Bug Patches (source only!)
I found a couple of things in mari0 that were not faithful to the original SMB, so i have made a couple of patches to fix.
The first fixes the fire flower, whose animation should start immediately upon appearance from the block, not once it has reached the top of its travel, and also make's it 'gettable' whilst it is still growing from its block
http://mikedx.is-a-geek.com/mari0/flower.patch
The second fixes the multicoin block, which was previously set to 7 coins, but on a NES rom the block seems to be on a timer, lasting approximately 3 seconds
(meaning you can get about 11 coins if you are quick!)
http://mikedx.is-a-geek.com/mari0/multicoins.patch
and one final one which is just for maurice, the getcoin() patch ;)
sorry maurice! having that code in 3 places almost identical bugged me :D
http://mikedx.is-a-geek.com/mari0/getcoin.patch
Star patch *updated* now animates on appearance and gives 1000 points when collected
http://mikedx.is-a-geek.com/mari0/star.diff
Patch to enable pipe noise when mario appears up from pipe (although this does not happen on the nes smb)
http://mikedx.is-a-geek.com/mari0/mariopipeup.diff
The first fixes the fire flower, whose animation should start immediately upon appearance from the block, not once it has reached the top of its travel, and also make's it 'gettable' whilst it is still growing from its block
http://mikedx.is-a-geek.com/mari0/flower.patch
The second fixes the multicoin block, which was previously set to 7 coins, but on a NES rom the block seems to be on a timer, lasting approximately 3 seconds
(meaning you can get about 11 coins if you are quick!)
http://mikedx.is-a-geek.com/mari0/multicoins.patch
and one final one which is just for maurice, the getcoin() patch ;)
sorry maurice! having that code in 3 places almost identical bugged me :D
http://mikedx.is-a-geek.com/mari0/getcoin.patch
Star patch *updated* now animates on appearance and gives 1000 points when collected
http://mikedx.is-a-geek.com/mari0/star.diff
Patch to enable pipe noise when mario appears up from pipe (although this does not happen on the nes smb)
http://mikedx.is-a-geek.com/mari0/mariopipeup.diff
Last edited by MikeDX on 10 Mar 2012, 12:15, edited 4 times in total.
Hmm. I never noticed the coin block thing but I left a comment about the fire flower sprite bug on the original blog post. Hopefully it is fixed because these little things bug me.
With any luck Maurice hasn't fixed these yet and he can just apply the patches.Zlmpery wrote:Hmm. I never noticed the coin block thing but I left a comment about the fire flower sprite bug on the original blog post. Hopefully it is fixed because these little things bug me.
I'm happy to fix things if i see them, but not much point me even trying to fix 'bigger' bug without knowing what he is working on.
Would it be possible for you to fix the star too? I mean the animation doesn't start until it goes to the top of the block instead of playing it while it's coming up. Oh and it also doesn't play the powerup sound or give you 1000 points. Lolnitpicking :p
I'm sure I can do that. I'll take a look :)sekuza009 wrote:Would it be possible for you to fix the star too? I mean the animation doesn't start until it goes to the top of the block instead of playing it while it's coming up. Oh and it also doesn't play the powerup sound or give you 1000 points. Lolnitpicking :p
This is a patch to fix the star animation, I can't test it fully at the moment, but it looks like it is almost identical to the flower code.
Will see about fixing that score.. Not sure what you mean about the power-up sound though, I'll check on a real rom.
http://mikedx.is-a-geek.com/mari0/star.patch
Will see about fixing that score.. Not sure what you mean about the power-up sound though, I'll check on a real rom.
http://mikedx.is-a-geek.com/mari0/star.patch
Can you add a patch to add the tunnel sound effect when returning from a tunnel?
Patch to play sound when mario appears 'up' a pipe
http://mikedx.is-a-geek.com/mari0/mariopipeup.patch
http://mikedx.is-a-geek.com/mari0/mariopipeup.patch
Question: How does one apply or utilize these patches of yours?
They are source code patches. You can apply them using the gnu patch tool e.g.Franpa wrote:Question: How does one apply or utilize these patches of yours?
Code: Select all
patch -p1 < mario.patch
I can't help beyond that I'm afraid!
Is it possible to make it so you can re-activate Check Points to the left of the currently active Check Point? Or make it so you have to touch a Check Point entity to activate the checkpoint instead of passing it?
At the moment I can't have a Horizontal (Flip the U on it's side) U-Turn area with a Check Point above and below with the later one being positioned behind the first Check Point you encounter.
Also it would be nice if you could create a patch to convert Coins to Entities so that they can be placed in front of Backdrops/background instead of overwriting backdrops/backgrounds.
At the moment I can't have a Horizontal (Flip the U on it's side) U-Turn area with a Check Point above and below with the later one being positioned behind the first Check Point you encounter.
Also it would be nice if you could create a patch to convert Coins to Entities so that they can be placed in front of Backdrops/background instead of overwriting backdrops/backgrounds.
I mean the sound that plays when you get a mushroom or a fireflower. :PMikeDX wrote:This is a patch to fix the star animation, I can't test it fully at the moment, but it looks like it is almost identical to the flower code.
Will see about fixing that score.. Not sure what you mean about the power-up sound though, I'll check on a real rom.
http://mikedx.is-a-geek.com/mari0/star.patch
Can you also make a patch that makes it so you can jump on the blooper? And cool :P
Edit: It also seems like the mushrooms and fireflowers come out faster on Mari0 but that isn't really that big of a deal.
Edit again: I'd ask you to fix being able to shoot fireballs while crouching, but Maurice is probably going to fix it in the next update.
Edit: It also seems like the mushrooms and fireflowers come out faster on Mari0 but that isn't really that big of a deal.
Edit again: I'd ask you to fix being able to shoot fireballs while crouching, but Maurice is probably going to fix it in the next update.
The appearance speed is very easy to tweak, but this could also be a case of PAL vs NTSC game rom.sekuza009 wrote:Can you also make a patch that makes it so you can jump on the blooper? And cool :P
Edit: It also seems like the mushrooms and fireflowers come out faster on Mari0 but that isn't really that big of a deal.
Edit again: I'd ask you to fix being able to shoot fireballs while crouching, but Maurice is probably going to fix it in the next update.
the fireballs I'm sure Maurice has under control...
when can you jump on a blooper????
You can always jump on bloopers. Have you have ever played the lost levels?MikeDX wrote:The appearance speed is very easy to tweak, but this could also be a case of PAL vs NTSC game rom.sekuza009 wrote:Can you also make a patch that makes it so you can jump on the blooper? And cool :P
Edit: It also seems like the mushrooms and fireflowers come out faster on Mari0 but that isn't really that big of a deal.
Edit again: I'd ask you to fix being able to shoot fireballs while crouching, but Maurice is probably going to fix it in the next update.
the fireballs I'm sure Maurice has under control...
when can you jump on a blooper????
You can only jump on them when you are not "Swimming", in the Lost Levels. As for the pipe tunnel sound issue, I may have been confused with how it works in later Mario games, I still thank you for the patch of course.
- teryakisan
- Posts: 53
- Joined: 08 Mar 2012, 06:16
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If you are on windows xp (which is the only way I know how to do this), put patch.exe in windows/system32.sekuza009 wrote:I'm still confused on how to apply the actual patches, though. :<
Edit: I have the gnu patch tool but I'm still wondering how to actually apply it.
Then go to start -> run -> and type the word command.
You will be presented with a command prompt that reads something like C:\DOCUME~1\YOURNAME> This is telling you which directory you are currently working within.
I have a folder on my desktop that contains my mari0 installation, along with any patches I have downloaded.
My installation consists of a shiny new copy of Love 0.8.0 and all of the files from the source. These source files can be obtained by downloading the source and changing the name of mari0.love to mari0.zip. Windows xp handles zip files natively so were good to go. Open up the zip file and unzip all to your mari0 folder.
Now you should have Love 0.8.0 , mari0.zip, your patch files, and a bunch of .lua files in the same folder.
I repeat, patches go in the root folder of your mari0 installation. Basically flower.lua and flower.patch should be in the same folder. So I'm going to need to get to that folder in the command prompt.
This is easily achieved with the cd command. cd tells the command prompt to change directory..cd.
I type cd desktop\mari0 (Thats cd space desktop slash mari0...your mileage may vary depending on where your mari0 install is.)
Also, The command prompt normally starts you in the documents and settings\yourusername folder. What if your mari0 install is at the root of your C:\ drive? cd to the rescue again. just type cd .. (thats cd space period period) over and over again hitting enter each time till you get to C:\ . Easy breezy.
Now the command prompt reflects that I am indeed in C:\documen~1\USERNAME\Desktop\mari0 (or whatever folder you stored it in)
Type patch -p1 < mario.patch
or
type patch -p1 < flower.patch
or
whichever ones you downloaded.
Now, drag and drop the patched (original) file back to your mari0.zip file. Say yes on overwrite?
drag and drop your mari0.zip to the Love icon and booyah your running the patched files. No need to turn it back to a .love to run on windows. :D
Yay patching complete and future patch system installed and ready.
Good luck!!
akiedit- added unzip source and drag n drop operations.
Last edited by teryakisan on 10 Mar 2012, 13:30, edited 2 times in total.
Thanks! Although the gnu patch tool didn't work so I had to use Git bash. Oh btw can you add the sound to the star? o:teryakisan wrote:-wall of text-sekuza009 wrote:I'm still confused on how to apply the actual patches, though. :<
Edit: I have the gnu patch tool but I'm still wondering how to actually apply it.
- teryakisan
- Posts: 53
- Joined: 08 Mar 2012, 06:16
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That's exactly how I felt when I was writing it.teryakisan wrote:-wall of text-
Lol. Also something strange I noticed: Apparently Piranha Plants can come out of the pipe even if there is a portal on the pipe. Probably not a bug but meh.teryakisan wrote:That's exactly how I felt when I was writing it.teryakisan wrote:-wall of text-
loledit: I found another bug, yay. When you get the fire flower as big Mario while it's coming out of the block it doesn't disappear. It just kind of stays where it was when you collected it.
Yay for not being able to sleep. I figured out that the scoring in Mari0 is a little bit off. Most enemies only give you 100 points on stomping and 200 points on a fireball kill. But on the original the scores are different. Since I'm lazy and tired I'll just post a image with all of the scores you get from killing enemies.
Oh and in the lost levels you get 1000 points from stomping a blooper.
Oh and in the lost levels you get 1000 points from stomping a blooper.
Do you mean how if Mario occupies the space the flower is spawning in while it is in the process of spawning, Mario won't collect it until he leaves the area the flower sprite occupies, then returns to said area?sekuza009 wrote:loledit: I found another bug, yay. When you get the fire flower as big Mario while it's coming out of the block it doesn't disappear. It just kind of stays where it was when you collected it.
I guess so. Also I've noticed in the original you can collect mushrooms and 1ups mid block too. I wonder why it doesn't disappear when you collect it mid block on Mari0 :pFranpa wrote:Do you mean how if Mario occupies the space the flower is spawning in while it is in the process of spawning, Mario won't collect it until he leaves the area the flower sprite occupies, then returns to said area?sekuza009 wrote:loledit: I found another bug, yay. When you get the fire flower as big Mario while it's coming out of the block it doesn't disappear. It just kind of stays where it was when you collected it.