Super Mario Quest v0.9.3 Beta released
Posted on 20 January 1999, 00:21 GMT
Don Barnes has released Super Mario Quest v0.9.3 Beta for the TI-89 and TI-92 Plus, as well as the SMQ Editor v0.3 Beta for the TI-89 and TI-92 Plus. This new version adds fireballs, invincibility stars, the ability to slide, an optional info bar at the top, and an option password on custom level sets. Previously, the game and the level editor were included in the same archive; however now they are seperate archives.
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Re: Super Mario Quest v0.9.3 Beta released
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billybobIV
(Web Page)
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this is by far the best TI game I have ever seen. I mean nothing on the ti8x (except 89) even comes close. I remember playin games on my 86, but now the 92plus is so much better I wouldn't even think about going back.
I think I'd say that the 92plus (/89) is capable of anything the gameboy is (except sound) if we get more *awsome* programmers like this guy
may I ask how many hours you've put into this
I think this is truly great!
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20 January 1999, 05:53 GMT
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Re: Super Mario Quest v0.9.3 Beta released
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Mike
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I was writing SMB level 1-1, I tested a nearly finished version in the main program and I found a few flaws in the layout. So I went back to edit the file, finished, saved it and reloaded SMQ, but my calc froze...I love the game so much that I am willing to write as many SMB1 levels as I get time. Anyone else have this problem? You Load a level, close out of SMQ, edit the level, reload SMQ, and it locks up?
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20 January 1999, 07:28 GMT
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Re: Super Mario Quest v0.9.3 Beta released
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86-owner
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86-version?
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20 January 1999, 12:01 GMT
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15-letter limit is bad.
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Piloter
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An interesting point. However, bear in mind that (*warning, CSE major within hailing distance* *Shields up! Jam all frequencies!* *Sir, he already is.*) most actual emulation involves software-level code to mimic hardware. I suppose it's POSSIBLE that Nintendo happened to do basic IO and processing for their Gameboy Z80 like TI did, but I think that the Gameboy might have had other chips specially for graphics work (scaling, tiling, scrolling) .. .the question is if it's possible to somehow write code NOT for full emulation but to change TI's instructions into what a Gameboy would work with. *blink* Let me clarify that. Using a Z80's resources to fully software - emulate a Z80 is like trying to dismantle your computer to make a monitor, you may be able to, but then where's the computer? Full software emulation would take all the resources of the Z80 and leave MAYBE a few tenths of mhz free for processing the actual Gameboy ROM image. (Like trying to run NeoGeo games with full sound on a 486-33 with 32 megs ram. It can no doubt be /done/, but you'll get about 1 FPS.) Basically what I'm trying to say is, "Is it possible for somebody to write translation protocols from Nintendo to TI?" Of course, the actual size of the ROMs becomes an issue too. Greyscale assembly stuff is BIG.
If this made little sense and annoys people, I'm sorry, I'm just trying to convey some of the issues I see as potential problems for this. (Yes, just out of curiosity I would be /very/ interested in this project.) Feel free to mail me if you like.
--Piloter, signing off
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20 January 1999, 17:38 GMT
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Re: Re: 15-letter limit is bad.
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Eric Newman
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Sure, it's possible. Vaguely. If you take the time to create an interface device (or borrow schems off the net..) for the cartridge..
Oh, whoops, existing schems are for a serial or parallel port, generally. Okay, then you build a system like what one will find in the Expander... (You're already an electronics whiz, writing driver code's a cinch at this point, right? =)
Oh, whoops, it's too slow.
Oh, well. It was an idea, right? =>
(Sorry for sarcasm, don't mean to be insulting, but I couldn't help myself.)
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23 January 1999, 14:28 GMT
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Re: 15-letter limit is bad.
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Eric Newman
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Well, the original poster was talking about recompiling..
Which would be fun project, I'm sure, since nobody (as far as I know) has done any sort of recompiler for z80..
But you have to deal with all the nastiness that goes with a recompiler. Meaning all the issues that are mentioned (graphics/sound calls that should be there, but aren't.. Handling all odd quirks of the original hardware)...
All these add up to a large amount of effort, and essentially recoding portions of each game on an individual basis.
Interpretation is a lost cause, and I don't think one could do a dynamic recompiler quickly and efficiently enough in the 10mhz available on a TI-89 or 92.
As for memory space... That'd definitely be an issue, but perhaps something like the Expander II could be used? Something to consider.
As a final note...
If one has the skill for this, one would be able to do new games from scratch anyhow, so why bother? (Well, I'm sure there's a few games out there someone will point to as Worth It, but we're already getting items like Zelda and such, so that list's going to get shorter with time.)
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23 January 1999, 14:18 GMT
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