Flappy Bird in 1K hires

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Flappy Bird in 1K hires

Post by dr beep »

While working on the horizontal textscroller with 2 pixel movement in lowres text I was thinking of doing the same with
the walls from Flappy Bird as scrolling.

So at this moment I have figured out how Flappy Bird could be coded in 1K hires with
1) 2 pixel (1 tstate) scrolling horizontally
2) 1 or 2 pixel movement vertically ( what fits best with horizontal movement)

Memory would be
256 (or less) bytes with pointers to walls and openings, display like FRUITMACHINE SIMULATOR with more space
256 bytes screen for FLAPPY BIRD and walls on the positions where bird is.
16 or 32 bytes for FLAPPY BIRD graphics

Rest : screenroutine, gameplay. More than enough for movement, new walls, scoring and collission.

I am working on the scrolling of the walls at the moment.
When working, the bird is next

The display is a merge of
1) saloon city (scrolling and display)
2) pong/outlaw/blocky ( pointerposition and screenlines)
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

Got the scrolling working.

Some review of other versions makes clear that max. 3 walls will do.
Now I have 4 so it will make room between the other walls.
I will share scrolling when working with 3 walls.
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

Scrolling now OK, just add bird to play.
fbtst.p
(400 Bytes) Downloaded 191 times
Shaun_B
Posts: 474
Joined: Wed Apr 22, 2009 10:22 am

Re: Flappy Bird in 1K hires

Post by Shaun_B »

Incredible! Good work.
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

I have made the bird(s).
Shifttable and hires on #4000-#4100
Screen for the bird will cost max. 224 bytes with a stack of 32 bytes it can be placed on #4300
Columnsgraphics on #4100-#41DF
Graphics for flappy on #41E0-#41FF.
Free coding 256 bytes on #4200
Moggy
Posts: 3231
Joined: Wed Jun 18, 2008 2:00 pm

Re: Flappy Bird in 1K hires

Post by Moggy »

Geweldig werk Dr Beep. :D
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

Bird screen now also in the display.
I only need to built the walls in the bird screen now.
fbtest.p
(700 Bytes) Downloaded 173 times
Shaun_B
Posts: 474
Joined: Wed Apr 22, 2009 10:22 am

Re: Flappy Bird in 1K hires

Post by Shaun_B »

Good work - I hope it's not so frustrating that people end up breaking their ZX81s over ;-)

Regards,

Shaun
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

I noticed I had to enlarge the birdscreen to fit all walls.
So it is now 161 bytes in size and it need to start on a specific memorylocation.

Also a lot of alterations in the code to fit the extra visible columns in 207 Tstates.
Due to this is the 48K bug is back, but already repaired.
fbtst.p
(700 Bytes) Downloaded 189 times
dr beep
Posts: 2060
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: Flappy Bird in 1K hires

Post by dr beep »

Full screen now ready.
Even a hit-wall test already working (left out here).

Now time to add game play.

This will need some rebuilding of the code to get some coding space.
fbtest.p
(700 Bytes) Downloaded 179 times
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