Nes Super Mario Clone

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Booger
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Post by Booger »

@Brice,

The project is not dead. We have some things to iron out before moving forward. Cleaning up code, commenting, and Designing another way to limit the fps. And forcing the monitor to 60hz(done) in fullscreen so we don't skip any frames.
There will be another test of the fps limiter and startup code when we think its safe again.

Thanks for asking.
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Post by Inf0Byt3 »

Nice project :). One little thing: Could you add in the final version the capability to play it over network (2 players)?
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Booger
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Post by Booger »

Adding network support may be an option in the future. Possibly at the very end.

Do you have any proven network server-client code you would like to donate to the project?

Thanks.
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Post by Booger »

Just an update. The DX Side of the engine was halted last month.

We have decided to build the engine in OpenGL up to or past the point of the DX engine. Not much progress has been made in this area as neither of us know OpenGL, but after many studies it moves forward slowly.

We have decided to possibly OpenSource the OpenGL engine portion of the game if enough people are interested in actually helping with the codes.

Thanks,


Stuper Plumber Bros Team
Booger
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Post by Booger »

We are proud to announce that we have moved forward a little ways.

We have a new engine in the works using OpenGL.

It currently requires OpenGL 1.1 no extensions required. Possibly they will
be supported on newer machines for speed boosts.

The machine test is a few posts down.

Link Removed

This test is to see how many machines it will run on at a decent FPS.

Please test and report you Machine OS,CPU,GPU,Mem, and how many sprites your machine can display at 60fps.

Edit: Seems the download file got corrupt on the server. Fixed link to a new file.

Thanks for you time.
Last edited by Booger on Fri Apr 11, 2008 4:25 am, edited 2 times in total.
Inf0Byt3
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Post by Inf0Byt3 »

Nothing happends here on XP SP2... It just runs, opens the screen then does nothing...
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Booger
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Post by Booger »

Is this an ATI or Nvidia GPU not using a microsoft driver?
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Post by Inf0Byt3 »

It's an ATI Radeon 9550, with 128MB... I have the manufacturer's driver installed (catalyst 6)...
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Post by Booger »

Thanks InfoByt3, hopefully its because I import vista static library. I will try to solve this issue. It seems that none of xp installations work correctly.
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Post by Booger »

Found an error with some ATI and Nvidia drivers not disable texture mapping when displaying a bitmap list.

http://www.assembla.com/spaces/stuperpl ... Engine.zip

Please report problems and specs.

Thanks.
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Post by Inf0Byt3 »

Hi,

IT works here now... I get full 100 fps, no artifacts or anything.
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Post by Booger »

Hey, thanks infobyte. That's kinda slow for a 9550, and the bottle neck is the raster operations. So I'm going to optimize some more and find another way to display text well.


Did anyone else test to see if OpenGL would initialize?

Thanks.
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Post by blueznl »

FPS stays fixed at 60 FPS, regardless of the number of sprites. (Using an LCD and not too common hardware though.)
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Booger
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Post by Booger »

Thanks for the info. I don't know why as I do not have Nvidia hardware, but all Nvidia so far have capped at 60fps. Which is not a bad thing, as the game will be capped at 60fps.

I would just like to know why Nvidia drivers cap Opengl at 60 as a default.
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Post by rsts »

EVGA e-GeForce 7100 GS

capped at 60 fps but sprites went to 1000 no problem

vista 64 4gb memory.

cheers
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