+atari2600land Posted August 17, 2012 Share Posted August 17, 2012 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. supermariosixtyfour10.bas.bin supermariosixtyfour10.bas 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 17, 2012 Share Posted August 17, 2012 (edited) 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 August 17, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
+save2600 Posted August 17, 2012 Share Posted August 17, 2012 ROTFLMAO! This is all kinds of awesome. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 17, 2012 Author Share Posted August 17, 2012 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. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 17, 2012 Share Posted August 17, 2012 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? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 17, 2012 Author Share Posted August 17, 2012 So, does this mean my suggestion didn't work? No, it didn't. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 17, 2012 Author Share Posted August 17, 2012 I fixed it, but I had to change a few things in order to do so. supermariosixtyfour10.bas.bin Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted August 17, 2012 Share Posted August 17, 2012 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 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 17, 2012 Author Share Posted August 17, 2012 All I did was delete one line and moved everything else up 1 line (8 pixels.) Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 19, 2013 Author Share Posted July 19, 2013 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. sm642600v13.bas.bin Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 19, 2013 Share Posted July 19, 2013 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! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 30, 2014 Author Share Posted July 30, 2014 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. sm642600v16.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted July 30, 2014 Share Posted July 30, 2014 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? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 30, 2014 Author Share Posted July 30, 2014 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. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 11, 2015 Author Share Posted January 11, 2015 Go to the left after you get the coin. If you go far enough, you'll see something new. sm642600v20.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 13, 2015 Author Share Posted January 13, 2015 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. sm642600v21.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
walaber Posted January 13, 2015 Share Posted January 13, 2015 pretty cool... an interesting interpretation of the original game Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 13, 2015 Author Share Posted January 13, 2015 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. sm642600v22.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted June 13, 2015 Author Share Posted June 13, 2015 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.) sm642600v23.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 5, 2015 Author Share Posted July 5, 2015 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. sm642600v24.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
superskyphoenix03 Posted July 5, 2015 Share Posted July 5, 2015 This Is really nice. maybe even better than mine but then again your a pro... me on the other hand Nope. Quote Link to comment Share on other sites More sharing options...
superskyphoenix03 Posted July 5, 2015 Share Posted July 5, 2015 This Is really nice. maybe even better than mine but then again your a pro... me on the other hand Nope. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted July 7, 2015 Author Share Posted July 7, 2015 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. sm642600v25.bas.bin Quote Link to comment Share on other sites More sharing options...
Papa Posted July 21, 2015 Share Posted July 21, 2015 Very cute start. I love the music! 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 6, 2016 Author Share Posted January 6, 2016 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. sm642600v26.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
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