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smb3

Disassembly of Super Mario Bros 3

Specifically for use with cc65 (https://github.com/cc65/cc65).

This is a conversion of the nesasm/DCC6502 disassembly by Southbird (https://github.com/captainsouthbird/smb3) into cc65 format. With the nes target, this will reassemble into a byte-for-byte perfect clone of Super Mario Bros. 3 US (PRG1). In addition, code has been added to allow the game to build and run on the Commander X16 using the x16 target.


NES build

To assemble, simply run:

make nes

This will create the file SMB3-NES.NES.

Requires:

  • A recent version of python3 with the PIL module to let the conversion script interpret the PCX assets into CHR ROM format
  • cc65 and make

Commander X16 build

To assemble, simply run:

make x16

This will create the files SMB3-X16.PRG and TANOOKI.BIN. Place both files in the same directory. Load and run SMB3-X16.PRG on the Commander X16 or X16 Emulator.

Requires:

  • A recent version of python3 with the PIL module to let the conversion script interpret the PCX assets into VERA tile/sprite format
  • cc65 and make

Known issues with the X16 build:

  • Visual glitches:
    • The wrong tileset may show for a single frame immediately after a map or level is loaded
    • Player sprite is not properly occluded when entering or emerging from a pipe
    • Emerging powerups and piranha plants in pipes may show the wrong masking sprite
    • World map visuals are corrupted when scrolled.
    • When having fewer than 10 coins, the tens digit of the coin count may show the wrong glyph in place of a space on the world map
  • Gameplay issues:
    • Directional lifts and donut blocks may misbehave in vertical levels
    • 2 player versus mode is not working (level loads and then soft-locks)
    • Sorry, the 7-1 wrong warp will not lead to the credits due to the vastly different memory layout. ;)

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Disassembly of Super Mario Bros 3

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