Super Mario Bros. 64 has been released

C64 website updates, new releases of games, demos, tools etc.

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ZeroPaige
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Post by ZeroPaige »

Ok, another release to finish off 2019. Happy New Year!

Image

Super Mario Bros. 64 v1.2

Download link:
Super_Mario_Bros_64_v1.2_-_Zeropaige.zip (uploadfiles.io)
Super_Mario_Bros_64_v1.2_-_Zeropaige.zip (mediafire.com)

CHANGELOG

1.0 Released 2019-04-18

1.1 Released 2019-12-24
- Fixed detection of Schnedler Systems Turbo Master CPU
- Fixed player-brick bounce issue
- Joystick/keyboard routine made even more robust
- Various small visual fixes
- Gameloop runs slightly faster

1.2 Released 2019-12-30
- Fixed sprites on wrong pages in manual
- Removed debug border color change
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Rhialto
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Post by Rhialto »

Just curious, I was under the impression Nintendo was very agressive defending their IPs, no? I'm happy to see this project is still going on. Who would have thought this was possible on a C-64 years ago?
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HOK/Remember
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Post by HOK/Remember »

1 .2 Released 2019-12-30
- Fixed sprites on wrong pages in manual
- Removed debug border color change
Many thanks for that and a happy and healthy 2020 to you! :-)
Once upon a time
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65coupei6
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Post by 65coupei6 »

Thanks for the update.
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Infocommodore
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Post by Infocommodore »

Rhialto wrote:Just curious, I was under the impression Nintendo was very agressive defending their IPs, no? I'm happy to see this project is still going on. Who would have thought this was possible on a C-64 years ago?
What they don't know won't hurt them.
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Wizz21
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Post by Wizz21 »

Total perfection! Thanks for all your hard work :D
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bs4
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Post by bs4 »

rhialto: I have not seen any evidence anywhere that Nintendo has said anything about this release.
As far as I am concerned, it is simply internet rumor. Every site with the big title "NINTENDO BANS
SUPER MARIO FOR C=64!" seems to simply be copying the other, with no actual original source to
anything official being found.

Zeropaige: It's awesome to see you're still working on this phenominal milestone in C=64 history.
Might there ever be another NES port on the way? I would think much of the work done on SMB64
would be applicable to a different port so long as it's similar and doesn't use any advanced NES tricks?
(Kid Niki comes to mind as something that seems possible!)

P.S. - Could anyone tell me if, using VICE, it is possible to use 2 buttons via a gamepad?
I have a DUALSHOCK 3 gamepad using wireless bluetooth SCPSERVICE drivers. (Registers as an Xbox360 pad.)
Vice seems to have TONS of options, USERPORT joystick emulations, a slew of different USERPORT devices,
SNES PAD support, etc. but I can not for the life of me get my controller to support anything but 1 button.
Thanks in advance to anyone who can help!
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Neo-Rio
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Post by Neo-Rio »

bs4 wrote:Might there ever be another NES port on the way? I would think much of the work done on SMB64 would be applicable to a different port so long as it's similar and doesn't use any advanced NES tricks?
(Kid Niki comes to mind as something that seems possible!)
Or just drop the community some notes on how the whole thing was done. Surely someone else can pick up the baton. :)

Really nice to have SMB on the C64, as one of the best selling games of all-time.
Aside from this, the only top selling game of all time on the list that the C64 could feasibly do - aside from Tetris and Frogger - is possibly Pokemon. I don't think anyone's going to touch that though :D
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OneCheekyDevil
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Post by OneCheekyDevil »

Sometimes i use this app to play different emulators and games:

https://joytokey.net/en/

It effectively takes any joystick recogniseable to the PC and can convert directions and buttons to key-presses.
You'll just have to configure Vice to use the keyboard as joystick input, and then use the downloaded app to configure your joystick to those set keys in Vice :D
redrumloa
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Post by redrumloa »

bs4 wrote:rhialto: I have not seen any evidence anywhere that Nintendo has said anything about this release.
Correct. Every mention of it went back to one very sketchy blog masquerading as a news site, with no proof. When Indie Retro News pressed the author of the blog to provide evidence, none were provided. He/she claimed they had to SCAN their EMAIL to show proof, and that of course never happened.
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OmegaMax
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Post by OmegaMax »

redrumloa wrote:He/she claimed they had to SCAN their EMAIL to show proof, and that of course never happened.
So in other words....attention seeking nonsense.
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Sparky-D
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Post by Sparky-D »

The version v1.2, which is linked above, works like it should.

But i have a strange problem with the v1.2 +5H version from Excess. This version don't stop trying to load from the d64 when game is already there. Then the floppy-LED blinks all the time and don't stop. This then slows down WinVICE.

Maybe it has something to do with the fact, that i only found a prg-file of this Excess version, which i then copied inside the d64 of the normal v1.2 diskversion and deleted the normal prg-file? Maybe this Excess version searches for another file on the disk, which can not be found then? Strange, cause normally the game don't load another file when loaded completely in the memory.

Someone else here with similar problems in the Excess v1.2 diskversion?
mrr19121970
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Post by mrr19121970 »

It is looking for the HIGHSCORE file.
Knight Rider/TREX
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Sparky-D
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Post by Sparky-D »

Yes, probably. I also thought this before, because of the "H" in the name of the crack. And i also also thought that i only need to play one time and then a highscore-file will be created and saved. Next time i start the game, it should work normally then. But strangly my version here dont create such a file, while in other games it works without a problem in my WinVICE for example.

Maybe i create a complete new d64-image, then copy the Excess prg-file on it and if it then really create a hs-file, then i copy this file over to the d64 of the original version again. Will try this.
zotz
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Post by zotz »

thank u for all the work!
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