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I thought it was OK, I still; haven't managed to unlock Classic mode, so it's lasted me a long time. Finishing it with all teh achievements surely adds replay value and difficulty!
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What about Super Bob Dylan? It's a fairly good Super Mario Bros clone, and is free.
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Never heard of it. Screens/videos/etc?
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Hey that's not bad, looks a bit crude and the level design problems mentioned are true, but it seems worth a check. Thanks!
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People used to prefer the original, but I like both (oldschool version and new version). Congrats to the musician which did really great remixes for this game. |
why even bother? For 10 EURO or less you could buy NES clone with SMB ;)
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For a Super Mario Classic experience on the Amiga (and I really wish we had a graphics editor for this), get Super Bob Dylan from Aminet.
For the note, I LOVE Giana Sisters, Giana's Return, and the one on the DS! Freaking wonderful Mario Spin Offs!!!! |
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The original Super Mario Bros. was converted to the Mega Drive some time ago.
http://www.retrocollect.com/News/ori...megadrive.html He used a tool to convert the 6502 ASM to 68K ASM I'm pretty sure that would give anyone a big head start on an Amiga version. ;) |
The difficulty with that is, of course, with the NES and MD both being tile-based systems, the game logic is almost inherently designed for tile-based logic. The MD port already converts the original NES tile graphics data into MD on-the-fly (well, when the ROM first runs), so I would guess any Amiga port would need to do the same except into a format friendly for blitting and/or Amiga sprite usage (luckily I don't think any individual sprites save for Bowser are larger than 16px wide).
If I was a good Amiga coder, I'd do it, but I'm not so I can't :P |
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:cheese |
You can find it on EAB server /Commodore_Amiga/TOSEC/Games/Public%20Domain/%5BADF%5D/S/
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I think the best chance of getting something as good as SM lay in using the copper to control the blitter in order to build fresh screen margins while hardware scrolling takes care of the rest. A copper list would be prepared ahead of time with blit source addresses of each tile filled-in dynamically by the CPU. Using a copper wait instruction is faster than using a couple of BTSTs to test for the end of a blit so the overhead per blit is smaller. And of course with the copper controlling the blitter, the CPU is free to grab any spare cycles that might be available. I think that's the biggest advantage of using the copper over the CPU. |
I'm not sure that Super Mario Bros would be that difficult to make on the Amiga at 50fps at all. By storing the bitplanes interleaved, you could do larger blits into the edges than 16x16 for each plane. You could probably get away with larger blocks aswell as there are not that many graphics. Maybe 16 wide by 32 tall or even 32x32 blocks.
The on-screen "action" only affects a small area too, there's no parallax and the original is probably less than 16 colours. A hardware sprite or two for Mario along with a few enemies visible at any time is all that it needs. I'm sure the Superfrog engine would handle Mario no problem at all, and it even handles vertical scrolling without a copper controlled blitter. Giana Sisters showed it could be done. It would just need a custom Amiga solution for the graphics rather than emulating an NES on the fly. |
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Good use of sprites, too. Shame it didn't come out until 1993. |
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