Super Mario Bros. 64 has been released
Moderator: Lemoners
- Doppleganger
- Joe Blade

- Posts: 193
- Joined: Thu Mar 15, 2007 10:53 pm
- Location: Phelps, NY
- Contact:
Great job! Just tried it in VICE, stereo SID, NTSC. Gonna have to write it to disk and play it on real HW next. 
-Dopple
http://www.doppleganger.org/
http://www.doppleganger.org/
- weetibix
- Posts: 6
- Joined: Sat Apr 20, 2019 12:11 am
- onlineprof2010
- Joe Blade

- Posts: 161
- Joined: Thu Oct 02, 2014 11:21 pm
- Location: Virginia
ZeroPaige, congratulations on this amazing technical achievement! I sometimes forget I'm playing on a c64. For all practical purposes any slowdown was not noticeable to me. I was too engrossed in the game to notice. I remember playing ghouls and ghost on even the sega genesis and there were slowdowns at points when the board got busy. So what I see is normal. I've seen it all the time on the NES too. Maybe it happens less on the NES with SMB but we are dealing with two different systems and you'll really can't compare. Good job!!!
-
Shadowfire
- Posts: 6
- Joined: Sat Apr 20, 2019 2:00 am
-
KrazyKanuck
- Joe Blade

- Posts: 249
- Joined: Sun May 04, 2014 1:42 am
- Location: Newfoundland, Canada
- Age: 51
-
ZeroPaige
- William Wobbler

- Posts: 73
- Joined: Mon Jan 07, 2013 6:25 pm
I am simply overwhelmed by the replies and the positive feedback I have seen here and elsewhere the last few days. Thank you for the appreciation!
Also excited to see that it actually runs on a real SuperCPU. I am still curious to see the results of the more exotic devices below, whether they are correctly detected and if they even work with the game:
- Schnedler Systems Turbo Master CPU (untested)
- Swisscomp Turbo Processor (untested)
- Rossmoeller Flash 8 (untested)
(I know that the C64 DTV has a hardware issue with VSP (I think this is properly emulated in VICE too) and if you try Mayhem in Monsterland ported to the C64 DTV you will see the same scroll-jumping issue in 1 of 40 chars. Not an easy one to fix without rewriting the scroll-engine, but at least I compensated so that the status bar is not also jumping.)
I also want to address some things:
retroscener "My girlfriend who can beat the original NES version told me this too, and I agree with her. It is quicker."
The discussion of the music playing faster than the original (or slower than what you remember) maybe needs more background information: When Nintendo released Super Mario Bros. to the European market (after they had already released the game in Japan and United States), they did some changes in the game to keep the same perceived speed of the game for PAL systems. A side effect of how the music is updated each frame is that you can only change the tempo in larger steps, and thus they settled with the music in the European version actually playing faster than the original release.
This means that Europeans are custom to the faster tempo of the music, as it was in the European release and vice versa.
As my port suggest the European version for a stock C64 (simply because the game-engine only runs 50 times a second instead of 60, which is less work for the CPU) the music may play faster than you remember. You can always override the suggestion. Try selecting: PLAY: ORIGINAL, 60 FPS instead.
And yes, the demo sequence itself was not altered on the European version (but things like the movement speed of objects are) so this is why the demo sequence behaves differently in the original vs. the European version.
zaphod77: "also fireballs do not appear to traverse the entire screen, which they do on the nes game. "
Yes, this is simply because the NES and C64 has different video resolutions. It comes down to 40 columns on the C64 vs. 32 columns on the NES. However, the game logic is unaltered (I am not prepared to alter the game-play). So you can see 8 columns more of the level in my port, but you can not interact differently than what you can on the NES-version.
This is also why you may see a fireball passing through a Goomba on the far right edge of the screen. In the NES-version you would not even have seen the Goomba at that point (but it is still there). I decided this was the best way to deal with it, even if it may be confusing without the background information.
LocalH: "The "minus world" trick works (but it obviously doesn't load the same level data, common to ports of SMB, and -3 is the deadend)."
Yes, I think the minus world is quite interesting in this form. For example, a week or so ago, the minus world did not work at all, so the current version certainly surprised me. I have read some comments about whether the minus world in my port was deliberately made this way, but I have really not looked into it at all. The code has moved around in memory, as I have been working on the project. As a result, the minus world also changed.
grande316: "Don't know if it's a once off but jumping suddenly stopped working on 1-3. "
mongooseman: "Plays great on a reloaded mk2. I did find a glitch. When i hit level 2 my joystick mode changed without me touching f1 or f3. "
This could be the rare event where a joystick action is interpreted as a keyboard action, so it eventually changed your joystick to mode 3 if you could not jump with a 1 button joystick. You can switch the mode back with "mode 1" with either F1 or F3 depending on what joystick port.
I think this is why later C64-games in general avoid using control port 1, as it interferences with the keyboard matrix (I try to check for this, but it may be impossible to avoid completely).
TjLaZer: "I did have a few incidents of it crashing on start up and of it also crashing while the demo was running. Happened on both machines."
It does sound like you should test out your machines with VSP Lab.
Ultor: "In level 8-3 if I launch a turtle to Hammer bro do not hit him! I use Supercpu!"
I have seen that also and I can confirm that it can happen in the original NES-game too.
Also excited to see that it actually runs on a real SuperCPU. I am still curious to see the results of the more exotic devices below, whether they are correctly detected and if they even work with the game:
- Schnedler Systems Turbo Master CPU (untested)
- Swisscomp Turbo Processor (untested)
- Rossmoeller Flash 8 (untested)
(I know that the C64 DTV has a hardware issue with VSP (I think this is properly emulated in VICE too) and if you try Mayhem in Monsterland ported to the C64 DTV you will see the same scroll-jumping issue in 1 of 40 chars. Not an easy one to fix without rewriting the scroll-engine, but at least I compensated so that the status bar is not also jumping.)
I also want to address some things:
retroscener "My girlfriend who can beat the original NES version told me this too, and I agree with her. It is quicker."
The discussion of the music playing faster than the original (or slower than what you remember) maybe needs more background information: When Nintendo released Super Mario Bros. to the European market (after they had already released the game in Japan and United States), they did some changes in the game to keep the same perceived speed of the game for PAL systems. A side effect of how the music is updated each frame is that you can only change the tempo in larger steps, and thus they settled with the music in the European version actually playing faster than the original release.
This means that Europeans are custom to the faster tempo of the music, as it was in the European release and vice versa.
As my port suggest the European version for a stock C64 (simply because the game-engine only runs 50 times a second instead of 60, which is less work for the CPU) the music may play faster than you remember. You can always override the suggestion. Try selecting: PLAY: ORIGINAL, 60 FPS instead.
And yes, the demo sequence itself was not altered on the European version (but things like the movement speed of objects are) so this is why the demo sequence behaves differently in the original vs. the European version.
zaphod77: "also fireballs do not appear to traverse the entire screen, which they do on the nes game. "
Yes, this is simply because the NES and C64 has different video resolutions. It comes down to 40 columns on the C64 vs. 32 columns on the NES. However, the game logic is unaltered (I am not prepared to alter the game-play). So you can see 8 columns more of the level in my port, but you can not interact differently than what you can on the NES-version.
This is also why you may see a fireball passing through a Goomba on the far right edge of the screen. In the NES-version you would not even have seen the Goomba at that point (but it is still there). I decided this was the best way to deal with it, even if it may be confusing without the background information.
LocalH: "The "minus world" trick works (but it obviously doesn't load the same level data, common to ports of SMB, and -3 is the deadend)."
Yes, I think the minus world is quite interesting in this form. For example, a week or so ago, the minus world did not work at all, so the current version certainly surprised me. I have read some comments about whether the minus world in my port was deliberately made this way, but I have really not looked into it at all. The code has moved around in memory, as I have been working on the project. As a result, the minus world also changed.
grande316: "Don't know if it's a once off but jumping suddenly stopped working on 1-3. "
mongooseman: "Plays great on a reloaded mk2. I did find a glitch. When i hit level 2 my joystick mode changed without me touching f1 or f3. "
This could be the rare event where a joystick action is interpreted as a keyboard action, so it eventually changed your joystick to mode 3 if you could not jump with a 1 button joystick. You can switch the mode back with "mode 1" with either F1 or F3 depending on what joystick port.
I think this is why later C64-games in general avoid using control port 1, as it interferences with the keyboard matrix (I try to check for this, but it may be impossible to avoid completely).
TjLaZer: "I did have a few incidents of it crashing on start up and of it also crashing while the demo was running. Happened on both machines."
It does sound like you should test out your machines with VSP Lab.
Ultor: "In level 8-3 if I launch a turtle to Hammer bro do not hit him! I use Supercpu!"
I have seen that also and I can confirm that it can happen in the original NES-game too.
-
LemonFollower
- Posts: 2
- Joined: Sat Apr 20, 2019 10:38 am
Info
Great job with this recreation of super mario bros!!!! I'm really amazed!
There are any chance you can add cheats too?
Thanks!
There are any chance you can add cheats too?
Thanks!
- Retroplay
- Jack The Nipper

- Posts: 729
- Joined: Tue Mar 09, 2004 12:32 am
- Location: Denmark
- Age: 51
G*P made a +2 trainer.
https://tinyurl.com/y38kan6b
Make sure you use a fastloader if loading the 209 block version, if not use the 191 block version without the G*P intro.
https://tinyurl.com/y38kan6b
Make sure you use a fastloader if loading the 209 block version, if not use the 191 block version without the G*P intro.
- Neo-Rio
- Rick Dangerous

- Posts: 1732
- Joined: Tue Oct 21, 2003 4:03 am
They updated it since and used a smaller intro: https://csdb.dk/release/?id=176991Retroplay wrote:Make sure you use a fastloader if loading the 209 block version, if not use the 191 block version without the G*P intro.
Now it's under 202 blocks so you can load it from 1541 disk and even squeeze it onto turbo tape if you are so inclined
-
LemonFollower
- Posts: 2
- Joined: Sat Apr 20, 2019 10:38 am
-
mrr19121970
- Jumpman

- Posts: 3625
- Joined: Tue Dec 22, 2015 9:36 am
- Location: Germany
- Age: 55
- Contact:
Who is online
Users browsing this forum: curmudgeon, Felsir and 13 guests
