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markovio /
| name | age | message | |
|---|---|---|---|
| |
README | Thu Jan 08 20:01:09 -0800 2009 | |
| |
input.xpm | Thu Jan 08 04:38:48 -0800 2009 | |
| |
markovio.py | Thu Jan 08 20:41:05 -0800 2009 | |
| |
newsamples.sh | Thu Jan 08 04:35:00 -0800 2009 | |
| |
outputsample1.png | Thu Jan 08 04:52:00 -0800 2009 | |
| |
outputsample2.png | Thu Jan 08 04:52:00 -0800 2009 | |
| |
outputsample3.png | Thu Jan 08 04:52:00 -0800 2009 | |
| |
outputsample4.png | Thu Jan 08 04:52:00 -0800 2009 | |
| |
outputsample5.png | Thu Jan 08 04:52:00 -0800 2009 |
README
this script generates randomized super mario bros level-like images using
python and a markov chain.
how to run:
./markovio.py
see the output example files if you're just curious what the results look like.
the input level is 5-2. i haven't yet figured out a good way to automate the
"cleaning up" of input maps, so i haven't tried it with other levels.
tree/water/castle levels could be interesting. mixing different levels as
well.
planned improvements:
use the data gathered from the input level to build a level that is of
different dimensions, like, say, WAY bigger. this could be interesting to
actually play, although hacking into an emulator of the original game is
probably not feasible. maybe find some mario-like game that's open source
and is easy to produce level data for? it sure would be cooler if it
really were smb, though.
original map obtained from http://ian-albert.com/misc/smb.php and scaled/
modified to a representational format where one pixel equals one tile, or 16x16
pixels in-game, and each color represents a certain type of tile:
brown = brick/ground
blue = question box
white = cloud
red = spring
grey = pipe
black = bullet bill cannon
light blue = sky
written by nick welch in the year 2009. author disclaims copyright.







