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Super Mario 2600


Wickeycolumbus

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Here you go. Don't expect much.

 

Thanks. Are you using machine language or 2600 basic? Any plans for a background yet?

 

Assembly language. I am thinking about using a bankswitching scheme with a lot of RAM (4A50 perhaps) and doing a 96x128 bitmap. Unfortunately, this would limit the game to only one or two colors per line.

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Here you go. Don't expect much.

 

Thanks. Are you using machine language or 2600 basic? Any plans for a background yet?

 

Assembly language. I am thinking about using a bankswitching scheme with a lot of RAM (4A50 perhaps) and doing a 96x128 bitmap. Unfortunately, this would limit the game to only one or two colors per line.

 

The SMB playfield is not very complex - just a simple grid. You could implement the level as an array of bytes. In the attachment, NES SMB uses about 10 squares per column. In your version, you can use 8 and the game will be just as good. So, each column in your game could be a single byte. You could even have to parallel arrays for 4 grid item types.

 

I remember seeing an excellent version of a Mario sprite on these boards. It didn't use flickering, but looked great. That might be a good solution.

post-17256-125124924338_thumb.png

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