This commit also adds the faq.html and bugs.html file that should have been committed with 2013. The reason the faq.md is updated with only the version update (backdated to yesterday) is because the version was not updated with the previous update.
359 lines
10 KiB
Markdown
359 lines
10 KiB
Markdown
## To build:
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This entry requires SDL to be installed. See the
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FAQ on "[SDL1 and SDL2](../../faq.html#SDL)"
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if you don't know how to do this for your system.
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``` <!---sh-->
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make
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```
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### Bugs and (Mis)features:
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The current status of this entry is:
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> **STATUS: INABIAF - please DO NOT fix**
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For more detailed information see [2014/maffiodo1 in bugs.html](../../bugs.html#2014_maffiodo1).
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## To use:
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``` <!---sh-->
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cat game.level | ./prog 320 200 800 300 128 144 game.rgba game.wav 10343679
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```
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The parameters to the program are:
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1. Window width.
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2. Window height.
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3. Level width.
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4. Level height.
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5. Sprites image width.
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6. Sprites image height.
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7. Filename of the sprites image (raw RGBA image).
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8. Filename of the music (WAVE 8000 Hz 8bit Mono).
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9. Sky color. This number depends on the system where you run the program. [See
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note on macOS](#running-under-macos).
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## Try:
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``` <!---sh-->
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./giana.sh
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./mario.sh
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```
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If you end up telnetting to the server (feature of [mario.sh](%%REPO_URL%%/2014/maffiodo1/mario.sh) script) you can
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try:
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``` <!---sh-->
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ls # show files including games
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wumpus.bas # play Hunt the Wumpus
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advent.gam # you know what this is! :-)
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starwars # animated Star Wars 'film'
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```
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If you wish to change the width and height, defaulting at 640 x 480, say to
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800 x 800, try:
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``` <!---sh-->
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ROWS=800 COLS=800 ./mario.sh
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ROWS=800 COLS=800 ./giana.sh
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```
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## Judges' remarks:
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A classic for a particular generation. Like all good programs, being data
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driven means you can do fun things in small spaces.
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**NOTE**: the author states to use `tabsize=4` to see the magic of the formatting of
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the code. In `vim` you can do:
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```
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:set tabstop=4
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```
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in command mode to see this effect. You don't need to modify your `.vimrc` file!
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You can also use `expand` as described below by the author if your terminal has
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enough rows and you don't want to move about in the code. The vim command should
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immediately take effect.
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## Author's remarks:
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### Remarks
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Use `tabsize=4` to see the magic.
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``` <!---sh-->
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expand -t 4 prog.c
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```
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The program returns 0 if the player wins or *non-zero* if the player loses so
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you can test it and make something useful (or not), like this:
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``` <!---sh-->
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cat mario.level | ./prog 320 200 800 300 128 144 mario.rgba mario8.wav 10343679 && telnet telehack.com 23
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```
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and type in: `starwars`
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This is an engine for [platform
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game](https://en.wikipedia.org/wiki/Platform_game). It can be used to create
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games like the legendary [Super Mario
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Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.).
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With this simple and clear source code you can create all the games you want,
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for free!
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In my two tests I tried to create one level of [Super Mario
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Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.) and one of [The Great
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Giana Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters).
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Both games are classic [platform
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games](https://en.wikipedia.org/wiki/Platform_game) and both share the same
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fundamental rules:
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- There is a character.
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- There are power-ups that can change the look of the character and/or give the
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character more or different powers or abilities!
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- There are walls, floors and ceilings. The character can move and jump over
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these type of obstacles but cannot walk through them.
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- There are enemies and if the character collides with an enemy, the character
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dies or loses its powers.
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### Running under macOS
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The color of the sky is wrong on macOS. You need to flip some bytes from the
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last parameter of the program:
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* MARIO LAST PARAMETER: `4292124159`
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* GIANA LAST PARAMETER: `3243070463`
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### Regarding how to compile
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The code requires `SDL1`.
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The build process will generate some warnings (~60 with clang) about:
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- `incompatible pointer types`: because all pointers are declared to `int` or
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`char`, to save bytes.
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- `type specifier missing, defaults to 'int'`: because I need to save bytes.
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- `using the result of an assignment as a condition without parentheses`:
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because `while(c=getchar())` is not evil.
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### How it works
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## Parameters
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1. Window width.
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2. Window height.
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3. Level width.
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4. Level height.
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5. Sprites image width.
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6. Sprites image height.
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7. Filename of the sprites image (raw RGBA image).
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8. Filename of the music (WAVE 8000 Hz 8bit Mono).
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9. Sky color. This number depends on the system where you run the program. [See
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note on macOS](#running-under-macos).
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## Sprites
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The program read a single image that contains all the game sprites. The image
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must be a grid of 8xN sprites. The size of a single sprite must be square. The
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program calculates the size in this way:
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```
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sprite_size = image_width / 8
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```
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Each sprite is identified by its position inside the grid, counting line by
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line, from left to right (for example sprite 0 is the top left sprite in the
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grid, sprite 8 is the first sprite of the second row of the grid etc.).
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Some positions of the grid have a predefined purpose:
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- 0
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* Player standing right
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- 1
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* Player walking right frame 0
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- 2
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* Player walking right frame 1
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- 3
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* Player jumping right
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- 4
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* Player standing left
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- 5
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* Player walking left frame 0
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- 6
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* Player walking left frame 1
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- 7
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* Player jumping left
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- 8 _(second row)_
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* Super player standing right
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- 9
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* Super player walking right frame 0
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- 10
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* Super player walking right frame 1
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- 11
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* Super player jumping right
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- 12
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* Super player standing left
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- 13
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* Super player walking left frame 0
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- 14
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* Super player walking left frame 1
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- 15
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* Super player jumping left
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- 24
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* Player dead
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- 32
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* Player won
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- 40
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* Super player won
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All the others sprites can be used as you want, depending on the game you want
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to create.
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## Levels
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The program reads the level description from `stdin`.
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The level description is a sequence of rows where each row describe an object.
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You can input as many objects as you want but the maximum number of objects
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handled by the program is 333. You can modify this value by editing the source
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here:
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``` <!---c-->
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C[333*7],d=333;
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```
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Each row has six columns:
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1. `Screen X` : `x` position of the object in the level.
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2. `Screen Y` : `y` position of the object in the level.
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3. `Sprite` : `id` of the sprite to be used for the object.
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4. `CLASSFLAGS` : a bitmask that describe how the object behaves.
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5. `CLASSPARAM0`: a parameter that depends on `CLASSFLAGS`.
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6. `CLASSPARAM1`: a parameter that depends on `CLASSFLAGS`.
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`CLASSFLAGS` must be a combination (bitwise OR) of some of these constants:
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* `ENEMY` (`1`)
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- An enemy. `CLASSPARAM0` can be 0 if the enemies don't move, 1 if the
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initial move direction is right, -1 if that direction is left. All enemies
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that walk will change their direction after 20 steps. The sprite of an enemy
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must have 2 other adjacent sprites: `SPRITE-1`, used when the enemy dies, and
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`SPRITE+1`, used when it moves.
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* `BLOCK` (`2`)
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- A wall. Player can walk over the object but can not pass through it.
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* `OBJECT BLOCK` (`4`)
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- When the player hits the object from below, a new object is created.
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`CLASSFLAGS` of the new object is defined in `CLASSPARAM0`. The sprite used
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for the new object is defined in `CLASSPARAM1`. The sprite of the new object
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must have an adjacent sprite: `SPRITE+1`, used when the block is hit.
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* `POWERUP` (`8`)
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- This is a power-up like the classic Mario mushroom. When the character
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hits the power-up object, the character becomes the Super character. If
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`CLASSFLAGS` has the bit `ZOOM`, the character height will be doubled. The
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Super character can hit the enemies without dying, but when this happens,
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the Super character goes back to being normal.
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* `END` (`16`)
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- When the player hits this object the level ends; the player wins.
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* `ZOOM` (`32`)
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- This flag can be used with `POWERUP` to indicate a power-up that will
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double the size of the player (like the Mario mushroom).
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* `DESTROY` (`64`)
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- When the player hits the object (e.g. the classic Mario coin) the object
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disappears but the engine does not count the points, so, from the player
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point of view, this object is useless.
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* `DESTROYUP` (`128`)
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- This object is like a `BLOCK` but when the player hits the object from
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below, the object disappears.
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If `CLASSFLAGS` is `0` the object only has an aesthetic function.
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The last row of the level descriptor must have all its columns set equal to
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`-1`.
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### Limitations
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Some classical features are missing: throwing objects, shooting, multiple lives,
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score tracking. You can add those features if you want!
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The program allows only one level. It's easy to add a menu and multiple levels
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but the size of the engine would too big for the contest.
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When the `Super character` becomes bigger (`ZOOM` flag), the character can
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collide with blocks and get stuck inside them. This is a KNOWN BUG. When your
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player become bigger, stay away from blocks!
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There's only one audio track (game effects are missing).
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### Credits
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Some of the sprites used in the examples are identical to those of the original
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games; the others were designed by me.
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The music used in the examples have been
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[resampled](https://en.wikipedia.org/wiki/Sample-rate_conversion), starting from
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the original versions for the [Commodore
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Amiga](http://en.wikipedia.org/wiki/Amiga) and [Nintendo
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NES](http://en.wikipedia.org/wiki/Nintendo_Entertainment_System).
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[Super Mario Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.) is a game
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created by [Nintendo Co., Ltd](https://en.wikipedia.org/wiki/Nintendo). My use
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of the [sprites](https://en.wikipedia.org/wiki/Sprite_(computer_graphics)) does
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not intend to infringe the [intellectual
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property](https://en.wikipedia.org/wiki/Intellectual_property) of Nintendo but
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only demonstrates the operation of the program. From my point of view this is a
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tribute to the legendary game [Super Mario
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Bros](http://en.wikipedia.org/wiki/Super_Mario_Bros.)!
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[The Great Giana
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Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters) is the game
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created by [Time Warp
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Productions](https://www.ign.com/games/producer/time-warp-productions) and my
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justification for the sprites for Mario are the same for this game. Long live
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[The Great Giana
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Sisters](http://en.wikipedia.org/wiki/The_Great_Giana_Sisters) !! :)
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<!--
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Copyright © 1984-2024 by Landon Curt Noll. All Rights Reserved.
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You are free to share and adapt this file under the terms of this license:
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Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
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For more information, see:
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https://creativecommons.org/licenses/by-sa/4.0/
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-->
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