It is now 32k. With 32k I believe I'll be able to fit 16 levels (World 1-1 through 4-4). Each end world will have a Koopa kid as the boss. For those that played the pre-demo version, you already know that it's not exactly like SMB, but it is pretty close. You automatically get what's in the bonus yellow blocks. The flagpole is also smaller and I did this because I wanted to be able to put it in strategic areas not on ground level in order for you to have to figure out how to get there to finish a level. I also changed the program so it only has one enemy on the screen at one time. I did this because it was proving too difficult with limited cycles and RAM to keep swapping and keeping track of stuff. However one is popping up all the time, so it might seem like there's more than one at one time! There is one exception. When you kick the turtle shell, it'll turn into a moving playfield block which allows for an enemy sprite to come on so you have the ability to knock the shell into something besides a brick. I wanted that to at least stay true to the real game. I'm still trying to figure out how I should implement the star power in the game. I also EXPANDED the levels! Each level will now have 2 scrolling screens worth instead of 1. You will see a pipe to go down at the end of the first half of a level, then when you go down it, you will come back up in the 2nd half of the level to finish it. This was my way around the limited 256 byte data level lines. In the demo you'll keep playing world 1-1 until you lose all your men for now. The collision detection with the playfield blocks isn't 100% perfect, but it's close. Still something I have to work on if I have the cycle time to. So, have fun, and yes I included music and sound effects.
Directions
To start level, press fire button at intro screen (That shows world level and lives).
Move left or right to move left or right.
Press the fire button to jump.
Press Up to run and to shoot fireballs if you are FireMario.
Press Down to duck or to go down an open pipe.
To finish a level, run into or jump on flagpole. The higher you land on it the more points you will get.
The status bar on the left of the score is your timer. Don't let it run out!
The status bar on the right of the score is your coin counter. It will go up one block every 8 coins. At 64 coins it will reset and you will earn an extra life.
Going down the mid-level pipe also acts as your checkpoint, so if you die you will continue where you came up from the pipe.
Yellow blocks are bonus blocks. Smash them to get a coin or power up.
Red blocks are bricks. When big you can get rid of them by smashing them.
You can go from Mario to Super Mario to Firey Mario. Vice versa when stunned by an enemy.
The BAS file is the soource and the BIN is the program to run on an emulator of Harmony Cart.
Attached Files
Edited by Sprybug, Fri Aug 17, 2012 2:08 AM.















