+MrFish Posted August 26, 2015 Share Posted August 26, 2015 (edited) This started as a simple hack to change the platform graphics for Phase 1/2 and 4/5, but I decided there are a some other things worth changing while I'm at it, and that I should release it at a couple of stages during the process -- since I won't be able to complete some of the changes for a while. Any feedback or ideas are welcome. Changes so far: 1. Phase 1/2 platform graphics 2. Phase 4/5 platform graphics 3. Phase 6/7 platform graphics 4. Font for numbers 5. Removed shading for Mario's name Because the shading for Mario's name is part of copying the arcade graphics, I'll do a branch that preserves that, but personally I don't like it and want to have a branch without it. I think it was harder to read and looked a little odd when Luigi's name didn't have it also. Choose for yourself. Planned changes: 1. Various minor font improvements 2. (possibly) improve Phase 9/10 platform graphics 3. Change red with blue shading texts to yellow with blue shading (for easier reading) 4. (possibly) improve some sprite graphics 5. Add a title marquee graphic Because the red with blue shading texts are per the arcade version I will also be keeping this with the branch that retains the shading for Mario's name. I personally find this hard to read, mainly because the red color is a little dark, and you can't just change the brightness for it since that will affect other graphics. Mario XE (graphic improvements).zip I'd like to thank AA member "jacobus" for releasing his Disk Explorer to the community, as this has made hacking the graphics quite a bit easier than it would have been otherwise. Edited August 26, 2015 by MrFish 17 Quote Link to comment Share on other sites More sharing options...
bfollett Posted August 26, 2015 Share Posted August 26, 2015 (edited) What's the setup for using the Rom version? It keeps crashing Altirra with any settings I try. Thanks, Bob Edited August 26, 2015 by bfollett Quote Link to comment Share on other sites More sharing options...
+MrFish Posted August 26, 2015 Author Share Posted August 26, 2015 What's the setup for using the Rom version? It keeps crashing Altirra with any settings I try. Nothing special. Are you selecting XEGS for the cart type? Quote Link to comment Share on other sites More sharing options...
peteym5 Posted August 26, 2015 Share Posted August 26, 2015 Does Mario Brothers use Player/Missile graphics or strictly screen graphics? Wonder if we can use player/missile overlay mode to make 3 color Mario/Luigi characters. Another possibility is SuperIRG if it is using Antic4 for the screen graphics to generate 16 onscreen colors on the non-moving parts. Trying to use a player/missile multiplexer for moving objects may cause things to flicker too much because of the amount used. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted August 26, 2015 Author Share Posted August 26, 2015 (edited) Does Mario Brothers use Player/Missile graphics or strictly screen graphics? Wonder if we can use player/missile overlay mode to make 3 color Mario/Luigi characters. Bitmapped for enemies and background, P/M's for Mario and Luigi. Mario and Luigi are already 3 colors each. Another possibility is SuperIRG if it is using Antic4 for the screen graphics to generate 16 onscreen colors on the non-moving parts. Trying to use a player/missile multiplexer for moving objects may cause things to flicker too much because of the amount used. No Antic 4, all bitmapped. Edited August 26, 2015 by MrFish Quote Link to comment Share on other sites More sharing options...
bfollett Posted August 26, 2015 Share Posted August 26, 2015 Nothing special. Are you selecting XEGS for the cart type? Ahhh, that works. I just tried the first few in the list that popped up. The correct one was listed 5th. Guess I should have just kept trying, I was only 2 away from success. Thanks, Bob Quote Link to comment Share on other sites More sharing options...
+MrFish Posted August 26, 2015 Author Share Posted August 26, 2015 (edited) Ahhh, that works. I just tried the first few in the list that popped up. The correct one was listed 5th. Guess I should have just kept trying, I was only 2 away from success. Yes, it is a ways down the list. I assumed most people were familiar with the "blue label" carts using XEGS bank-switching. I plan to release a ".CAR" file in the end, but maybe I'll start including them hereafter for ease of use. For now you can just convert the ROM using Atari800Win PLus, or either JAC's Atari ROM Maker or electrotrain's ROMtoCAR utility. Edited August 26, 2015 by MrFish Quote Link to comment Share on other sites More sharing options...
kiwilove Posted August 28, 2015 Share Posted August 28, 2015 I like to see it running in Altirra - so I need to know what settings work with this rom file? I'll probably have a go with doing some graphics for a non-WIP side scroller platform project - just to see what I can do - just to see what a possible project can look like? I have no idea what it may look like or if it will be successful at all. This would be when I'm not working on anything - next year? I did like how Crownland looked - but don't think I can surpass that - but would try for something Super Mario World like. I just feel that certain types of games ought to look pretty good on this hardware - but why they are not being worked on by anyone... I don't know... Harvey Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 14, 2016 Author Share Posted February 14, 2016 Was messing around with an idea for improving the title screen: Old Title New Title 6 Quote Link to comment Share on other sites More sharing options...
tjlazer Posted February 14, 2016 Share Posted February 14, 2016 Remove the green on the bottom and make it like the top and I'd say you did great! Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 14, 2016 Author Share Posted February 14, 2016 Here's the arcade title: 4 Quote Link to comment Share on other sites More sharing options...
AtariGeezer Posted February 15, 2016 Share Posted February 15, 2016 I like it, it reminds me of neon signs Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 15, 2016 Author Share Posted February 15, 2016 (edited) I like it, it reminds me of neon signs Yeah, I think that's the idea. In the arcade version it color cycles too. I'm not sure if any home version does that or not. I don't think so. Edited February 15, 2016 by MrFish 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 15, 2016 Share Posted February 15, 2016 (edited) Incidentally, if anyone is thinking about replacing the music and sound effects: I did some new sound effects for a possible 7800 upgrade on Mario Bros. As these new sound effects and music use POKEY, I wonder if they could be shoehorned into this version? Edited February 15, 2016 by Synthpopalooza 2 Quote Link to comment Share on other sites More sharing options...
+Ripdubski Posted February 17, 2016 Share Posted February 17, 2016 Nice work! Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted February 17, 2016 Share Posted February 17, 2016 Incidentally, if anyone is thinking about replacing the music and sound effects: I did some new sound effects for a possible 7800 upgrade on Mario Bros. As these new sound effects and music use POKEY, I wonder if they could be shoehorned into this version? Love to hear those! Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted February 17, 2016 Share Posted February 17, 2016 Was messing around with an idea for improving the title screen: Old Title mario title - old.png New Title mario title - new.png I REALLY LIKE THIS! Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2016 Author Share Posted February 17, 2016 Incidentally, if anyone is thinking about replacing the music and sound effects: I did some new sound effects for a possible 7800 upgrade on Mario Bros. As these new sound effects and music use POKEY, I wonder if they could be shoehorned into this version? Actually I've always thought the sounds were done quite well for the game as is, except for the "end level" sound, which isn't following the proper swirling pitches well at all. Did you do a replacement for that sound? Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2016 Author Share Posted February 17, 2016 I REALLY LIKE THIS! Thanks; I was almost able to pull it off in Graph2Font using no P/M's (just DLI's), but had to use Player0 and Missile0 to get the verticals for one section of the neons: An earlier version I did with 3 neons didn't need any P/M's: 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 17, 2016 Share Posted February 17, 2016 Yes, I did that sound too. This zip file contains all the sounds. Note: These will be atari 7800 executables, so you will need a 7800 emulator to play these. Also, many of these sounds require flipping through different AUDCTL settings. On some, I use a 16-bit channel, on others, a high pass filter to mimic the scratchy sounds of the arcade original. I have included DASM source code, and also a text file explaining all the above in detail. mario bros sounds.zip Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2016 Author Share Posted February 17, 2016 (edited) Yes, I did that sound too. This zip file contains all the sounds. Note: These will be atari 7800 executables, so you will need a 7800 emulator to play these. Also, many of these sounds require flipping through different AUDCTL settings. On some, I use a 16-bit channel, on others, a high pass filter to mimic the scratchy sounds of the arcade original. I have included DASM source code, and also a text file explaining all the above in detail. OK, thanks for that. That's definitely an improvement on the pitches for the end-level/final-kick sound. But I think the individual pitches need to be a little smoothed out. So maybe a graduated attack and/or decay for each note would help? These seem to be the same sounds that you let me listen to before in an XEX for the A8's — except not all sounds were done at that time. I think they're quite accurate in their emulation of the arcade, but — as I mentioned before — I don't like some of the popping artifacts that happen with some of the sounds. Edited February 17, 2016 by MrFish Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted February 17, 2016 Share Posted February 17, 2016 Yes, I did that sound too. This zip file contains all the sounds. Note: These will be atari 7800 executables, so you will need a 7800 emulator to play these. Also, many of these sounds require flipping through different AUDCTL settings. On some, I use a 16-bit channel, on others, a high pass filter to mimic the scratchy sounds of the arcade original. I have included DASM source code, and also a text file explaining all the above in detail Yes, I did that sound too. This zip file contains all the sounds. Note: These will be atari 7800 executables, so you will need a 7800 emulator to play these. Also, many of these sounds require flipping through different AUDCTL settings. On some, I use a 16-bit channel, on others, a high pass filter to mimic the scratchy sounds of the arcade original. I have included DASM source code, and also a text file explaining all the above in detail. OK, thanks for that. That's definitely an improvement on the pitches for the end-level/final-kick sound. But I think the individual pitches need to be a little smoothed out. So maybe a graduated attack and/or decay for each note would help? These seem to be the same sounds that you let me listen to before in an XEX for the A8's — except not all sounds were done at that time. I think they're quite accurate in their emulation of the arcade, but — as I mentioned before — I don't like some of the popping artifacts that happen with some of the sounds. I agree there are some good sounds here. I ESPECIALLY like the tunes. I like walking 1.. Walking 2 is perfect if you were emulating the NES version, but I prefer walking 1, as it sounds more like the arcade (minus the high-pitch). Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 17, 2016 Share Posted February 17, 2016 Incidentally, a warning ... most 7800 emulators don't accurately emulate POKEY and all it's nuances. To listen to these, I recommend using the MESS emulator, it seems to be the most accurate. The original music code was written by Pac Man Plus, I tweaked it a bit for the extra AUDCTL settings ... but I think the attacks and decays are mostly set in stone on this code. Though perhaps it could be tweaked. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 17, 2016 Author Share Posted February 17, 2016 Incidentally, a warning ... most 7800 emulators don't accurately emulate POKEY and all it's nuances. To listen to these, I recommend using the MESS emulator, it seems to be the most accurate. Yes, I am using MESS, which has a great 7800 emulator. The original music code was written by Pac Man Plus, I tweaked it a bit for the extra AUDCTL settings ... but I think the attacks and decays are mostly set in stone on this code. Though perhaps it could be tweaked. I see. Yeah, it just seems like it lacks the smoothness it needs when going from note to note. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted February 18, 2016 Author Share Posted February 18, 2016 (edited) Thanks; I was almost able to pull it off in Graph2Font using no P/M's (just DLI's), but had to use Player0 and Missile0 to get the verticals for one section of the neons: mario title - pms.png An earlier version I did with 3 neons didn't need any P/M's: mario bros - 3 neons.png I should add too, that it surprisingly fits into only two character sets (both this one and the one with 4 neons), which is pretty good considering that Mario and the Turtle are included in those character sets, and that the fonts are proportional (ala GUI style). Edited February 18, 2016 by MrFish 1 Quote Link to comment Share on other sites More sharing options...
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