Nes Super Mario Clone

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Booger
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Nes Super Mario Clone

Post by Booger »

Hello. Another and Myself have started a retro Nes Super Mario Remake, Called Stuper Plumber Bros. We are trying to build it as close to the original as possible, except for it being written in PureBasic.

Testers are welcome for engine in progress.

Current work is being done on the FPS Limiter of the engine.

This needs to be tested on fast and slow machines > Window Me. (NT Kernel only)

Requires DirectX9 and someone that can press ESC or Alt-F4.
I can use Joystick if available or Arrow keys and Space.

This has only been tested in Vista as it is all We Have.

Any reports on machine specs that cannot achieve 60 fps would be greatful.




The current build is currently Stored here.
http://www.assembla.com/spaces/files/cW ... nXabIlDkbG


Image is here:
http://www.assembla.com/spaces/image_an ... nXabIlDkbG

Thanks for your patience and time.
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Post by BriceManuel »

115 FPS
1.2GHz AMD
1GB RAM
64MB GeForce4 MX 4000
XP SP2
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Post by BriceManuel »

Just curious which subsystem you are using DirectX9 or DX9?
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Post by J. Baker »

This would probably run fine on my main pc but was trying it on my older laptop and it crashes when the screen starts to open.

WIN XP Pro SP2
Pentium 4 1.6GHz
512MB
S3 Graphics SuperSavage 16MB
DirectX 9c
www.posemotion.com

PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef


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Post by Booger »

Thanks Brice and J. Baker.

Brice, was the frame limiter in use when you quoted the FPS?

The program is using D3d9.dll, with Dinput8, which is part of Directx 9 as far as I understand. It also is using FmodEX. Its my first try at gaming.

@J. Baker, any error boxes?

It may be that I load everything into GPU space and you only have 16mb@32bit, don't leave much room. I may need to read up and work around this problem. It was nice of you to report it.

Any errors are appreciated as it just make it better.
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Post by BriceManuel »

No, had FPS limiter off, was solid 60 with it on though. Was run in windowed mode, too.

As to J.Baker, his issue is his mobile chip isn't DX9 compliant.

Later on I will test on my Eee for you, it is rather low-specced
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Post by J. Baker »

No error messages here.
www.posemotion.com

PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef


Even the vine knows it surroundings but the man with eyes does not.
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Post by BriceManuel »

Crashes on my Eee, but the Intel GFX chip isn't DX9 friendly, either :wink:
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Post by DoubleDutch »

Be *very* careful - look what happened to great gianna sisters...
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Post by citystate »

windowed FPS 57-61
fullscreen FPS 38 (1440x900)

on Quad Core 2.4GHz
4 Gb RAM, GeForce 8600 GTS
XP-sp2, DirectX 9.0c
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Post by DoubleDutch »

It should be 60fps on everything, don't forget the famicom/nes is only a 1 or 2 (can't remember) mhz 6502 (with a few instructions missing) and a character mapped display with only 8 8x8 or 8x16 (depends on mode) sprites.
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Post by Booger »

Oh, don't worry. Its not for sale. Its for free and when its done, its still for free. The experience is to build a modifiable Directx 9 2d game engine.
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Post by Booger »

The only way the game couldn't reach 60 fps in fullscreen is a bug in the FPS limiter still, Way slow GPU, or the monitor is not running at 60hz as I wait for vertical sync.

I have a question:

How do I force a monitor into 60hz? Directx doesn't seem to do it like it says in the documentation.

@citystate, Is your monitor not running at 60hz by any chance, as your specs are very high?
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Post by citystate »

I think it was set to 75hz (from memory - I'm away from that machine for another few hours)
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Post by BriceManuel »

How is progress coming along?
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