Sandro Maffiodo
smaffer@gmail.com
http://www.assezeta.com/sandromaffiodo
make
cat mario.level | ./prog 320 200 800 300 128 144 mario.rgba mario8.wav 10343679
cat giana.level | ./prog 320 200 1000 300 192 168 giana.rgba giana8.wav 5459393
cat mario.level | ./prog 320 200 800 300 128 144 mario.rgba mario8.wav 10343679 && telnet towel.blinkenlights.nl
A classic for a particular generation. Like all good programs, being data driven means you can do fun things in small spaces.
Use tabsize=4 to see the magic
./expand -t 4 < prog.c
The program returns 0 if the user win or not-zero if loose so you can test it and make something useful (or not), like that:
cat mario.level | ./prog 320 200 800 300 128 144 mario.rgba mario8.wav 10343679 && telnet towel.blinkenlights.nl
This is an engine for Platform Games. It can be used to create games like the legendary Super Mario Bros. With this simple and clear sourcecode you can create all the games you want, for free!
In my two tests i tried to create one level of Super Mario Bros and one of The Great Giana The Sisters. Both games are classic platform games and both share the same fundamental rules:
The color of the sky is wrong on MacOS. You need to flip some bytes from the last parameter of the program:
MARIO LAST PARAMETER: 4292124159
GIANA LAST PARAMETER: 3243070463
The code requires libSDL1.X.
The build process will generate some warnings (60~ on clang) about:
The program read a single image that contains all the game sprites. The image must be a grid of 8xN sprites. The size of a single sprite must be square. The program calculates the size in this way:
sprite_size = image_width / 8
Each sprite is identified by its position inside the grid, counting line by line, from left to right (for example sprite 0 is the top left sprite in the grid, sprite 8 is the first sprite of the second row of the grid).
Some positions of the grid have a predefined purpose:
Position | Description |
---|---|
0 | Player stand right |
1 | Player walk right frame 0 |
2 | Player walk right frame 1 |
3 | Player jump right |
4 | Player stand left |
5 | Player walk left frame 0 |
6 | Player walk left frame 1 |
7 | Player jump left |
8 (second row) | Super player stand right |
9 | Super player walk right frame 0 |
10 | Super player walk right frame 1 |
11 | Super player jump right |
12 | Super player stand left |
13 | Super player walk left frame 0 |
14 | Super player walk left frame 1 |
15 | Super player jump left |
24 | Player dead |
32 | Player win |
40 | Super player win |
All the others sprites can be used as you want, depending on the game you want to create.
The program reads the level description from stdin.
The level description is a sequence of rows where each row describe an object. You can input as many objects as you want but the maximum number of objects handled by the program is 333. You can modify this value by editing the source here:
C[333*7],d=333;
Each row have six columns:
CLASSFLAGS must be a combination (bitwise or) of some of these constants:
NAME | CONSTANT | CLASS |
---|---|---|
ENEMY | 1 | An enemy. CLASSPARAM0 can be 0 if the enemy don’t move, 1 if the initial move direction is right, -1 if direction is left. All enemies that walk will change its direction after 20 pixels. The sprite of an enemy must have 2 others adjacent sprites: SPRITE-1, used when the enemy die, and SPRITE+1, used when it walks |
BLOCK | 2 | A wall. Player can walk over the object but can not pass through it |
GIFT BLOCK | 4 | When the player hits the object from below, a new object is created. CLASSFLAGS of the new object is defined in CLASSPARAM0. The sprite used for the new object is defined in CLASSPARAM1. The sprite of the gift object must have an adjacent sprite: SPRITE+1, used when the block is hit |
POWERUP | 8 | This is the classic Mario’s mushroom. When the player hit the powerup object, the player become Super player. If CLASSFLAGS has the bit ZOOM, the player height will be doubled. The Super player can hit the enemies without die, but when this happens, the Super player goes back to being normal |
END | 16 | When the player hits this object the level ends. Player win |
ZOOM | 32 | This flag can be used with POWERUP to indicate a powerup that will doubles the size of the player (like Mario’s mushroom) |
DESTROY | 64 | When the player hits the object the object disappear. This is the classic Mario’s coin, but the engine does not counts the points, so, from the user point of view, this object is useless |
DESTROYUP | 128 | This object is like a BLOCK but when the player hits the object from below, the object disappear |
If CLASSFLAGS is zero the object has only an aesthetic function.
The last row of the level descriptor must have all its columns set equal to -1.
Some classical features are missing: throw objects, shoot, multiple lives, points counter. You can add those features if you want!
The program allow to run one level only. It’s easy to add a menu and multiple levels but the size of the engine will grow too much.
When the Super player become bigger (ZOOM flag), the player can collide with blocks and get stuck inside them. This is a KNOWN BUG. When your player become bigger, stay away from blocks!
There is one audio track only (game effects are missing).
Some of the sprites used in the examples are identical to those of the original games, others were designed by me.
The music used in the examples have been resampled, starting from the original versions for the Commodore Amiga and Nintendo NES.
Super Mario Bros is a game created by Nintendo Entertainment, my use of the sprites does not intend to infringe the intellectual property of Nintendo but only demonstrate the operation of the program. From my point of view this is a tribute to the legendary game Super Mario Bros!
The Great Giana The Sisters is the game created by Time Warp Productions and also for this game worth my previous notes. Long live The Great Giana The Sisters !! :)
© Copyright 1984-2015,
Leo Broukhis, Simon Cooper, Landon Curt Noll
- All rights reserved |