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 Post subject: The Mathematical Behaviour of Mario Enemies
PostPosted: Fri Apr 07, 2017 2:04 pm 
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son of Xereus
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Does anyone know if there have been any efforts to document the programming of all the different baddies in the Mario universe?

Many of us are making Mario Fangames, and we reuse a lot of classic enemies, Koopas, Goombas, Boos, etc. Does everyone just come up with their own implementations of the behaviours we associate with these things?

Having a repository of this kind may be helpful!

Thoughts? :confused:

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Fri Apr 07, 2017 2:43 pm 
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I remember a while back TMK posted this breakdown of SMB: http://themushroomkingdom.net/smb_breakdown.shtml

It doesn't really cover math but it does have enemy locations and some behaviors broken down fairly well.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Sat Apr 08, 2017 6:03 am 
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Considering how simple most Mario enemies' patterns are, I imagine that about 99% of them would be easy to replicate yourself. The most complex maths you're going to need is y = sin(x) for enemies that move in waves like Eeries.

If you want exact numbers, though, you could use a disassembly.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Sat Apr 08, 2017 9:52 am 
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It's pretty easy to recreate the majority of Mario enemies in GM or a Clickteam product (or whatever development environment you're using), but it's hard to get everything "perfect". I think Xander is looking for precise mathematical information on how Mario enemies behave. I believe I've seen information on this topic for Super Mario Bros. 3, but I can't immediately recall where I saw it. I know that the old Djrellik Engine used this kind of data to make its physics more accurate.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Sat Apr 08, 2017 10:57 am 
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VinnyVideo wrote:
It's pretty easy to recreate the majority of Mario enemies in GM or a Clickteam product (or whatever development environment you're using), but it's hard to get everything "perfect". I think Xander is looking for precise mathematical information on how Mario enemies behave.

Well yeah then you use a disassembly like the ones I linked.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Sat Apr 08, 2017 11:26 am 
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Thanks for the replies, everyone.

I agree that most of the behaviour is self-evident, so I did assume most people come up with their own formulas to represent enemy movement.

As Vinny says, I was curious if the mathematical information had ever been deduced and posted anywhere.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Mon Apr 10, 2017 9:51 am 
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I would love to see a website dedicated to this; breaking down the equations behind video game AI. Why doesn't it exist already??

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Mon Apr 10, 2017 11:00 am 
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HylianDev wrote:
I would love to see a website dedicated to this; breaking down the equations behind video game AI. Why doesn't it exist already??

Probably because video game AI is really hard to make, and the people who are good at it are busy writing it while raking lods of emone.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Mon Apr 10, 2017 1:27 pm 
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uh

http://www.gdconf.com/
http://www.gdcvault.com/browse/?track_category=500

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Thu Apr 13, 2017 12:37 am 
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I know Super Mario Bros is like, 40KB or something, and it's all asssembly code.
So many hacks have been made of it, there's bound to be some knowledge somewhere.

 
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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Thu Apr 13, 2017 9:47 am 
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TheShyGuy wrote:

That's not really what I meant

GDC talks are 30-to-60 minute presentations with about 5 minutes of substance. I'm looking for charts and equations and stuff.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Thu Apr 13, 2017 2:44 pm 
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Someone disassembled all of Super Mario Bros into its code.
https://gist.github.com/1wErt3r/4048722
Good luck finding anything out though!

 
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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Sat Apr 15, 2017 11:00 pm 
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Charts and equations are still kinda vague, at least to me. Do you mean stuff like state machines, behaviour trees, pathfinding, etc? Or much more game specific AI like goomba, kooopa, or bob-bomb AI, etc?

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Tue Apr 18, 2017 9:00 pm 
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I think it's code for how enemies work.
Like if Goombas are like
Move Left at X speed,
if hit a wall, move Right at X speed.

You can approximate movements in a fangame, but the real games have their own code.

 
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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Tue Apr 18, 2017 10:16 pm 
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I notice a chunk of NPCs have programmed behaviours that I've never seen fully documented.
Hasn't anyone really done that already?

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Thu Apr 20, 2017 12:37 pm 
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Parakarry wrote:
I think it's code for how enemies work.
Like if Goombas are like
Move Left at X speed,
if hit a wall, move Right at X speed.

You can approximate movements in a fangame, but the real games have their own code.

This. I'm just approximating, which is fine, but having the original code logic would be useful, I think.

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 Post subject: Re: The Mathematical Behaviour of Mario Enemies
PostPosted: Thu Apr 20, 2017 2:50 pm 
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TheShyGuy wrote:
Charts and equations are still kinda vague, at least to me. Do you mean stuff like state machines, behaviour trees, pathfinding, etc? Or much more game specific AI like goomba, kooopa, or bob-bomb AI, etc?

Like a flow chart or something. Something to detail exactly how the AI operates.

I've seen tables of enemy stats from Zelda 2, that was also extremely helpful to read. Stuff like that. I wish it was easy to find.

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