this post was submitted on 29 Oct 2024
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A new fan-made project has successfully ported the original Super Mario Bros. to the Game Boy Color, titled Super Mario Bros. Mini. Developed by homebrew developer Mico27, this version of the classic NES game includes several exciting enhancements and new features that expand upon the original experience.

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[–] apfelwoiSchoppen@lemmy.world 22 points 3 weeks ago (2 children)

Aaaaaaand sued by Nintendo.

[–] SlippiHUD@lemmy.world 8 points 3 weeks ago

Let them finish their morning shit and shave and they'll get right on it

[–] donuts@lemmy.world 4 points 3 weeks ago (3 children)

Yeah I don't get why they would want to risk this. Go remake/demake some game by a company that won't try and kick you in the nuts.

[–] sundray@lemmus.org 5 points 3 weeks ago (1 children)

Fan-brain sometimes overrides logic-brain.

[–] wjrii@lemmy.world 3 points 3 weeks ago (1 children)

Even Nintendo starts with a cease and desist. Get that rom out there, and nobody will give a shit how shady the site or discord they download it from is. :-)

[–] dual_sport_dork@lemmy.world 2 points 3 weeks ago

I already have it, and the source code. It's too late for Nintendo.

[–] Nilz@sopuli.xyz 3 points 3 weeks ago

Some people enjoy living in pain and suffering.

[–] Lost_My_Mind@lemmy.world -1 points 3 weeks ago

The nuts? The.........do....nuts????? Eh? EH???

[–] dual_sport_dork@lemmy.world 13 points 3 weeks ago (1 children)

INB4 "But Mario Bros. DX already exists."

I dig how the graphics have been reworked and tile size reduced to provide roughly the same field of view as on the NES.

[–] Snowpix@lemmy.ca 7 points 3 weeks ago

The Lost Levels on Deluxe is a special kind of hell.

[–] VerilyFemme@lemmy.blahaj.zone 5 points 3 weeks ago (1 children)

What sets this apart from Super Mario Bros DX?

[–] ChaoticNeutralCzech 5 points 3 weeks ago* (last edited 3 weeks ago) (2 children)

SMB on the NES and the DX port share graphics with a 16x16 tile size. Therefore, only 10x9 tiles can be shown at once, as opposed to 16x14. The small FOV and resulting camera tilt was very frustrating, especially with the Lost Levels.

This port scales the graphics down to the GB's resolution. ~~I imagine it takes a lot of CPU cycles just to rearrange the graphics data into the Game Boy's 8x8 tile structure in display RAM. Either that, or it's precomputed and the ROM is huge.~~

Edit: the tiles are not 12×12 but 8x8 so there is no need, they correspond to the RAM.

Also, they have backported some content from later games

[–] dual_sport_dork@lemmy.world 3 points 3 weeks ago (1 children)

This port scales the graphics down to the GB’s resolution. I imagine it takes a lot of CPU cycles just to rearrange the graphics data into the Game Boy’s 8x8 tile structure in display RAM. Either that, or it’s precomputed and the ROM is huge.

What would make anyone think they're downscaling graphics in real time on the Gameboy of all things? The graphics have been flat out redrawn to better fit the Gameboy's lower screen resolution.

For anyone wondering, here's the first little bit of what 1-1 looks like:

Look at that doofy goomba.

[–] ChaoticNeutralCzech 2 points 3 weeks ago (1 children)

Rearrange, not rescale, which would be neccessary for a non-multiple-of-8 tile size. I originally thought it was ¾ size (12×12), which would need to shift graphics data to cram 2 virtual tiles into 3 physical ones. Of course, scaling would also look terrible, everything needs to be hand-drawn.

[–] dual_sport_dork@lemmy.world 1 points 3 weeks ago (1 children)

From squinting at it, all the blocks appear to be 8x8.

[–] ChaoticNeutralCzech 2 points 3 weeks ago

Yeah, I only realized that once you posted it.

[–] VerilyFemme@lemmy.blahaj.zone 1 points 3 weeks ago

Oh, kinda like how Super Mario Land deals with the small screen? That's awesome!