|How a robot coded 'Super Mario Maker' onto an SNES, live|
|By Thom Holwerda on 2016-01-11 23:38:37|
By now, simply taking over a game and replacing it with a brand new app was beginning to feel a little predictable. So this year, TASBot decided to show off a new skill. At the AGDQ marathon, the bot set out to edit new features onto a game that's still running in active memory. TASBot wanted to be magnanimous with its new capabilities, too, allowing human players (and livestream viewers) the opportunity to edit the game on the fly.
But just how did TASBot - and the team of coders behind it - intend to turn an old game of Super Mario World, running on a standard SNES, into a heavily editable game of Super Mario Maker? Luckily, we had a behind-the-scenes invite to the event and the opportunity to find out.
I spent most of last week watching AGDQ (and donating, of course), and this particular segment blew my mind.
- Rust 1.27.0 released - 2018-06-21
- What it was like to write a full blown Flutter application - 2018-06-18
- The land before binary - 2018-06-10
- UTC is enough for everyone... Right? - 2018-05-30
- More related articles