smartkitten26 Posted August 25, 2009 Share Posted August 25, 2009 (edited) It's not going to be an exact port, so things will remain a bit different. I've added a few more screens, but am having trouble figuring out why jumping on an enemy and then jumping from it reaches the same height as jumping off the ground. I'm also going to try and see if I can get it scrolling (it's like Pitfall right now.) I know it's not going to be an exact port, but one of the biggest changes in SMB2 was the ability to walk backwards beyond the screen. Edited May 20, 2015 by smartkitten26 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 26, 2011 Author Share Posted February 26, 2011 I've decided to rewrite the whole program from scratch. Sorry for the necroposting! There is no door at the third screen yet, but you can pick up the enemy and throw him using the fire button. If you land on him, you can travel left & right on him as he goes. Any help redrawing the Shy Guy is very much appreciated. smb2.bas.bin smb2.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 26, 2011 Author Share Posted February 26, 2011 Added music & sfx! Next up: adding the door! smb2.bas.bin smb2.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 26, 2011 Author Share Posted February 26, 2011 I kept finding bugs so I kept editing the post above. I think I'm done with finding bugs now. Quote Link to comment Share on other sites More sharing options...
PAC-MAN-RED Posted February 27, 2011 Share Posted February 27, 2011 ... Any help redrawing the Shy Guy is very much appreciated. You ordered one shy guy? That'll be one large pizza a 1/2 dozen cans of coke please. SMB2 Pink Shy Guy.zip Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted February 27, 2011 Share Posted February 27, 2011 Here's your last bin with the sprites edited a bit... (just to hold me over until you get the new ones above added in). smb2 edit.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 27, 2011 Author Share Posted February 27, 2011 I've changed the way you throw enemies. It's now left or right + fire. I've also added a couple more screens. smb2.bas.bin smb2.bas Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted February 28, 2011 Share Posted February 28, 2011 This is pretty slick. I'm liking the theme Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 25, 2013 Author Share Posted November 25, 2013 OK, now that I know way more about bB in the past 2 years, I've decided to revisit this. Here is what I have so far. Music & SFX will be coming soon. Oh, and you can't go through the door quite yet. smb2opening.bas.bin smb2opening.bas Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 25, 2013 Share Posted November 25, 2013 That's a pretty decent transition between vertical screens. I bet you could segue into a horizontal scrolling engine seamlessly at the bottom. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 26, 2013 Author Share Posted November 26, 2013 Thanks, but the vertical scrolling took 18 playfield definitions. If there only was an easier way... Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted November 26, 2013 Share Posted November 26, 2013 Here is how I do it thanks to bogax and others: Shooter.bas The basic premise is to adjust playfieldpos instead of using pfscroll up or pfscroll down. Once a new row needs to be placed the playfieldpos is reset and a redraw routine draws the new set of playfield data. UPDATE: Actually, you might want to use this method instead: http://atariage.com/forums/topic/148427-vertical-scrolling-through-a-playfield-that-wont-fit-the-screen/?do=findComment&comment=1809236 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 26, 2013 Author Share Posted November 26, 2013 Apparently that last method does not like the fact that I'm using player0. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 27, 2013 Author Share Posted November 27, 2013 OK, I managed to put the code in. It didn't like the fact that I had no spaces between the player0 and =, and the = and the 109, e.g., wherein other places it didn't care. I spent a few hours on this, and managed to make it be 1,400 bytes left instead of 500 bytes left. Why does it mind spaces sometimes and other times it couldn't care less? smb2opening2.bas.bin smb2opening2.bas 1 Quote Link to comment Share on other sites More sharing options...
Yoshiatom Posted November 27, 2013 Share Posted November 27, 2013 Somehow I managed to do this: Also, I can't seem to get into the first door, am I getting something wrong? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted November 27, 2013 Author Share Posted November 27, 2013 How did you do that? I tried to and couldn't. Anyway, you can't get into the first door yet because I haven't got that far programming yet. In this version I added a little bit of music and changed some code around. Let me know if you still can do what you did. smb2opening3.bas smb2opening3.bas.bin Quote Link to comment Share on other sites More sharing options...
Yoshiatom Posted November 27, 2013 Share Posted November 27, 2013 I can still do it, all you have to do is throw the enemy to the bottom screen and then press DOWN & FIRE while overlaping the enemy. It may take a few tries, by the way. Quote Link to comment Share on other sites More sharing options...
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