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- Rick Dangerous
- Posts: 1887
- Joined: Sat May 10, 2014 11:56 pm
- Location: Sacramento, CA
- Age: 38
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The original ROM is actually 40 KB - 32 KB of program ROM plus 8 KB of tile data.
Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73
Synthesizers: Roland JX-10/SH-09/MT-32/D-50, Yamaha DX7-II/V50/TX7/TG33/FB-01, Korg MS-20 Mini/ARP Odyssey/DW-8000/X5DR, Ensoniq SQ-80, E-mu Proteus/2, Moog Satellite, Oberheim SEM
Synthesizers: Roland JX-10/SH-09/MT-32/D-50, Yamaha DX7-II/V50/TX7/TG33/FB-01, Korg MS-20 Mini/ARP Odyssey/DW-8000/X5DR, Ensoniq SQ-80, E-mu Proteus/2, Moog Satellite, Oberheim SEM
- Tom-Cat
- Mikie
- Posts: 571
- Joined: Mon Oct 21, 2002 9:41 am
- Location: Slovenia
The c64 version unpacks and mirrors the sprites in realtime and caches them... so the data is not exactly doubled... maybe it is even less because of packing.knue wrote:But the NES can mirror sprites in hardware. This basically means that the sprite data almost doubles in size on the c64.
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Tom-Cat
Tom-Cat
- Mayhem
- Cartridge King
- Posts: 8784
- Joined: Fri Dec 28, 2001 10:34 pm
- Location: London
- Age: 49
- Contact:
As long as there's enough cycle time... Impossible Mission flips the sprites in memory in real time btw!
Mayhem64 - for all your cartridge needs!
"My aim is to produce games that have graphics and audio that will rape your eyeballs and take your ears from behind with a strap-on" - Jeff Minter
"My aim is to produce games that have graphics and audio that will rape your eyeballs and take your ears from behind with a strap-on" - Jeff Minter
- knue
- Joe Blade
- Posts: 167
- Joined: Sun Apr 13, 2008 1:06 am
- Location: Germany
- Age: 41
ah cool. didn't know that. I always thought that mirroring sprites in real time is for most games not really an option as it wastes too many cycles.
The fastest code I can think about is this:
And then have 8 variants. That's more than 19 raster lines for mirroring just one sprite frame - not counting any setup code. For 8 sprites that wastes about 160 raster lines - half of the raster time available.
The fastest code I can think about is this:
Code: Select all
ldy #63 ; 2 cycles
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lax (base), y ; 5 cycles * 63
lda mirrortable, x ; 4 cycles * 63
sta sprite_frame_0, y ; 5 cycles * 63
dey ; 2 cycles * 63
bpl - ; 3 cycles * 63 + 2
- Lasse
- C64 Games Programmer
- Posts: 4261
- Joined: Mon Jan 07, 2002 10:57 am
- Location: Finland
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- NM156
- Jumpman
- Posts: 4706
- Joined: Fri May 29, 2015 11:13 am
You have to consider that Impossible Mission does this during the turning animation.knue wrote:ah cool. didn't know that. I always thought that mirroring sprites in real time is for most games not really an option as it wastes too many cycles.
The fastest code I can think about is this:And then have 8 variants. That's more than 19 raster lines for mirroring just one sprite frame - not counting any setup code. For 8 sprites that wastes about 160 raster lines - half of the raster time available.Code: Select all
ldy #63 ; 2 cycles - lax (base), y ; 5 cycles * 63 lda mirrortable, x ; 4 cycles * 63 sta sprite_frame_0, y ; 5 cycles * 63 dey ; 2 cycles * 63 bpl - ; 3 cycles * 63 + 2
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- Mikie
- Posts: 445
- Joined: Sun Feb 01, 2004 3:01 am
- Location: Brighouse, UK
- Age: 52
I'm confused by the sprite colours in those screenshots. I thought multi-coloured sprites had two common colours, yet Mario has Red, Brown and Pink and Bowser has Green, White and Pink! Without Sprite overlays how is this possible?
edit; noticed that mario has hi-res brown so guess that's the overlay!
edit; noticed that mario has hi-res brown so guess that's the overlay!
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- Zorro
- Posts: 1420
- Joined: Wed Jun 22, 2005 6:44 pm
This looks amazing! Sounds close to release? Will it be released as Super Mario Bros? if so, will it fly under radars? Some silly Amiga "Smurfs" game was released for free, and the developer got demands for cash or he'd be sued. he did make a whole website promoting it, which probably didn't help.
Maybe Super Tramiel Bros? Super Commodore Bros? Super Vic Bros? Super Butterfield Bros?
Maybe Super Tramiel Bros? Super Commodore Bros? Super Vic Bros? Super Butterfield Bros?
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- Usagi Yojimbo
- Posts: 6080
- Joined: Wed Aug 05, 2009 2:08 am
The more a game remake is hyped and promoted, the greater the chance that the original copyright holder will squash it like a bug. Which is why I always say that people should do these projects in secret and only tell the world when it's finished. Once it's released, it's too late to stop it and even if they take it down like the company demands, it will live on.redrumloa wrote:This looks amazing! Sounds close to release? Will it be released as Super Mario Bros? if so, will it fly under radars? Some silly Amiga "Smurfs" game was released for free, and the developer got demands for cash or he'd be sued. he did make a whole website promoting it, which probably didn't help.
I vote for the Goldbergs' version; Super Immigrant Plumbers.redrumloa wrote:Maybe Super Tramiel Bros? Super Commodore Bros? Super Vic Bros? Super Butterfield Bros?
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- William Wobbler
- Posts: 73
- Joined: Mon Jan 07, 2013 6:25 pm
Thanks for the nice comments. Yes, it is definitely close to being done and it will be released in a couple of days. As for the name, it is called: Super Mario Bros. 64
I have uploaded another video. Mainly to show the difference from the one I uploaded almost 6 years ago, but also to show it really is running on my C64.
https://flic.kr/p/2e9foqn
I have uploaded another video. Mainly to show the difference from the one I uploaded almost 6 years ago, but also to show it really is running on my C64.
https://flic.kr/p/2e9foqn
- retroscener
- Jack The Nipper
- Posts: 784
- Joined: Sun Apr 30, 2017 5:09 pm
- Location: Northamptonshire, UK
- Age: 52
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