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supermariowar's Introduction

Super Mario War

Linux status Windows status AppVeyor Discord

Super Mario War is a fan-made multiplayer Super Mario Bros. style deathmatch game in which players try to beat one another in a variety of gameplay modes. You can play on teams, design your own levels, design your own worlds, and much more!

Read this page in other languages: 한국어

History

The original Mario War was created by Samuele Poletto in 2002, in which four Super Mario characters could fight on various levels by jumping on each other's head. It was written in Pascal/Assembly, and was released for DOS. Later versions also included a map editor.

In 2004, Florian Hufsky, founder of the 72dpiarmy forum started working on an open-source rewrite, which became Super Mario War. This version introduced custom characters, additional gameplay modes and map mechanics, items and powerups. Custom user contents were stored on (the now defunct) smwstuff.com site, with thousands of maps and skins available. Due to its open-source nature, the game has been ported to pretty much every desktop and console system.

At the end of 2009, Florian died. The development of the game slowed down and eventually stopped, with SMW 1.8 beta 2 being the last official release. While there have been several attempts for continuing or restarting the development, none of them seem to have succeeded in the long term. In addition, due to technical issues the whole smwstuff.com site and all of its contents has also been lost, with partial backups from the uploaders available on the forum.

This is a fork I've started working on around 2014, with the initial goal of implementing network multiplayer support that would work cross-platform between different devices. I've also wanted to make a site for collecting the scattered content from the forum in one place once again. This became smwstuff.net.

As for the game, unfortunately it became clear very soon that the quality and structure of the original source code will make effective work impossible: most source files were in the "around 10000 lines" category, with 1000+ LOC functions being common, most of them modifying global variables, and there was even an if-else with a hundred branches.

Eventually I've managed to make the network multiplayer working, but it's far from perfect. With good conditions, on local networks it may work fine, but subtle bugs and lag usually makes the gameplay over the internet far from optimal. A proper implementation would likely require a redesign of several core parts of the game and another several hundred clean up/refactoring patches to make the code maintainable. And, with this kind of project of course, there's also a chance that next morning you get a cease-and-desist letter from whatever company.

For me, this was the point where I've stopped putting more time on this project (2016). In the long term, a complete rewrite might be faster and more effective than patching the original game for years. Either way, I hope I've left the project in a better state than it was, and that it will be of use for future developers. Have fun!

Old releases for Mario War and SMW can be found here.

Main changes since 1.8

  • Experimental online mode, including an online lobby server
  • Lots and lots and lots of bugfixes (seriously, there's at least 200)
  • Added Web, ARM and (an experimental) Android ports, and improved support for Windows, Linux and OSX
  • Improved music and sound quality
  • Ported all parts of the game to SDL2, for hardware accelerated drawing and improved support for many platforms
  • Major cleanup of the source code and the build system

About

Super Mario War is a Super Mario multiplayer game. The goal is to stomp as many other Mario's as possible to win the game. There is a range of different gameplay modes in the game, like Capture-The-Flag, King of The Hill, Deathmatch, Team Deathmatch, Tournament Mode, Collect The Coins, Race, and many more. The game also includes a level editor which lets you create your own maps from scratch, or re-create sections from your favorite Mario game, your imagination is the limit! Recently included is a world editor, which strings a bunch of levels with specified conditions to create an SMB3-like experience merged with tournament like play. The game is more importantly a tribute to Nintendo and the original fangame game Mario War by Samuele Poletto.

The game uses artwork and sounds from Nintendo games. We hope that this noncommercial fangame qualifies as fair use work. We just wanted to create this game to show how much we adore Nintendo's characters and games.

Features

  • Up to four players deathmatch fun
  • a whole bunch of game modes (featuring GetTheChicken, Domination, CTF, ...)
  • online and local multiplayer
  • Comes with the leveleditor - you can create your own maps...
  • ... and a lot of people did so. There are currently over 1000 maps
  • More fun than poking a monkey with a stick
  • The whole source code of the game is available, for free
  • uses SDL and is fully portable to windows, linux, mac, ...
  • CPU Players
  • will make you happy and gives you a fuzzy feeling

Supported platforms

  • Linux
  • Windows
  • Mac OS X
  • ARM devices (eg. Raspberry Pi)
  • XBox (?)
  • Android (experimental)
  • asm.js (experimental)

Building instructions

Requirements

  • C++11 supporting compiler (eg. gcc-4.8)
  • CMake (>= 2.6)
  • SDL (1.2 or 2.0), with
    • SDL_image
    • SDL_mixer
  • zlib
  • yaml-cpp (included)
  • ENet (optional, included)

You can use package managers for getting these dependencies:

  • Debian-based: apt-get install cmake libsdl1.2-dev libsdl-image1.2-dev libsdl-mixer1.2-dev zlib1g-dev
  • Fedora/RPM: yum install cmake SDL-devel SDL_image-devel SDL_mixer-devel zlib-devel
  • Arch: pacman -S cmake sdl sdl_image sdl_mixer zlib
  • MSYS2: pacman -S mingw-w64-x86_64-SDL mingw-w64-x86_64-SDL_image mingw-w64-x86_64-SDL_mixer mingw-w64-x86_64-zlib

For other systems, you can download the development files manually from:

Get the code

This repository contains some submodules which you can use if the dependencies are not available for your OS, are outdated or you simply don't want to install them on your system. To use the included libraries, do a recursive cloning:

git clone --recursive https://github.com/mmatyas/supermariowar.git

Alternatively, you can also initialize the submodules manually:

git clone https://github.com/mmatyas/supermariowar.git
cd supermariowar
git submodule update --init

If you'd rather use the system libraries, please see the Build configuration section for disabling this feature.

Linux

Create a build directory and run CMake there to configure the project. Then simply call make every time you want to build. In short:

mkdir build && cd build
cmake ..
make -j4 # -jN = build on N threads
./smw --datadir ../data

The main build targets for make are:

  • smw
  • smw-leveleditor
  • smw-worldeditor
  • smw-server

If you prefer to work within an IDE (CodeBlocks, Eclipse, ...), you can also generate project files for it using CMake. You can find more information in Build configuration.

To create installable packages, simply run make package. This will create TGZ, DEB and RPM archives.

Mac OSX

You'll probably need Xcode and its command line tools; you can install SDL and CMake manually from its site, or you can get them with Homebrew: brew install cmake sdl2 sdl2_image sdl2_mixer. Then follow the Linux instructions to build SMW.

Windows

If you're using MinGW Shell/MSYS or Cygwin, you can follow the Linux guide. You can also generate a project file with CMake for various IDEs, such as CodeBlocks, Eclipse or Visual Studio.

For more details, see the wiki: Building on Windows.

ARM devices

You can build SMW on ARM devices, like the Raspberry Pi, following the Linux instructions. If you know how to do it, you can also cross-compile the usual way, either by setting up a cross toolchain or emulating your device. For more details, see the wiki: Cross compiling to ARM.

The build configuration contains some default compiler flags already, but since there are many possible combinations (hard float, Thumb, NEON, ...), you might want to use custom parameters. In this case, define the CFLAGS and CXXFLAGS vars, and run CMake with the DISABLE_DEFAULT_CFLAGS option (see Build configuration).

Android

The Android port uses a different build system, you can find more details here.

Emscripten

SMW can be build to run in your browser using Emscripten. You can find the build instructions in the wiki.

Other devices

You should be able to port SMW to any device where SDL (either 1.2 or 2.0) works. Generally, this involves the following steps:

  • get the cross compiler toolchain of your device
  • cross-compile the SDL libs, if they are not included
    • build SDL
    • build SDL_image with at least PNG support
      • requires zlib
      • requires libpng
    • build SDL_mixer with at least OGG support
      • requires libogg
      • requires libvorbis
  • create a CMake toolchain file and define your compiler and paths
  • build using the toolchain file

Build configuration

TODO: expand this section

You can change the build configuration by setting various CMake flags. The simplest way to do this is by running cmake-gui .. from the Build directory. You can read a short description of an element by hovering the mouse on its name too.

Alternatively, you can pass these options directly to CMake as -DFLAGNAME=VALUE (eg. cmake .. -DUSE_SDL2_LIBS=1).

How to play

Please see documentation in the docs/ directory.

supermariowar's People

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supermariowar's Issues

README Required libraries update for Fedora

Hey guys I thought I would mention here that if you are unable to get cmake to run (complaining about the SDLMAIN path not being set), here is what I did to fix it:

sudo dnf install SDL-static

I am running Fedora 27. And I found information leading me to this solution based on a thread for another project using SDL.

Add IP address validation

Currently the game allows entering invalid IP adresses, there should be some kind of warning on invalid entries.

Use DPad for controlling menu

I am playing SMW on retropie with two Xbox one controllers. It would be nice if I could use the DPad for controlling the menus and not just gameplay.

Bugs not related to netplay functionality

All of these seem random per match as I demonstrated in the video with the same match settings the bug appeared some times, and not others.

-Getting lost in a pipe warp. Enter one end and never return.
-Items not working (boomerang, throwing bombs, fire flower, etc)
-Items not having limitations (2 fireballs/boomerangs on screen at once was intended limit)
Fixed!
Video of bugs:
https://youtu.be/Mhfkoupt_bs

I could help....

I could probably help update smw for wii, and now since we have the vast majority of the wiiu under our belt, I could attmpt to make a port for wii and wiiu, A UPDATED, port... but I don't know, best of luck.

Random levels in Tours and Worlds

Levels in Tour and World modes are completely random just like in " Go! " mode. It's strange, because they used to be predefined and it was obviousely better.

Menu Design Suggestions

This is just a post to add design suggestions for the menu:

-higher quality super mario war logo
-in memory of Florian Hufsky somewhere

Variable length array declarations? (MSVC)

Hi,
I tried again to build the project with Visual Studio, but I get multiple errors, one of them being:

In FileIO.cpp on lines 251 and 275, there are array declarations with a variable between the brackets (they definitely don't look like compile-time constants)... I thought it was impossible, can someone explain to me what's going on ?

Thanks

Misc. alpha testing results

-DUSE_SDL2_LIBS=1 (test with fullscreen as well)

FAILS: see pastebin (http://pastebin.com/nkCFTeEF)
More Failes: see Pastebin (http://pastebin.com/WR5fzfKG)

Fullscreen exits out (it is inconsequential on the retropie build as it is full screen regardless of the setting)

Needs depencies installed on the rpi2 first (taken from here: https://solarianprogrammer.com/2015/01/22/raspberry-pi-raspbian-getting-started-sdl-2/):

Potential Dependencies?:

(also you can try installing from the retropie setup script with 
cd RetroPie
sudo ./retropie_packages sdl2
)

sudo apt-get update
sudo apt-get upgrade
sudo apt-get install build-essential libfreeimage-dev libopenal-dev libpango1.0-dev libsndfile-dev libudev-dev libasound2-dev libjpeg8-dev libtiff5-dev libwebp-dev automake

Install SDL 2.0:

cd ~
sudo wget https://www.libsdl.org/release/SDL2-2.0.3.tar.gz
tar zxvf SDL2-2.0.3.tar.gz
cd SDL2-2.0.3 && mkdir build && cd build
../configure --disable-pulseaudio --disable-esd --disable-video-mir --disable-video-wayland --disable-video-x11 --disable-video-opengl --host=armv7l-raspberry-linux-gnueabihf 
make -j 4
sudo make install

Install smpeg2:

cd ~
sudo wget http://www.libsdl.org/projects/smpeg/release/smpeg2-2.0.0.tar.gz
tar zxvf smpeg2-2.0.0.tar.gz
cd smpeg2-2.0.0 && mkdir build && cd build
../configure
make -j 4
sudo make install

Install SDL 2.0 Mixer:

cd ~
sudo wget http://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.0.tar.gz
tar zxvf SDL2_mixer-2.0.0.tar.gz
cd SDL2_mixer-2.0.0 && mkdir build && cd build
../configure
make -j 4
sudo make install

Install SDL Image:

cd ~
sudo wget http://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.0.tar.gz
tar zxvf SDL2_image-2.0.0.tar.gz
cd SDL2_image-2.0.0 && mkdir build && cd build
../configure
make -j 4
sudo make install

Starting the game:
in `/home/pi/.bashrc`
add
export LD_LIBRARY_PATH=/usr/local/lib
at the end
then
sudo reboot

cd /supermariowar/Build/Binaries/Releases
./smw ../../../data

test uppercase yml

Works with lower and upper case yml.

test with make install

test old build with git checkout 61d1562

userdir/datadir/bindir

Pi SDL2 some letters dont work

Sometimes letters dont work in different parts of the menus:

Room Speech Box: ipasglcn

Server Name: rtgx

All the letters seem to work in the search box of the multiplayer lobby menu

There doesn't seem to be a whole lot of consistency of what doesnt work and when.

Add OSX support

  • SMW builds for OSX
  • Playable offline
  • Playable online: not tested yet, anyone?

Can change resolution ?

I want to run in small LCD(320x240), but I saw this:

ScreenWidth = 640; ScreenHeight = 480;

so can I change it and build to fit my LCD ?

Level Editor Bugs

1 - Limited to 128 folders
If you switch to tileset folder 129, the tileset can't processed.
2 - The tileset page in platform mode
If you open the platform mode, then can not open the tilesets page
(for example: https://youtu.be/n0Bo445W_9o)

Fix automatic build checks

Currently the automatic build tests fail because

  • the Android SDK is broken/not installed on Travis' Android environment
  • CMake is missing from the x86 images on AppVeyor (but installed on x64)

Remove 'Exit' from the menu of Emscripten port

Pressing Exit freezes the game in the browser port. It does not make any sense to have exit option from online view.

I would suggest to remove the button from the port or give any nice feature to it (restart, reload, etc).

Netplay issues in alpha

This issue is for collecting netplay-related bugs discovered during the alpha testing.

Todo:

  • Pause doesn't work (the windows shows up but nothing pauses)
  • When the game finishes and one player exits it just keeps going... it should exit for both.
  • Connect dialog stucks right after adding a new entry

Outdated, needs verification:

  • Sometimes one character freezes in place
  • Once the game ends because there is a lag, when the ending music finally catches up with the second player it will falsely make the second player the winner (after they've been frozen in the top left corner for some time) then they will freeze in place with the winner banners popping off of them. (sprite still moves but they are just locked in one spot)
  • if the player hosting joins through their external ip, they attempt to connect using some sort of lan ip. connecting through localhost is fine?

Done:

  • Skins don't show up on the other player's build- it defaults to mario
  • Gamepad controls don't save
  • Fullscreen crashes on SDL2 build (when you press enter in the menu while you have fullscreen selected)
  • Sometimes you float through blocks
  • After you create a room once and exit out of it and try and enter the same room, it has an infinite joining.... notification. you have to reboot to get it to work
  • When there is exactly one block of space between the ground and a [?]-block, hitting that only activates it for the room's host.
  • if you join a room you're "locked" to that room, all attempts to join another room result in you joining that room, even if it's invalid
  • Skins aren’t always assigned to proper player. (ie. player 2 had player 3's chosen skin, and vice versa)
  • rooms don't work with more than two players, seems to duplicate ips of player 2?
  • SDL2 still Crashes/Freezes when in fullscreen on my Raspberry PI 2. It doesn't crash with SDL1.
  • no netplay bot support yet -> moved to #50
  • when using a map other than the default it seems it only shows the background image not the platforms (on the client- they are visible on the host)
  • Map previews don’t work for clients. They see the default 0smw map.
  • In my case- I'm running my pc build on the local network and hosting the server on the pc. if I try and create a room from the pi it segfaults and exits out when I try and type in the new room name, but I can create a room fine from the pc (minus the aforementioned issues)
  • Gamemode settings are selected randomly at the start, like when you start a quick game. This causes, for example, that players don't die when killed (they don't respawn, just lose health).
  • sometimes when you squish someone they don't visibly squish or respawn- it just keeps going though they do have the momentary invincibility that happens during respawn. It does make the squish sound though and does take away a life.
  • perhaps have a notification when someone leaves the room/ automatically exit out if there is only one player
  • Need to implement tileset sharing for more varied map sharing. -> moved to #54
  • Can't use items/ the other player doesn't see them (like fire flowers)
  • Music isn't Synced (not sure if it should be or not) -> No
  • If player 1 is eliminated, player 2 assumes their skin.
  • whoever is set as host will have an input lag of 1-2 seconds

Unused files in the data folder zip

  • data\gfx\packs\Classic\hazards\Copy of rotodisc.png (3 files)
  • data\gfx\docs (The entire folder. The docs was moved here.)
  • data\scripts (The entire folder is unused.)
  • data\gfx\packs\menu\splash_72dpi.png and splash_contest_winners.png (The code that loads these is commented out.)

Can I README to Korean ?

Hi guys. I'm common Korean developer, I read this README file.
And I thought these explanations in README file are a little bit difficult for Koreans who is not good at English. So can I add a Korean translated README file for those users?

The starman and hurry up sounds are broken in SDL2

When compiling with SDL2, the starman sounds doesn't play, and restarts the music instead. The hurry up sound plays, but the music restarts immediately instead of waiting for the hurry up sound to end. These bugs do not happen when compiling with SDL1.

Fix Emscripten build

Since the first port about a year ago, Emscripten's build system and API has changed significantly, so currently the game does not run in browsers.

World Editor crashing when opening huge maps

I've made some testing in a 380 x 600 world, which seemed somewhat stable (even though when a bot tried to use a warp, the game crashed all the times, but I assumed it would work if I avoided it). But after creating a few areas, and saving, I've tested it out later but the game couldn't read the file anymore. Upon opening the World Editor, it happened the same when I tried creating bigger worlds: many graphical errors (mostly red "T"s as when you win a Level in the red team). All levels were deleted from the world, so it was completely lost.
Tl;dr the game crashes and world gets corrupted when you add a considerable amount of tiles on huge maps.
Link to download world file: https://mega.nz/file/HREySSKZ#YR6PW8aINRqXS026vfXRf2KoIOWZHx8VLHbQTMP8l6o

World graphics are broken

world
It looks like it is using world_foreground.png instead of world_foreground_special.png
This image is from 1.8 beta 2:
world2

change bultin themes to avoid copyright issues...

The current Mario theme is very nice but unfortunately the sprites, music and backgrounds are copyrighted by the Big N and there is a certain risk the project could be shutdown because of this.
Since we don't want this to happen the default theme could be swapped with a Tux-based like this, and the current Mario theme could be provided as a downloadable alternative.
This could also help adding a package in the official Debian repositories.

Blank screen on macOS Mojave

The game appears to build and run fine but the game window is blank:

screen shot 2018-08-23 at 7 29 30 am

(note running in dark mode)

Sounds play as I can hear the collect coin effect, no music but I can see the an error Error Loading Music: Unrecognized music format. Not sure why it's blank though.

macOS 10.14 Beta (18A371a)

This is the run output:

$ ./Binaries/Release/smw ../data
-------------------------------------------------------------------------------
 Super Mario War 2.0
-------------------------------------------------------------------------------

---------------- startup ----------------
[gfx] SDL 1.2.15 loaded.
[gfx] SDL_image 1.2.12 loaded.
[gfx] Game window initialized (640x480, 16bpp)
[sfx] SDL_Mixer 1.2.12 initialized.
[net] ENet 1.3.13 initialized.
[net] Network system initialized.

---------------- loading ----------------
loading font ../data/gfx/packs/Classic/menu/menu_font_small.png ... done
loading font ../data/gfx/packs/Classic/menu/menu_font_large.png ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/menu/menu_background.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_smw.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_version.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/splash_credits.png...done
load ../data/music/game/Standard/Menu/menu.ogg...
Error Loading Music: Unrecognized music format
loading sprite (mode 3) ../data/gfx/packs/Classic/menu/menu_shade.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/scoreboard.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_slider_bar.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_plain_field.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_player_select.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_dialog.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_map_filter.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_match_select.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_vertical_arrows.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_mode_small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_mode_large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/dialog.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/dialog_button.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/tournament_background.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/tournament_powerup_splash.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/player_select_background.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/player_select_ready.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_selectfield.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_selectfield_disabled.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_map_flags.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/tour_markers.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_boxed_numbers.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/game_countdown_numbers.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_warp_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_warp_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_mapitems_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_mapitems_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_announcement_icons.png...done
Loading sprite (mode 2) ../data/gfx/leveleditor/leveleditor_platformstarttile.png ...done
Loading sprite (mode 2) ../data/gfx/leveleditor/leveleditor_selectedtile.png ...done
Loading sprite (mode 2) ../data/gfx/leveleditor/leveleditor_platform_path.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_background.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/preview/world_background.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_foreground.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/preview/world_foreground.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_foreground_special.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/preview/world_foreground_special.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_paths.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/preview/world_paths.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_vehicles.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/preview/world_vehicles.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_powerups.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_item_popup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_powerupssmall.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_bonusplace.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/world/world_bonushouse.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Expanded/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Expanded/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Expanded/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Classic/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Classic/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/Classic/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SuperMarioWorld/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SuperMarioWorld/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SuperMarioWorld/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB1/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB1/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB1/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/YoshisIsland/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/YoshisIsland/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/YoshisIsland/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB2/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB2/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB2/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB3/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB3/medium.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/SMB3/small.png...done
loading font ../data/gfx/packs/Classic/fonts/font_small.png ... done
loading font ../data/gfx/packs/Classic/fonts/font_large.png ... done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/menu_survival.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/menu_stomp.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/menu_egg.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/cloud.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/ghost.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/fish.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/leaves.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/snow.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/rain.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/noteblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/breakableblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/powerupblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/donutblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/flipblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/bounceblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/throwblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/switchblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/viewblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/blocks/weaponbreakableblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/spring.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/spike.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/kuriboshoe.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/throwbox.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/tile_animation.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/tile_animation_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/tile_animation_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/blocks.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/blocks_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/blocks_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/unknown_tile.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/unknown_tile_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/tilesets/unknown_tile_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/brokenyellowblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/brokenflipblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/brokenblueblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/brokengrayblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/icecube.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/iceblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/tanooki.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/statue.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/starpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/1uppowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/2uppowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/3uppowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/5uppowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/fireflower.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/hammerpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/icewandpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/podobopowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/poisonpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/mysterymushroom.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/boomerangpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/clockpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/bobombpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/powpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/modpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/bulletbillpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/featherpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/leafpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/bombpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/pwings.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/heartpowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/extratimepowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/jailkeypowerup.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/secret1.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/secret2.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/secret3.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/secret4.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/shade1.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/shade2.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/shade3.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/score_hearts.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/score_cards.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/score_coins.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/timershade.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/fonts/score.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/fonts/race.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/crown.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/cape.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/tail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/wings.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/warplock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/coinsparks.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/shinesparks.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/shellbounce.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/supersmash.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/egg.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/eggnumbers.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/star.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/flags.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/frenzycards.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/collectcards.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/yoshi.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/coin.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/thwomp.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/podobo.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/bowserfire.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/areas.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/modeobjects/kingofthehill.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/modeobjects/jail.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/goomba.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/goombadead.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/goombadeadflying.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/koopa.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/buzzybeetle.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/spiny.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/paragoomba.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/parakoopa.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/redparakoopa.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/redkoopa.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/cheepcheep.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/cheepcheepdead.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/sledgebrothers.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/sledgebrothersdead.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/bulletbill.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/bulletbilldead.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/modeobjects/chicken.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/racegoal.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/pipeminigamebonuses.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/phanto.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/key.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/bonuschest.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/teleportstar.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/fireball.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/hammer.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/wandblast.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/boomerang.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/shell.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/shelldead.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/throwblock.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/projectiles/bomb.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/superfire.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/modeobjects/sledgehammer.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/fireball.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/fireball_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/fireball_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/rotodisc.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/rotodisc_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/rotodisc_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/bulletbill.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/bulletbill_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/bulletbill_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/flame.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/flame_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/flame_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/pirhanaplant.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/pirhanaplant_preview.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/pirhanaplant_thumbnail.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/hazards/bulletbilldead.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/fireballexplosion.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/frictionsmoke.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/bobombsmoke.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/explosion.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/burnup.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/fireworks.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/poof.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/spawnsmoke.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/spawndoor.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/bonus.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/extralife.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/eyecandy/wind_meter.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/overlayholes.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/awards/killsinrow.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/awards/killsinrow.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/awards/souls.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/awards/soulspawn.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/awards/killsinrownumbers.png...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/modeobjects/flagbases.png ...done
Loading sprite (mode 2) ../data/gfx/packs/Classic/modeobjects/ownedtags.png ...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/small.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/powerups/large.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/awards/award.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/eyecandy/abovearrows.png...done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading sprite (mode 1) ../data/gfx/packs/Classic/menu/menu_shade.png...done
load ../data/sfx/packs/Classic/mip.wav...
load ../data/sfx/packs/Classic/death.wav...
load ../data/sfx/packs/Classic/jump.wav...
load ../data/sfx/packs/Classic/skid.wav...
load ../data/sfx/packs/Classic/capejump.wav...
load ../data/sfx/packs/Classic/invincible.wav...
load ../data/sfx/packs/Classic/1up.wav...
load ../data/sfx/packs/Classic/sprout.wav...
load ../data/sfx/packs/Classic/collectpowerup.wav...
load ../data/sfx/packs/Classic/feather.wav...
load ../data/sfx/packs/Classic/tail.wav...
load ../data/sfx/packs/Classic/storeitem.wav...
load ../data/sfx/packs/Classic/breakblock.wav...
load ../data/sfx/packs/Classic/bump.wav...
load ../data/sfx/packs/Classic/coin.wav...
load ../data/sfx/packs/Classic/fireball.wav...
load ../data/sfx/packs/Classic/springjump.wav...
load ../data/sfx/packs/Classic/timewarning.wav...
load ../data/sfx/packs/Classic/hit.wav...
load ../data/sfx/packs/Classic/chicken.wav...
load ../data/sfx/packs/Classic/transform.wav...
load ../data/sfx/packs/Classic/yoshi.wav...
load ../data/sfx/packs/Classic/pause.wav...
load ../data/sfx/packs/Classic/bob-omb.wav...
load ../data/sfx/packs/Classic/dcoin.wav...
load ../data/sfx/packs/Classic/cannon.wav...
load ../data/sfx/packs/Classic/burnup.wav...
load ../data/sfx/packs/Classic/warp.wav...
load ../data/sfx/packs/Classic/thunder.wav...
load ../data/sfx/packs/Classic/clock.wav...
load ../data/sfx/packs/Classic/slowdown.wav...
load ../data/sfx/packs/Classic/storedpowerup.wav...
load ../data/sfx/packs/Classic/kick.wav...
load ../data/sfx/packs/Classic/race.wav...
load ../data/sfx/packs/Classic/bulletbill.wav...
load ../data/sfx/packs/Classic/boomerang.wav...
load ../data/sfx/packs/Classic/spit.wav...
load ../data/sfx/packs/Classic/starwarning.wav...
load ../data/sfx/packs/Classic/powerdown.wav...
load ../data/sfx/packs/Classic/switchpress.wav...
load ../data/sfx/packs/Classic/superspring.wav...
load ../data/sfx/packs/Classic/stun.wav...
load ../data/sfx/packs/Classic/inventory.wav...
load ../data/sfx/packs/Classic/mapmove.wav...
load ../data/sfx/packs/Classic/treasurechest.wav...
load ../data/sfx/packs/Classic/flamecannon.wav...
load ../data/sfx/packs/Classic/wand.wav...
load ../data/sfx/packs/Classic/enter-stage.wav...
load ../data/sfx/packs/Classic/gameover.wav...
load ../data/sfx/packs/Classic/pickup.wav...

When hitting Return on the blank screen the the game appears to do something because the output then prints:

loading map ../data/maps/0smw.map (preview) [v1.8.0.1] ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading map ../data/maps/0smw.map (preview) [v1.8.0.1] ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading map ../data/maps/0smw.map (preview) [v1.8.0.1] ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading map ../data/maps/0smw.map (preview) [v1.8.0.1] ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done
loading map ../data/maps/0smw.map (preview) [v1.8.0.1] ... done
loading sprite (mode 3) ../data/gfx/packs/Classic/backgrounds/Land_Classic.png...done

How do I make a server?

Which port and which tunnel? Can somebody help me for making a server and can someone send me a server configuration file?

Raspberry Pi Compiling Error

These are the exact steps I followed:

git clone https://github.com/mmatyas/supermariowar.git
cd supermariowar
git submodule update --init
unzip data.zip

 in dependencies/lz4/cmake_unofficial/CMakeLists.txt

remove this part:
 IF( ${SIZEOF_VOID_P} STREQUAL  "8" )
    set (CMAKE_SYSTEM_PROCESSOR "64bit")
     MESSAGE( STATUS "64 bit architecture detected size of void * is " ${SIZEOF_VOID_P})
 ENDIF()

under todo in /cmake, open PlatformArm.cmake

set(ARM_FLAGS "${ARM_FLAGS} -march=armv7-a -mfpu=vfp -mfloat-abi=hard")

mkdir Build && cd Build
cmake .. (optional flag -DUSE_SDL2_LIBS=1)
make -j4

run with:
./smw ../../../data

create folder .smw in /home/pi
and chown pi:pi .smw
then once you've opened the game once servers.yml will be created and you can manually edit it.

player_name: yourname
servers:
  - localhost
  - www.smwstuff.net

When trying to compile on my Raspberry Pi 2 I get the following error using make -j4:

error: build target CommonFiles
Makefile:133: recipe for target 'all' failed
make: *** [all] Error 2

Add Android support

  • Game builds for Android
  • Offline mode is playable
  • Hardware arrow keys don't seem to work, probably an SDL mapping bug
  • Add virtual gamepad, here is an implementation for SMW 1.8
  • Playable online
  • #30 fixed

Power ups break on death tiles

If you fire your fire flowers into a death tile (lava, spikes in certain levels) you cannot use any more items, even after dying.

My assumption is that the game is thinking your 2 fire flowers are still bouncing, instead of having terminated in the tile, and is keeping you from firing more.

Cmake command is not found - MSYS2 Method windows10

This my 1st time trying to compile a project.
I'm following building instructions of MSYS2 Method Building-on-Windows
but I'm facing this error.
Cmake command is not found

$ cmake .. -G 'Unix Makefiles' -DUSE_SDL2_LIBS=1
bash: cmake: command not found

make should have been downloaded & installed as part of:pacman --noconfirm --needed -Sy pkg-config make mingw-w64-i686-toolchain mingw-w64-i686-cmake mingw-w64-i686-zlib mingw-w64-i686-SDL2 mingw-w64-i686-SDL2_image mingw-w64-i686-SDL2_mixer

I'm using Windows 10x64-bit.

Same name, different author

I want to request a bug that fixes the maps not be shown when they have the same name, but different authors... so you can show both.

Skins with same name but different authors show up without problem, so.

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