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Thread: Super Mario War 1.6

                  
   
  1. #1

    Default Super Mario War 1.6

    Super Mario War 1.6 was already Ported to the DC but it wasnt playable at ALL.
    The source code is available.
    Info from the Creator:

    Super Mario War is a Super Mario Deathmatch game.
    The goal is to stomp as many other Marios as possible to win the game.
    It's a tribute to Nintendo and Mario War by Samuele Poletto.

    Features:
    - Up to four players deathmatch fun
    - Tons of game modes and map
    - Hilarious unreal tournament announcers (m m m monsterkill)
    - More fun than poking a monkey with a stick
    - Comes with the leveleditor - you can create your own maps
    - The whole source code of the game is available
    - uses SDL and is fully portable to windows, linux, xbox, ...
    - CPU Players
    - a whole bunch of game modes (featuring GetTheChicken, Domination, and and and)
    - will make you happy and gives you a fuzzy feeling

    Main Developers:
    - Michael Schaffer
    - Florian Hufsky



    The Game is really great. They made an XBox port so i dont see why the dreamcast shouldnt be able to get a port too. The port available now isnt playable. Is anyone willing to port this? A beta of 1.7 version is also available.

    Site: http://smw.72dpiarmy.com/

  2. #2
    DCEmu Coder GPF's Avatar
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    Default

    Quote Originally Posted by josedarican
    Super Mario War 1.6 was already Ported to the DC but it wasnt playable at ALL.
    The source code is available.
    Info from the Creator:

    Super Mario War is a Super Mario Deathmatch game.
    The goal is to stomp as many other Marios as possible to win the game.
    It's a tribute to Nintendo and Mario War by Samuele Poletto.

    Features:
    - Up to four players deathmatch fun
    - Tons of game modes and map
    - Hilarious unreal tournament announcers (m m m monsterkill)
    - More fun than poking a monkey with a stick
    - Comes with the leveleditor - you can create your own maps
    - The whole source code of the game is available
    - uses SDL and is fully portable to windows, linux, xbox, ...
    - CPU Players
    - a whole bunch of game modes (featuring GetTheChicken, Domination, and and and)
    - will make you happy and gives you a fuzzy feeling

    Main Developers:
    - Michael Schaffer
    - Florian Hufsky



    The Game is really great. They made an XBox port so i dont see why the dreamcast shouldnt be able to get a port too. The port available now isnt playable. Is anyone willing to port this? A beta of 1.7 version is also available.

    Site: http://smw.72dpiarmy.com/
    Yeah not sure why its not playable, works fine over my broadband adaptor, but I wasnt able to make a workable cd image either.

    Troy(GPF)

  3. #3

    Default

    Maybe it's because of this problem:
    http://www.dcemu.co.uk/vbulletin/sho...n+test+release

    DCEmu.co.uk « SuperDCision: supervision emu 1st test release »

    Dreamcast Emulation Forum (Moderators: Wraggster, ace)


    oggy
    DCEmu Respected
    Reply #15 on: Feb 13th, 2005, 5:44pm


    OK it works through dc-cable here is a screenshot
    but it still doesn't work with demomenu , really strange


    webmaster of http://dcreload.free.fr tout sur la seconde
    vie de la dreamcast

    ---

    elefas
    DCEmu Coder
    Reply #16 on: Feb 13th, 2005, 7:32pm


    so the elf works ok. Apparently something went wrong
    with the bins. I don't know what and that seems very
    strange. I have run out of cd-rs (to burn a selfboot)
    and I had the same problems running it with DC_Hakker
    (but I thought it was due to nero6).

    Please anyone who tried the emu and didn't work (or did
    work) inform me so to take care. Also if a devver knows
    what's wrong please do a post.

    Thanks all for trying and giving me feedback!

    ---

    Christuserloeser
    DCEmu Admin Team
    Reply #17 on: Feb 13th, 2005, 9:37pm


    Quote: on Feb 13th, 2005, 7:20pm, Storminator16 wrote:

    elf2bin & sh-elf-objcopy truncates the
    file so I can't run it in Chanka. Wtf is up
    with that?



    Yeah, that's annoying. It's not supposed to do
    that. I had the problem when I was about to beta
    test a SMSplusDC v2.1b that Heliophobe sent me
    as ELF but it wasn't running when converted to
    BIN. He said that he expierenced the same prob
    with a version of SMEG back then. I think it's
    some bit of the code that is causing that
    problem.
    As I don't have any idea about coding I can't
    really say anymore about that, but maybe if you
    find the problem or document anything that could
    help finding it, it'd make coder's future's life
    so much easier...

    ---

    Storminator16
    DCEmu Respected
    Will Sams
    Reply #18 on: Feb 14th, 2005, 3:46am

    ah, I'm not alone in this wierd problem LOL



    Storm!Studios and Satellite-Myths

    ---

    BudFern
    DCEmu Newbie
    Reply #19 on: Feb 14th, 2005, 8:32am

    I get it to boot to the Sega screen and that's all.

    ---

    Storminator16
    DCEmu Respected
    Will Sams
    Reply #20 on: Feb 14th, 2005, 11:57am

    'sh-elf-objcopy -O binary -R .stack emulator.elf
    emulator.bin '

    Got that from GPF, it fixed the truncated binary problem
    for me.



    Storm!Studios and Satellite-Myths

    ---

    elefas
    DCEmu Coder
    Reply #21 on: Feb 15th, 2005, 11:03am


    That's the weirdest problem I have ever envountered!
    last night I burned 5 cd-rs trying to make a selfboot
    image. none of them worked! wtf?? ?? I used
    'sh-elf-objcopy -O binary -R .stack emulator.elf
    emulator.bin ' and elf2bin, scrambled and unscrambled
    bins, DC-Hakker but nothing worked! It either restarts
    or hangs. Storminator16 you said it worked for you.
    Could you email me the bin or upload it somewhere so
    other people also have access to it?

    The elf and the bin is supposed to have the same size
    (in bytes)? cause when I use sh-eld-objcopy the bin is
    always smaller and when I use elf2bin they are the same!

    Really weird problem guys. Sorry for any inconviniency I
    caused. the elf though works fine.

    Btw I used the DCFreeDev1.2 environment. Maybe
    something is wrong with it?

    ---

    smiles
    DCEmu Newbie
    Reply #22 on: Feb 15th, 2005, 6:55pm

    Anybody have any further luck creating a successful
    (working)binary from the ELF file?

    ---

    elefas
    DCEmu Coder
    Reply #27 on: Feb 16th, 2005, 11:47am

    I gave it a try last night again without results. just
    wasted some more cd-rs. It is really strange. I can't
    understand why this happens. the sh-elf-objcopy command
    in verbose mode shows no errors.

    P L E A S E I advice newbies not to download the files.
    Burning 1st_read.bin on a cd won't make the emu work!
    What is working is the elf file which can only be tested
    with coder's cable. If you do not have it you waste time
    and money (cds), the emu won't work.

    A L S O Anyone who knows something about this strange
    problem please make a post! Maybe I'll upload the source
    code tonight so other coders give it a try.

    ---

    elefas
    DCEmu Coder
    Reply #28 on: Feb 16th, 2005, 6:50pm


    *********!!!!!!!!!!!!!!!!**********
    *********GOOD NEWS**********
    *********!!!!!!!!!!!!!!!!**********

    Finally did it!!! I dug out an old post at DCemulation
    where Scherzo had a solution for this problem. All
    credits go to him! Dev-Cpp environment has a problem
    with linking the startup.o . This results in making
    bins which cannot be booted.

    Anyway for compensation I have uploaded the new binaries
    (with intro screen) at:

    http://students.ceid.upatras.gr/~leuterat/watara.zip

    1st_read.bin is the scrambled bin (works with selfboot
    and DC_Hakker -tested-)
    watara.bin is the unscrambled bin

    Thank you all and sorry for the inconvinience I caused

    Have fun

    P.S. @wraggster: please if you can update the
    superdcision page with the new updated binaries

  4. #4
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    Hmm. Has anyone looked at the source code to see if this is the problem?

  5. #5

  6. #6
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    Default

    Hi,
    it would be really great if someone can make a new port of the game.
    And I have the same problem with the Bin-File, elf via Coders Cable or BBA works fine, but Bin won't start.
    (> elefas
    DCEmu Coder
    Reply #28 on: Feb 16th, 2005, 6:50pm
    ....
    Finally did it!!! I dug out an old post at DCemulation
    where Scherzo had a solution for this problem. All
    credits go to him! Dev-Cpp environment has a problem
    with linking the startup.o . This results in making
    bins which cannot be booted. <)

    Somebody know what to change?

    Thanks.
    Greetz
    lo_

  7. #7
    DCEmu Coder Smurph's Avatar
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    For some reason, my 1.7a port runs decent... It just has memory consumption problems. It's playable, just don't expect more than 1 or 2 games before crashing.

    I need to start work on it again... but until I do, here's a little pre-release, I guess.

    7z compressed archive
    Self-extracting 7z archive
    EDIT: OH SNAP. That binary is unscrambled. Here's a ready-to-use 1st_read.bin: Scrambled binary

    I haven't burned a CD with the binaries on it, but I've done a resource CD and streamed the binary, and when I did that, I was getting ~17fps. 25fps with sound disabled.

    and be sure to RTFM.

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    Cool, I try today.
    Thanks Smurph.

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  10. #10
    DCEmu Coder Smurph's Avatar
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    Quote Originally Posted by Darksaviour69
    links are dead ;(
    They work fine for me. Are they dead for anyone else?

    And I just remembered that SMW.bin is unscrambled... and on top of that, the ISO is just a resource CD, rofl. Lemme quick build a CDI.

    I also remembered that the music doesn't loop due to a bug in OGG playing in SDL_Mixer.

    In any case... If you don't mind all the music bugs and the memory-use crashes, and own a DC keyboard, here's a CDI.

    This has prompted me to begin work on it again.

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