Super Mario Bros. Maker *BETA testing & download

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8-17-24
infidelity

Super Mario Bros. Maker *BETA

I've ported over Super Mario Bros. from the NES. On top of what I've ported over, I've created a custom editor/gui to allow the editing of every area within the game. As of this beta, there is no editing of sprites/enemies, that will come in a future beta.

Current features
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*access/exit maker mode by pressing X
*can select/copy/paste any 16x16 block that appears below the HeadsUpDisplay, with either an snes controller in port 1, or an snes mouse in port 2
*can save changes, or restore/save current area to its original form

Limitations/Bugs
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*this is a beta, normal gameplay should be 100%, but the beta tag is mainly geared towards the editor itself
*only a 1 player game, since 2 months into developing the editor I completely forgot about the 2 player swap asm of various registers, hence why I've released my standalone vanilla port of Super Mario Bros., so that users can have 2 player mode
*due to the size of the sram pages I'm able to use, (2000 hex bytes each), and eventually when I incorporate enhanced enemy placement, you are not allowed to increase/decrease the screen amount for all of the areas within the game
*you can easily get stuck/break the game, if you're incorrectly using tubes, flagpoles, axes, vines, anywhere within the area you're modifying, this is due from myself not learning about the enemy preperation before loaded areas, this will come at a later time
*if modifiying 4-4 & 7-4's solid locations that change mario's required x position for pathways, you can get stuck in an infinite loop
*if modifying tubes in 8-4, you can get stuck in an infinite loop
*if editing an area, I strongly encourage that you save it, because when you die, the area reloads from sram to ram, and if you're changes were not saved, those changes will be lost, I hope to remedy this down the road
*you're not able to cycle screen id's within the editor, you're only able to edit the exact screen id(s) that are present when you open the editor, this would require some heavy modification to how the game scrolls the screen, and I'd need to learn how to do that without the game needing to do it itself, and also having the enemies & other sprite related functions scroll as well

Things left to tackle for future revisions
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*modify amount/location of enemy placements in all areas
*modify marios required x positions in 4-4/7-4 mazes
*modify tube access/return points
*modify vine access/return points
*modify all areas timers
*modify all areas checkpoints
*modify an areas theme (bgm, palette, swimming capability)
*lakitu egg toss
*when king koopa starts to throw hammers

How to use the editor
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*pressing the X button will open & close the editor

*when cursor is locked within maker hud
;B/left mouse click = open highlighted selection(bricks/?/solids/tubes/coins/terrain/*enemy(disabled)/options
;right mouse click = exit highlighted selection
;A = move cursor from hud, or editing field
;X = close editor

*when within selection (bricks/?/solids/tubes/coins/terrain)
;dpad = move to desired block
;Y/B/right mouse click = exit selection menu

*when within options selection
*up/down = move blinking cursor (restore area/save area)
*start = initiate selection

*when cursor is locked within editing field
;Y = you can either press or hold, while moving the dpad over a 16x16 grid, to copy that 16x16 block
;B = you can either press or hold, while moving the dpad over a 16x16 grid, to paste that 16x16 block
;X = close editor
;A = move cursor from hud, or editing field

SFX/BGM
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I've made changes to some of the sfx, by converting them from .wav to .brr sample files, since the 2A03 sound emulator has issues with some of the sfx. It also cannot handle one of the square channels properly, when it plays the death bgm track. I did the best I could with modifying the asm that preps APU $4001, so that when the death bgm plays it sounds a little bit better.

Here is a list of all the sfx that I've converted from .wav, to .brr sample files for the SPC700.
This was as much as I could cram into the SPC700. (combined to C072 hex bytes)
All of these I've converted using Audacity, to a sample rate of 32000Hz.
If sampled any lower than 32000Hz, they would sound poor.

jumping
brick smash
head hitting solid object
enemy squished
shell kicked
fireball
sliding down flagpole
#supermariobros #port #snes #maker #mariomaker







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