Flappy Bird in 1K hires
Flappy Bird in 1K hires
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)
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)
Re: Flappy Bird in 1K hires
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.
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.
Re: Flappy Bird in 1K hires
Scrolling now OK, just add bird to play.
Re: Flappy Bird in 1K hires
Incredible! Good work.
Re: Flappy Bird in 1K hires
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
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
Re: Flappy Bird in 1K hires
Geweldig werk Dr Beep.
Re: Flappy Bird in 1K hires
Bird screen now also in the display.
I only need to built the walls in the bird screen now.
I only need to built the walls in the bird screen now.
Re: Flappy Bird in 1K hires
Good work - I hope it's not so frustrating that people end up breaking their ZX81s over
Regards,
Shaun
Regards,
Shaun
Re: Flappy Bird in 1K hires
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.
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.
Re: Flappy Bird in 1K hires
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.
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.