Trying to make a very accurate SMB port to Game Maker

Discuss technical or other issues relating to programming the Nintendo Entertainment System, Famicom, or compatible systems.

Moderator: Moderators

Post Reply
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Trying to make a very accurate SMB port to Game Maker

Post by CKY-2K/Clay Man »

I want to try to make a seriously accurate port of SMB into Game Maker.
The display style can't really be reproduced but the physics could.

I'm gonna try to use the disassembly for a source of alot of the variables and all.
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
User avatar
Zepper
Formerly Fx3
Posts: 3264
Joined: Fri Nov 12, 2004 4:59 pm
Location: Brazil
Contact:

Post by Zepper »

Considerating someone did it using Flash, good luck. ^_^;;
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

Ok, first off I'm gonna need to know how NES calculates values to place them in effect, especially for moving things.

Game maker's movement runs by a variable called "speed".

1 speed = 1 pixel movement per step/frame/clock cycle.
Mario's walk speed is like 18, but I know he doesn't move at 18 pixels per frame.

I need to kinda pick up on how or where in the ASM does it apply this value into mario's speed.
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
tepples
Posts: 22345
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Post by tepples »

It's likely that the game uses "fixed point", where each speed is a fraction with a constant denominator. Can speeds in Game Maker be floating-point, or fraction, or decimal?
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

yeah fraction and decimal.
as in .2 or 1/5
what would a float point be?

It would be easier if FCEU XD had a frame-by-frame option.



After examination it seems like speed 0f = 15 pixel movements out of 16 frames.

so the speed would be 15/16.

It does used fix points.
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

Sorry to doublepost but I made a compilation of the project of how it is so far. Check it out:

http://www.box.net/shared/rpym327g18
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
User avatar
blargg
Posts: 3717
Joined: Mon Sep 27, 2004 8:33 am
Location: Central Texas, USA
Contact:

Post by blargg »

No way you're going to get exact Mario physics unless you manually manage calculations. Any pre-supplied velocity or whatever will surely not offer enough control to do it.
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

What I really need to know is how it applies values.
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
User avatar
Zepper
Formerly Fx3
Posts: 3264
Joined: Fri Nov 12, 2004 4:59 pm
Location: Brazil
Contact:

Post by Zepper »

User avatar
tokumaru
Posts: 12106
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Post by tokumaru »

I doubt you will achieve a "seriously accurate port" like this.
CKY-2K/Clay Man
Posts: 214
Joined: Sun Apr 01, 2007 2:10 pm

Post by CKY-2K/Clay Man »

This project is out.
But I did manage to make a nice port of Donkey Kong.
Image
Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
Post Reply