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[RELEASE] SANiK's Mario Demo (Not another 2D cheaply made Mario game)

This is a discussion on [RELEASE] SANiK's Mario Demo (Not another 2D cheaply made Mario game) within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; DIGG this at: http://digg.com/gaming_news/3D_Mario_Clone_Released Screeny: Download: http://sanik.hacking-cult.org/SMarioDemo.zip Usage: X = Jump Control Pad = Move Start = Quit Story: This ...

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Old 02-11-2007, 01:30 AM   #1


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Default [RELEASE] SANiK's Mario Demo (Not another 2D cheaply made Mario game)

DIGG this at:
http://digg.com/gaming_news/3D_Mario_Clone_Released

Screeny:



Download:
http://sanik.hacking-cult.org/SMarioDemo.zip

Usage:
X = Jump
Control Pad = Move
Start = Quit

Story:
This demo is not going to ever become a full game.
It lags at certain points but could be sped up 90%, I didn't give a **** though to put more time into it
I only did this to be able to say,
"Stop with the ****ing cheap ass 2D games"
I'm mother ****ing tired of seeing "OMG, 2D Halo" orrr "2D Mario"
orr "2D Mario texture edit to make it look like 2D Sonic"
The PSP scene needs new life
My little Mario Demo is just a taste of what could be done if one actually tries (with just 6 days to code it + 1 day to port it to the PSP)
Anyways, enjoy

(Also, QJ please remove my PSP X86 emu from the PC emulators - that was canceled since Bochs was ported to the PSP by another PSPdever)
*sits back and waits for it to appear on the front page* =O

Last edited by SANiK; 02-11-2007 at 05:32 PM..
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Old 02-11-2007, 01:40 AM   #2

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Well said.

I've seen a video of this in action here, check it out: http://sanik.hacking-cult.org/marioxtreme3.gif
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Old 02-11-2007, 01:45 AM   #3


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Maybe I should change the thread title to something else.
I bet when people read "SANiK's Mario Demo", they think it's another one of those ****ing 2D Lua ****ties
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Old 02-11-2007, 01:58 AM   #4
 
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I second what you say, people should just get of their asses and get to work, nevertheless, i still appreciate all the work put into it
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Old 02-11-2007, 02:01 AM   #5
 
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wow awesome work man. shame your not gonna finish it
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Old 02-11-2007, 02:21 AM   #6
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Nice work! It reminds me a bit of Super Mario Bros 2.5d (a fan game).

I Hope you change your mind and finish it.

Also, is there only one level? Because I can't seem to finish level 1-1, and your screenshot is in level 1-2.

Last edited by papayo; 02-11-2007 at 02:34 AM..
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Old 02-11-2007, 02:49 AM   #7
 
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hehe just rename the files in the map folder but the second level isnt finished yet ^^ I hope this will end in a full game! ^^
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Old 02-11-2007, 08:24 AM   #8


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Har, yeah - I'm glad someone found the "MAP cheat" =o

The original goal was to take an NES emulator, rip out a lot of stuff, and then exchange the tiledrawing code with a fisheye-tile engine. That way one wouldn't have to recode an entire game. The only pain in the ass part would be detecting which tiles are blocks, sprites, or background.
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Old 02-11-2007, 08:44 AM   #9
 
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wow i luv this game!! i hope you actually finish it, or someone takes over from where you stoped
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Old 02-11-2007, 08:46 AM   #10
 
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If ur not gonna finish it, you should release the source code. This is a great demo, and could be turned into an awsome game!
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Old 02-11-2007, 08:46 AM   #11
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Wow this is awesome, You should really keep going with this game because alot of people would appreciate it.
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Old 02-11-2007, 08:46 AM   #12
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Man..this is awesome. You MUST finish it.
 
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Old 02-11-2007, 08:50 AM   #13
 
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EDIT-wtf it did my post 2 times AGAIN!!
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Old 02-11-2007, 08:52 AM   #14
 
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I agree with the creator. people need to start making NEW material.
hehe, but i dont think making yet another mario game was the way to say it though.
it does have a nice twist i havent seen yet though, so on that note,
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Old 02-11-2007, 08:55 AM   #15

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eww........his ballz are sticking out in the demo.......yuck.....
but seriously, good game and good point .
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Old 02-11-2007, 08:56 AM   #16
 
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good job! very nice
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Old 02-11-2007, 09:09 AM   #17
 
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I really thing this game should be done 2 its awesome one of the only 2.5D games.
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Old 02-11-2007, 09:12 AM   #18


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Yeah, I'm actually wanting to stress my point more than the actual "game"

As for releasing the source - I rather not. It's too messy.
The only thing that's needed at all would be the curved surface code anyhow:
Code:
void reflex(float *a_matrix, float a_x, float a_y, float a_z)
{
  //Apply the matrix rotation to the point
  //Requires a custom matrix library
  vector_matrix_mul(a_x, a_y, a_z, a_matrix);
  
  //Apply the reflex lens formula
  a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
  //The 0.05f = Lens curvature

  //PSP screen stretch/skew
  a_x*=1.25f;
  a_y*=1.05f;

  //Draw the vertex
  glVertex3f(a_x, a_y, a_z);
}
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Old 02-11-2007, 09:14 AM   #19
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Quote:
Originally Posted by SANiK
Har, yeah - I'm glad someone found the "MAP cheat" =o

The original goal was to take an NES emulator, rip out a lot of stuff, and then exchange the tiledrawing code with a fisheye-tile engine. That way one wouldn't have to recode an entire game. The only pain in the ass part would be detecting which tiles are blocks, sprites, or background.
Could you please post the src.....
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Old 02-11-2007, 09:23 AM   #20


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Well, believe me when I tell you this, if I were to post the code, one wouldn't know up from down.

So just take the code snippet from above, and this matrix code:
Spoiler for meep:

void matrix_identity(float *a_matrix)
{
a_matrix[(0<<2)+0] = 1.0f;
a_matrix[(1<<2)+0] = 0.0f;
a_matrix[(2<<2)+0] = 0.0f;
a_matrix[(3<<2)+0] = 0.0f;

a_matrix[(0<<2)+1] = 0.0f;
a_matrix[(1<<2)+1] = 1.0f;
a_matrix[(2<<2)+1] = 0.0f;
a_matrix[(3<<2)+1] = 0.0f;

a_matrix[(0<<2)+2] = 0.0f;
a_matrix[(1<<2)+2] = 0.0f;
a_matrix[(2<<2)+2] = 1.0f;
a_matrix[(3<<2)+2] = 0.0f;

a_matrix[(0<<2)+3] = 0.0f;
a_matrix[(1<<2)+3] = 0.0f;
a_matrix[(2<<2)+3] = 0.0f;
a_matrix[(3<<2)+3] = 1.0f;
}

void matrix_scale(float *a_matrix, float a_x, float a_y, float a_z)
{
float temp[16];

matrix_identity(temp);
temp[0]=a_x;
temp[5]=a_y;
temp[10]=a_z;

matrix_multiply(a_matrix, a_matrix, temp);
}

void matrix_translate(float *a_matrix, float a_x, float a_y, float a_z)
{
float temp[16];

matrix_identity(temp);

temp[12] = a_x;
temp[13] = a_y;
temp[14] = a_z;

matrix_multiply(a_matrix, a_matrix, temp);
}

void matrix_rotateX(float *a_matrix, float a_angle)
{
float temp[16];
float cs=cosf(a_angle);
float sn=sinf(a_angle);

matrix_identity(temp);
temp[5]=cs;
temp[6]=sn;
temp[9]=-sn;
temp[10]=cs;

matrix_multiply(a_matrix, a_matrix, temp);
}

void matrix_rotateY(float *a_matrix, float a_angle)
{
float temp[16];
float cs=cosf(a_angle);
float sn=sinf(a_angle);

matrix_identity(temp);
temp[0]=cs;
temp[2]=-sn;
temp[8]=sn;
temp[10]=cs;

matrix_multiply(a_matrix, a_matrix, temp);
}

void matrix_rotateZ(float *a_matrix, float a_angle)
{
float temp[16];
float cs=cosf(a_angle);
float sn=sinf(a_angle);

matrix_identity(temp);
temp[0]=cs;
temp[1]=sn;
temp[4]=-sn;
temp[5]=cs;

matrix_multiply(a_matrix, a_matrix, temp);
}

void matrix_rotate(float *a_matrix, float a_x, float a_y, float a_z)
{
matrix_rotateX(a_matrix, a_x);
matrix_rotateY(a_matrix, a_y);
matrix_rotateZ(a_matrix, a_z);
}


As well as this vector code:
Spoiler for meep:

void vector_set(Vector *a_vector, float a_x, float a_y, float a_z)
{
a_vector->x=a_x;
a_vector->y=a_y;
a_vector->z=a_z;
}

void vector_load(Vector *a_vector, Vector *a_change)
{
a_vector->x=a_change->x;
a_vector->y=a_change->y;
a_vector->z=a_change->z;
}

void vector_add(Vector *a_vector, Vector *a_change)
{
a_vector->x+=a_change->x;
a_vector->y+=a_change->y;
a_vector->z+=a_change->z;
}

void vector_sub(Vector *a_vector, Vector *a_change)
{
a_vector->x-=a_change->x;
a_vector->y-=a_change->y;
a_vector->z-=a_change->z;
}

void vector_mul(Vector *a_vector, Vector *a_change)
{
a_vector->x*=a_change->x;
a_vector->y*=a_change->y;
a_vector->z*=a_change->z;
}

void vector_div(Vector *a_vector, Vector *a_change)
{
a_vector->x/=a_change->x;
a_vector->y/=a_change->y;
a_vector->z/=a_change->z;
}

void vector_midpoint(Vector *a_vector)
{
a_vector->x=(a_vector->x+a_vector->x)/2;
a_vector->y=(a_vector->y+a_vector->y)/2;
a_vector->z=(a_vector->z+a_vector->z)/2;
}

float vector_magnitude(Vector *a_vector)
{
return (float)sqrt((a_vector->x*a_vector->x)+(a_vector->y*a_vector->y)+(a_vector->z*a_vector->z));
}

void vector_scale(Vector *a_vector, float a_change)
{
a_vector->x*=a_change;
a_vector->y*=a_change;
a_vector->z*=a_change;
}

void vector_normalize(Vector *a_vector)
{
float magnitude=vector_magnitud e(a_vector);
a_vector->x/=magnitude;
a_vector->y/=magnitude;
a_vector->z/=magnitude;
}

void vector_rotate(Vector *a_vector, float *a_matrix)
{
Vector temp;
memcpy(&temp, a_vector, sizeof(Vector));
a_vector->x=temp.x * a_matrix[(0<<2)+0] + temp.y * a_matrix[(1<<2)+0] + temp.z * a_matrix[(2<<2)+0];
a_vector->y=temp.x * a_matrix[(0<<2)+1] + temp.y * a_matrix[(1<<2)+1] + temp.z * a_matrix[(2<<2)+1];
a_vector->z=temp.x * a_matrix[(0<<2)+2] + temp.y * a_matrix[(1<<2)+2] + temp.z * a_matrix[(2<<2)+2];
}

void vector_rotateAxis(Vector *a_vector, Vector *a_axis, float a_angle)
{ //Rotates a_vector a_angle amount of degrees (not Rad)
float x=a_vector->x;
float y=a_vector->y;
float z=a_vector->z;
float u=a_axis->x;
float v=a_axis->y;
float w=a_axis->z;

float u2v2w2=u*u+v*v+w*w;
float sqrtu2v2w2=sqrt(u2v2w2);
float ca=cosf(a_angle); //Cosf/Sinf take degrees, not Rad
float sa=sinf(a_angle);
float uxvywz=u*x+v*y+w*z;

a_vector->x=(u*(uxvywz)+(x*(v*v+w* w)-u*(v*y+w*z))*ca+sqrtu2v2w 2*(-w*y+v*z)*sa)/(u2v2w2);
a_vector->y=(v*(uxvywz)+(y*(u*u+w* w)-v*(u*x+w*z))*ca+sqrtu2v2w 2*(w*x-u*z)*sa)/(u2v2w2);
a_vector->z=(w*(uxvywz)+(z*(u*u+v* v)-w*(u*x+v*y))*ca+sqrtu2v2w 2*(-v*x+u*y)*sa)/(u2v2w2);
}

void vector_inverseRotate(Vect or *a_vector, float *a_matrix)
{
Vector temp;
memcpy(&temp, a_vector, sizeof(Vector));
a_vector->x=temp.x * a_matrix[(0<<2)+0] + temp.y * a_matrix[(0<<2)+1] + temp.z * a_matrix[(0<<2)+2];
a_vector->y=temp.x * a_matrix[(1<<2)+0] + temp.y * a_matrix[(1<<2)+1] + temp.z * a_matrix[(1<<2)+2];
a_vector->z=temp.x * a_matrix[(2<<2)+0] + temp.y * a_matrix[(2<<2)+1] + temp.z * a_matrix[(2<<2)+2];
}

void vector_inverseTranslate(V ector *a_vector, float *a_matrix)
{
a_vector->x-=a_matrix[12];
a_vector->y-=a_matrix[13];
a_vector->z-=a_matrix[14];
}

void vector_matrix_mul(float *a_x, float *a_y, float *a_z, float *a_matrix)
{
float x=*a_x;
float y=*a_y;
float z=*a_z;
*a_x=x*a_matrix[(0<<2)+0]+y*a_matrix[(1<<2)+0]+z*a_matrix[(2<<2)+0]+a_matrix[(3<<2)+0];
*a_y=x*a_matrix[(0<<2)+1]+y*a_matrix[(1<<2)+1]+z*a_matrix[(2<<2)+1]+a_matrix[(3<<2)+1];
*a_z=x*a_matrix[(0<<2)+2]+y*a_matrix[(1<<2)+2]+z*a_matrix[(2<<2)+2]+a_matrix[(3<<2)+2];
}


And just do:
float matrix[16];
matrix_identity(matrix);
matrix_translate(matrix, -playerX, -playerY, -playerZ);
reflex(matrix, 0,0,0);
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Old 02-11-2007, 10:47 AM   #21


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Quote:
Originally Posted by SANiK
Yeah, I'm actually wanting to stress my point more than the actual "game"

As for releasing the source - I rather not. It's too messy.
The only thing that's needed at all would be the curved surface code anyhow:
Code:
void reflex(float *a_matrix, float a_x, float a_y, float a_z)
{
  //Apply the matrix rotation to the point
  //Requires a custom matrix library
  vector_matrix_mul(a_x, a_y, a_z, a_matrix);
  
  //Apply the reflex lens formula
  a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
  //The 0.05f = Lens curvature

  //PSP screen stretch/skew
  a_x*=1.25f;
  a_y*=1.05f;

  //Draw the vertex
  glVertex3f(a_x, a_y, a_z);
}
Oh my. give me a day with this source, I can make it do backflips for you =)

Rocking concept...should be easy to make a nice 2d platformer using this style of rendering

I had an idea of doing something like this for tetris, but instead of having a defined left or right edge, the 'board' is actually a cylinder, and you can spin the board around while the pieces fall..should make for a very interesting tetris variant =)
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Old 02-11-2007, 01:12 PM   #22


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Har, well MrMr[iCE], here's the source... good luck decoding it
http://sanik.hacking-cult.org/Nehe11.rar

The *.d files are made by the compiler, delete them
The .inc files are not needed - delete them
stack.c is a waste - (don't know what I was thinking by using it)
The only function that uses it seems to be that vector_matrix_mul function, on page 2 of this thread is a version of the function that doesn't use the stack.c file

Anyways, it would be nice to see what others could do with this.
I'd suggest starting over instead, building around the source code that I had posted in the SPOILER tags on page 2 of this thread instead of using the source in the zip file.

Anyways, time to wait for this thing to appear on the front page of QJ net, to stir up some controversy regarding the barrage of 2D game clones made in 3 seconds using Lua, har
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Old 02-11-2007, 01:33 PM   #23

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excellent job SANiK!!! This is great. You must be indian....
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Old 02-11-2007, 01:41 PM   #24


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Lol, worst steriotype ever?
Why not asian?
Or hispanic?
Or black?

I'm white btw.
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Old 02-11-2007, 01:44 PM   #25
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Quote:
Originally Posted by superbatxs
excellent job SANiK!!! This is great. You must be indian....
why's that then ?

don't no british/american whatever people know how to create games ?
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Old 02-11-2007, 02:17 PM   #26
 
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nice [mr][mr]ice is on it nice
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Old 02-11-2007, 02:19 PM   #27

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I too like the concept much more than the actual code. It's clear it wasn't written for PSP So much to optimize that it hurts, but it's still incredible doing. Respect. I'd too like to see more stuff like that come up. If I only had more time and a little more creativity with game concepts :/
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Old 02-11-2007, 08:54 PM   #28
 
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nice looking game man
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Old 02-11-2007, 09:13 PM   #29


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Thanks, trying to get it dugg:
http://digg.com/gaming_news/3D_Mario_Clone_Released

Register on digg.com if you don't have an account and click the top-left "digg" button.
Tell everyone and their dog about it! =O
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Old 02-12-2007, 01:22 AM   #30

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Quote:
Originally Posted by SANiK
"Stop with the ****ing cheap ass 2D games"
I'm mother ****ing tired of seeing "OMG, 2D Halo" orrr "2D Mario"
orr "2D Mario texture edit to make it look like 2D Sonic"
The PSP scene needs new life
Damn straight.
Good to see there are still some 3D-competent developers here.

Thing is, there are still good 2D PSP games (like callisto), but there are no longer the developers who are dedicated enough to program them. 3D games are rarely seen because it takes a greater understanding of what you're doing to program a 3D game as opposed to a 2D game.
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