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Super Mario Quest v0.9.3 Beta released
Posted on 20 January 1999, 00:21 GMT

[Super Mario Quest Screenshot]

Don Barnes has released Super Mario Quest v0.9.3 Beta for the TI-89 and TI-92 Plus, as well as the SMQ Editor v0.3 Beta for the TI-89 and TI-92 Plus. This new version adds fireballs, invincibility stars, the ability to slide, an optional info bar at the top, and an option password on custom level sets. Previously, the game and the level editor were included in the same archive; however now they are seperate archives.

 


The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.


Re: Super Mario Quest v0.9.3 Beta released
billybobIV
(Web Page)

this is by far the best TI game I have ever seen. I mean nothing on the ti8x (except 89) even comes close. I remember playin games on my 86, but now the 92plus is so much better I wouldn't even think about going back.

I think I'd say that the 92plus (/89) is capable of anything the gameboy is (except sound) if we get more *awsome* programmers like this guy

may I ask how many hours you've put into this
I think this is truly great!

     20 January 1999, 05:53 GMT

Re: Re: Super Mario Quest v0.9.3 Beta released
Kid at school
(Web Page)

Well, the Game Boy does have a Z80 processor so, the TI-89 games can even be better! I know sooner or later that there will be some 89 games with sound, maybe SMQ!! What would the sound be like? Gee, I wonder! =o)


     20 January 1999, 14:49 GMT


Re: Re: Super Mario Quest v0.9.3 Beta released
Atom
(Web Page)

Sound is already available for the TI-89. A sound library has been released with a sample test program with great sound. The other TI-8x calculators already have a few games with sound.

     20 January 1999, 20:11 GMT


Re: Re: Re: Super Mario Quest v0.9.3 Beta released
Ken

How can you make the TI 89 sounds out?

     21 January 1999, 03:12 GMT


Re: Re: Re: Re: Super Mario Quest v0.9.3 Beta released
Eugene

There are a few ways to do this. You can do this:

1. get the calc link, hook one end to your calc, then place the other end against an AM radio set to a frequency not in use.

2. get a 2.5mm to 3.5mm converter. Hook the 2.5mm end to your calc and plug your headphones into the other end.

3. get your own speakers.

I believe ticalc.org has some more information on this under "Calculators" or "Linking." Also check the Hardware section at the TI-Files.

     21 January 1999, 05:26 GMT

Re: Super Mario Quest v0.9.3 Beta released
Mike

I was writing SMB level 1-1, I tested a nearly finished version in the main program and I found a few flaws in the layout. So I went back to edit the file, finished, saved it and reloaded SMQ, but my calc froze...I love the game so much that I am willing to write as many SMB1 levels as I get time. Anyone else have this problem? You Load a level, close out of SMQ, edit the level, reload SMQ, and it locks up?

     20 January 1999, 07:28 GMT


Re: Re: Super Mario Quest v0.9.3 Beta released
dge

I had the same problem and it's very annoying

     21 January 1999, 18:08 GMT


Re: Re: Re: Super Mario Quest v0.9.3 Beta released
Mark Leverentz

I'm guessing that it's a memory problem. The ziplib that smq uses will occasionally freeze (something to do with using bad ROM calls) if there isn't enough free memory to uncompress the level. If you have less than 40k or 50k, this is probably the problem.

     21 January 1999, 23:44 GMT


Crashing
Mike

Yeah, I am keeping my memory empty except for the game and the editor, no loss to me though, since this is my favorite game. I currently have levels 1-1 through 1-3 written. Hopefully I get them distributed soon.

     22 January 1999, 20:52 GMT

Re: Super Mario Quest v0.9.3 Beta released
86-owner

86-version?

     20 January 1999, 12:01 GMT


Re: Re: Super Mario Quest v0.9.3 Beta released
lexlugger

no

     20 January 1999, 13:57 GMT


Ah, you know the subject by now.
Paul Blake

I suppose I'd get a similar response if I were to ask about an 85 version?

'Course, someone brought up an interesting point: Why not start looking into emulating (read: recompiling the roms for use on calc) the Gameboy? The processors are far to similar to make it difficult... Then again, I could just be shooting off at the mouth.

Of course, none of this is in any way useful to me until I find my TI calculator again...

     20 January 1999, 17:02 GMT

15-letter limit is bad.
Piloter

An interesting point. However, bear in mind that (*warning, CSE major within hailing distance* *Shields up! Jam all frequencies!* *Sir, he already is.*) most actual emulation involves software-level code to mimic hardware. I suppose it's POSSIBLE that Nintendo happened to do basic IO and processing for their Gameboy Z80 like TI did, but I think that the Gameboy might have had other chips specially for graphics work (scaling, tiling, scrolling) .. .the question is if it's possible to somehow write code NOT for full emulation but to change TI's instructions into what a Gameboy would work with. *blink* Let me clarify that. Using a Z80's resources to fully software - emulate a Z80 is like trying to dismantle your computer to make a monitor, you may be able to, but then where's the computer? Full software emulation would take all the resources of the Z80 and leave MAYBE a few tenths of mhz free for processing the actual Gameboy ROM image. (Like trying to run NeoGeo games with full sound on a 486-33 with 32 megs ram. It can no doubt be /done/, but you'll get about 1 FPS.) Basically what I'm trying to say is, "Is it possible for somebody to write translation protocols from Nintendo to TI?" Of course, the actual size of the ROMs becomes an issue too. Greyscale assembly stuff is BIG.
If this made little sense and annoys people, I'm sorry, I'm just trying to convey some of the issues I see as potential problems for this. (Yes, just out of curiosity I would be /very/ interested in this project.) Feel free to mail me if you like.
--Piloter, signing off

     20 January 1999, 17:38 GMT

Re: 15-letter limit is bad.
kwijybo

well i have another idea, but is probably even more far fetched and i have no clue as to if it's even possible. could it be possible to read a gameboy cartiridge through some kind of home made device connected to the link port? i have no idea if thats even possible, but if it is, you don't need to worry about memory constraints.

     21 January 1999, 03:05 GMT


Re: Re: 15-letter limit is bad.
Eric Newman

Sure, it's possible. Vaguely. If you take the time to create an interface device (or borrow schems off the net..) for the cartridge..
Oh, whoops, existing schems are for a serial or parallel port, generally. Okay, then you build a system like what one will find in the Expander... (You're already an electronics whiz, writing driver code's a cinch at this point, right? =)
Oh, whoops, it's too slow.
Oh, well. It was an idea, right? =>

(Sorry for sarcasm, don't mean to be insulting, but I couldn't help myself.)

     23 January 1999, 14:28 GMT


Re: Re: Re: 15-letter limit is bad.
kwijybo

oh well, it doesn't matter, cause i just bought a gameboy color, and the screen on that thing is beautiful! the besti've seen for something that small. and put's my 89's screen to shame

     25 January 1999, 04:11 GMT


Re: 15-letter limit is bad.
Eric Newman

Well, the original poster was talking about recompiling..
Which would be fun project, I'm sure, since nobody (as far as I know) has done any sort of recompiler for z80..
But you have to deal with all the nastiness that goes with a recompiler. Meaning all the issues that are mentioned (graphics/sound calls that should be there, but aren't.. Handling all odd quirks of the original hardware)...
All these add up to a large amount of effort, and essentially recoding portions of each game on an individual basis.
Interpretation is a lost cause, and I don't think one could do a dynamic recompiler quickly and efficiently enough in the 10mhz available on a TI-89 or 92.
As for memory space... That'd definitely be an issue, but perhaps something like the Expander II could be used? Something to consider.

As a final note...
If one has the skill for this, one would be able to do new games from scratch anyhow, so why bother? (Well, I'm sure there's a few games out there someone will point to as Worth It, but we're already getting items like Zelda and such, so that list's going to get shorter with time.)

     23 January 1999, 14:18 GMT

Re: Ah, you know the subject by now.
kwijybo

anybody out there know what kind of proccessor the game gear had, and if it's at all similar, except for the fact it had color graphics?

     21 January 1999, 20:19 GMT


Re: Re: Ah, you know the subject by now.
Person

I think the Game Gear has a Z80 processor also

     22 January 1999, 02:16 GMT


Re: Re: Re: Ah, you know the subject by now.
kwijybo

yep, i found out it does. it's 3.56 mhz, same as the master system's processor. and the old nes has i think a motorola processor at like 1.56 mhz

     22 January 1999, 21:01 GMT


NES has a 6502
Weiss

The old NES has a 6502 processor.

     23 January 1999, 04:35 GMT


Re: Ah, you know the subject by now.
Zogg

One big problem with recompiling gameboy games for the calc is there sheer size. 1 gameboy cartridge can be upwards of 1 meg, and none of ti calculators have that much space. It seems like a good idea, but the constraints are just too great.

     26 January 1999, 01:05 GMT

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