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Super Mario 64 2600


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#1 atari2600land ONLINE  

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Posted Thu Aug 16, 2012 6:20 PM

I don't think I've made a topic for this game yet, so here goes, and I apologize if there is one already (I checked and there wasn't, but I might have missed it)
So, I'm working on a title screen and was just wondering if there was a way to get rid of the white line at the bottom. I tried the score background trick even though there is no score, and I tried COLUBK=$82, but nothing seems to work. Other than that, I'm having the game be good so far.

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#2 Gemintronic OFFLINE  

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Posted Thu Aug 16, 2012 7:24 PM

I think the very top playfield row has to be black. I think that's the trick I used for MMSBC.

Oh, and the castle moving towards you and moving away effect is RAD. Nice work!

Edited by theloon, Thu Aug 16, 2012 7:35 PM.


#3 save2600 OFFLINE  

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Posted Thu Aug 16, 2012 7:48 PM

ROTFLMAO! This is all kinds of awesome. :)

#4 atari2600land ONLINE  

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Posted Thu Aug 16, 2012 7:49 PM

Thanks.
Maybe it's the fact I am using a modified 2600basic.h and std_kernel.h file, the ones I found in the player0/player1 which comes before the other thread. I do know that at the title screen, COLUBK=the one-pixel line above Mario's head.

#5 Gemintronic OFFLINE  

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Posted Thu Aug 16, 2012 7:53 PM

Thanks.
Maybe it's the fact I am using a modified 2600basic.h and std_kernel.h file, the ones I found in the player0/player1 which comes before the other thread. I do know that at the title screen, COLUBK=the one-pixel line above Mario's head.


So, does this mean my suggestion didn't work?

#6 atari2600land ONLINE  

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Posted Thu Aug 16, 2012 7:58 PM

So, does this mean my suggestion didn't work?

No, it didn't.

#7 atari2600land ONLINE  

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Posted Fri Aug 17, 2012 11:17 AM

I fixed it, but I had to change a few things in order to do so.

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#8 Gemintronic OFFLINE  

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Posted Fri Aug 17, 2012 12:06 PM

I fixed it, but I had to change a few things in order to do so.


Share your secrets dawg! It's not good if we keep stumbling over the same problem and reinvent the solution each time :)

#9 atari2600land ONLINE  

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Posted Fri Aug 17, 2012 2:50 PM

All I did was delete one line and moved everything else up 1 line (8 pixels.)

#10 atari2600land ONLINE  

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Posted Fri Jul 19, 2013 2:18 PM

I'm back working on this again. Sprybug's Zippy demo got me inspired. There may be some bugs, but it is playable. Worked on it for like 5 hours total since last night.

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#11 Gemintronic OFFLINE  

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Posted Fri Jul 19, 2013 3:47 PM

Bugs work themselves out. You've got the edge on telling stories in your games! Plim is a PRIME example.

Keep doing what you do!

#12 atari2600land ONLINE  

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Posted Wed Jul 30, 2014 6:21 AM

Continuing work on this again. I don't think Nintendo should care since I'm not going to sell the game when I'm finished. Anyway, here's the latest binary file.

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#13 Gemintronic OFFLINE  

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Posted Wed Jul 30, 2014 6:51 AM

I don't really understand what happens to me after I get the coin in world 1.  I seem to get reset after colliding with the leftmost border.

 

Is that just the end of the current build?



#14 atari2600land ONLINE  

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Posted Wed Jul 30, 2014 6:55 AM

All there is to do in level 1 is get the coin and stomp on the goomba. After that, there's nothing to do except walk around.



#15 atari2600land ONLINE  

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Posted Sun Jan 11, 2015 4:31 AM

Go to the left after you get the coin. If you go far enough, you'll see something new.

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#16 atari2600land ONLINE  

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Posted Mon Jan 12, 2015 11:30 PM

You can go left some more. Plus, I disabled jumping when up or down is pressed. It was interfering the horizontal wall and doing strange stuff if you pressed jump + up or jump + down when you collide with the wall.

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#17 walaber OFFLINE  

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Posted Tue Jan 13, 2015 1:14 AM

pretty cool... an interesting interpretation of the original game :)



#18 atari2600land ONLINE  

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Posted Tue Jan 13, 2015 5:56 PM

So I found out while testing on my Harmony cart that the screen bounces at the horizontal wall. I think I solved the problem, but the screen still jitters a little bit sometimes when you move around on the screen and you're at it. I shortened the length of the wall.

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#19 atari2600land ONLINE  

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Posted Sat Jun 13, 2015 9:33 AM

I worked on this for several hours again. Mario can move past the horizontal wall and he'll find an inactive Bob-Omb waiting for him. I freed up some room so I have 694 bytes left to finish level 1. After the Bob-Omb, I plan to put in a star. Once Mario gets the star, he can go in the second door of the three doors. But that's still a long ways away to program that. Level 2 will be a snow land (I forget what it's called in Super Mario 64.)

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#20 atari2600land ONLINE  

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Posted Sun Jul 5, 2015 1:37 AM

Well, I worked on this again while hearing the loud booms of fireworks. You must pick up the Bob-Omb, which is very much now active, and throw it to get the star. Not pressing fire and touching the Bob-Omb transports you to the beginning of the level. But you still can't go into any of the doors except the first one.

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#21 superskyphoenix03 OFFLINE  

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Posted Sun Jul 5, 2015 8:53 AM

This Is really nice. maybe even better than mine but then again your a pro... me on the other hand Nope.



#22 superskyphoenix03 OFFLINE  

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Posted Sun Jul 5, 2015 9:09 AM

This Is really nice. maybe even better than mine but then again your a pro... me on the other hand Nope.



#23 atari2600land ONLINE  

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Posted Mon Jul 6, 2015 10:02 PM

Thanks!

Just a quick update. Version 25 has a little tune play once you grab the star. I also discovered that you can move after grabbing the star. You can still move, but the wall has been removed from the level 1 painting room in the castle once the game takes you back there.

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#24 Papa OFFLINE  

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Posted Mon Jul 20, 2015 6:13 PM

Very cute start. I love the music!



#25 atari2600land ONLINE  

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Posted Tue Jan 5, 2016 10:04 PM

Wow it has been a while! I added some animation to Mario and goomba. The goomba in level 1 is way more hyper than he used to be. I also attempted to fix some bugs, so if you run into any, let me know.

 

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