[MARIO] Mario
Moderator: MaxCoderz Staff
Thats exactly what i was thinking. It would be just as space-efficient as the original Mario, some complete worlds could be included. It would take time to literally rewrite all the SMB features though. NESish assembly seems simpler then Z80 assembly, its quite readable. I'll look into this possiblity further.Dwedit wrote:Have you ever looked into the Super Mario 3 romhacking tools out there? It seems that it would be quite possible to write a level loader that takes in the original NES levels.
And guys, dont overreact on the coding style. Once you see it you will be disappointed.
- Madskillz
- Calc Wizard
- Posts: 745
- Joined: Fri 17 Dec, 2004 10:22 pm
- Location: Wandering around in the Jungle...
- Contact:
Granted...more features are cool, and there is no doubt you could make this one helluva good game, with all those features that you wanna add. I will just be happy to see/play mario if he can go down pipes, shoot fireballs, and send shells flying. I am pretty easy to please I guess.
offtopic: Damn right you're j/k
offtopic: Damn right you're j/k
The Revolution is here...
That size is indeed about the size of the biggest mario levels. Their width rarely exceeds 256 tiles and their height is reversly proportional to their width. A level could then be 256 tiles long and 32 tiles high.
Right now I'm wrecking my mind by coming up with a better feeling mario<>tile collision. Mario should not be able to balance on 1 pixel on an edge, he should at least be 1/4th on the edge to have grip. If thats implemented, its also easier to fall through small (1 tile) wide holes. The problem is that mario's side hitdetection is not 1/4th but more like 1/8th of his width. SMB1 and SMB3 solve this problem by pushing mario out of the entered volatile tile (:P). Now that tricky to implement, but it should feel great at gameplay.
Right now I'm wrecking my mind by coming up with a better feeling mario<>tile collision. Mario should not be able to balance on 1 pixel on an edge, he should at least be 1/4th on the edge to have grip. If thats implemented, its also easier to fall through small (1 tile) wide holes. The problem is that mario's side hitdetection is not 1/4th but more like 1/8th of his width. SMB1 and SMB3 solve this problem by pushing mario out of the entered volatile tile (:P). Now that tricky to implement, but it should feel great at gameplay.
Well, Corbin is not dead you know. I will pick it up once I'm ready for it. But right now, Mario is my new project. Its stupid but I love playing my own Mario on ti83 hardware. Feels good
About that 'down' detection: SMB does it differently then SMB3. Its 'fall down' treshold is not 1/4th but 1/8th tile, the same as the side-collision treshold. I'm going to use this method, so no Mario Moonwalk yet
About that 'down' detection: SMB does it differently then SMB3. Its 'fall down' treshold is not 1/4th but 1/8th tile, the same as the side-collision treshold. I'm going to use this method, so no Mario Moonwalk yet
-
- Calc Master
- Posts: 1089
- Joined: Fri 17 Dec, 2004 9:53 am
lol
Explain The Mario Moonwalk plz