Mari0 on the NES...

General Mar0 discussion has been moved to this subforum!
Post Reply
User avatar
BlueSheep123
Posts: 10
Joined: 19 Oct 2012, 18:33

Post » 06 May 2013, 04:51

I alway wondered that is it possible to have Mari0 on the NES? With the portals and such.

User avatar
Flutter Skye
Posts: 1690
Joined: 08 Apr 2012, 17:54
Contact:

Post » 06 May 2013, 05:47

Are you serious ?
No it isn't possible.

User avatar
Sašo
Stabyourself.net
Posts: 1444
Joined: 06 Jan 2012, 12:07

Post » 06 May 2013, 22:12

No.

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 07 May 2013, 22:07

You could alter the colors of the in game sprites to make them more like the emulator you use (along with other sprite and SFX fixes) but running Mari0 on an actual NES/Famicom is impossible.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 12 May 2013, 07:16

Is it possible (I'm guessing yes) to hack your NES to be able to play Mari0?

User avatar
TripleXero
Posts: 892
Joined: 08 Aug 2012, 00:23
Contact:

Post » 12 May 2013, 07:19

How would that be possible?

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 12 May 2013, 07:44

Theoretically it MIGHT be possible to code the thing from scratch, if you knew exactly what you were doing. You can't just take the code directly from Mari0 itself, since it wouldn't work. But even then I don't think it's entirely possible given the NES's limitations.

Even if it were possible, how would you even control it? The NES controller only had a D-pad and 2 buttons, A and B. How would you shoot and aim the portal gun while still giving Mario his run n' jump capabilities? Short answer, you can't.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 12 May 2013, 07:48

Alternate ending: Add one joystick and two buttons.
HACKING HAS NO LIMITS.

User avatar
idiot9.0
Posts: 1707
Joined: 09 Mar 2012, 10:28
Contact:

Post » 12 May 2013, 07:53

Hacking does have limits. It's limited by the amount of skill the hacker/modder has. Just because you think it can happen doesn't mean it can.
Hell, if you think it can happen, take it upon yourself to do it. Prove me wrong.

Besides, if you need to hack an NES to support a dang joystick to aim a portal gun, you might as well just play Mari0 on your PC.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 12 May 2013, 08:00

I never said I would do it. I thought we were theorizing!
Besides, It would feel good to play on the NES.
Also, You could use the P2 controller to aim the portal gun/mouse and the A and B buttons to shoot portals.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 12 May 2013, 08:40

TheJonyMyster wrote:Also, You could use the P2 controller to aim the portal gun/mouse and the A and B buttons to shoot portals.
So do you have an extra hand sticking out of you body by any chance? (also if someone says "a friend or relative could play it" name one person on this planet who would be willing to do that.)

any way what's everybody's obsession with getting mari0 onto platforms that would be harder to get running on? Sure there's the novelty but would it really make any difference if this could be played on the nes?

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 12 May 2013, 10:11

idiot9.0 wrote:Theoretically it MIGHT be possible to code the thing from scratch, if you knew exactly what you were doing. You can't just take the code directly from Mari0 itself, since it wouldn't work. But even then I don't think it's entirely possible given the NES's limitations.

Even if it were possible, how would you even control it? The NES controller only had a D-pad and 2 buttons, A and B. How would you shoot and aim the portal gun while still giving Mario his run n' jump capabilities? Short answer, you can't.
Easy, Select switches between fireball and portal gun ;) Or if you want to be less dumb, do that but reverse the rolls of Start and Select as well so Start switches weapons and Select pauses.

User avatar
Automatik
Posts: 1073
Joined: 20 Jul 2012, 17:54
Contact:

Post » 12 May 2013, 11:14

But how would you aim?

Franpa
Posts: 409
Joined: 08 Mar 2012, 07:20
Contact:

Post » 12 May 2013, 11:23

Automatik wrote:But how would you aim?
With the D-Pad? 8 directions baby! (Left and Right would simultaneously move you and aim)

User avatar
DaniPhii
Posts: 12
Joined: 12 May 2013, 17:07
Contact:

Post » 12 May 2013, 17:20

The more you can get is playing it in your PC using a PSP as a controller... Analog pad is perfect to open portals... :)

User avatar
Svetsunov
Posts: 27
Joined: 12 Mar 2012, 04:39

Post » 21 May 2013, 20:01

No. Just because the game looks old doesn't mean it'll run on a NES.

That's like asking if Street Fighter x Megaman will run on a NES

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 05:51

Svetsunov wrote:No. Just because the game looks old doesn't mean it'll run on a NES.

That's like asking if Street Fighter x Megaman will run on a NES
*Ahem* Reprogramming.
We aren't very stupid.

User avatar
TripleXero
Posts: 892
Joined: 08 Aug 2012, 00:23
Contact:

Post » 24 May 2013, 07:52

Size comes into the factor too, also color limits and the console's limitations. When I think of limitations, Chaos from Sonic Adventure comes to mind. I remember reading that his design with all the transparency could never had been done on any other console at the time, plus development started on the Saturn very early on, too. I know those are two completely different consoles, but whatever

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 16:58

For size, you can just do what you did in the Mario Bros mod. As for colors, you could recolor. And then you could remove portal sounds (Or make new sounds).

User avatar
TheSeek
Posts: 486
Joined: 21 Mar 2012, 06:31

Post » 24 May 2013, 17:25

TheJonyMyster wrote:For size, you can just do what you did in the Mario Bros mod.
I'm pretty sure he meant data size, not screen size.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 17:44

Part one and two?

User avatar
TheSeek
Posts: 486
Joined: 21 Mar 2012, 06:31

Post » 24 May 2013, 17:51

what?

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 18:53

Since all of the data can't fit into one game, it could be split into two parts (or more).

User avatar
TheSeek
Posts: 486
Joined: 21 Mar 2012, 06:31

Post » 24 May 2013, 21:32

NES games are not the type of games you can split in 2 or more parts, as you cant switch cartridges while the NES is on.
Plus, the amount of data size isn't about first part and second part/more parts(like it was in PS1 Final Fantasy games awhich had 3/4 cd's as example), but about needed data for the game to even run...a simple example would be the sprites: there are around 25/30(cant remember) NES Mario sprites, multiply that for each portalgun direction(straight, down-straight, up-straight, up) and you get 100/120 sprites...plus, the NES cant rotate sprites via software so rotating animation sprites has to be drawn individually(make it at least 8 rotation sprites to make it fluid), and you have the huge amount of 800/960 sprites just for Mario...32 times the original amount(the rotation sprites has to be done for each enemy too, so the sprite count raises up even more).
Then add portal sprites, portal maps sprites, portal entities sprites and function, plus the obvious portal mechanics.
A portal game on the NES or add portals to SMB? Maybe possible but extremely limitated. Mari0 on the NES? Dont think so.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 21:39

It doesn't have to rotate the sprites. It would be nice to come out upright all the time.
As for the parts, you could just turn it off, switch cartridges, and turn it on again.
Or maybe even have a huge cartridge! (jk)

User avatar
Dilster3k
Posts: 66
Joined: 21 Apr 2012, 19:53

Post » 24 May 2013, 22:28

TheJonyMyster, stop suggesting stupid shit. It is IMPOSSIBLE to replicate the portal physics/effects in an NES.

User avatar
BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 24 May 2013, 22:36

Welcome back Dilster.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 24 May 2013, 23:25

Dilster3k wrote:TheJonyMyster, stop suggesting stupid shit. It is IMPOSSIBLE to replicate the portal physics/effects in an NES.
Hey, I didn't start this thread!
Besides, it's not that stupid, and the last time I suggested something stupid was a long time ago.
You've been gone for a long while.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 25 May 2013, 03:27

TheJonyMyster wrote:Hey, I didn't start this thread!
He made one post to start a thread he got his answer and didn't argue. You however keep arguing.
TheJonyMyster wrote:Besides, it's not that stupid, and the last time I suggested something stupid was a long time ago.
You've been gone for a long while.
"it's not stupid because I did something stupid a long time ago"
because fuck logic,
how does someone being away make something not stupid?

oh and hi Dilster3k a lot of people seem to be coming back... No idea why.

User avatar
TheJonyMyster
Posts: 1795
Joined: 03 Sep 2012, 05:12
Contact:

Post » 01 Jun 2013, 05:51

I think you misread all of that everything.

Post Reply