What' s new in mario92 v2.0 ?
                (Tested by Thomas Corvazier on rom1.12 and on ti92+, by Jerôme Roussel on rom2.1)
-> The most important is the user mode : now you can build your own map on your computer (pc only) and play with it on your ti.
-> Mushrooms added : they give an extra life.
-> ONLY FOR TI92 I and II : original levels of game are in an individual file : levels.92p. You can erase it to make free memory.
-> The game was too fast for the ti92 II. I realized it when i received my 92+ module : and so i decided to make a speed control (only for ti92 II and ti92+).
-> Menu added : access with ESC during the game. "Not mode" added.
-> You can save the game during the menu.
-> Bug fixed : in v1.0, there was a big bug that cause an "address error" sometimes when you jumped on the first turtle in the level 1. I tested a lot mario92 and i never see any crash bug. So, mail me if you see a bug.
-> Sprites rendering  : in mario92 v1.0, sprites disappears in the corners of the screen : not in mario92 v2.0. But now the game need 1ko more of free memory.

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Using Mario92 
                    Requirements :
For ti92+ : install only mario92.9xz (levels file is unclude in mario92.9xz, because i think that 7.6ko is nothing for 92+ module !!!!).
Else : install mario92.92p and levels.92p. >If you don't install levels.92p in your ti, you will able to play only with user map. You can put levels.92p in any folders you want.
To run Mario92, you need at least :
     -A ti92 I, II or +.
     -Fargo v2.7 (or Fargo v2.x ?, i don' t know.....) or PlusShell for ti92+.
     -Flib and Hexlib
     -a TI graph-link or a 5$ cable.
     -about 12ko of free memory.
     -about 16ko to store mario92, 7.6ko more for levels.92p.

 
                    Keys :
-APPS  =  turn off the ti-92 (very useful, because the game is long !!!!)..
-F1 = jump.
-2nd or Q = quit.
-ESC (only during the game) = menu.
-cursor = move mario.
- + -   = adjust speed (only for ti92 II or +).

               User mode :
    In mario92, you can load (and make) a map. A map file is a fargo program created by editor.exe. To run a map, just enter esc during the game. Then, enter F5 for the user mode. Now, you have to select the folder where is the map and to select the name of it. Then, enter F1 to play on the user map.
FOR TI92+ : the map files are the same. Just send the 92p map file to your calculator.
 
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  Using the map editor
                If you realized a map, please, send me it !! I would like to create a file in my web page with a lot of mario92 map.
 
                    Requirements
    Map editor is a small DOS program. You only need a 386 or higher with a mouse.

                    Keys
    Use the mouse to change the location of the cursor or to select a sprite. But the editor use also keyboard :
        - Arrows : move the cursor (i suggest you to move the cursor with arrows and use the mouse to put sprites, it' s faster).
        -F1 : new map.
        -F2 : load a map.
        -F3 : save a map
        -F4 : quick save.
        -Insert : insert a column.
        -BackSpace : delete a column.
        -ESC : quit editor.

                    Build your own map
    It is very easy. First, run editor.exe. You will see a square with blue lignes in the upper of the screen : this is where mario will appears when you 'll start the map. You can't change this location.
When you have finished your map, save it : the editor will create a 92p file !!! :-). For example : if you save your map as "level666", the editor will create the file level666.92p. Just send this file to your ti92.
For TI92+ : it is NOT necessary to convert the 92p file in a 9xz file. Just send the 92p file to your Ti92+ (with Flink, for example).

      Special sprites :
                    -> You can add monsters, of course : just select one of them. But when you will start the level, monsters will allways walk on left first. But be careful on adding monsters : it CANNOT be between two bricks, else your ti will crash.
                    -> Monster direction changes when a sprite is in front of  him. But you can add STOP : a stop sprite will NOT appears when you will run the map on mario92.
                    ->You can put an "end sprite" on your map : this is the door. When mario walk near this door, he wins the level.
 
I have made an example : this is the file "example.92p".

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 Screenshots :
 

                                          
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Projects :   
                -Mario92 will use three or four levels of gray.
                -multi directional scroll.
                -A monster (bowser....) at the end.
                -New monsters, flowers....
                -Mario will swim !
 
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Author and contact :
Programming, levels, gfx : Thomas CORVAZIER.

email :  tom68000@mygale.org

My web page (in french) : http://www.mygale.org/04/tom68000
Last mario92 is at http://www.mygale.org/04/tom68000/mario92/mario92.zip
 
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Thanks :
-Hulud, my brother, for his help in assembly language.
-Jerôme Roussel for testing Mario92 on his ti92 II.
-David Ellsworth for Fargo.
-Jimmy Märdell for his great doc and for his assembly routines.
-Bloodlust Software for Nesticle (a nes emulator)  : i 'd got all sprites of super mario bros 2 with it  !
-Mikkel Skovgaard for his great mario92 logo.

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