SUPER MARIO (for MZX) It's coming!
#151
Posted 22 June 2004 - 02:28 AM
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#152
Posted 22 June 2004 - 06:41 PM
#153
Posted 25 June 2004 - 06:11 PM
This post has been edited by T-Bone: 03 October 2014 - 08:27 PM
#155
Posted 26 June 2004 - 11:35 PM
T-bone6, on Jun 25 2004, 12:11 PM, said:
Now after reading ripsters poll, I don't think I'll be stopping by DMZX much since the votes were agaist my favor. I'm actually working to leave Megazeux all together. I'll be finishing all started projects.
ugh.
T-Bone, i've said this once, I'll say it again, pull your head out of your ass! Ripster's a newbie, and that poll was screwed up and meaningless anyway, so its not like it really counts. And besides, just because SOME people don't want you here, doesnt mean EVERYONE doesnt! I know I want you here, and I want to see more of your great mzx work. Really, I mean, if you keep on saying "
~Guy
"The butler did it!"
#156
Posted 27 June 2004 - 03:34 AM
Leaving a community completely because you think a few people hate you isn't really needed infact it only hurts your image. Notice when you first started working on Mario MZX everyone thought you were the proverbial bomb! But as it developed you got cocky and turned into kindof a dick. LEaving the community wont help, but then look who's talking.
Yeah, way back when I pulled the same thing, so look at it this way... I speak out of experience.
#157
Posted 27 June 2004 - 04:40 AM
couple months ago, and he's 11! (Nothing against you Guy...you're really
starting to grow on me). Forgetting about MZX altogether is even worse,
even with the promise that you would finish your current projects. Just man
up and stop being so whiny about everything. Doesn't it suck when you are
told to follow the example of someone younger than you?
Oh, and Guy....thats the best paragraph from you EVER. Who injected
Gofer DNA into you?
#158
Posted 27 June 2004 - 06:47 AM
Quote
Gofer DNA into you?
wow, can't believe I didn't notice this at first.
Guy, you seem to be the type that can emulate other people fairly well. That much has been made obvious from all that you've done, but being able to act like someone that fits in doesn't mean you will. Most of your other posts that I've responded to were in poor taste. Sorry, btw, for being 'on your case' so much but randomly acting like people to fit in isn't a good idea, especially when you're good at the acting part. Didn't mean to make it seem like I didn't like you, its quite the other way around. If I didn't like you, or at least see potential in you, I woudn't give a damn and I'd just ignore you (unless you were making a scene like Smith was). Regardless, this paticular instance is a good one. I think you are getting the idea. For this I award you with 47
[end of way too long side note]
to t-bone: losing someone with such graphical talent would be a shame. No one respectable in the community hates you, because I doubt anyone repectable in the community truely hates anyone on the boards. Anyone that is a regular comes here because they enjoy it here, and hating anyone would be a bit counterproductive in that sense. Sure, people say things that are unkind. Yes, this is a serious place sometimes, but you need to rethink the percentage of what people say here that you take to heart.
*sigh* I know that I shouldn't post this, because I have no right to analyze guy like I do, and have no frame of reference for what I have to say to t-bone, as I'm not quite sure if I qualify as a regular myself. But I'll post it anyway, because its your choice how much of this you take to heart.
#159
Posted 28 June 2004 - 05:06 AM
Xombie, on Jun 27 2004, 02:47 AM, said:
I can probably think of at least 3.
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#160
Posted 28 June 2004 - 06:02 PM
#161
Posted 07 November 2006 - 12:00 PM
I find it kind of funny how i made a typo back in 2004 that may actually be realistic come to think of it now, about the release date of the full version. I actually think we won't see it till 2007.
Quote
EDIT:
WOW I was quite the annoying little bastard back then... so much unnecessary posts and all that kitzo bs >.<
All the crap surrounding "kitzo" can be explained in:
"T-Bone6's Journals" post "Apr 22 2006, 02:35 AM"
It was indeed a fabricated character and I'd like to repeat once again that I'm sorry for that distasteful jazz, though it was so long ago.
This post has been edited by T-bone6: 07 November 2006 - 12:50 PM
#162
Posted 07 November 2006 - 01:30 PM
Here's a test board (in a .mzx not board) of the new Mario engine. I've modified it QUITE a bit since Nedemai first handed it to me. Hopefully Nedemai doesn't kill me for the amount of changes I've put to it.
I fixed up the ducking action and fixed up some of the collision problems. Though the main sprite is being controlled by remote robots, the sprite will work in relations to the player which is located under the sprite (Nedemai's idea which is awesome because Mario actually can run now).
EDIT:
- Breaking bricks is at the moment soundless.
- The turtle's collision box isn't completed yet. So jumping on a turtle shell can result in an inescapable loop of jumps.
- The health system will change in the future. I'll be adding small Mario.
Attached File(s)
-
SM4MZX_test.zip (140.57K)
Number of downloads: 94
This post has been edited by T-bone6: 07 November 2006 - 02:00 PM
#164
Posted 08 November 2006 - 05:49 AM
EDIT:
In any case, I'll just create a new zip:
Attached File(s)
-
SM4MZX_test.zip (140.57K)
Number of downloads: 142
This post has been edited by T-bone6: 08 November 2006 - 05:53 AM
#165
Posted 10 November 2006 - 04:22 AM
Attached File(s)
-
SM4MZX_test.zip (140.69K)
Number of downloads: 88
#166
Posted 13 November 2006 - 07:32 AM
Update ? November 7, 2006
? Modified palette. Colors appear more vivid.
? Mario no longer walks partly through blocks
? Ducking now works with the new Mario Engine created by Nedemai
? Enemies are now subject to gravity
? Smoother Mario animations
? Improved controls
? Pit and drowning deaths fixed
? Turtle?s now have 3 colors instead of just 2
? Turtle shell moves faster when kicked
? Fixed a BUG whereas enemies would get stuck off the screen
Attached File(s)
-
SM4MZX_test.zip (140.67K)
Number of downloads: 111
#167
Posted 15 November 2006 - 10:02 PM
#168
Posted 16 November 2006 - 04:12 PM
I'm currently extremely busy with work so i won't beable to poke at the product for quite sometime now. I've had over 6 screenings of my film Bike Man which is on magazine covers all over Toronto and has been documented by several news networks like OMNI TV and CTV and CBC did a 2minute segment on it as well during summer when it was in production.
I'm looking forward to continuing my work on this project and I hope nothing terrible happens in the process because this is surely a project i no-longer wanna just toss out or leave dead.
This post has been edited by T-bone6: 16 November 2006 - 04:19 PM
#169
Posted 16 November 2006 - 09:43 PM
#170
Posted 17 November 2006 - 04:43 AM
It's freaking excellent - super smooth engine, beautiful graphics, much improved music.
Pretty much everything that I felt was wrong with it in the first version is fixed now.
#171
Posted 17 November 2006 - 02:26 PM
So I wouldn't mind putting in a great thanks to her, once again, for her help!
I'm glad you appreciate the graphics, its something I've spent quite a lot of work on since 1999 till now. I didn't use any converting programs. Basically what I did was draw most of the pixels of the original sprites onto graph paper and then copied them onto their certain chars.
The actually sprites didn't fit completely within the char spaces. So I had to modify them quite a lot to get them looking perfect in my eyes while still fitting into the char spaces they occupy. I used different types of methods of stylizing the pixel patterns to create the illusion of shade or even create the illusion of a separate color within the same chars. I used the solid versus crosshatched idea. Which i think turned out incredibly well.
For the newer sprite graphics, i just use MZX in windows and open an image of the enemy frames and look at the pixels and see how i can work with them from there, instead of using graph paper which took days to get perfect with.
However, most of the graphics that are not sprites i completely put together myself. Trees, grass, flowers, water, rocks, bricks, cloud formations and the ground Mario stands on.
EDIT:
The Zelda Game for MegaZeux is currently be put on hold. I've changed quite a lot in its original version however. But you won't see those changes for a while.
This post has been edited by T-bone6: 17 November 2006 - 02:28 PM
#172
Posted 24 November 2006 - 02:37 AM
Getting a sprite to detect if its colliding with a unique sprite is almost virtually impossible! I'll still try to poke around at this but its getting ridiculous. I've been working on this since 1999 and can't complete this damn project. Why does things have to be so hard? Damn sprites hahaha
PS:
I'm drunk and MZXING and Fire Fox is amazing and makes my typing look fantastically sober!
#173
Posted 24 November 2006 - 06:59 PM
? Turtle Shell can now kills enemies!
? Turtle Shell is physically now 2x1
? Turtle Shell now has gravity alike every other enemy
? Slowed Down Turtle Animations and Movements
? Slowed Down Shy Guy Animations and Movements
? Introduced subroutines
? Mario can now smash bricks easily
? Updated the HUD
? Removed level unique Mario placement bot
? Removed space bar causing fireball sound effect (why tease?)
? Removed ?boxon? counter
? Removed 100% Health System (thought I did already)
I've figured out how to make the sprites talk to each other, with MUCH difficulty. Lancer offered some advice, as did paul too but i wasn't able to apply any of it to the game and have it work. So instead, I had to take the basic approach by using:
if c?? sprite p01 at "('spr2_x'+1)" "('spr2_y'+1)" "lable"
This will check if enemy #2 is to the left and below enemy #1 - with only one line of code!
Collisions just weren't working out for me. But the good news is EVERYTHING is working out perfectly now!
My next task is to do all the enemy placement on each level.
I've added a test board for you guys once again. Please send me your feedback!
EDIT:
Things I'm still working on:
Small Mario (Shouldn't be hard. I managed to make a turtle turn into a shell, so this shouldn't be any different.)
Enemy Projectiles (Mario only gets hurt if shot in the chest but not the head?! I gotta fix that!)
SMB3 type Ice
Attached File(s)
-
SM4MZX_test.zip (589.72K)
Number of downloads: 70
This post has been edited by T-bone6: 24 November 2006 - 07:54 PM
#174
Posted 24 November 2006 - 08:46 PM
? Springs now work
? Converted all .sam to .wav
? Added even more sound effects!
Enjoy!
EDIT:
Keep in mind that this is only a test board. You cannot beat it nor can you die naturally.
Attached File(s)
-
SM4MZX_test.zip (1.12MB)
Number of downloads: 74
This post has been edited by T-bone6: 24 November 2006 - 09:03 PM
#175
Posted 24 November 2006 - 11:29 PM
#176
Posted 25 November 2006 - 05:31 AM
I won't be uploading any for a while after this one. My main tasks now will be to finish the design of the other levels and introduce Small Mario and Power Ups.
In this update, I've added the two new enemies and fixed up quite a lot of sprite bugs.
Attached File(s)
-
SM4MZX_test.zip (1.13MB)
Number of downloads: 87
This post has been edited by T-bone6: 25 November 2006 - 05:36 AM
#177
Posted 25 November 2006 - 07:21 PM
But the result was good! I managed to make Small Mario, Mushrooms, working Buzzy Beetles and I've improved the graphics too (I'm addicted to graphics improving). You can also now ride certain enemies like Shy Guys - SMB2 style!
EDIT:
Thanks for everyone's input in the IRC Channels it helped a lot. Pretty much all of the bugs that were reported are fixed now.
This post has been edited by T-bone6: 25 November 2006 - 07:30 PM
#178
Posted 02 December 2006 - 12:34 AM
? Added 1-Up Mushroom
? Added Munchers
? HUD no longer visible on Game Over board
? HUD will not visually extend 5 diamonds and clash with scenery
? Diamond length now set to hp counter from start to prevent misleading stats
? Player no longer visible on Game Over board
? Added even more sound effects!
? Sprites can be recognized in hex (thanks lancer!)
? Coin Boxes now work in relation to themselves
? Worlds and Stages are loaded up by counters now
? Set all default DMGs to 0
? Added death delay
? Fixed collision bug when ducking
? Removed Injuries causing Mario to turn around
? Removed Mario Sprite Building per Level
? Removed a bunch of useless code
My biggest challenge at the moment is making bullet sprites. This shouldn't be hard but may take a bit of time perfecting them. I'm thinking about making a sprite desist on telling its animation bot to animate it while its not visibly on the screen. This would allow for an enemy of the same appearance to take over the animation sprite once in view.
This technique could also allow for background environments. Say your walking by some cool plants then you've scrolled the screen so much you couldn't see them anymore. Thus then an animation bot would then load up new graphics for different looking plants; then revert back once you've walked back. Basically this technique could allow for more than 256 char graphics while in basic MZX mode.
#179
Posted 02 December 2006 - 02:46 AM
Although i don't really play many mzx games, this is still awesome.
<burstroc> SORRY FELLAS ONE SECOND *crankcrankcrank* I'LL BE ABOUT A MINUTE OR TWO HERE
<Fighter-Phil>Your mum is so funky she is friends with revvy.
#180
Posted 02 December 2006 - 03:31 AM
Since my previous post I've completed the bullet sprite which I'll be using as a model for spit-fire (from plants and maybe Fire Mario), hammers and SMB2 bullets, as shown in this test board below:

I've even managed to make it so that once the bullet collides with a wall or Mario, it drops downwards off the screen.
Current Objectives right now:
- Make kick shells bust through bricks
- complete a at least 5 working stages for a possible revised DEMO release
- Fire Mario
- Human Fire Traps improved from their earlier versions
- Spikes
So as you can see, I don't have too much on plate. I hope you guys will help me out by testing it out and reporting the bugs back to me here. I'm not seeing too much support but perhaps that only comes after i release the next DEMO.
EDIT:
Thanks for your comments GMP
This emulation won't be an attempt to exactly port Super Mario over to MegaZeux. I'm adding a bit of my own touches to it aswell as trying to maintain most of the original features. Not just with some of the graphics but I also made it so that you do not get injured if you bump the backs of an enemy. It just never made sense to me why it would injury Mario; unless of coarse it was a flaming ball of fire or a dude with spikes on his back.
This post has been edited by T-bone6: 02 December 2006 - 04:23 AM

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