Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: aeTIos on March 12, 2011, 09:41:40 am

Title: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 09:41:40 am
Ohai everyone!

I'm creating a Super Mario Bros. 2 port!  :w00t:
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
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: FinaleTI on March 12, 2011, 09:51:30 am
Yes! I love this Mario game and secretly hoped someone would port it!
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 09:51:48 am
You're in luck :P
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Deep Toaster on March 12, 2011, 10:10:23 am
I have a question, though...
how to do animated tiles?

Treat the tiles as moving objects and redraw them every frame.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Deep Toaster 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).
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 10:16:53 am
/me  lost....
Ah okay. Gotta give it a try.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ztrumpet on March 12, 2011, 11:21:49 am
This sounds very cool.  I wish you lots of luck, aeTIos. :)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 11:23:52 am
Thanks!
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: SirCmpwn on March 12, 2011, 01:48:42 pm
*clone
Take a look at my tilemapper tutorial that covers animated tiles.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 01:50:02 pm
port, clone... you get the idea :)
I'll take a look at your tutorial
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ralphdspam on March 12, 2011, 01:55:12 pm
O.O Mario 2 for Axe!
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos 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!
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: momrocker on March 12, 2011, 02:21:27 pm
:O Sounds awesome! Hope you finish it :P
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 12, 2011, 02:24:06 pm
I'll try :P
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ralphdspam 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos 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

Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ralphdspam 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga 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.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: leafy 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.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga 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.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos 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)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: calc84maniac 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.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ralphdspam 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: yunhua98 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?
/me waves  :P

do you still want the sprites in the other topic?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 14, 2011, 11:38:05 am
Yes, please.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 15, 2011, 05:38:55 am
Update:
Added tilemapper demo+ title screen candidate
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: leafy 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga 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?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Darl181 on March 16, 2011, 02:18:36 am
Will it be possible to scroll both ways?  One of the few things that tended to (for lack of a better word) annoy me about the older mario game (Link) (http://calcg.org/cgi-bin/files.cgi?id=435) was that you couldn't go back to the left.

This looks great either way ;D
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: TIfanx1999 on March 16, 2011, 02:23:47 am
If he is planning on making it accurate to the original, then you should be able to. :)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 16, 2011, 05:31:59 am
yes, scroll both ways, of course!
Btw, I switched to 3 lv grayscale because it was waaay too flickerish with 4 lv. it looks even more cool atm I think.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: TIfanx1999 on March 16, 2011, 05:39:10 am
Ah, I was wondering about grayscale myself. It can look bad with fast-paced games unfortunately. :( Black and white may be a consideration for you as well.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 16, 2011, 06:27:12 am
I uploaded the sprites of the big mario that I'm going to use in the sprite request topic. They look actually good I think
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 18, 2011, 04:53:01 am
*bump*
Wut! Whole day without posts! I think thats because of OmnomIRC being down...
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Deep Toaster on March 18, 2011, 09:28:09 am
Please don't bump it unless it's been six hours (http://www.omnimaga.org/index.php?action=ezportal;sa=page;p=2).

Anyway, is that the full speed, or do you have a pause in it? Graphics look great though.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 18, 2011, 09:30:08 am
?? It *was* > 6 hours, wasnt it? last post here was 2 days ago...

And, that was full speed, but its >2,5 x faster due to greyscale switch ;)

Should upload it...
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: yunhua98 on March 18, 2011, 10:21:14 am
Yeah you should.  ;)
I think Deep looked at the dates wrong...  :P
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Deep Toaster on March 18, 2011, 07:01:26 pm
Yeah you should.  ;)
I think Deep looked at the dates wrong...  :P

When I arrived there was a third post with just the letter "g" in it. Please don't use Spybot to advertise your threads in the future.

And, that was full speed, but its >2,5 x faster due to greyscale switch ;)

Should upload it...

Nice, that means it'll run at this speed without the Full :)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 19, 2011, 03:07:09 pm
around, yes. I have some problems with item throwing, though. Should figure that out.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: leafy on March 21, 2011, 02:12:16 am
Did you fix item throwing yet? If I remember, it was linear throwing, so that shouldnt be too hard.
It seems as though the sheer amount of objects might pose a problem - especially with greyscale.
Hope you make more progress soon xD
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 22, 2011, 05:43:37 am
Update:

(I'm sorry about the slow pace of updates)

Alpha: pick item
2nd: jump

have fun ;)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 23, 2011, 03:45:11 pm
*bump*
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on March 23, 2011, 03:53:03 pm
Sorry I am catching up on 1 week of project updates. I'm gonna try this version now. I think 3 level is definitively preferable for scrolling games since scrolling messes up grayscale badly sometimes.

Also please be patient for replies, it can take 1 week to get one normally.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 23, 2011, 03:55:03 pm
Yes, I see.
Its also a bit because of the problems we have had on the forums last time, I notice an activity drop :/
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: yunhua98 on March 23, 2011, 04:14:40 pm
That looks great!  Have you gotten scrolling done yet?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on March 25, 2011, 11:37:24 pm
Yes, I see.
Its also a bit because of the problems we have had on the forums last time, I notice an activity drop :/

Actually activity increased. It's just that people reply less in project threads because of school. They don't have time to keep up with new demos to try and stuff. X.x In fact, notice how late Chess made front page news. :P

Otherwise, activity-wise notice the bunch of 500 posts day lately. :P (we had around 230-350 per day before nDoom feature).

Even then, though, there are so many projects that just that can make it hard to keep up. This is a good thing there are so many stuff in the works, though.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: leafy on March 25, 2011, 11:44:13 pm
I tried this a week back when you first released it but didn't remember it until now >.<
Anyways, some qualms I have: When you pick up the POW block (i'm assuming it's a POW block) you need to add a delay or a repeat counter in the getkey to make sure you don't throw it right after picking it up. Also, ducking (i'm assuming you'll add this in the future) needs to be implemented and picking up those radish thingies. Also, make sure the items get removed after they fall off the screen otherwise they'll rollover back onto the screen, which is bad.
Great work so far, though. I like the very accurate death animation :P

EDIT: Also, I think jumping is non-linear in the real game? Maybe try and replicate that.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on March 26, 2011, 03:16:28 am
What does non-linear means? ??? Do you mean we can't change direction while in mid-air?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Deep Toaster on March 26, 2011, 11:15:27 am
I think he means realistic gravity (acceleration). That would be a good idea. Sprites look great though.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on March 27, 2011, 09:22:36 pm
Ah maybe, that could be that. ANyway I hope to see new updates soon. :)
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 28, 2011, 04:51:36 am
Yep, I noticed the 'glitch' with the direct throwing. Some of my classmates also said that I should make falling non-linear, like in the actual game.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on March 31, 2011, 04:36:43 am
*Bump*
I'm sorry for the super slow pace of updates.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on March 31, 2011, 06:15:09 pm
D:

I hope you don't give up, though. Also on Cemetech you seemed interested in a Paper Mario port. Are you still planning to do the SMB2/Doki Doki Panic port anyway even if you decide to do a Paper Mario clone too? It would be nice to see both, although I would obviously recommend not working on both at once unless they used the same engine.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on April 01, 2011, 05:15:41 am
Ah, I think I will be switching between projects. I'm working a bit on another game now, to get some experience with arrays: www.nitrome.com/game/testsubjectblue
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on April 16, 2011, 03:38:47 am
AH ok, you're porting that one for calcs? I hope eventually you finish SMB though, although it's a huge project so it's a good idea to continue practicing with much smaller ones first.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on April 16, 2011, 10:24:19 am
I'm very busy IRL at the moment, because if I don't have good notes, I have to repeat this school year, and I dont feel like wanting that ;)
So updates might go very, very slow.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Munchor on April 17, 2011, 01:34:33 pm
I'm very busy IRL at the moment, because if I don't have good notes, I have to repeat this school year, and I dont feel like wanting that ;)
So updates might go very, very slow.

Good marks/grades*, I also have something like 'notes' in portuguese :P
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on April 19, 2011, 04:32:32 am
Ah. I am always confused with the German word "Noten" for mark (I am not German :))
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: Munchor on April 19, 2011, 06:39:33 am
Ah. I am always confused with the German word "Noten" for mark (I am not German :))

Also, how's this project going?
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on April 19, 2011, 06:42:14 am
Not so much updates since last update.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: annoyingcalc on April 27, 2011, 03:50:02 pm
Is there sidscrolling in the latest update? I think there is but on my calc there is not
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on April 27, 2011, 10:08:13 pm
I doubt there was. I hope this is still alive by the way.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: ralphdspam on April 27, 2011, 11:38:46 pm
I like the physics in that Mario continues to move after you release the arrow button. :)
/me hopes this project is still alive.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: aeTIos on April 28, 2011, 02:56:37 am
This is on hold, but not dead. I am just not really interested in this atm, but I am gaining interest.
Title: Re: Super Mario Bros. 2 port [AXE]
Post by: DJ Omnimaga on June 06, 2011, 05:41:42 pm
I hope you don't kill this forever. You should work on your contest entry first, though.