What is a subpixel in Super Mario Bros, and how does it relate to wall clipping?





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{
margin-bottom:0;
}








21















What are "subpixels" in Super Mario Bros on the NES? How does it relate to wall clipping?



At 4:42 in the following video, the notion is mentioned in the context of how it relates to "wall clipping":



https://youtu.be/4CgC2g43smA?t=282



My own reasoning:



Subpixels is a term used to describe Mario's x,y coordinates as a float. This float increments (in "subpixels") as a function of time multiplied by some gravity constant (y axis), player input (x and y), etc. Eventually the increment is enough for a full pixel of movement. This allows for more smooth acceleration of the movement of Mario in the game.



It appears the collision detection is not perfect in this game. Not every pixel of Mario is checked for collision with every pixel of solid sprites such as pipes and bricks.



This is probably due to optimizations, but exactly how the collision detection in Super Mario Bros works eludes me, and I believe it is key to understand the collision detection in order to understand the wall clipping.










share|improve this question




















  • 3





    It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

    – Janka
    May 27 at 11:58




















21















What are "subpixels" in Super Mario Bros on the NES? How does it relate to wall clipping?



At 4:42 in the following video, the notion is mentioned in the context of how it relates to "wall clipping":



https://youtu.be/4CgC2g43smA?t=282



My own reasoning:



Subpixels is a term used to describe Mario's x,y coordinates as a float. This float increments (in "subpixels") as a function of time multiplied by some gravity constant (y axis), player input (x and y), etc. Eventually the increment is enough for a full pixel of movement. This allows for more smooth acceleration of the movement of Mario in the game.



It appears the collision detection is not perfect in this game. Not every pixel of Mario is checked for collision with every pixel of solid sprites such as pipes and bricks.



This is probably due to optimizations, but exactly how the collision detection in Super Mario Bros works eludes me, and I believe it is key to understand the collision detection in order to understand the wall clipping.










share|improve this question




















  • 3





    It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

    – Janka
    May 27 at 11:58
















21












21








21


3






What are "subpixels" in Super Mario Bros on the NES? How does it relate to wall clipping?



At 4:42 in the following video, the notion is mentioned in the context of how it relates to "wall clipping":



https://youtu.be/4CgC2g43smA?t=282



My own reasoning:



Subpixels is a term used to describe Mario's x,y coordinates as a float. This float increments (in "subpixels") as a function of time multiplied by some gravity constant (y axis), player input (x and y), etc. Eventually the increment is enough for a full pixel of movement. This allows for more smooth acceleration of the movement of Mario in the game.



It appears the collision detection is not perfect in this game. Not every pixel of Mario is checked for collision with every pixel of solid sprites such as pipes and bricks.



This is probably due to optimizations, but exactly how the collision detection in Super Mario Bros works eludes me, and I believe it is key to understand the collision detection in order to understand the wall clipping.










share|improve this question














What are "subpixels" in Super Mario Bros on the NES? How does it relate to wall clipping?



At 4:42 in the following video, the notion is mentioned in the context of how it relates to "wall clipping":



https://youtu.be/4CgC2g43smA?t=282



My own reasoning:



Subpixels is a term used to describe Mario's x,y coordinates as a float. This float increments (in "subpixels") as a function of time multiplied by some gravity constant (y axis), player input (x and y), etc. Eventually the increment is enough for a full pixel of movement. This allows for more smooth acceleration of the movement of Mario in the game.



It appears the collision detection is not perfect in this game. Not every pixel of Mario is checked for collision with every pixel of solid sprites such as pipes and bricks.



This is probably due to optimizations, but exactly how the collision detection in Super Mario Bros works eludes me, and I believe it is key to understand the collision detection in order to understand the wall clipping.







graphics nes sprite






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked May 27 at 6:35









AlphaCentauriAlphaCentauri

5282 silver badges12 bronze badges




5282 silver badges12 bronze badges











  • 3





    It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

    – Janka
    May 27 at 11:58
















  • 3





    It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

    – Janka
    May 27 at 11:58










3




3





It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

– Janka
May 27 at 11:58







It's not a float, it's a fixed point fractional number. A float would have an additonal field telling where the boundary between full and sub pixels is.

– Janka
May 27 at 11:58












2 Answers
2






active

oldest

votes


















23
















Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at.



So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start off moving slowly, but gradually speed up in a more realistic fashion than modeling by exact pixels would give.



Wall glitching tricks involve manipulating this value - by very short movements against the direction you're moving in to decrease it and jumping directly into a block to increase it - to get it to carry over and increase your pixel position so that the code that would normally push you back out of a wall results instead in sucking you further in.






share|improve this answer





















  • 1





    Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

    – Tommy
    May 27 at 7:28








  • 1





    No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

    – Matthew Barber
    May 27 at 22:42











  • Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

    – Tommy
    May 28 at 3:45











  • @Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

    – Peter Cordes
    May 28 at 9:24



















19
















In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations.



If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per frame, or 2 pixels per frame, but not 1.5 pixels per frame.



In Super Mario Bros. that is inadequate. Mario has a lot of momentum and a major part of the game is managing it. If his speedometer had a 1 pixel/frame resolution he would feel "stiff" to control. One of the major innovations of that game, which many others soon adopted, was sub-pixel positioning and speed.



Super Mario Bros divides each pixel up into 256 sub-pixel divisions. 256 is used because it's the range of an 8 bit number, which the 8 bit Famicom / NES could handle easily. So Mario's position and speed has a resolution of 1/256th of a pixel.



When Mario reaches an obstacle the game pushes him away from it, so that he ends up outside of any solid blocks. However, the check for collisions with solid objects is only performed every other frame, so there is 1 frame where Mario can be inside a solid block before it starts pushing him. If he is moving fast enough to get deep inside the block it can end up pushing him the wrong way, allowing him to pass through solid walls. This is only possible because sub-pixel accuracy allows him to partially inside the block for two consecutive frames.






share|improve this answer





















  • 13





    Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

    – Matthew Barber
    May 27 at 22:52













Your Answer








StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "648"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/4.0/"u003ecc by-sa 4.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});















draft saved

draft discarded
















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f11126%2fwhat-is-a-subpixel-in-super-mario-bros-and-how-does-it-relate-to-wall-clipping%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









23
















Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at.



So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start off moving slowly, but gradually speed up in a more realistic fashion than modeling by exact pixels would give.



Wall glitching tricks involve manipulating this value - by very short movements against the direction you're moving in to decrease it and jumping directly into a block to increase it - to get it to carry over and increase your pixel position so that the code that would normally push you back out of a wall results instead in sucking you further in.






share|improve this answer





















  • 1





    Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

    – Tommy
    May 27 at 7:28








  • 1





    No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

    – Matthew Barber
    May 27 at 22:42











  • Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

    – Tommy
    May 28 at 3:45











  • @Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

    – Peter Cordes
    May 28 at 9:24
















23
















Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at.



So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start off moving slowly, but gradually speed up in a more realistic fashion than modeling by exact pixels would give.



Wall glitching tricks involve manipulating this value - by very short movements against the direction you're moving in to decrease it and jumping directly into a block to increase it - to get it to carry over and increase your pixel position so that the code that would normally push you back out of a wall results instead in sucking you further in.






share|improve this answer





















  • 1





    Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

    – Tommy
    May 27 at 7:28








  • 1





    No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

    – Matthew Barber
    May 27 at 22:42











  • Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

    – Tommy
    May 28 at 3:45











  • @Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

    – Peter Cordes
    May 28 at 9:24














23














23










23









Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at.



So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start off moving slowly, but gradually speed up in a more realistic fashion than modeling by exact pixels would give.



Wall glitching tricks involve manipulating this value - by very short movements against the direction you're moving in to decrease it and jumping directly into a block to increase it - to get it to carry over and increase your pixel position so that the code that would normally push you back out of a wall results instead in sucking you further in.






share|improve this answer













Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at.



So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start off moving slowly, but gradually speed up in a more realistic fashion than modeling by exact pixels would give.



Wall glitching tricks involve manipulating this value - by very short movements against the direction you're moving in to decrease it and jumping directly into a block to increase it - to get it to carry over and increase your pixel position so that the code that would normally push you back out of a wall results instead in sucking you further in.







share|improve this answer












share|improve this answer



share|improve this answer










answered May 27 at 6:57









Matthew BarberMatthew Barber

1,3442 silver badges9 bronze badges




1,3442 silver badges9 bronze badges











  • 1





    Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

    – Tommy
    May 27 at 7:28








  • 1





    No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

    – Matthew Barber
    May 27 at 22:42











  • Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

    – Tommy
    May 28 at 3:45











  • @Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

    – Peter Cordes
    May 28 at 9:24














  • 1





    Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

    – Tommy
    May 27 at 7:28








  • 1





    No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

    – Matthew Barber
    May 27 at 22:42











  • Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

    – Tommy
    May 28 at 3:45











  • @Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

    – Peter Cordes
    May 28 at 9:24








1




1





Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

– Tommy
May 27 at 7:28







Not completely related follow-up question: does that imply that the levels are at most 16*256 = 4096 pixels wide? I'm trying to reason as to why a four bit fraction was selected; fitting global ordinates into two bytes is a guess.

– Tommy
May 27 at 7:28






1




1





No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

– Matthew Barber
May 27 at 22:42





No, the subpixel count is an entirely different byte to the position in the level which is stored in two bytes. While this would theoretically allow for 256 subpixels (and you'll see some people give that answer for that reason) that's way more precision than the game needs.

– Matthew Barber
May 27 at 22:42













Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

– Tommy
May 28 at 3:45





Right; I see from your other comment that an entire byte is used for the subpixel component, it's just that only the top nibble contains values. I was otherwise imaging an exactly-the-most-awkward-possible shift by four to convert to an integer, rather than a more standard just-ignore-a-byte fixed point scheme. So I started from a false premise.

– Tommy
May 28 at 3:45













@Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

– Peter Cordes
May 28 at 9:24





@Tommy: normally when a program uses fixed-point math, you use the low n bits of a wider integer type. e.g. treating the low 5 bits of an int32_t as fractional gives you a certain range (32-5 integer bits), and 5 fractional precision bits. It's certainly reasonable to guess that Mario would use a 16-bit integer with a 12:4 bit fixed-point split, but on an 8-bit CPU even 16-bit requires extended precision so I can see why there might be some advantages to having the integer part accessible separately without a byte-crossing right shift.

– Peter Cordes
May 28 at 9:24













19
















In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations.



If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per frame, or 2 pixels per frame, but not 1.5 pixels per frame.



In Super Mario Bros. that is inadequate. Mario has a lot of momentum and a major part of the game is managing it. If his speedometer had a 1 pixel/frame resolution he would feel "stiff" to control. One of the major innovations of that game, which many others soon adopted, was sub-pixel positioning and speed.



Super Mario Bros divides each pixel up into 256 sub-pixel divisions. 256 is used because it's the range of an 8 bit number, which the 8 bit Famicom / NES could handle easily. So Mario's position and speed has a resolution of 1/256th of a pixel.



When Mario reaches an obstacle the game pushes him away from it, so that he ends up outside of any solid blocks. However, the check for collisions with solid objects is only performed every other frame, so there is 1 frame where Mario can be inside a solid block before it starts pushing him. If he is moving fast enough to get deep inside the block it can end up pushing him the wrong way, allowing him to pass through solid walls. This is only possible because sub-pixel accuracy allows him to partially inside the block for two consecutive frames.






share|improve this answer





















  • 13





    Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

    – Matthew Barber
    May 27 at 22:52
















19
















In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations.



If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per frame, or 2 pixels per frame, but not 1.5 pixels per frame.



In Super Mario Bros. that is inadequate. Mario has a lot of momentum and a major part of the game is managing it. If his speedometer had a 1 pixel/frame resolution he would feel "stiff" to control. One of the major innovations of that game, which many others soon adopted, was sub-pixel positioning and speed.



Super Mario Bros divides each pixel up into 256 sub-pixel divisions. 256 is used because it's the range of an 8 bit number, which the 8 bit Famicom / NES could handle easily. So Mario's position and speed has a resolution of 1/256th of a pixel.



When Mario reaches an obstacle the game pushes him away from it, so that he ends up outside of any solid blocks. However, the check for collisions with solid objects is only performed every other frame, so there is 1 frame where Mario can be inside a solid block before it starts pushing him. If he is moving fast enough to get deep inside the block it can end up pushing him the wrong way, allowing him to pass through solid walls. This is only possible because sub-pixel accuracy allows him to partially inside the block for two consecutive frames.






share|improve this answer





















  • 13





    Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

    – Matthew Barber
    May 27 at 22:52














19














19










19









In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations.



If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per frame, or 2 pixels per frame, but not 1.5 pixels per frame.



In Super Mario Bros. that is inadequate. Mario has a lot of momentum and a major part of the game is managing it. If his speedometer had a 1 pixel/frame resolution he would feel "stiff" to control. One of the major innovations of that game, which many others soon adopted, was sub-pixel positioning and speed.



Super Mario Bros divides each pixel up into 256 sub-pixel divisions. 256 is used because it's the range of an 8 bit number, which the 8 bit Famicom / NES could handle easily. So Mario's position and speed has a resolution of 1/256th of a pixel.



When Mario reaches an obstacle the game pushes him away from it, so that he ends up outside of any solid blocks. However, the check for collisions with solid objects is only performed every other frame, so there is 1 frame where Mario can be inside a solid block before it starts pushing him. If he is moving fast enough to get deep inside the block it can end up pushing him the wrong way, allowing him to pass through solid walls. This is only possible because sub-pixel accuracy allows him to partially inside the block for two consecutive frames.






share|improve this answer













In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations.



If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per frame, or 2 pixels per frame, but not 1.5 pixels per frame.



In Super Mario Bros. that is inadequate. Mario has a lot of momentum and a major part of the game is managing it. If his speedometer had a 1 pixel/frame resolution he would feel "stiff" to control. One of the major innovations of that game, which many others soon adopted, was sub-pixel positioning and speed.



Super Mario Bros divides each pixel up into 256 sub-pixel divisions. 256 is used because it's the range of an 8 bit number, which the 8 bit Famicom / NES could handle easily. So Mario's position and speed has a resolution of 1/256th of a pixel.



When Mario reaches an obstacle the game pushes him away from it, so that he ends up outside of any solid blocks. However, the check for collisions with solid objects is only performed every other frame, so there is 1 frame where Mario can be inside a solid block before it starts pushing him. If he is moving fast enough to get deep inside the block it can end up pushing him the wrong way, allowing him to pass through solid walls. This is only possible because sub-pixel accuracy allows him to partially inside the block for two consecutive frames.







share|improve this answer












share|improve this answer



share|improve this answer










answered May 27 at 8:37









useruser

8,8402 gold badges16 silver badges35 bronze badges




8,8402 gold badges16 silver badges35 bronze badges











  • 13





    Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

    – Matthew Barber
    May 27 at 22:52














  • 13





    Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

    – Matthew Barber
    May 27 at 22:52








13




13





Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

– Matthew Barber
May 27 at 22:52





Just to add that, although there are 256 possible values in a byte, the subpixel mathematics is all done in multiples of 16, hence there are effectively 16 of them as per my answer.

– Matthew Barber
May 27 at 22:52



















draft saved

draft discarded



















































Thanks for contributing an answer to Retrocomputing Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f11126%2fwhat-is-a-subpixel-in-super-mario-bros-and-how-does-it-relate-to-wall-clipping%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Færeyskur hestur Heimild | Tengill | Tilvísanir | LeiðsagnarvalRossið - síða um færeyska hrossið á færeyskuGott ár hjá færeyska hestinum

He _____ here since 1970 . Answer needed [closed]What does “since he was so high” mean?Meaning of “catch birds for”?How do I ensure “since” takes the meaning I want?“Who cares here” meaningWhat does “right round toward” mean?the time tense (had now been detected)What does the phrase “ring around the roses” mean here?Correct usage of “visited upon”Meaning of “foiled rail sabotage bid”It was the third time I had gone to Rome or It is the third time I had been to Rome

Slayer Innehåll Historia | Stil, komposition och lyrik | Bandets betydelse och framgångar | Sidoprojekt och samarbeten | Kontroverser | Medlemmar | Utmärkelser och nomineringar | Turnéer och festivaler | Diskografi | Referenser | Externa länkar | Navigeringsmenywww.slayer.net”Metal Massacre vol. 1””Metal Massacre vol. 3””Metal Massacre Volume III””Show No Mercy””Haunting the Chapel””Live Undead””Hell Awaits””Reign in Blood””Reign in Blood””Gold & Platinum – Reign in Blood””Golden Gods Awards Winners”originalet”Kerrang! Hall Of Fame””Slayer Looks Back On 37-Year Career In New Video Series: Part Two””South of Heaven””Gold & Platinum – South of Heaven””Seasons in the Abyss””Gold & Platinum - Seasons in the Abyss””Divine Intervention””Divine Intervention - Release group by Slayer””Gold & Platinum - Divine Intervention””Live Intrusion””Undisputed Attitude””Abolish Government/Superficial Love””Release “Slatanic Slaughter: A Tribute to Slayer” by Various Artists””Diabolus in Musica””Soundtrack to the Apocalypse””God Hates Us All””Systematic - Relationships””War at the Warfield””Gold & Platinum - War at the Warfield””Soundtrack to the Apocalypse””Gold & Platinum - Still Reigning””Metallica, Slayer, Iron Mauden Among Winners At Metal Hammer Awards””Eternal Pyre””Eternal Pyre - Slayer release group””Eternal Pyre””Metal Storm Awards 2006””Kerrang! Hall Of Fame””Slayer Wins 'Best Metal' Grammy Award””Slayer Guitarist Jeff Hanneman Dies””Bullet-For My Valentine booed at Metal Hammer Golden Gods Awards””Unholy Aliance””The End Of Slayer?””Slayer: We Could Thrash Out Two More Albums If We're Fast Enough...””'The Unholy Alliance: Chapter III' UK Dates Added”originalet”Megadeth And Slayer To Co-Headline 'Canadian Carnage' Trek”originalet”World Painted Blood””Release “World Painted Blood” by Slayer””Metallica Heading To Cinemas””Slayer, Megadeth To Join Forces For 'European Carnage' Tour - Dec. 18, 2010”originalet”Slayer's Hanneman Contracts Acute Infection; Band To Bring In Guest Guitarist””Cannibal Corpse's Pat O'Brien Will Step In As Slayer's Guest Guitarist”originalet”Slayer’s Jeff Hanneman Dead at 49””Dave Lombardo Says He Made Only $67,000 In 2011 While Touring With Slayer””Slayer: We Do Not Agree With Dave Lombardo's Substance Or Timeline Of Events””Slayer Welcomes Drummer Paul Bostaph Back To The Fold””Slayer Hope to Unveil Never-Before-Heard Jeff Hanneman Material on Next Album””Slayer Debut New Song 'Implode' During Surprise Golden Gods Appearance””Release group Repentless by Slayer””Repentless - Slayer - Credits””Slayer””Metal Storm Awards 2015””Slayer - to release comic book "Repentless #1"””Slayer To Release 'Repentless' 6.66" Vinyl Box Set””BREAKING NEWS: Slayer Announce Farewell Tour””Slayer Recruit Lamb of God, Anthrax, Behemoth + Testament for Final Tour””Slayer lägger ner efter 37 år””Slayer Announces Second North American Leg Of 'Final' Tour””Final World Tour””Slayer Announces Final European Tour With Lamb of God, Anthrax And Obituary””Slayer To Tour Europe With Lamb of God, Anthrax And Obituary””Slayer To Play 'Last French Show Ever' At Next Year's Hellfst””Slayer's Final World Tour Will Extend Into 2019””Death Angel's Rob Cavestany On Slayer's 'Farewell' Tour: 'Some Of Us Could See This Coming'””Testament Has No Plans To Retire Anytime Soon, Says Chuck Billy””Anthrax's Scott Ian On Slayer's 'Farewell' Tour Plans: 'I Was Surprised And I Wasn't Surprised'””Slayer””Slayer's Morbid Schlock””Review/Rock; For Slayer, the Mania Is the Message””Slayer - Biography””Slayer - Reign In Blood”originalet”Dave Lombardo””An exclusive oral history of Slayer”originalet”Exclusive! Interview With Slayer Guitarist Jeff Hanneman”originalet”Thinking Out Loud: Slayer's Kerry King on hair metal, Satan and being polite””Slayer Lyrics””Slayer - Biography””Most influential artists for extreme metal music””Slayer - Reign in Blood””Slayer guitarist Jeff Hanneman dies aged 49””Slatanic Slaughter: A Tribute to Slayer””Gateway to Hell: A Tribute to Slayer””Covered In Blood””Slayer: The Origins of Thrash in San Francisco, CA.””Why They Rule - #6 Slayer”originalet”Guitar World's 100 Greatest Heavy Metal Guitarists Of All Time”originalet”The fans have spoken: Slayer comes out on top in readers' polls”originalet”Tribute to Jeff Hanneman (1964-2013)””Lamb Of God Frontman: We Sound Like A Slayer Rip-Off””BEHEMOTH Frontman Pays Tribute To SLAYER's JEFF HANNEMAN””Slayer, Hatebreed Doing Double Duty On This Year's Ozzfest””System of a Down””Lacuna Coil’s Andrea Ferro Talks Influences, Skateboarding, Band Origins + More””Slayer - Reign in Blood””Into The Lungs of Hell””Slayer rules - en utställning om fans””Slayer and Their Fans Slashed Through a No-Holds-Barred Night at Gas Monkey””Home””Slayer””Gold & Platinum - The Big 4 Live from Sofia, Bulgaria””Exclusive! Interview With Slayer Guitarist Kerry King””2008-02-23: Wiltern, Los Angeles, CA, USA””Slayer's Kerry King To Perform With Megadeth Tonight! - Oct. 21, 2010”originalet”Dave Lombardo - Biography”Slayer Case DismissedArkiveradUltimate Classic Rock: Slayer guitarist Jeff Hanneman dead at 49.”Slayer: "We could never do any thing like Some Kind Of Monster..."””Cannibal Corpse'S Pat O'Brien Will Step In As Slayer'S Guest Guitarist | The Official Slayer Site”originalet”Slayer Wins 'Best Metal' Grammy Award””Slayer Guitarist Jeff Hanneman Dies””Kerrang! Awards 2006 Blog: Kerrang! Hall Of Fame””Kerrang! Awards 2013: Kerrang! Legend”originalet”Metallica, Slayer, Iron Maien Among Winners At Metal Hammer Awards””Metal Hammer Golden Gods Awards””Bullet For My Valentine Booed At Metal Hammer Golden Gods Awards””Metal Storm Awards 2006””Metal Storm Awards 2015””Slayer's Concert History””Slayer - Relationships””Slayer - Releases”Slayers officiella webbplatsSlayer på MusicBrainzOfficiell webbplatsSlayerSlayerr1373445760000 0001 1540 47353068615-5086262726cb13906545x(data)6033143kn20030215029