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ddribin : smb   23

GitHub - MitchellSternke/SuperMarioBros-C: An attempt to translate the original Super Mario Bros. for the NES to readable C/C++
"An attempt to translate the original Super Mario Bros. for the NES to readable C/C++.

I've taken the smbdis.asm disassembly of Super Mario Bros. and successfully converted it to C++ using an automated codegen program I wrote (which you can be found in the codegen/ subdirectory of the repo). Right now, it looks very similar to the original disassembly and is fairly dense code, but it works! Check out source/SMB/SMB.cpp if you're curious."
video  games  smb  reverse-engineering 
10 weeks ago by ddribin
Super Mario Bros.' 25th: Miyamoto Reveals All - UGO.com
"Shigeru Miyamoto, designer of SMB and a couple dozen other Nintendo titles you might be familiar with, sat down with Famitsu magazine in this week's issue to share some behind-the-scenes development tales from the NES's flagship title. Some of the highlights:"
video  games  history  nintendo  smb 
december 2017 by ddribin
Japanese Secrets!
"Nintendo has, in recent years, shown more and more archival video footage of their 1980s game design processes. One of the videos they made shows how bitmap artwork on paper gets transferred to digital form on the computer."
video  games  history  nintendo  nes  smb  zelda 
september 2017 by ddribin
Super Mario 64 – 1996 Developer Interviews - shmuplations.com
"These two lengthy interviews with Shigeru Miyamoto and key members of the Super Mario 64 development team first appeared in two official Japanese strategy guides from 1996. Both interviews go over the design history of the groundbreaking game, including information about early design details that were ultimately dropped or changed."
video  games  retro  interview  smb  nintendo  n64  history 
september 2016 by ddribin
The Making (And Legacy) Of Super Mario Bros. 3
"This is an excerpt from Super Mario Bros. 3, by Boss Fight Books, which you can get here."
video  game  history  smb 
september 2016 by ddribin
Super Mario Bros. - Forum - How to Defeat the "Judges" in 8-1 - speedrun.com
"This post contains a LOT of details. If you're just looking to learn how to play 8-1 optimally without randomly losing time, then read the "TL;DR" section. However, the details afterwards will help you understand *why* the game works this way, and will certainly prove useful for anyone who wishes to perform further TAS research on this problem (such as finding a visual cue that tells you ahead of time whether the new frame-perfect jump is necessary and/or getting rid of it altogether)."
video  games  nintendo  nes  smb  strategy  speedrun  tas 
april 2016 by ddribin
Nintendo's Shigeru Miyamoto explaining World 1-1 is the best game design lesson of the week | Polygon
"Nintendo's Shigeru Miyamoto himself walks you through World 1-1 in this video, and you get to see that design philosophy in action. This is possibly one of the most famous levels in the history of video games, and hearing Miyamoto explain the thought process behind the placement of damned near every pixel is a great way to learn a bit about what great level design can achieve."
video  games  nintendo  nes  smb 
october 2015 by ddribin
Tricky-to-emulate games - Nesdev wiki
"Super Mario Bros. is [probably the hardest game to emulate among the most popular NROM games, which are generally the first targets against which an emulator author tests his or her work. It relies on JMP indirect, correct palette mirroring (otherwise the sky will be black; see PPU palettes), sprite 0 detection (otherwise the game will freeze on the title screen), the 1-byte delay when reading from CHR ROM through PPUDATA (see The PPUDATA read buffer), and proper behavior of the nametable selection bits of PPUSTATUS and PPUADDR. In addition, there are several bad dumps floating around, some of which were ripped from pirate multicarts whose cheat menus leave several key parameters in RAM. If you're looking for a good first game for your new emulator, try anything made in 1984 or earlier, such as Donkey Kong."
nintendo  nes  emulator  smb 
april 2015 by ddribin
Super Mario World “Completed” in Under 3 Minutes by Corrupting the RAM | minimaxir
"So, for those who are wondering just what the f- happened… there’s a glitch that’s been known for a while, where Yoshi can end up in the “I have an item in my mouth” state, but not actually have an item in his mouth. When he spits out this nothingness, the game crashes. That’s all we knew about the glitch… until recently."
video  games  nintendo  smb  tas 
march 2013 by ddribin
Iwata Asks : Super Mario Bros. 25th Anniversary : Using the D-pad to Jump
"For my final interview on the occasion of the 25th anniversary of Super Mario Bros.1, I have gathered the original developers, four men who continue to be active in development of the Super Mario Bros. series."
interview  nintendo  nes  smb  history 
november 2012 by ddribin
TMK | Super Mario's Release Date is Missing!
"With the actual release date of Mario's first sidescrolling adventure remaining such a mystery, we at TMK decided that something had to be done. After all, how could we properly celebrate the 25th anniversary of the release of Super Mario Bros. if we didn't know exactly when that anniversary might be?"
video  games  history  nintendo  nes  smb 
march 2012 by ddribin
Gamasutra - Features - Sad But True: We Can't Prove When Super Mario Bros. Came Out
"Super Mario Bros. is one of video game history's greatest treasures. [..] And yet, we don't know exactly when the game came out. In fact, talk to enough people and you'll come to find out that we can't even agree on the year the game came out, at least in the United States (in Japan, we know exactly when it shipped: September 13, 1985)."
video  games  history  nintendo  nes  smb 
march 2012 by ddribin
Stars of Famicom Games
"I picked up a children's picture book at the local library recently. [...] Well, this happened to be a very special book, because it showed kids how Nintendo games are made, from start to finish. With some fantastically juicy pictures! And not only that, the game it focussed on was Super Mario Bros. 3!"
video  games  history  nintendo  nes  smb 
december 2011 by ddribin
Super Mario Bros.' 25th: Miyamoto Reveals All
"Shigeru Miyamoto, designer of SMB and a couple dozen other Nintendo titles you might be familiar with, sat down with Famitsu magazine in this week's issue to share some behind-the-scenes development tales from the NES's flagship title. Some of the highlights:"
interview  nintendo  nes  smb 
december 2011 by ddribin
Wii.com - Iwata Asks: Super Mario Bros. 25th Anniversary
Fantastic interview with the original SMB designers, Shigeru Miyamoto, Takashi Tezuka, and Toshihiko Nakago and composer Koji Kondo.
interview  nintendo  nes  smb 
december 2011 by ddribin
SGnTN » This Year’s Stupid Idea
"We’ve been slowly trying to fix up the house a bit at a time over the last year or so (remember the bookcase?) and when talking to my wife about what to do with my son’s room I blurted out something about a Super Mario Bros theme. I didn’t really think about it, except that it would be cool."
nintendo  nes  smb  children 
february 2011 by ddribin
Tuper Tario Tros.
Super Mario Bros. + Tetris mashup.
nintendo  nes  game  smb 
december 2009 by ddribin

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