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Showing results for tags 'Platformer'.
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I might as well discuss my plans for Lynx homebrews. -Snáwcild (Think of this as a better Ninja Gaiden 3 than the one that the Lynx actually got. As in nicer-looking sprites and sound.) -Zenithian Micro (Mega Man X with bits of Kirby Super Star.) -The Agathodaimon Mini -At least one space shooter/shmup. (Vertical/Tate mode will be supported.) -Red Wolf (FPS/Adventure) -At least one Middanyeard game. (Will be better than Viking Child.) -RC Car Combat. -Possible Castlevania clone -Gyaru Knight (G'nG clone with a wacky twist.)
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While I was working on my vertical engine, I also decided to make some other demos out of boredom. The first is a horizontal shooting demo, and the second a platformer. The .78b files are included in their respective .zip files. Horizontal Shooter 12-27-2020.zip Horizontal_Shooting_demo.78b.a78 Horizontal_Shooting_demo.78b.bin Horizontal_Shooting_demo.78b.list.txt Platformer Demo 3-18-2021.zip platformer_demo_v01.78b.a78 platformer_demo_v01.78b.bin platformer_demo_v01.78b.list.txt
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For those who don't frequent the 8-bit programming forum, the following was found in the "Mad Pascal Games" thread. ----------------------------------------------------------------------------------------------------------------------------------- Michael Jaskula: @Mikeee76, of Wasteland & Angry Betty fame, has release a new game written in Mad Pascal. It's a colorful platformer titled Betty's Issues.
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Hello, I recently finished and released a new platform game for the Commodore Amiga. Created using the Scorpion Engine over a period of around 18 months. Amiga (PAL) only, requires 1MB of RAM Demo and full version available from here https://narwhal.itch.io/duckstroma
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Hi, I'm getting ready to start work on a homebrew for most Second Generation consoles, starting with the 2600 version first. It's an arcade style endless runner (Think 2015's Sonic Runners, but done right i.e. none of that micro trans-action bullshit) Now, I'm very new to programming (despite being a good graphics designer) so I don't know how to get a horizontal scroller to work. What's the first thing I should start with on vBBasic?
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Here are my plans for platformers using that 7800Basic demo. The Agathodaimon (Rastan Saga and Curse of Issyos meet Zelda 2, Gargoyle's Quest II, and Robot Ninja Haggleman 3. I was planning on having 7800XM support, but Curt Vendel's death shot the chances of that happening down.) Kid Zenithian (Classic Mega Man, but with the ability to duck and shoot upward. See also Magical Doropie/The Krion Conquest.) Ð838 (Metroid Clone) Snáwcild (A Ninja Gaiden clone featuring a Demon Lands character whose name literally translates to Snow Child.) Ildu (Wonder-Boy-esque platformer with Old English/Anglo-Saxon themes. Part of the Middanyeard series.) Ghosts 'n Goblins clone.
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We'll it's all go here in Atariland... lots of new games, a new Pro(c) Atari Magazine, a bunch of new players eager to play in the high score club, ok maybe that's pushing it too far?! Anyhoo here's the much improved version of my game, originally entered into the abbuc software contest 2019! Block On Legs: First Steps v1.1 Checkout the superb instructions artwork, thanks again RedThunder ? Block On Legs v1.1.ATR Block On Legs v1.1.pdf Have fun Jason
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I've been playing around with bits for this game for over a year now but am struggling find the motivation to finish it. Leave some comments and spur me on to finishing this project. It's a platform game using some of the mechanics you'd expect from a modern platformer but to my knowledge there's nothing quite like this for the 2600. Find attached a demo of the basic physics/mechanics of the game. There is no goal at the moment you just have to keep moving up the screen to avoid death. It picks a new level every time you die. You can't lose and the level data repeats, I've got another file I'm working on with the level designer in it. COTC_Demo.bas.bin Controls: Fire - Jump Fire/Fire - Double Jump Fire - While on Wall - Wall Jump Up/Up - Fly Left/Left or Right/Right - Dash I've got plans well beyond what's in this demo. In the demo you can't lose and the level data scrolls. COTC_Demo.bas.bin
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Hello, I am Oscar Kenneth, from Kai Magazine Software. A few months back I presented you a Project we were working on: Thio’s odyssey. Turns out I received some offers and the game will be published by Elektronite, with a different name (Ninja Odyssey) and lots of changes and improvements. The premise is very different now and the playability has evolved a lot, including different shurikens, a red suit for double jump, an intro, final bosses, smooth moving multi-colored enemies and many more things. I am attaching a video link and some snapshots: The video is recorded at 30 Fps but the game runs perfectly smooth at 60 Fps, so it will look much better on your console. This game does not require any additional hardware and it works on any Intellivision console. We are working on other Intellivision games, so if you like this one, stay tunned That’s all for now. I hope you like the game.
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Anyone else excited for this? Heard any rumors or release dates? Banjo Kazooie is my favorite 3D platformer of all time and I play it through in full at least once a year. So needless to say i'm excited about this one. Who else is ready for a bright, beautiful, fun, collect a thon? Share any new, info, or thoughts here!
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] ZOMBi v0.54 beta >>>DOWNLOAD>>><<<HERE<<< continue reading for more details. Whether or not you've been following this thread :http://atariage.com/forums/topic/254360-graphics-on-your-ti-are-you-interested/ I hope you'll enjoy this. I started doing animation and graphics stuff on that other thread. Then I started using joystick controls etc.. I made a little pixel man that runs and jump. Then I added a random hole he could fall into or jump over. Then I got an idea for a game so I'm going to make it. It's called ZOMBi. GAME IS CURRENTLY in ALPHA version. Beta coming soon! (maybe) *IMPORTANT* - game is no longer playable in Extended Basic (way too slow to be considered playable). You must load the ZOMB54-A file into Editor Assembly Option 5 or load the .bin file on to a FlashRom99 or in to Classic99(8.bin) to play. (3 easiest methods, there are more) To play test, download the zip for the Source created in TidBit, 8.bin file & Extended Basic Text for Classic99 use and non-inverted rom created using Fred Kaal's Module Creator 2. Image compression and compiling made possible by Harry Wilhelm's XB256 and Harry Wilhelm's 256 Compressor - both available via Classic99. ZOMB54-A,-B,-C = EA5 files created using editor assembler cartridge via classic99. Use this to load option 5 DSKx.ZOMBI47-A ZOMB54-X = classic99 save file executable using Harry Wilhelm's XB256 ZOMBITS3-M = classic99 saved merge file of compressed title screens using Harry Wilhelm's Compiler ZOMBIV054-32K8.bin = FlashRom99 and Classic99 ready bin file 32k - copy to FlashRom99 or Load as cartridge in classic99. ZOMBtiV54MERGED.txt = Extended BASIC Merged code of ZOMB49-x above, in plain text for review only. ZOMBtiV54_source.txt = my original plain text source code created for TidBit translation. How To Play: About: This is meant to be a semi casual zombie survival game to escape a skyscraper. Play for score (session high score coming soon) Combat: Joystick up = A melee attack and is a swing attack that covers the space directly in front and behind the player. You get one attack per inventory item. Melee destroys loot. Joystick down = A ranged attack. Fires one bullet in the direction the player is facing. One shot per inventory item. Bullets destroy loot. Bullets miss everything within 5 spaces and will lose accuracy over long distances. Find the sweet spot. ZOMBiES: Will grab you and attack you at lower levels. Hold jump to escape, try hitting with melee, break away as fast as you can. DODGE: You can attempt to dodge zeds by jumping past them. LOOTING: Will slow you down, jump past it to dodge the loot if you need to. Controls: X=Quit, R=Reset game, Q and Controller Button = Jump, Joystick Left/Right moves left/right, Joystick up = melee attack - Joystick down = ranged attack. *Developer cheats for testing: Press B to advance a level downward - no points given - used to test loot balance level progression. Notes: Don't mash the jump button, press and hold. It is not possible to run over holes or run past loot without picking it up. The crumbling floor on each side of the hole? Be careful of loose gravel, you can slip and fall. Backstory: It's the zombie apocalypse. Hordes of the living dead are roaming the streets, you hear a helicopter and climb the tallest building level by crumbling level. You get to the roof and just as you make it to the end, the roof door is barred and you hear the helicopter motors fading in to the distance. Then you hear another sound. The sound of the dead creeping in and closer. They must have followed you. Now, it's time to get out. Escape to the ground floor street level. Good Luck. V0.54 changes: On Going - Optimize variables - reduce & reuse - save ram. Was able to free up 200-300k program space. More to come. Eliminated need for Melee and Ranged loot sprites. using call v/hChar instead. Reduces sprites per line in most cases and gets rid of 2 coinc checks for zeds. This also requires weapons and floors and walls be the same color. Going to play with the color and try out several different ones. Maybe give a new color every x levels.. . KNOWN ISSUES: NOT ALL FUNCTIONALITY HAS BEEN DEVELOPED AS OF THIS VERSION. Bullets missing zombies a lot more often now. Need to fix. On levels full of zombies, game is too slow to play. You can experience this on level 90. Press B to skip to the next board. Need to optimize COINC further. Highscore screen and you are dead screens need fixing to display score/highscore. Loot balance zombie distribution. Need to save zedstepr to fix all animation glitches where zed legs slide. To Do Next: On Going - Optimize variables - reduce & reuse - save ram Adjust girder and weapon loot color. Put back player damage while crouched. Use on GoSub to reduce amount of code? CHECK PERFORMANCE WITH 14 ZEDS, WITH 14 ZEDS FOLLOWING. ****super slow**** Change delay in title screens (check Sr. Falcons coments around v048-050) Mitigate known issues as they arise Continue to add more comments to source code Remove developer cheats. Running low on memory. Barely able to run in XB256 PC Overdrive via classic99. Maybe Not - Free Pass: At level 10 and below, you get one freepass to use per level. You use it or lose it at the exit. A free pass will give you 5 health, 10 melee and 10 ranged in inventory.You can use the free pass once per level from this point on. It will cost you 333 points each time used. Nothing is free. Use jump and hold joyst down when landing to use free pass power up. Final level showdown. Add SYMM to title. Add credits screen to include products used and community support. MUSIC/Soundtrack Then there's all the secondary stuff and polish. Like having Zombie death and loot destroyed animations with sound effects. Possibly redoing much of the existing artwork. Maybe change up ZEDai so they will randomly change direction instead of waiting to hit a hole. Change Log: V0.53 changes: FIXED* There was a glitch where graphics are lost and all sprites disappear during jump routines. Changed _JUMP from a GOSUB to a GOTO and RETURN to a GOTO _SPIDLE effectively by-passing any chance of creating the condition that was causing this. I HOPE. all my tests conclude this is fixed. V0.52 changes: FIXED* Weapons not working against zombies on bottom level of board. FIXED* There is a glitch where graphics are lost and all sprites disappear. FIXED* Bonus level every 10 levels starting at 90. V0.51 changes: Continued over-all code optimization. Optimize variables - reduce & reuse - focus on reducing ram requirements. New optimized collision detection checks. Zombi max speed and health increased at level 50. Alternate between Zombie movement and Zombie collision detection for better performance. Gutted out LO0T array and recoded combat coincs to conserve ram. Zeds now turn around with loot collision instead of walking over weapons for better performance. Bonus level every 10 levels (not tested) 90 - all zeds 80 - all zeds 70 - all hearts 60 - all ranged 50 - all melee 40 - all zeds 30 - all hearts 20 - all ranged 10 - all melee FIXED* zed va ranged loot no good. glitch with heartz bug reproducible. FIXED* Bullet Issues - visibility & collision issue. FIXED* NO ZED MOVEMENT DURING PLAYER JUMP? FIXED* No zed coinc during player fall. FIXED* Random loot throughout game will give multiple times. FIXED* When a lot of zombies on screen: FIXED* one of two on the same level = 1 Zombi will walk over holes. FIXED* Super slow performance during COINC checks and not turning around. Not so bad otherwise. FIXED* zed self collide get teleported to top level again. This darn glitch is back. Need to figure it out again. CHANGED - Zombies will not be able to change levels and there will be no crawler zombie due to 4 sprite per line limit. Maybe I'll make an f18a version. V0.50 changes: Fixed player/zombi collisions. Adjusted jumping animation Fixed double delay On instruction screen. Fixed .bin file issue that would crash classic99 and real iron upon load. It was a typo that made it through the assembly process. Fixed - Player can no longer hold jump button and skip across holes. V0.49 changes: More code optimizations. Namely in cleaning up and reducing variables. More source code comments. Removed looting delay for all items. Adjusted jump delay to discourage jump abuse. Increased player running speed by 2 (Doubling it). Adjusted Zombie hole collision turn around distance. Found and removed zombi random speed change at every cycle. This code was supposed to only be present when a Zombi is created and when a Zombi hits a hole to turn around or fall. Fixed Melee attack animation frame issue. Complete rework of all coinc routines resulting in huge performance gains. Number of Zombis no longer crushes performance. New arrays, one per loot item and one for all loot. V0.48 changes: Title and Instruction screens, move joystick to continue as well as hitting enter (for easy use on real consoles) Rewrote instructions for ranged. Changed girder graphics. Zeds at level 50 will fall to lower level as player descends. A lot more comments being added to source code. Fixed YAD screen goes to high score and not reset game. Fixed animation issues. Reassign charcodes to optimize animation performance. This broke everything and require going through all lines of code with a fine toothed comb. Which revealed many other bugs in the code that went undiscovered until now. Too many bug fixes to list when everything breaks. All items are now re-coded and fixed. V0.47 changes: Fixed dodging zed attacks. Removed player to zed coinc checks as we now have zed to player coinc checks. (more efficient) Adjusted Zombi attack rate.. V0.46 changes: Added more delay before jump. Added more delay at loot. Added a lot more comments to source code. Added 3 power ups to assist as things get difficult. At level 75 a health power up that will double your max health. At level 50 a ranged weapon power up that will double your capacity to 20. at level 25 a weapon power up that will double your melee weapon capacity to 20. At level 50 zombie health is increased by 50% At Level (board) 66 existing zombies will try to match the player's X position as best it can (chase the player) when on the same level At level 33 all zeds chase the player regardless of level they are on. Added framework for crawler. V0.45 changes: added more delay after jump. *needs more delay added delay at loot. *needs more delay zombies continue to move during player fall. *Fixed* High Score display between levels and at You Are Dead screens. Zombies destroy hearts upon contact. Rewrote the collisions a bit at the expense of performance. Will optimize in beta. V044 changes: Player starts game with full inventory. *Testing this out may revert to no inventory again* Rearranged source code for better readability (flow). Loot balanced to 25% Highscore YAD screen WIP. Needs a display at for actual score and test it first. *FIXED*Can't figure out why HSCORE not remaining. *FIXED* character Shooting stance *FIXED* last zed freezing when another zed killed. Zed teleporting to level1 - This was a bvuig related to how I was dealing with arrays. *FIXED* Melee attacks at far edge of levels could produce an out of range y coordinate for melee weapon attack sprite call. *FIXED* Bug in the way melee was being checked for coinc with loot AND ZEDS. *FIXED* a lot of bugs that were created by fixing previous bugs. too many to list. V043 changes: Improvements to jumping. Rewrote jumping behaviour. Title and instruction screen delay. To prevent skipping over instructions if ketpress not released soon enough. Ranged fixed (issues pertaining to bullets)- Completely rewrote the ranged attack routine. Bullets now destroy loot. *FIXED* No points for shooting zombies. You were getting points - the gui wasn't updating at kill time. *FIXED* Zombie health still at 2 hitpoints. Zombies noe have 4 hitpoints to start. 2 ranged shots or 4 melee to take one down. *FIXED* Need to spawn more zeds at begining of game - Adjusted Zombie and Loot balance *FIXED* Holes destroy bullets. - bullets now pass over holes.. Small chance a bullet will miss a Zombie. V042 changes: YOU ARE DEAD screen *fixed* Zombie walking animations *fixed* High Score displayed @death & level progression IDLE Step timer added - every (Board*2) steps, minus 1 point (encourages urgency). Bullets destroy loot Loot distribution balance adjusted - still testing. Gave Zombies more health. V041 changes: First iteration of Title and instruction screens are in game. YOU ARE DEAD screen reworked but incomplete. V040 changes: Zombie Health is now per zed. Currently 2hp. melee does 1, ranged does 2. Ranged weapons have no effect at close range and very long range. Find the sweet spot or miss. melee graphics changed. zed movement is now per zed with varying speeds. Loot distribution now evenly balanced, needs some tweaking. More code reduction and optimizing related to loot distribution and ranged combat. Loot balance issue - only guns lower than level 93 - FIXED Ded Zed - Sometimes Zombies spawn and do not move. - FIXED Zombies freeze during jumps. Can freeze them in time by holding jump button. - FIXED V039 changes: V039 changes: Zeds move! And that kills performance to the point that it cannot be played in Extended basic. So from this version on I'm including the TiBit source and Extended Basic source for review and include EA5 files and a .bin for use in flashrom99. If you want to play it in emulation, load the Editor Assembly Cartridge, option 5 load DSKx.ZOMBI39-A Gave player and zombies ability to exit sides of screen via doors to roll over the opposite side of screen. This eliminated a lot of over head and improved performance. Completely redid zed and charecter movement. It's not as smooth but it solves all colisions issues and it feels right for the game. fIXED BULLET VS zED ISSUES - SOME REMAIN. V038 changes: More code ops as I add more code. Side edge of screen glitch fixed. (Players could traverse the level by jumping and holding the joystick direction at the same time*not anymore) Much improved collisions and movement. Zombie spawn frequency adjusted. V 0.37 changes: Regained sprite by not using sprite for level exit.. Call hchar instead. COINC handled by screen position check. Loot balancing with board progression. (game balancing) More code optimizations: v37 after OLD (load): 6992 program free. 6992 stack v37 after RUN: 10606 stack free, 6000 program free. V 0.36 changes: Continued code optimizing. Also, Last version had label issues. It was a typo issue on my part using TidBit. I didn't think I uploaded that version since it was fixed prior to uploading v0.35. So here's 0.36 without the game crushing error. V 0.35 changes: Continued code optimizing. Console Ram: 24488 Program. v34 after OLD (load): 3797 program free. v34 after RUN: 2829 program free. v35 after OLD (load): 6734 PROGRAM FREE v34 after RUN: 6590 PROGRAM FREE V 0.34 changes: Added placeholders for moving zombies. Changed level count to reflect count down. Changed ExX in GUI to Level 99 levels to complete, Optimized a lot of code (Still a lot more to do) Moved development to TidBit (see source in zip) Console Ram: 11840 Stack, 24488 Program. v33 after OLD (load): 1554 program free. v33 after RUN: 10039 stack free, 730 program free. v34 after OLD (load): 3797 program free. v34 afterEUN: 10644 stack free, 2829 program free. V 0.33 changes: Added ranged weapon attacks Added more sounds Cleaned up all code comments and recoded an bunch of mistakes. V032 changes: Fixed Melee COINC issue caused by me debugging unrelated things. Added Zombie Hit indicator (Zombie flashes red when hit) Added more sounds V030 changes: Can jump while running. improved running speed. Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result. Fixed GUI display issue when ranged is full causing wrap around of value on the display. looting and zombie attacks slow you down. Added sounds for falling and loot pickup. Version 029 changes (*8/19/16) : Started high score frame work.. Zeds no longer die when in contact with player. Must be killed with Melee or Dodged for now. Added some sounds. ADJUSTED SCORING Fixed issue running across bottom floor caused by unused hole spawning there. Optimize COINC calls in regards to man vs loot and man vs wall. UNRELEASED: V028 changes: Major inefficiencies in dealing with sprites and sprite generation resolved Optimized coinc calls for better performance in regards to melee coinc detection Melee weapon attack system completed. Version 027 changes (*8/18/16) - X=Quit, R=Reset, J and Controller Button = Jump, Joystick Left/Right moves left/right, Joystick up = melee attack temporarily using just a high pitched sound for place holder. Joystick down = ranged attack temporarily using a noise for place holder. Adjusted running animations slightly. Set up weapon inventory. Entered new CHAR patterns and codes for ZEDS and combat. Setup empty framework for zed coinc and combat. version 0.26-081516 Level Progression Working with new GUI element. *Pushing Joystick up or down RESETS the game. Board progression works via the EXIT. Zombies do -1 heart/health damage. 0 health = death. Hearts = +1 health, 10 max. FIXED*Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet. FIXED*Sometimes loot doesn't spawn where it is supposed to. I dunno why yet. FIXED*Sometimes the player falls through the girders near or very far from the hole. I dunno why yet. New death screen. When at this screen, press any key, move joystick to push joystick button to play again. V030 changes: Can jump while running. improved running speed. Re-Wrote Loot distribution and collision code and then fixed everything that I broke as a result. Fixed GUI display issue when ranged is full causing wrap around of value on the display. looting and zombie attacks slow you down. Added sounds for falling and loot pickup. ZOMBiV054beta.zip
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Alice's Mom's Rescue is a puzzle / platformer game in the pure style of old school pixel art. The giant raven has captured Alice's mother. Help Alice save her mother through the 3 worlds and 25 levels! Change Alice's height by jumping on the magic mushrooms to get through the tiny spaces. But be aware that a small size will also affect Alice's physical abilities! Solve puzzles, beware of the evil cats, birds, bats & spikes, and find the right path to victory. The game is available in English, French, German, Spanish and Italian languages ! The game is compatible with the Atari Falcon CT60, and the Firebee computer. It's available here on my itch.io store for a small price ! Enjoy http://orionsoft.itch.io/alicemomrescue Gameplay video:
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I present you my new pixel 2D platformer game: Alice's Mom's Rescue The story: The giant raven has captured Alice's mother. Help Alice save her mother through 3 worlds and 25 levels! Change Alice's height using the magic mushrooms to get through the tiny spaces. Beware of the evil cats, birds, bats and spikes! The game is available for Android phones and tablets and is compatible with the following gamepad controller: Xperia Play / iPega / Zeemote. It is also available for Windows PC. I will port the game on Dreamcast and Jaguar CD in the coming months. And maybe Playstation 1 and Sega CD if enough people are interested. https://vimeo.com/110898720
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Hello folks! Do you like platform games? Do you like Hentai/Anime climate? Do you like puzzles and so on? Then you'll surely like... The story is simple... There is an island with some secret laboratories. One day something went wrong and all the biomass gathered there turned into MonsterGirls (MoGi). The wolrd end is near, but not all the hope is lost... Here's our hero: As you can see he is equipped with this (very useful) tool. Yes, it acts as weapon against MoGi but also... ...yes it may save your ass, too! The game is still under development and the authors still are looking for funds. All the details (as well as demo versions, trailers, funding infos and so on) can be found on the dedicated site. Please support MoGi Origins!
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A while ago I was working on an adventure game to really learn how to use batari basic and it worked out pretty well until the game got too big and buggy so I scrapped it. I put Batari away for a while and recently decided to try something out. I wanted to see if I could do a Super Mario type game on the Atari with a scrolling both left and right playfield. And walla, I did it. Right now it's really basic. One level to run around in. Action button jumps and up does your speed run while you're moving left or right. No enemies or items yet, but that is next on the list. The levels will all be pretty short because I'm using non-sequential data to be able to scroll both left and right, which limits the amount of data I can have. Every level will take up about 256 bytes of ROM, so every "world" will take up about 1K. Because of this the levels will have more of a "puzzle" feel to it, as you need to figure out how to get from start to finish. Instead of a flagpole, you'll need to find the pipe you have to go down to advance to the next level. I had to write my own collision detection, because of the scrolling playfield. It needs a little tweaking still, but it works for the most part. Because of the limitations of the hardware, there are things I'll have to take out that you'd normally see in a mario game and also a few tweaks. A few are that what you get out of the bonus yellow blocks will be random. Could be a coin or a power up, but more than not a coin. The reason for this is because if I wanted to also store level specific event data, it'd take up more space for data and programming which would mean less levels, and I'd rather have more levels, plus the random aspect of the items will make the game different every time. Everything will also regenerate too if you run back again, even destroyed blocks. This is because it rereads the original level data when it scrolls and generates it. There isn't enough RAM in the Atari to remember what has been destroyed and what hasn't. This also led me to the random yellow bonus block feature, so that when you did go back, you just couldn't get the same power ups all the time. But that has yet to be implemented, so for now, enjoy what I got so far! smb.bas.bin smb.bas
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- Super Mario
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