario Kart you move much slower than in F-Zero, the tracks are much shorter and smaller.
Yeah, I mean the mode7 tiles. I guess 32 tiles might be enough, but it depends on how many different terrains and rotations there are. Mario Kart has stuff like the main track, grass which is slower to drive on, water/lava/holes to fall into, and walls that you can't pass through.
Title: Re: Mario Kart
Post by: Eiyeron on January 16, 2012, 03:47:42 pm
There are not so much tiles neither in tracks, I thintk there are only 20~tiles...
Title: Re: Mario Kart
Post by: DJ Omnimaga on January 16, 2012, 04:04:04 pm
And even then, they could be reduced greatly IMHO. For example for Bowser dungeon you could easily reduce the terrain to just the gray brick floor, the road sides and the lava. Then you just add the item blocks, the dashes and other random stuff. For mario circuit you don't need roads to be exactly rounded, you could just have horizontal, vertical and diagonal sides. On such low resolution we will barely notice the quality drop from amount of tiles reduction.
Title: Re: Mario Kart
Post by: ZippyDee on January 30, 2012, 02:36:35 am
Here's just five 16x16 sprites of Mario that I threw together. They'd be even better if it were 4-level grayscale, but I think these look pretty good for 3.

(http://img.removedfromgame.com/imgs2/mario_kart_sprites.bmp)
Title: Re: Mario Kart
Post by: TIfanx1999 on February 06, 2012, 08:38:42 am
Not bad. I agree though, 4 levels would be cooler. 8) Maybe I'll sprite a few for shits and giggles. ;D
Title: Re: Mario Kart
Post by: ZippyDee on February 06, 2012, 01:53:43 pm
Well the current FZero engine only has 3 levels of grayscale, so that's why I only did 3.
Title: Re: Mario Kart
Post by: TIfanx1999 on February 07, 2012, 08:21:45 am
Ah, that's right. Makes sense. 8)
Title: Re: Mario Kart
Post by: boot2490 on March 16, 2012, 11:41:34 am
I am currently working on mario kart...
Title: Re: Mario Kart
Post by: Jonius7 on March 26, 2012, 09:28:52 am
Thought it was now the Faux Mode Seven Engine first?
Title: Re: Mario Kart
Post by: boot2490 on March 31, 2012, 07:17:33 pm
Well, you know... Mario Kart will be the first thing made with it. But rotation still is not quite working...