A new fan-made project has successfully ported the original Super Mario Bros. to the Game Boy Color, titled Super Mario Bros. Mini. Developed by homebrew developer Mico27, this version of the classic NES game includes several exciting enhancements and new features that expand upon the original experience.https://twitter.com/Mico_027/status/1850143147818352710Key Features of Super Mario Bros. MiniNew Worlds and Levels: The game includes eight custom bonus worlds in addition to the original stages, offering players new challenges and environments to explore.Additional Characters and Mechanics: Players can ride Yoshi, similar to Super Mario World, adding a new layer of gameplay. The game also features appearances
SMB on the NES and the DX port share graphics with a 16x16 tile size. Therefore, only 10x9 tiles can be shown at once, as opposed to 16x14. The small FOV and resulting camera tilt was very frustrating, especially with the Lost Levels.
This port scales the graphics down to the GB’s resolution. I imagine it takes a lot of CPU cycles just to rearrange the graphics data into the Game Boy’s 8x8 tile structure in display RAM. Either that, or it’s precomputed and the ROM is huge.
Also, they have backported some content from later games
What would make anyone think they’re downscaling graphics in real time on the Gameboy of all things? The graphics have been flat out redrawn to better fit the Gameboy’s lower screen resolution.
For anyone wondering, here’s the first little bit of what 1-1 looks like:
Look at that doofy goomba.
Rearrange, not rescale, which would be neccessary for a non-multiple-of-8 tile size. I originally thought it was ¾ size (12×12), which would need to shift graphics data to cram 2 virtual tiles into 3 physical ones. Of course, scaling would also look terrible, everything needs to be hand-drawn.
From squinting at it, all the blocks appear to be 8x8.
Yeah, I only realized that once you posted it.