Author Topic: [WIP] Super Mario War  (Read 3995 times)

gameblabla (OP)

  • Posts: 1364
[WIP] Super Mario War
« on: July 23, 2015, 09:58:15 pm »
Here's a quick port of Super Mario War i've done for GCW0.
An older version has been released for Dingoo but i've seen no ports for GCW0.

It is using mmatyas's fork (July 20, 2015) as a base.
I'm using IPU scaling as well since the game's resolution is 640x480, i found no other way to lower it down.

It can be downloaded here.

Dpad = Move
A = Run/Hold an item
Start = Pause/Confirm
Select = Quit

If you don't like the controls, you can reconfigure them in Options.
« Last Edit: July 24, 2015, 12:29:40 am by gameblabla »

zear

  • * Moderator
  • Posts: 2381
Re: [WIP] Super Mario War
« Reply #1 on: July 23, 2015, 10:41:29 pm »
The game doesn't launch. This is the log:
Code: [Select]
-------------------------------------------------------------------------------
 Super Mario War 2.0
-------------------------------------------------------------------------------

---------------- startup ----------------
[gfx] SDL 1.2.15 loaded.
[gfx] SDL_image 1.2.12 loaded.
[gfx] Couldn't create window: No video mode large enough for 640x480
[sfx] SDL_Mixer 1.2.12 initialized.

---------------- loading ----------------
loading font data/gfx/packs/Classic/menu/menu_font_small.png ... done
loading font data/gfx/packs/Classic/menu/menu_font_large.png ... done
loading sprite (mode 3) data/gfx/packs/Classic/menu/menu_background.png...
 ERROR: Couldn't convert data/gfx/packs/Classic/menu/menu_background.png to the display's pixel format: No video mode has been set
loading sprite (mode 1) data/gfx/packs/Classic/menu/menu_smw.png...
 ERROR: Couldn't convert data/gfx/packs/Classic/menu/menu_smw.png to the display's pixel format: No video mode has been set
loading sprite (mode 1) data/gfx/packs/Classic/menu/menu_version.png...
 ERROR: Couldn't convert data/gfx/packs/Classic/menu/menu_version.png to the display's pixel format: No video mode has been set

Edit:
You made a typo in your default.gcw0.desktop.
The parameter X-OD-NeedsDownscaling accepts "true" or "false" values. You set it to "True", which is not handled properly.

The game runs fullspeed, but the controls aren't well adjusted for GCW Zero right now.
« Last Edit: July 23, 2015, 10:48:39 pm by zear »

gameblabla (OP)

  • Posts: 1364
Re: [WIP] Super Mario War
« Reply #2 on: July 24, 2015, 12:28:32 am »
Thanks zear, i have reuploaded a new version and fixed it.
I have also fixed the "Pause" font not properly centered.
However...

Quote
The game runs fullspeed, but the controls aren't well adjusted for GCW Zero right now.
This is going to be tricky.
For the new version, i have mapped the A & B button to actions like running and holding.
However, when you are in the menu screen, you can only confirm by pressing Start and go back by pressing Select.
But Start is also used to pause the game !
If it was a small game, this should have been pretty easy to fix but the code is like pretty big...
So i currently don't know where i should do my modifications.

Any suggestions ?
« Last Edit: July 24, 2015, 12:30:50 am by gameblabla »

BAFelton

  • Posts: 276
    • Open Consoles
Re: [WIP] Super Mario War
« Reply #3 on: July 26, 2015, 03:39:21 pm »
Thanks for this game :)

Multiplayer is possible ?

gameblabla (OP)

  • Posts: 1364
Re: [WIP] Super Mario War
« Reply #4 on: July 27, 2015, 04:18:25 am »
Thanks for this game :)

Multiplayer is possible ?
Yes, it should be possible... if Enet is ported to the GCW0.
Network support also needs to be completed in mmatayas's fork :
This is something he's still working on but i don't think it's finished.
Not yet,  BAFelton

congusbongus

  • Posts: 80
    • congusbongusgames
Re: [WIP] Super Mario War
« Reply #5 on: July 27, 2015, 06:17:48 am »
Thanks for this game :)

Multiplayer is possible ?
Yes, it should be possible... if Enet is ported to the GCW0.
Network support also needs to be completed in mmatayas's fork :
This is something he's still working on but i don't think it's finished.
Not yet,  BAFelton

There is no need to port Enet, although that would be nice. Enet is a very simple library that you can link statically if it is not available. I'm working on a game with multiplayer via Enet atm.

care16la20

  • Posts: 178
Re: [WIP] Super Mario War
« Reply #6 on: July 28, 2015, 02:23:14 pm »


Very cool game; Thanks for your work!!!

*Settings are not being saved; Everytime I restart the app I have to manually redo all the settings
*Maybe an different buttons default setting would be nice; Now the app see the controls as a keyboard instead of joystick
*Is there an campaing mode with progressive stages or something similar to this?

gameblabla (OP)

  • Posts: 1364
Re: [WIP] Super Mario War
« Reply #7 on: July 28, 2015, 04:22:12 pm »
Very cool game; Thanks for your work!!!

*Settings are not being saved; Everytime I restart the app I have to manually redo all the settings
*Maybe an different buttons default setting would be nice; Now the app see the controls as a keyboard instead of joystick
Thanks, I will see what i can do but i make no promise.

*Is there an campaing mode with progressive stages or something similar to this?
There was never a campaign mode to Super Mario War.
The closest thing to a campaign mode is the world mode.
Select World as a match type.

 

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