Super Mario War


KoRnfReak

Still Fresh
Hello anybody, :)

I looked through some freeware-games with source code and i found this really funny Game. Look by yourself
smw.jpg

Maybe someone could bring cpu-controled-enemies in the game.

SUPER MARIO WAR Homepage

Its a fantastic Multiplayer Game. I haven't got an 2nd GP32 or my friend but if my friend sees this game on gp32 he would run to lik-sang or wherever :D

Please dont flame me if its unportabble.

Cya KoRnfReaK

/edit I saw that there are cpu-controlled enemies! you only have to push enter until 3 of 4 players are marked as cpu-controlled
 
It probably is portable, and I think its been dealt with before, but unless there is massive interest in an open source game like Beats of Rage it won't get ported. :)

Hope this helps you.
 
hi, i'm the guy who wrote smw.

a port should be no problem, because all tiles are basically created for 320x240, but i've scaled them to 640x480 for the pc (-> x2).

i'd love to see a smw port so i could play it on my gp32 (even 3 player on one gp32 would be possible :) (no wait... 4, but you'd need really tiny fingers ;) ).

but i currently don't have enough time to get into the gp32 coding stuff.


but if anyone else would like to port it here's what needs to be done:

1.) scale sprites and graphics down to 1/2
2.) replace the sdl code in gfx.h/gfx.cpp (around 300 lines of very simple blitting code) or use gp32sdl
3.) remove the sound code (just 10-20 lines in the whole game code)

that should do the job.


ps: if someone could give me a fully functional gp32sdk + gp32sdl + gp32ide i could also do it ;)
 
Excellent! Really cool how random cool coders happened to already be on the scene B) .
 
Hello again,

nice to see the coder of that game here. I dont know if it is very hard but i think it sounds not too difficult. Please dont flame if its very hard. I'm a player not coder :(
1.) scale sprites and graphics down to 1/2
2.) replace the sdl code in gfx.h/gfx.cpp (around 300 lines of very simple blitting code) or use gp32sdl
3.) remove the sound code (just 10-20 lines in the whole game code)

I'm waiting for replies ;)

Cya L8er :rolleyes:
 
no_skill posted on May 18 2004 at 04:46 PM said:
hi, i'm the guy who wrote smw.

a port should be no problem, because all tiles are basically created for 320x240, but i've scaled them to 640x480 for the pc (-> x2).

i'd love to see a smw port so i could play it on my gp32 (even 3 player on one gp32 would be possible :) (no wait... 4, but you'd need really tiny fingers ;) ).

but i currently don't have enough time to get into the gp32 coding stuff.


but if anyone else would like to port it here's what needs to be done:

1.) scale sprites and graphics down to 1/2
2.) replace the sdl code in gfx.h/gfx.cpp (around 300 lines of very simple blitting code) or use gp32sdl
3.) remove the sound code (just 10-20 lines in the whole game code)

that should do the job.


ps: if someone could give me a fully functional gp32sdk + gp32sdl + gp32ide i could also do it ;)


DevKitAdvance (the rar file) I found works really well actually, as long as you don't mind using a separate IDE
 
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huzzzah, just been looking at the game, very good, but surely it could be edited, with some cunning spriting, into a Smash Bros styled game very easily ( by just editing the sprites)
 
fdave posted on May 24 2004 at 05:12 PM said:
no_skill posted on May 18 2004 at 04:46 PM said:
hi, i'm the guy who wrote smw.

a port should be no problem, because all tiles are basically created for 320x240, but i've scaled them to 640x480 for the pc (-> x2).

i'd love to see a smw port so i could play it on my gp32 (even 3 player on one gp32 would be possible :) (no wait... 4, but you'd need really tiny fingers ;) ).

but i currently don't have enough time to get into the gp32 coding stuff.


but if anyone else would like to port it here's what needs to be done:

1.) scale sprites and graphics down to 1/2
2.) replace the sdl code in gfx.h/gfx.cpp (around 300 lines of very simple blitting code) or use gp32sdl
3.) remove the sound code (just 10-20 lines in the whole game code)

that should do the job.


ps: if someone could give me a fully functional gp32sdk + gp32sdl + gp32ide i could also do it ;)


DevKitAdvance (the rar file) I found works really well actually, as long as you don't mind using a separate IDE
i've got ninjas modded devkitadv. i've got 6 free days now. i hope to find time to play around with gp32sdl.

i want to play smw on my gp32.

but i aint am sure if my gp32 survives four players on one machine :D
 
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I think it definately shud b ported, it wud b good as u cud have multiple ppl on one gp like micro mahines.
 
the pc version already has an ai. press cursor-right more than four times in the player selection line.



i've spent two hours today trying to set up gp32sdl with devkitadv by ninja.

can anybody point me to tutorials on how to set up a gp32 + gp32sdl environment.

or does somebody volunteers to write the blitting code (display sprites, ...) / sound code for gp32 supermariowar?
 
it says right at his page:

m going to start working on the gp32 port soon.
and zio tok, the mariowar pixel artist, sent me a lot of new gfx, sounds, suggestions etc for the next smw version.
forum
 
yes, but not so good news:

i was stuck in a huge pile of work and had no time to work on gp32smw yet.
but i've sucessfully merged the linux and the windows codebase, which is basically 90% of the needed code changes.
 
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