Program: Super Mario v1.2 Author: Sam Heald (evil_sam@hotmail.com) Graphics: Bill Nagel Version: 1.2 System: TI-83 (+) ION (or MirageOS) Released: 06-28-01 I. Description/Objective: For those of you who have lived in a hole for the past decade or so, Mario has been and will always be the official mascot of Nintendo. He has appeared in countless titles over the years in genres ranging from RPGs, Puzzle, Party, Racing, and Education. However, Mario will forever be a platform character. Starting on the original NES, Mario has evolved as a platform character across the Gameboy, SNES, Nintendo 64, and most recently the Gameboy Advance. His look has changed along the way, shifting from 2-D to 3-D, and he has gained some friends and family helpers along the way (Yoshi, Luigi, Toad, etc.). However, the enjoyable premise of all these games has been the same. Mario runs through levels, collecting coins, stomping goombas, striving to reach his final destination. Mario has never been a game about high scores or a deep storyline, just good ol' family fun. This TI rendition of Mario remains true to the original roots: Fast 2-D scrolling gameplay with all the coins, enemies, and fun. The graphics and general concepts have been recreated from Bill Nagel's Mario 86. When Bill first released Mario 86, I was thoroughly impressed by it. Still somewhat of a novice z80 programmer, I asked him if I could port it to my trusty TI-82. He told me that Mario was too advanced a game, I was too inferior a programmer, and if it would be done at all, it would be done by him. Well, it was never done by him. I hope you enjoy my rendition of Mario. Nagel's graphics have been recreated as well has the external level "Nagel.82p", but absolutely no program code has been shared between the two programs. My version adds the use of fireballs, as well as not having some of the bugs that his had (255 coin, dungeon fire, etc.).This program utilizes external levels (one by Bill Nagel) is included.. A full-featured level editor with password protection is also included. Information on how to use the editor is located in medit.txt. II. Included Files MARIO.8xp - Generic Mario Program MEDIT.8xp - On-Calc Level Editor (please consult medit.txt) NAGEL.8xp - An External Level by Bill Nagel MARIO.TXT - This File MEDIT.TXT - Editor Help File If you using an 83, send the .83p files! III. INSTALLATION: 1) Make sure you have ION installed on your TI-83 (+) *IONcan be downloaded from http://www.ticalc.org 2) Send Mario program to your TI-83, followed by any external levels. 3) Run A, then select "Super Mario 82 v1.1" and hit enter 4) If it says, "No Levels Found", then you need to send an external level to the TI-82. If it says, "No Levels Found" and there are levels, then resend them AFTER mario.82p 5) Select a level from the menu. *External levels should be sent to the calculator AFTER mario.8xp! IV. CONTROLS (Game): (consult medit.txt for editor controls) Left Arrow = Move Left Right Arrow = Move Right 2nd = Jump Alpha = Shoot Fireball (only when Flower Power'ed!) Mode = Pause (Shuts Down Calculator until ON pressed) Clear = Exit V. VERSION HISTORY: v0.9 Beta *Few little bugs remaining (see below) *Music blocks (the bouncy blocks) aren't really enabled yet *Need to improve the ending *Fireballs not enabled v1.0 *Fixed Random Coin Bounce bug *Fixed Random Enemy Switching Directions bug *Fixed End-Game crashing bug *Fixed Coin No Collect bug *Fixed improper scrolling bug *Fixed Projectile Enemy Reappearing bug *Fixed Projectile Wrong Direction bug *Fixed 2nd/Enter confusion in menus (either will work) *Fixed "*" block bug *Fixed Random Crashing problem (collision detection routines...) *Fixed slanted tile bug *Fixed animated block bug *Fixed minor bug in level detection (in the editor) *Allowed Exiting Level Editor during Level Creation *Improved Bowser AI *Altered Compression algorythm (added 15% to compression) *Added the ending sequence from Mario 86 *Added Fireballs (White Mario) *Optimized a bit (850 bytes) *Included a joint Mario/Editor Program *Updated Nagel.82p with altered *No Source Code (will be released separately at a later time) *SIZES: 9950 bytes (MARIO.82p) 6615 bytes (MEDIT.82p) 13949 bytes (MARIO2.82p) 2051 bytes (NAGEL.82p) v1.1 *Fixed Display Routine to work on ALL TI-82's *Fixed choose block / enemy display bug in Mario2.82p *Flower Mario nows becomes Big Mario after being hit *Fixed Shell enemy bug (if placed as just a shell) *Fixed bug in level detection display *Switched Pound AI to return to original Y position, not first hit position. *Ported to 83/83+ ION *SIZES: 9975 bytes (MARIO.82p) 6615 bytes (MEDIT.82p) 13975 bytes (MARIO2.82p) 2051 bytes (NAGEL.82p) v1.1 *Added archived level support! v1.2 *Fixed bug in level editor *Level editor auto-quits if level is archived. VI. THANK YOU: Rusty Wagner - CalcGS and VTI (very good ASM development tools) Jimmy Mardell - His ASCR routines (taught me a lot) Bill Nagel - His graphics and levels Hideaki Omuro - His scrolling and sprclp routines, CrASH Kirk Meyer - Suggestion helped with one of the bugs, being cool Harper Maddox - Inspired new compression algorythm Kouri Rosenberg - Beta-Testing Andy Poes - Constantly asking "what are you doing now?" Special Thank you: To all my fans, who have put up with all of the delays on all of my projects. I haven't forgotten you! VII. Known Bugs *The speed of the game is not perfectly constant (varies with # of enemies) VIII. Future Versions (if there are any) *Optimize further (the editor could use work, but the game is pretty much done) *Sound? (it was cool in Nagel's version) *Suggestions? IX. Contact Information For Bug Reports, Suggestions, and General Comments Sam Heald evil_sam@hotmail.com http://void.calc.org *NOTE: Please No Port Requests!!! DO NOT SEPARATE THIS DOCUMENT FROM SUPER MARIO 82,83, 83+ Copyright (C) 2000-2001 Sam Heald Copyright (C) 2001 Void Productions