The Code That Makes Mario Move

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  • čas přidán 2. 06. 2024
  • In this video I show you how to write smooth movement and controls code inspired by Super Mario Bros. 3.
    Support the Channel - / neshacker
    Buy my T-Shirt (Affiliate) - amzn.to/3n4bZRH
    Demo Project Github - github.com/NesHacker/Platform...
    Music:
    “Time to Move” by VESHZA
    “Kinotrope” by Luke Melville
    “Moment” by 2050
    “Overloading” by Para Dot
    Chapters:
    0:00 Introduction
    1:57 Subpixels
    4:30 Walking & Running Code
    6:52 Jumping & Graphics Code
  • Věda a technologie

Komentáře • 507

  • @NesHacker
    @NesHacker  Před 9 měsíci +412

    Just an FYI cause it's coming up a lot in the comments, this is indeed a re-upload of the video I released last month. Sorry it took so long to get back up!

    • @4rumani
      @4rumani Před 9 měsíci +17

      What was the change you made in the video?

    • @dedgzus6808
      @dedgzus6808 Před 9 měsíci +2

      @@4rumaniThere was a meme in the original that upset a couple snowflakes.

    • @colinwood9717
      @colinwood9717 Před 9 měsíci +11

      He made some small joke or reference to a meme that someone thought was offensive or something (?) so he probably just removed that

    • @colinwood9717
      @colinwood9717 Před 9 měsíci +15

      @@JustAlfy nobody remembers (based on the comments on the text post he made after removing it), which just goes to show how silly and innocuous it was in the first place ¯\_(ツ)_/¯

    • @alfiegordon9013
      @alfiegordon9013 Před 9 měsíci +20

      ​@@JustAlfyit was a sad Pepe image. Pretty ridiculous thing to unlist a video over imo but hey, his channel not mine

  • @burn_cooper
    @burn_cooper Před 5 měsíci +13

    its 02:54 AM and I am here binge watching videos on how to code NES games.
    this is amazing

  • @menhirmike
    @menhirmike Před 9 měsíci +425

    Fixed point math seems like the secret sauce for so many 8-bit games, glad to see it illustrated so clearly.

    • @NesHacker
      @NesHacker  Před 9 měsíci +76

      It's so, so huge. Floating point co-processors were an extremely advanced feature for a computer to have all the way up to like 5th generation consoles (the PSX didn't even have one from what I understand!).

    • @AntonioBarba_TheKaneB
      @AntonioBarba_TheKaneB Před 9 měsíci +29

      @@NesHacker yep, I worked on a few Nintendo DS games and it didn't have a floating point coprocessor either. It had a coprocessor to handle integer division and square root, everything else was done in fixed point. You could do floating point but the compiler would translate float operations into integer operations, which was very very slow.

    • @angeldude101
      @angeldude101 Před 9 měsíci +9

      The N64 had floating point hardware, but still often used fixed point to represent angles, among other uses, though you could argue that it's not really fixed point because it's not really a number of integer bits and a number of fractional bits, and more just an abstract angle unit between 0 and 65535, where 32768 is simultaneously 180° and π. Wrapping integer arithmetic can be really handy when the unit you're using wraps around anyways (65536 angle units = 360° = 2π = 0).

    • @AntonioBarba_TheKaneB
      @AntonioBarba_TheKaneB Před 9 měsíci +5

      @@angeldude101 that's just a matter of user library though, there's nothing in the platform itself that tells you to use trig functions with that convention for angles. How vertex buffers are sent to the RSP (the gpu) is a totally different question and in the case of the N64 they indeed used fixed point coordinates. Of course it's easier and faster to do all the transforms in fixed point and use floats only for texture decoding (the jpeg reference decoder uses floats for example) and other stuff which are not directly tied to the hardware.

    • @xniyana9956
      @xniyana9956 Před 9 měsíci +4

      Doom also used fixed point math.

  • @Vixikats
    @Vixikats Před 8 měsíci +6

    27 seconds into the video, I realize I've discovered a new channel to geek over. Easiest sub.

  • @zytr0x108
    @zytr0x108 Před 9 měsíci +376

    You don’t know how much this helps me. I’m currently writing a platformer (or at least trying to) and I never had so much trouble programming something as with implementing the controls. Those techniques will definitely make it easier for me to do that. Thank you!

    • @NesHacker
      @NesHacker  Před 9 měsíci +61

      That’s fantastic to hear. The whole point of these videos is to help folks learn about the system and game programming 😊

    • @infinitypowergaming2995
      @infinitypowergaming2995 Před 9 měsíci

      whats the name of the platformer

    • @dennisanderson8663
      @dennisanderson8663 Před 9 měsíci +1

      I started testing platform physics back with XNA on 360. I started with learning Mario physics and the concept of subpixels. Once I figured all that out it was onto collision detection which can be just as tough as physics.

    • @zytr0x108
      @zytr0x108 Před 9 měsíci

      @@infinitypowergaming2995 Doesn’t have a name yet. It also won’t be commercially available. It’s only for a school project.

    • @MaximumSpice
      @MaximumSpice Před 9 měsíci +2

      What engine are you using man? Most current game engines handle this stuff very easily for you.

  • @juanramonsilva1067
    @juanramonsilva1067 Před 8 měsíci +59

    I’m not a computer programmer but seeing the logic and math that goes behind making our beloved game characters move is so wholesome.

  • @roody_io
    @roody_io Před 9 měsíci +83

    This such a cool demo. Also, SMB3 is both the game that got me hook line and sinker, into video games as a lifelong pastime. The controls in this game weren't just tight, they defined the concept of 'tight' in video game controls. If the game wasn't smb3 and wasn't 35 years old, it could be reskinned and published on steam by a good Indy studio, and we'd all be none the wiser about it's age.
    Super cool to see the tech demo'd for that, and as a person that has 'make an honest run at a gamedev project someday' on my bucket list, this is the coolest video i've stumbled upon in a long while. I'm glad I re-found the channel, I love this stuff!

    • @NesHacker
      @NesHacker  Před 9 měsíci +17

      That's such high praise, thank you so much! I had an absolute blast programming the demo and picking apart the movement in SMB3, and it's awesome to hear from someone who enjoys the game and it's craftsmanship at least as much as I do :)

  • @Cute___E
    @Cute___E Před 9 měsíci +63

    Oh my god thank you. There are so many game design videos out there that go over concepts of game design - and that's fantastic - but to have one that _actually_ delves into the coding aspect, how to apply that knowledge, is something I've wanted for a long time. This might be one of my favorite channels in recent years

    • @NesHacker
      @NesHacker  Před 9 měsíci +5

      You’re very welcome, I’m happy to know that my videos help so much! ☺️

  • @truetruetruly2163
    @truetruetruly2163 Před 9 měsíci +19

    Hell yeah, new NesHacker video!

    • @NesHacker
      @NesHacker  Před 9 měsíci +9

      Kinda, this is a re-release as I fixed a thing in the video.

  • @memaimu
    @memaimu Před 9 měsíci +42

    What’s more impressive than the code is the video editing… wow.

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Haha, thank you so much 😊

  • @Nat-qm5vb
    @Nat-qm5vb Před 7 měsíci

    I’ve been looking for an explanation of how keyframe animations are actually written, so this is incredibly helpful! I’m going to dig into your sample code but I’d love to see a whole video on it in your signature style. Huge, huge fan of your channel.

  • @Dayrider10
    @Dayrider10 Před 9 měsíci +32

    So currently, I am actually writing a 6502 assembler and linker in Rust cause I think it would be fun! Seeing your code keeps giving me ideas to support more features in my assembler!

    • @NesHacker
      @NesHacker  Před 9 měsíci +7

      Heck yeah, that sounds like a fun project! I wrote one a while back in JS but it was very barebones 😆

  • @jwalshmorrissey
    @jwalshmorrissey Před 9 měsíci +7

    Great video! This format certainly is working for you, and I’m sure you’ll keep making polished content, but I’m also sure your fans would appreciate slowly paced deep-dives, even if they’re far less scripted/formal!

    • @NesHacker
      @NesHacker  Před 9 měsíci +2

      I’m often experimenting with different ideas and approaches for videos so it’s definitely an option on the table.

  • @rockandrollbit
    @rockandrollbit Před 8 měsíci +3

    Man quite a bit of this went over my head, but I was hooked the entire time. Fantastic video!

    • @NesHacker
      @NesHacker  Před 8 měsíci +1

      Well I’m glad you enjoyed it :)

  • @mattwillis3219
    @mattwillis3219 Před 9 měsíci +4

    The most concise and efficient rundown of nes assembler for smb3 movement, a beautiful tribute to the art of video game kinematics! amazing work!

  • @zrayburton
    @zrayburton Před 8 měsíci +3

    As a web designer/dev, someone who studied CS and a huge 8/16 bit fan, I’m immediately liking and subscribing. Looking forward to seeing more videos!

  • @violator1017
    @violator1017 Před 9 měsíci +7

    Dude, you're actually the most interesting content creator that I know ! I could listen to you for an entire decade in a row...
    I'd like to express my extreme gratitude to you and wish you all the best too.
    Can't wait to discover your next video.

    • @NesHacker
      @NesHacker  Před 9 měsíci +3

      Thanks so much! It’s really nice to hear that 😀

    • @violator1017
      @violator1017 Před 9 měsíci +1

      @@NesHacker My pleasure !

  • @Carloskypp
    @Carloskypp Před 9 měsíci +7

    Damn, this is incredibly animated and very easy to follow along. You will reach a million subs in no time for sure

    • @NesHacker
      @NesHacker  Před 9 měsíci +2

      Haha, I would feel incredibly vindicated if I got to 1M subs 🤣

  • @Raddland
    @Raddland Před 9 měsíci +8

    Always wondered about this. Thanks for the great breakdown. Zelda 2 had particularly memorable subpixel coding.

    • @NesHacker
      @NesHacker  Před 9 měsíci +3

      Man… now I wanna do a breakdown of Z2 movement 😂

  • @jayjasespud
    @jayjasespud Před 9 měsíci +1

    Yoooo what a great way to start the day. Looking forward to all these lessons culminating in a full NesHacker game hahaha

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Hahaha, making a full game would distract from my video making though…

  • @gastongoulu6069
    @gastongoulu6069 Před 8 měsíci +2

    This video was made with love and care, and information, and it shows. I didn't even have to understand everything you said to reach to that conclusion. Thank you. New subscriber.

    • @NesHacker
      @NesHacker  Před 8 měsíci +1

      You’re very welcome, and thank you so much for watching 😀

  • @trickysoft
    @trickysoft Před 5 měsíci

    Nice simple explanation, can't wait for the one for moving and jumping on and between platforms :)

  • @dreamisover9813
    @dreamisover9813 Před 7 měsíci

    A friend of mine mentioned this channel. I'm surprised by the quality of the videos and editing, great job!

  • @setLillie
    @setLillie Před 9 měsíci +2

    I love this video. You say things very clearly and directly.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      I'm very happy you like it :)

  • @cyphid
    @cyphid Před 8 měsíci +1

    I love your detailed explanation for the code! I'd love to make an NES game one day!

  • @8_BitKing
    @8_BitKing Před 9 měsíci +4

    this will be very helpful, especially the source code. Thank you for your great work!

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Nice, let me know if you end up doing anything cool with it!

  • @FryAndLeelaAndBender
    @FryAndLeelaAndBender Před 19 dny

    This topic is really interesting! Thanks!

  • @EricVasquezDesign
    @EricVasquezDesign Před 9 měsíci +1

    Very cool video Ryan! I didn't realize Mario was running in 60FPS! Love the way that you really break down the math and science behind the animation in Super Mario Bros 3.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Thanks Eric, I really appreciate it 😀

  • @gamesgonenuts
    @gamesgonenuts Před 9 měsíci +1

    it was so cool to learn about this keep up the good work

  • @schlangengrube157
    @schlangengrube157 Před 9 měsíci +2

    So this is the reupload where you have thrown the frog out.😄
    BTW, I have just become one of your patrons. Your videos are excellent and really helpful, so I wanted to support you.

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Thank you so much for your support, I appreciate it :)

  • @TranquilSeaOfMath
    @TranquilSeaOfMath Před 8 měsíci

    Really cool video. Thanks for sharing.

  • @srb2er
    @srb2er Před 9 měsíci

    this is really, really good!
    like, i don't think ive ever seen people talk about how to make stuff the way you do.
    So nice job!
    -now ive gotta learn assembly lmao-

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Thanks! RIP your future in assembly programming I guess…

    • @srb2er
      @srb2er Před 9 měsíci

      ​​@@NesHacker
      don't worry it was a joke
      I don't have the brains nor the resources to learn and use the damn thing
      only language I somewhat know is Lua -lmao-

  • @cursedpotato64
    @cursedpotato64 Před 8 měsíci

    Really well explained, well done.

  • @maliciousfry
    @maliciousfry Před 9 měsíci +1

    I'm okay with watching this again. It's really informative!

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Haha heck yeah. As the creator of said content I wouldn’t mind you watching it a third time too 😝

  • @fidel4232
    @fidel4232 Před 9 měsíci +1

    Awesome video, very intesting and well done

  • @LetsPlayKeldeo
    @LetsPlayKeldeo Před 9 měsíci +1

    Awesome new video ! I was allways wondering how they got Mario to feel so smooth

  • @wildside4822
    @wildside4822 Před 9 měsíci +1

    Great video, really helpful Ryan, thank you

  • @frostybhanana8849
    @frostybhanana8849 Před 5 měsíci

    Great explanation. Another interesting video idea would be on implementing trig functions using lookup tables to make more complex platformer elements.

  • @phant0mlink
    @phant0mlink Před 9 měsíci +1

    Pretty informational video, thanks.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      You're welcome, and I am glad you found it so.

  • @Username0991
    @Username0991 Před 9 měsíci +1

    Glad to see this video is back!

  • @turkwendell6904
    @turkwendell6904 Před 9 měsíci

    As usual very interesting and well done

  • @KANJICODER
    @KANJICODER Před 9 měsíci +2

    "Fixed point math" is a new word to me. And I think I've been doing a bit of it in my own code. I've been writing a game engine where I try to avoid use of floating point numbers. Not 100% , but the basic hypothesis is that it's easier to figure out anti-aliasing when your math is "pixel-perfect" or... for lack of a better word... "fence-post-perfect" as in "not even off by 1".

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Yeah, ints are way easier than floats if for nothing else but cumulative error that occurs with the latter if you're not especially careful.

  • @criandoEdesenvolvendo
    @criandoEdesenvolvendo Před 6 měsíci

    Amazing ! I'm going to translate your video to my language and teach children learning coding and of course, giving you the credits. Thank you for your nice job

  • @xrqton
    @xrqton Před 9 měsíci +1

    Amazing work, thanks !

    • @NesHacker
      @NesHacker  Před 9 měsíci

      You’re very welcome ☺️

  • @bawenang
    @bawenang Před 8 měsíci

    This video almost made me want to start doing asm6502 again. But then I remember how hard it is for the brain when I do it in my spare time while also doing app development for my day job. I might try it again after I retire. Like in another 20-30 years, if I am still alive that is. LOL.
    BTW, you’ve got a new subscriber. This is good.

  • @RobertGercia
    @RobertGercia Před 9 měsíci +2

    I like your voice. Thanks for sharing the thought process!

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Thanks, I think it sounds better when I don't try to put on a "youtube" voice

  • @manaslovesbirds
    @manaslovesbirds Před 9 měsíci +10

    Even after so many years NES Mario games are the gold standard in terms of character movement. So many modern games are lacking in this regard it's actually sad to see!
    Great video and thanks for sharing!

    • @NesHacker
      @NesHacker  Před 9 měsíci +5

      But when modern games get it right it's kinda amazing... (lookin' at you "Celeste").

  • @thomaswesleyscott4555
    @thomaswesleyscott4555 Před 9 měsíci +69

    This might be your best video so far. To be sure, you need a deep enough understanding of ASM6502 to really absorb the content, but once you have it, this video hits the mark pretty much across the board. (It's definitely my favourite of your videos... so far!) Well done!

    • @NesHacker
      @NesHacker  Před 9 měsíci +15

      Hey. thank you so much! I really enjoyed making it and had a feeling I was striking a good balance between high level concepts and low level technical details when I was making it :)

    • @4rumani
      @4rumani Před 9 měsíci +6

      Rick and Morty

    • @BillAnt
      @BillAnt Před 9 měsíci +2

      The NES used a Rocoh 2A03 processor which was basically a 6502 with binary coded decimal disabled. The cool thing was that NES and the Commodore C64 shared the same CPU, so if you knew one it was fairly easy learning to write code for the other (except for the PPU/VIC-II respectively).

  • @robmcclendon6223
    @robmcclendon6223 Před 9 měsíci +1

    Thank you so very, very much for sharing this.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      You're very, very welcome. It was a lot of fun to make and no use hoarding all for myself xD

  • @xlar54
    @xlar54 Před 9 měsíci +1

    big thanks for sharing your code!

  • @sherekhangamedev
    @sherekhangamedev Před 9 měsíci +2

    Thanks for the re-upload, I still need this to try to figure out how to replicate it in Game Maker 2.3, I worked 2 months without success and need the video for references.

    • @NesHacker
      @NesHacker  Před 9 měsíci +2

      Oh man I feel so bad, sorry I didn't have it up for so long! It's here now though!

  • @rodrigobarenco
    @rodrigobarenco Před 9 měsíci

    The code is maizing!!! It is just beautiful for the pov of someone who baraly know assembly. It even
    makes me want to do more low-level projects.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Thanks so much, I'm glad you found it inspirational!

  • @tx7300
    @tx7300 Před 9 měsíci

    stellar editing

  • @tacosalvapor9264
    @tacosalvapor9264 Před 9 měsíci +7

    Ayo this is sick! I actually made some similar findings as the things mentioned in this video when I tried to remake Mario3 in the Godot game engine. Didn't look at the game's original code at all, I just captured Mario 3 footage, did frame-by-frame analysis and extrapolated a lot of stuff from there. I KNEW there must've been a set timelimit for how much you can hold the jump button and it affecting the "Gravity" applied on Mario! My estimate was 23Frames, the formula that i came up with didn't exactly line up with how many pixels Mario moved upwards per frame visually, So i went with 23 despite having a gut feeling on 24.
    Some things i just couldnt extrapolate precisely just by analyzing footage so i did wing it for a bit, arrived to 90px/sec or 1.5px/F as Mario's First Maximum Speed, and that it took him 20Frames to reach that Speed, so i went with 4.5Speed/F for Acceleration, and -3.5Speed/F for Friction. Dont quite remember the Friction Value i used for when Mario presses the opposite direction while moving, though. I also made Mario's TopSpeed a threshhold that changed depending on certain conditions, TopSpeed 1 is just when Mario moves, TopSpeed 2 (2.5px/F) unlocks when Mario has reached TopSpeed 1 and is pressing the Run button, and TopSpeed3 (3.5px/F) unlocks when filling the "P-Meter" by having stayed at TopSpeed2 for a certain amount of time.
    JumpHeight is also intertwined with Mario's Horizontal Speed in this game, so I assumed the game used a simple equation for that, I could never get it super accurate, just a decent approximation with irregularities between the JumpHeight in my game and the one in Mario3, so i assume there is something i was missing there. I did get Mario's FullJump at 0Speed to be 70pixels in height, and 101pixels at TopSpeed3, which i think is accurate, it's JumpHeights between 0 and TopSpeed3 that had inaccuracies.
    I'm happy I arrived at a fairly accurate Gravity, FallingGravity being 5times stronger than JumpingGravity was correct, let's go. I felt like the internet was trying to gaslight me into accepting that FallingGravity was 3times stronger, glad to have gone with my gut with that one.
    Also, I'm not crazy by thinking that Mario's feet and body have 2 separate collisions right? Mario's Body slides off edges, and his Feet are just a really precise rectangle, or at least that's what i gathered from my testing.
    Anyway, keep it up man, this is fascinating information you're sharing with us, thank you.

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Wuhhh, you that sounds like a lot of work you did, good job! As far as the hit detection is concerned I don’t know, I haven’t really dug into it for this game 🤔

    • @tacosalvapor9264
      @tacosalvapor9264 Před 9 měsíci +1

      @@NesHacker @@NesHacker I Made a ton of little discoveries with that Project, some of which i don't think are documented anywhere, nowhere i could find them anyway. Things like jump edge correction being 4pixels, and the Game teleporting Mario on top of platforms he misses by 4pixels(?) of height, or that Mario changes to his Jumping Sprite without leaving the Floor for a single frame, this means Mario has a single frame of preJump, Mario is unaffected by Gravity in this particular Frame, so i guess You could argue Mario3 has coyote time if You do a frameperfect jump off a ledge. Sorry for rambling, i found an excuse to share these things so brain going nerd mode rn.

    • @RandomBloonStuff
      @RandomBloonStuff Před 9 měsíci

      @@tacosalvapor9264 How did you ping him 2 times? ​​⁠​​⁠

    • @tacosalvapor9264
      @tacosalvapor9264 Před 9 měsíci

      @@RandomBloonStuff CZcams mobile things, I prolly did it by accident.

    • @RandomBloonStuff
      @RandomBloonStuff Před 9 měsíci

      @@tacosalvapor9264 Maybe.

  • @leandrocruz6621
    @leandrocruz6621 Před 9 měsíci +1

    I love the content on your channel

  • @Epilogue_04
    @Epilogue_04 Před 7 měsíci +1

    Im a physics student, and i love computers but ive never really had the interest for coding until i neede it for my career, thats when i realize that coding is a god damn combination of art and math. My respect goes to every coder out there

  • @DannyBPlays
    @DannyBPlays Před 9 měsíci +1

    I always go into your videos with high hopes of following everything and inevitably half way through get lost. Glad I can cheat and code the same effect in Unity much more easily

    • @NesHacker
      @NesHacker  Před 9 měsíci

      That sounds like I’ve still got work to do to make these topics more accessible 😁

    • @thomaswesleyscott4555
      @thomaswesleyscott4555 Před 9 měsíci

      Don't give up! ASM6502 is definitely challenging but not impossible. I still find I'm rewatching these kinds of videos multiple times before I "get" it. Also, I wouldn't be afraid to throw some questions in the comments. Judging by the remarks of others, you'll probably get a reply that helps you out.

    • @drstalone
      @drstalone Před 8 měsíci

      I nearly understood the content, and appreciate it's been a lot of amazing work compressed into 10 minutes. But the quick jumps between content distracted me from your narration which may have been fine had CZcams not had that annoying shade on pause feature meaning it was very hard to read the text.

  • @xeztan
    @xeztan Před 7 měsíci +1

    Been (inconsistently) trying to study to become a software developer one day for a while now, and every now and then I’ll come across a video like this where it looks interesting and something I want to learn about but once I click and start watching I quickly realize that I’ll never be smart enough to actually understand any of it. This is all just goes way over my head.

    • @NesHacker
      @NesHacker  Před 7 měsíci +1

      I mean a couple of things here… One, this is a pretty math heavy concept I’m talking about here and it is for a very old system. This means that it’s not fully relevant to modern programming. And two, while some folks may be more naturally inclined for programming it’s not like they could magically just do it. It takes effort and years of practice to be a solid developer. I’ve went to college for CS and have been programming for thirty years. The first five of which I was pretty bad tbh 😂

  • @nict2
    @nict2 Před 9 měsíci +3

    You have the best NES programming videos on youtube, keep it up!

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Thanks! And I indent to 😀

  • @dbporter
    @dbporter Před 8 měsíci

    nice production value

  • @aleksey7669
    @aleksey7669 Před 9 měsíci +1

    Great stuff!

  • @Lahdo
    @Lahdo Před 9 měsíci +1

    Thank you for your game development insights 💪😎✌️

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      No worries, happy coding :)

    • @Lahdo
      @Lahdo Před 9 měsíci

      @@NesHacker Thank you, best regards :)

  • @Pedritox0953
    @Pedritox0953 Před 9 měsíci +1

    Great video! as a recomendation use also decimal numbers

  • @user-wh9cn8hi5j
    @user-wh9cn8hi5j Před 7 měsíci +2

    Ahhh I hope millions will play this gameee!

  • @_b7090
    @_b7090 Před 9 měsíci +1

    This will really help in my school project

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Awesome I’m glad I could help!

  • @gumbilicious1
    @gumbilicious1 Před 2 měsíci

    I key point to also understand in this conversation is that a fixed frame rate is needed in order for this method to work the way you want it to. I was making a platform in engine in Processing using floating point calculations, I realized it only worked if the frame rate fixed. I derailed the entire project when I tried to generalize the engine for different frame rates, opened a huge can of worms
    I am so impressed by everything modern video game engines can handle

    • @jakeenvelopes9561
      @jakeenvelopes9561 Před 2 měsíci

      You don't have to rely on fixed frame rates. What you need is a stable timer. The reason fixed frame works is the video sync refresh is a stable timer with a reliable 0.02 second interval per tick. All you need to do is anchor the arithmetic to any stable timer you can find in the system then the frame rate can do anything it likes. That's how modern games work: The frame rate varies with the complexity of the scene but motion in the game remains consistent because the timer on which all the action is based isn't the screen refresh, it's something else.

    • @gumbilicious1
      @gumbilicious1 Před měsícem +1

      @@jakeenvelopes9561 yes, exactly. well put, I came up with the same conclusion but couldn't put it nearly as succinctly as you did. i thought about it like i was going to need to separate the physics engine clock from the graphics engine refresh rate

  • @stevenriofrio7963
    @stevenriofrio7963 Před 9 měsíci +1

    It's good that you reuploaded the video, it had been deleted.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Yah, I’m glad it is back

  • @jcompton3947
    @jcompton3947 Před 9 měsíci

    Cool and informative!

  • @canosisplays5152
    @canosisplays5152 Před 9 měsíci

    Incredibly fascinating. I could see a Metroid, Zelda, and Mega Man series being super cool.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Oooh, you're giving me too many ideas 🤣

  • @mfbranscombe
    @mfbranscombe Před 9 měsíci +2

    *Fistbumps NesHacker.

    • @NesHacker
      @NesHacker  Před 9 měsíci +2

      *explodes off the bump* Heckin' yeah

  • @kanubeenderman
    @kanubeenderman Před 4 měsíci

    ah, this brings back some good memories - using assembler to manager unsigned and signed integers via bit shifting . . . joy lol - nowadays all of this is wrapped up into 'physics engines' and properties and methods exposed to leverage.

  • @metaorior
    @metaorior Před 9 měsíci

    I literally subbed

  • @allezvenga7617
    @allezvenga7617 Před 8 měsíci

    Thanks for your sharing

  • @FrostyBrows
    @FrostyBrows Před 9 měsíci +1

    your videos are OP

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Thanks! I can't wait until I get over power level 9000...

  • @Snowmanly7
    @Snowmanly7 Před 9 měsíci +1

    Excellent video and editing, sir! What did you use to build and run this little demo you made?

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      I used CA65, which is a 6502 assembler, and VS Code as my editor. I have a video about how to get a basic development environment setup from a couple years ago.

    • @Snowmanly7
      @Snowmanly7 Před 9 měsíci

      @@NesHacker Ah, shoulda done my research… Perfect! I’ll check it out. Thanks a bunch!

  • @zCrazyHero
    @zCrazyHero Před 9 měsíci +1

    Incredible content! Nintendo's programmers were really geniuses

  • @mrshodz
    @mrshodz Před 9 měsíci

    Great video.

  • @twobob
    @twobob Před 9 měsíci +1

    nice. good job

  • @jescis0
    @jescis0 Před 9 měsíci +2

    I always wanted to make a Mario-esque game! And now I can! Thank you! Even if you give it away as you said anyone can use it, I'd suggest , as I would do as well, that you get credit as at least at the end with "special thanks" section! Because I believe in giving credit where credit is due! 😉😉😁😁

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Right on, I wish you the absolute best of luck!

  • @noir66146
    @noir66146 Před 9 měsíci

    oh wow just saw channel video in feed
    so cool

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Glad you think it's cool :)

  • @Shimeroh
    @Shimeroh Před 2 měsíci

    This video was super interesting! I've always wondered how pixel graphics ended up looking smooth in games on low resolution screens. One question I have is how this works in relation to displaying the character on the screen - are sub-pixels used at all when rendering, or is the character's position rounded to the nearest pixel when rendering? If they're rounded to the nearest pixel, does that mean the character would need to be able to move more than one pixel per frame as their maximum speed in order for the acceleration to be noticeable? Thank you for making such an informative video!

  • @Sundaydish1
    @Sundaydish1 Před 6 měsíci

    My first code was on the Vic 20 in 1985. I am not a programmer, I'm more into gfx. But I do remember having to code a negative screen movement using a positive integer. Vel=Vel+(0-Int). It was in basic so ignore me if I'm talking absolute nonsense.

  • @AnonymousAccount514
    @AnonymousAccount514 Před 8 měsíci

    THIS. IS. DOPE.

  • @BennyPowers
    @BennyPowers Před 9 měsíci +1

    great channel

  • @jhsevs
    @jhsevs Před 8 měsíci +1

    Subscriber earned

  • @user-sp4fz1gw9w
    @user-sp4fz1gw9w Před 9 měsíci +1

    I love you and yes Siri you’re a great teacher you make the complicated things simple and I wish everybody else will do that have a good day

    • @NesHacker
      @NesHacker  Před 9 měsíci

      I’m happy to help, hope you have a good day too

  • @deckarep
    @deckarep Před 9 měsíci +2

    What 6502 assembler are you using for this? Great video and content!

  • @LordDecapo
    @LordDecapo Před 9 měsíci +2

    Is this a reupload or something? I swear like a month or 2 ago I saw a video that went over similar information, but don't remember it being so concise.
    Great video... just felt like deja vu lol

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Yeah it's a re-upload, I had to fix something. Sorry about that!

    • @LordDecapo
      @LordDecapo Před 9 měsíci

      @@NesHacker all good. Great video non the less! Happily got both my views xD haha

  • @chivalrous_chevy1163
    @chivalrous_chevy1163 Před 8 měsíci +1

    This video is like a concise college lecture, lol.

    • @NesHacker
      @NesHacker  Před 8 měsíci

      I bet I could go ultra deep if I did a full 50 minute lecture on the topic 😂

  • @perone8458
    @perone8458 Před 9 měsíci +1

    Super cool!
    Could you do a video on Iwata's Balloon Fight movement algorithm later? I hear it was also used on SMB1 water levels later but I just can't find any comprehensive info about it.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Huh, yeah maybe! Now I’m curious about it myself 🤔

  • @INDIOBRAVOO
    @INDIOBRAVOO Před 9 měsíci +2

    Awesome.

  • @AdamsOlympia
    @AdamsOlympia Před 8 měsíci

    Would be interested to see your analysis of Solar Jetman. It has quite a unique movement scheme for a NES game. I remember the first generation or two of NES emulators couldn't properly run the game due to it's peculiar timing or something.

  • @re4727
    @re4727 Před 9 měsíci +3

    Do I have deja vu, or is this a reupload? :D Amazing job!

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      It is, sorry about that! I'm glad you enjoyed it twice though 🤣

  • @disconext
    @disconext Před 8 měsíci

    Watching this video is like watching magician revealing his tricks but still doesn't understand at all. I just watched till the end because i love the magic.

  • @jacobr.mp4453
    @jacobr.mp4453 Před 8 měsíci

    One major thing Mario games do so well that i feel other games easily overlook is holding down the jump button to jump higher. You can keep adding to the upwards velocity every frame the jump button is held, but I find that that doesnt feel as smooth. The way i found to do this felt pretty natrual control; The frame the jump button is pressed, a short timer starts. While this timer is active, the gravity is loosened a bit, and when either the timer runs out or the jump button is released, gravity returns to normal. With a bit of fine tuning with max vertical velocities and gravity strength , it can make things feel a whole lot smoother.

  • @developerdeveloper67
    @developerdeveloper67 Před 9 měsíci

    When I experimented a bit with doing a pixel art game in OpenGL I ran into the issue of pixels looking bad when scrolling trough the screen. It seems to be the case that when you render pixels with float screen space positions some pixels on the same column or line get rounded up or down inconsistently. I end up moving sprites by entire pixels (ints) in this particular prototype, so the speed the character would move could be over 1 pixel like 1, 2, 3 pixels per frame or under 1 pixel per frame, like 1 pixel every 2 frames. It was kind of confusing and it obviously there was no granular control of speed but solved the issue. Of course this is much easier to deal with when doing a console game since the resolution is fixed, that is not the case in PC so this can't work quite well. Later on other 3D projects I started sprite batching, merging all sprites meshes in one mesh and drawing everything in one draw call, that seemed to have fixed the issue. Very interesting video, thanks.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Yeah that's definitely an issue in OpenGL if you're trying to get crispy looking graphics. The way I used to do it was to draw things in the actual resolution (like 256x256) into a texture, then render it onto a quad and use shaders to mess with how the final result looked. It's been *YEARS* since I messed around doing stuff like that though 👴

  • @jumentoqueanima
    @jumentoqueanima Před 9 měsíci

    Thanks!

  • @JellySword8
    @JellySword8 Před 9 měsíci

    This is really awesome although I would've liked to hear more about how finite state machines were used.
    Edit: Turns out you already have a video on that!

  • @LiquidTurbo
    @LiquidTurbo Před 9 měsíci +1

    Can you talk a bit about how you get the footage looking at the beginning of the video? Is that a filter used? it looks so retro yet so clean.

    • @NesHacker
      @NesHacker  Před 9 měsíci

      Bro that’s my secret sauce! 😂

  • @manpreet8598
    @manpreet8598 Před 9 měsíci +2

    I like the video ❤.
    I want to learn these reverse engineering techniques for nes games.
    Please make a video for this .

    • @NesHacker
      @NesHacker  Před 9 měsíci +1

      Noted, I think it's a really fun hobby and have been thinking about releasing more videos on the topic in the future!