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.
Considerating someone did it using Flash, good luck. ^_^;;
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.
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?
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.
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
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.
What I really need to know is how it applies values.
I doubt you will achieve a "seriously accurate port" like this.
This project is out.
But I did manage to make a nice port of Donkey Kong.