The Code That Makes Mario Move

Ғылым және технология

In this video I show you how to write smooth movement and controls code inspired by Super Mario Bros. 3.
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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

Пікірлер: 507

  • @NesHacker
    @NesHacker9 ай бұрын

    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

    9 ай бұрын

    What was the change you made in the video?

  • @dedgzus6808

    @dedgzus6808

    9 ай бұрын

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

  • @colinwood9717

    @colinwood9717

    9 ай бұрын

    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

    9 ай бұрын

    @@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

    9 ай бұрын

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

  • @menhirmike
    @menhirmike9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    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

    9 ай бұрын

    @@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

    9 ай бұрын

    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

    9 ай бұрын

    @@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

    9 ай бұрын

    Doom also used fixed point math.

  • @burn_cooper
    @burn_cooper5 ай бұрын

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

  • @zytr0x108
    @zytr0x1089 ай бұрын

    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

    9 ай бұрын

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

  • @infinitypowergaming2995

    @infinitypowergaming2995

    9 ай бұрын

    whats the name of the platformer

  • @dennisanderson8663

    @dennisanderson8663

    9 ай бұрын

    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

    9 ай бұрын

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

  • @MaximumSpice

    @MaximumSpice

    9 ай бұрын

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

  • @Vixikats
    @Vixikats9 ай бұрын

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

  • @roody_io
    @roody_io9 ай бұрын

    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

    9 ай бұрын

    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 :)

  • @juanramonsilva1067
    @juanramonsilva10678 ай бұрын

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

  • @Cute___E
    @Cute___E9 ай бұрын

    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

    9 ай бұрын

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

  • @Nat-qm5vb
    @Nat-qm5vb8 ай бұрын

    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.

  • @truetruetruly2163
    @truetruetruly21639 ай бұрын

    Hell yeah, new NesHacker video!

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @zrayburton
    @zrayburton8 ай бұрын

    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!

  • @jwalshmorrissey
    @jwalshmorrissey9 ай бұрын

    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

    9 ай бұрын

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

  • @Dayrider10
    @Dayrider109 ай бұрын

    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

    9 ай бұрын

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

  • @mattwillis3219
    @mattwillis32199 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thank you very much!

  • @rockandrollbit
    @rockandrollbit8 ай бұрын

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

  • @NesHacker

    @NesHacker

    8 ай бұрын

    Well I’m glad you enjoyed it :)

  • @memaimu
    @memaimu9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Haha, thank you so much 😊

  • @Carloskypp
    @Carloskypp9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @violator1017
    @violator10179 ай бұрын

    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

    9 ай бұрын

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

  • @violator1017

    @violator1017

    9 ай бұрын

    @@NesHacker My pleasure !

  • @Raddland
    @Raddland9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @gastongoulu6069
    @gastongoulu60698 ай бұрын

    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

    8 ай бұрын

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

  • @jayjasespud
    @jayjasespud9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @trickysoft
    @trickysoft5 ай бұрын

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

  • @cyphid
    @cyphid8 ай бұрын

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

  • @8_BitKing
    @8_BitKing9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @EricVasquezDesign
    @EricVasquezDesign9 ай бұрын

    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

    9 ай бұрын

    Thanks Eric, I really appreciate it 😀

  • @dreamisover9813
    @dreamisover98138 ай бұрын

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

  • @setLillie
    @setLillie9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    I'm very happy you like it :)

  • @FryAndLeelaAndBender
    @FryAndLeelaAndBender21 күн бұрын

    This topic is really interesting! Thanks!

  • @srb2er
    @srb2er9 ай бұрын

    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

    9 ай бұрын

    Thanks! RIP your future in assembly programming I guess…

  • @srb2er

    @srb2er

    9 ай бұрын

    ​​@@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
    @cursedpotato648 ай бұрын

    Really well explained, well done.

  • @frostybhanana8849
    @frostybhanana88495 ай бұрын

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

  • @maliciousfry
    @maliciousfry9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @LetsPlayKeldeo
    @LetsPlayKeldeo9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Glad you liked it :)

  • @fidel4232
    @fidel42329 ай бұрын

    Awesome video, very intesting and well done

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks so much!

  • @gamesgonenuts
    @gamesgonenuts9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks, will do :)

  • @wildside4822
    @wildside48229 ай бұрын

    Great video, really helpful Ryan, thank you

  • @NesHacker

    @NesHacker

    9 ай бұрын

    You're welcome!

  • @TranquilSeaOfMath
    @TranquilSeaOfMath8 ай бұрын

    Really cool video. Thanks for sharing.

  • @manaslovesbirds
    @manaslovesbirds9 ай бұрын

    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

    9 ай бұрын

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

  • @rodrigobarenco
    @rodrigobarenco9 ай бұрын

    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

    9 ай бұрын

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

  • @thomaswesleyscott4555
    @thomaswesleyscott45559 ай бұрын

    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

    9 ай бұрын

    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

    9 ай бұрын

    Rick and Morty

  • @BillAnt

    @BillAnt

    9 ай бұрын

    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).

  • @tx7300
    @tx73009 ай бұрын

    stellar editing

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks so much!

  • @DannyBPlays
    @DannyBPlays9 ай бұрын

    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

    9 ай бұрын

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

  • @thomaswesleyscott4555

    @thomaswesleyscott4555

    9 ай бұрын

    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

    8 ай бұрын

    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 KZread not had that annoying shade on pause feature meaning it was very hard to read the text.

  • @xrqton
    @xrqton9 ай бұрын

    Amazing work, thanks !

  • @NesHacker

    @NesHacker

    9 ай бұрын

    You’re very welcome ☺️

  • @phant0mlink
    @phant0mlink9 ай бұрын

    Pretty informational video, thanks.

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @turkwendell6904
    @turkwendell69049 ай бұрын

    As usual very interesting and well done

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Appreciate it!

  • @Username0991
    @Username09919 ай бұрын

    Glad to see this video is back!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Me too :)

  • @bawenang
    @bawenang9 ай бұрын

    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.

  • @sherekhangamedev
    @sherekhangamedev9 ай бұрын

    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

    9 ай бұрын

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

  • @robmcclendon6223
    @robmcclendon62239 ай бұрын

    Thank you so very, very much for sharing this.

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @criandoEdesenvolvendo
    @criandoEdesenvolvendo6 ай бұрын

    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

  • @Epilogue_04
    @Epilogue_047 ай бұрын

    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

  • @KANJICODER
    @KANJICODER9 ай бұрын

    "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

    9 ай бұрын

    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.

  • @xlar54
    @xlar549 ай бұрын

    big thanks for sharing your code!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    You're welcome

  • @nict2
    @nict29 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks! And I indent to 😀

  • @schlangengrube157
    @schlangengrube1579 ай бұрын

    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

    9 ай бұрын

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

  • @aleksey7669
    @aleksey76699 ай бұрын

    Great stuff!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks!

  • @canosisplays5152
    @canosisplays51529 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Oooh, you're giving me too many ideas 🤣

  • @allezvenga7617
    @allezvenga76178 ай бұрын

    Thanks for your sharing

  • @NesHacker

    @NesHacker

    8 ай бұрын

    You are most welcome

  • @dbporter
    @dbporter8 ай бұрын

    nice production value

  • @NesHacker

    @NesHacker

    8 ай бұрын

    Thanks

  • @RobertGercia
    @RobertGercia9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @tacosalvapor9264
    @tacosalvapor92649 ай бұрын

    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

    9 ай бұрын

    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

    9 ай бұрын

    @@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

    9 ай бұрын

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

  • @tacosalvapor9264

    @tacosalvapor9264

    9 ай бұрын

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

  • @RandomBloonStuff

    @RandomBloonStuff

    9 ай бұрын

    @@tacosalvapor9264 Maybe.

  • @leandrocruz6621
    @leandrocruz66219 ай бұрын

    I love the content on your channel

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thank you so much 😊

  • @xeztan
    @xeztan7 ай бұрын

    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

    7 ай бұрын

    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 😂

  • @jcompton3947
    @jcompton39479 ай бұрын

    Cool and informative!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Appreciate it!

  • @Pedritox0953
    @Pedritox09539 ай бұрын

    Great video! as a recomendation use also decimal numbers

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks!

  • @Bismuth9
    @Bismuth99 ай бұрын

    On top of speed being in subpixels/frame, SMB1 and SMB3 (+ most likely others) also have a subspeed, a further division of speed into 16 units used when accelerating. Mario has a variable acceleration depending on the situation (in SMB1, he famously accelerates twice as fast backwards since he was made to slow down faster than he speeds up), so the subspeed tracks 16ths of a subpixel per frame and is truncated in the speed calculation. Certain speedrun tricks require subspeed manipulation, in the sense that Mario can move ever so slightly more in the same amount of time if he accelerates from 0.9375 than if he accelerates from 0.0000 speed. I don't remember the exact numbers, but his speed on every frame might look like 0, 2, 4, 5, 7, 8... instead of 0, 1, 3, 4, 6, 7... Over the course of a full acceleration from standing still to full speed, this could add up to a full frame's worth of extra distance, or 3 extra X pixels (4 with positional subpixel manipulation) on the screen after doing a bump on a block to set up a wrong warp!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    It’s absolutely astounding to me what the speed running community gets up to when pushing the limits of this and so many other games. Honestly watching runs and demos gets me so pumped to go into the games and figure stuff out for myself 😊

  • @TompaA

    @TompaA

    9 ай бұрын

    That is not really the case in SMB3 though, Bismuth. Or at least that's the first I ever hear about it. Though it's not fully true that Mario always accelerate at a speed of 1 unit/frame. You are unable to accelerate to the right on the frames when address 055C is at 0 or 1, and E and F for left. This address is independent on what Mario's speed is at that time, nothing else; to my knowledge, tracks Mario's speed other than 00BD which is always consistent. Other exceptions to 1px/frame is when you have a speed >0 and press left, at which you'll always move 2 speed units/frame, and vice versa for the other direction. Then things like being on a slope will be different or while being Frog Mario. All of which ignore the 055C address. But yeah, Bismuth, not sure what you mean in this case actually =/. Though I'll love if you fill me in!

  • @Bismuth9

    @Bismuth9

    9 ай бұрын

    @@TompaA I may have conflated the two here. I was almost positive if the mechanic existed in SMB1, it had to in SMB3 as well. I figured that it existed but I didn't remember it coming up as particularly important in speedruns, but thinking back on it, it probably wouldn't have been reset on every level, so it would have affected wall clips like subpixels do. Interesting that SMB3 did away with subspeed!

  • @kanubeenderman
    @kanubeenderman4 ай бұрын

    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.

  • @_b7090
    @_b70909 ай бұрын

    This will really help in my school project

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Awesome I’m glad I could help!

  • @twobob
    @twobob9 ай бұрын

    nice. good job

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks!

  • @metaorior
    @metaorior9 ай бұрын

    I literally subbed

  • @Lahdo
    @Lahdo9 ай бұрын

    Thank you for your game development insights 💪😎✌️

  • @NesHacker

    @NesHacker

    9 ай бұрын

    No worries, happy coding :)

  • @Lahdo

    @Lahdo

    9 ай бұрын

    @@NesHacker Thank you, best regards :)

  • @mrshodz
    @mrshodz9 ай бұрын

    Great video.

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks!

  • @gumbilicious1
    @gumbilicious12 ай бұрын

    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

    2 ай бұрын

    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

    2 ай бұрын

    @@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

  • @user-wh9cn8hi5j
    @user-wh9cn8hi5j7 ай бұрын

    Ahhh I hope millions will play this gameee!

  • @Shimeroh
    @Shimeroh2 ай бұрын

    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!

  • @stevenriofrio7963
    @stevenriofrio79639 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Yah, I’m glad it is back

  • @mfbranscombe
    @mfbranscombe9 ай бұрын

    *Fistbumps NesHacker.

  • @NesHacker

    @NesHacker

    9 ай бұрын

    *explodes off the bump* Heckin' yeah

  • @simonissad
    @simonissad3 ай бұрын

    I have a question about the scene in punch out when Little Mac is in his pink sweat suit jogging behind Doc. it looks like the water is doing some horizontal line scrolling behind him? Was the NES capable of line scrolling like the genesis was? and beyond that, the posts of the fence seem to scroll at a different weight from the water behind? Are these sprites being scrolled with transparency? It was a cool background effect Idk how it was acheived.

  • @Sundaydish1
    @Sundaydish16 ай бұрын

    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.

  • @perone8458
    @perone84589 ай бұрын

    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

    9 ай бұрын

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

  • @FrostyBrows
    @FrostyBrows9 ай бұрын

    your videos are OP

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @jescis0
    @jescis09 ай бұрын

    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

    9 ай бұрын

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

  • @jumentoqueanima
    @jumentoqueanima9 ай бұрын

    Thanks!

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Welcome!

  • @mattplusone
    @mattplusone8 ай бұрын

    This video showed up on my recommended and i regret not watching it earlier, im going into IT and have interests in coding and IT systems. This explanation is actually so useful because if a network or communication system has limitations, where do you turn? Well, turn to math and numbers! Sometimes you have to think outside the box to get your code to work effectively and efficiently and this showcases that concept perfectly! You have earned a sub my man, thanks so much for your videos! 😁

  • @zCrazyHero
    @zCrazyHero9 ай бұрын

    Incredible content! Nintendo's programmers were really geniuses

  • @NesHacker

    @NesHacker

    9 ай бұрын

    For real

  • @BennyPowers
    @BennyPowers9 ай бұрын

    great channel

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks 😊

  • @jhsevs
    @jhsevs9 ай бұрын

    Subscriber earned

  • @KurtisMullins
    @KurtisMullins8 ай бұрын

    @neshacker How did you visualize the source code in this video? It looks great!

  • @NesHacker

    @NesHacker

    8 ай бұрын

    Custom animations using After Effects, it takes time but the results look so good 😊

  • @developerdeveloper67
    @developerdeveloper679 ай бұрын

    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

    9 ай бұрын

    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 👴

  • @deckarep
    @deckarep9 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    CA65 is what I use

  • @AnonymousAccount514
    @AnonymousAccount5148 ай бұрын

    THIS. IS. DOPE.

  • @X2x3x4
    @X2x3x49 ай бұрын

    You are so smart. I always wish I understood this stuff but, it’s very difficult for me to comprehend 😭

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Yeah this stuff is tough! I've literally spent decades studying computer science and some of the NES programming stuff still trips me up :)

  • @INDIOBRAVOO
    @INDIOBRAVOO9 ай бұрын

    Awesome.

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Thanks :)

  • @CarlMahnke
    @CarlMahnke9 ай бұрын

    id Software went from an accelerating player in Comander Keen 1-3 (which felt super spongy) to a player with no acceleration in Comander Keen 4-6, which felt super tight and precise. That shows that player acceleration isn't always the best choice.

  • @NesHacker

    @NesHacker

    9 ай бұрын

    Yeah it really depends on the game and what you're trying to accomplish I think. That said, pixel value only velocities are usually always the "wrong" choice when the resolution is so limited, so using fixed point there is still quite useful.

  • @LOC-Ness
    @LOC-Ness6 ай бұрын

    This is great. I wonder if I can find a similar video for a certain blue guy on a system with more bits...

  • @inc2000glw

    @inc2000glw

    6 ай бұрын

    ... sometimes Spiky...runs fast...save the animals...really was a thick gal in a skintight blue suit....NES...loves hidden orbs...has her own flying pal ....LOL

  • @LiquidTurbo
    @LiquidTurbo9 ай бұрын

    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

    9 ай бұрын

    Bro that’s my secret sauce! 😂

  • @AdamsOlympia
    @AdamsOlympia8 ай бұрын

    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.

  • @Snowmanly7
    @Snowmanly79 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

    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

    9 ай бұрын

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

  • @manpreet8598
    @manpreet85989 ай бұрын

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

  • @NesHacker

    @NesHacker

    9 ай бұрын

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

  • @jacobr.mp4453
    @jacobr.mp44538 ай бұрын

    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.

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