Super Mario Quest v0.9.0 Beta released
Posted on 8 January 1999, 06:41 GMT
Don Barnes has released Super Mario Quest v0.9.0 Beta for the TI-89 (shown right) and TI-92 Plus. As you would expect, this is a clone of the famous Super Mario Bros. game. You will need either Doors OS v0.96 Beta (TI-89, TI-92 Plus) or PlusShell v1.0 Alpha (TI-89, TI-92 Plus) to run this game, however you will need the libraries included in Doors OS. An on-calc level editor is also included. This will allow you to create your own levels for Super Mario Quest. As soon as some external levels are submitted by users, a levels directory will be created for Super Mario Quest here on ticalc.org.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: Super Mario Quest v0.9.0 Beta released
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Jenny
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Why am I unable to run mario on my ti-89?
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4 May 1999, 19:25 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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francis
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how do you get the game to start
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19 May 1999, 23:05 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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Haseeb Chaudhry
(Web Page)
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Well, it's a great game...
Keep up the kewl job!
hc
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8 January 1999, 06:58 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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Max
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Yeah! This game really kicks some ass! I wish i could program like him!....
Of course i think there will be the question that still remains: will it be ported to ...
GRR...
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8 January 1999, 07:04 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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Eugene
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Darn! I have to use Doors OS libs! I use PlusShell! (not as big a problem as if you use the numeric solver, then clean up after yourself; you get an address error. If you're gonna use your calc for games, then use it for games only.)
The on-calc editor is definitely a good idea. I'll see what levels I can create...
Anything in the game itself new?
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8 January 1999, 07:51 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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hoyboy
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Hey man, great job on Mario. The game looks great!
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8 January 1999, 09:30 GMT
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Re: Super Mario Quest v0.9.0 Beta released
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Naram Qashat
(Web Page)
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I think this game is awesome!! I like the graphics and the gameplay. I think the on-calc editor will be kewl. I am going to download this game. Keep up the good work!!!
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8 January 1999, 15:26 GMT
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Comparision, Super Mario 86 to Super Mario 89
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Dimagus Demorath
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There's a couple things I'd like to point out between the two, and maybe they could improve a bit on both.
1) The graphics and sprites on SMQ are HUGE! You can hardly see any of the level with 10x6 block size screen. The 86 version by Bill Nagel had 13x7 even WITH the smaller screen size and it looks just as good if not better. The sprites on 86 were 8x8, I think the ones here are 16x16 and big mario takes up two blocks, this is mario, not The Giant.
2) The 89 does have a couple of advantages though. More blocks to choose from, more enemies, and vertical scrolling. Of course if the sprites were "Normal" size the vertical scrolling probably would have been left out. If the 86 version had this and you added in a raccoon suit like in SM3 for Nintendo, it would be a big plus, same for the 89.
3) Stats. Plain, simple. Where are they? I don't see any stats on the playing screen for the 89, yet Bill Nagel managed to fit them on a screen size practically twice as small? Come on, we have to know how many coins, lives, etc we have.
4) Grayscale, 89 has it, 86 doesn't, improve.
I would suggest that someone retrofits the game into 10x10 blocks, more than enough to show blocks (Look at Super Mario 86, I don't want anyone saying "You can't get enough detail with 10x10!") and add in the best of both games as well as some new stuff. The List of what the ultimate Mario game should have: Greyscale, medium or small sprites (No "Need Ultra-Slim Fast" sprites), Lots of enemies, Stars, Fireflowers, raccoon suit, 1ups, Big Mushrooms, warps, stats on playing screen, and level editor (More should probably be included, but I can't think of any). Get together with a group like CCIA or ACZ and Bill Nagel and maybe Michael Cook. Make the best damn Mario on the market and show Nintendo that you're the better programmers.
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8 January 1999, 16:13 GMT
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Grayscale scrolling? 86? Impossible?!
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David Phillips
(Web Page)
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Grayscale scrolling on the 86 is NOT impossible, not by any means! Despite what you'd think, actual scrolling does not take very long at all. ~21000 t-states for vertical scrolling, ~27000 t's for horizontal. Redrawing the pixel strip will probably take about that same amount of time, so you can figure on about ~50000 or so t's for normal scrolling.
If you add grayscale, then you have two planes, so you have to do everything twice. So that would be in the neighborhood of around ~100000 t-states per frame.
For those of you not familiar with Z80: t-states are a way of measuring how long it takes to execute instructions. The Z80 in the calcs are 6Mhz. This means that they can execute 6 million t-states per second. So at one hundred thousand t's a frame executing six million a second, you could have 60 frames a second!
Of course, you will never achieve this high of a frame rate. You must also figure in copying the double or tripple buffers, which may come close to halving the speed. You must do this, of course, or there will be tons of flicker. You then need time to draw the sprites, update the enemies, etc. All this takes time. But you should theoretically be able to get about 5-10 frames a second of scrolling grayscale. Not bad at all, considering anything faster than that and it's all blur. Darned slow LCD, hehe.
If there's enough demand, I might whip up a little scrolling grayscale demo...
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9 January 1999, 08:51 GMT
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Re: Comparision, Super Mario 86 to Super Mario 89
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Gandalf
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Your absolutly right about the block size. As soon as I saw the screen shot from this game I thought: "Wow, those are some nice GFX" and then 1 second later: "Eww, those block are absolutly huge". The block should be approx. the width of Mario, no more, no less. I have an 86 and there'll probably never be a port to any thing less than a 89. That means that I'll never probably play this game, But I hope that the final product of this game has all of the features that make the game whole(fire power, racoon/frog suits, start power, pipes that work, hidden 1ups, pipes that actually work, ect. ect.) Even Bill's Version of Mario for the 86 was missing those things, but I still admire his skills BTW. And whats this I hear of him done programming, if he's done with programing for the TI's he's on to something else because programming is an addiction to people who actually do it(unlike the minority of people who just rip other peoples work and put their own name in). OK back to mario. This game has alot of potential and with some of these gfx I've seen from the screen shot. But most people wont be 100% satisfied with the game untill it almost perfectly resembles Mario to deserve the name Mario.
Gandalf
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9 January 1999, 06:57 GMT
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