Flappy Oric :)

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peacer
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Flappy Oric :)

Post by peacer » Sun Mar 09, 2014 6:59 pm

Image

Probably most of you already heard of popular mobile game "Flappy Bird"

After strange success of that game with millions of downloads , the author of the original game cancelled the game from mobile application markets due to excess addiction potential.

Then, many other remakes of the games were released including many 8 bt platforms like commodore, amiga, zx spectrum, atari 2600 etc..
http://www.youtube.com/watch?v=9miSL1VqbFM

Oric should be among them and I tried to make an Oric version of it..
Image

http://www.youtube.com/watch?v=VH-igXvYYG8

I know its so primitive now .. No collision, no scoring, no sound effect other than mario tune etc. Also the video is cheated as it is running in 4xoverclock mode with oricutron as basic is so slow for this :)

The animation of incoming poles is made in basic so it is slowing the gameplay so much. I made the plotting of the bird on the screen in machine code but it was not enough as scroll of poles are beyond my machine coding ability :)

Its just eye-candy for you anyway. Maybe you have ideas to scroll the poles in machine code and we can make this game a real one.

But the "super mario" tune is real. Its being played by Oric with Dbug's mymplayer :) . The mario tune is not included the the game for now but if want to play it you need to download mario tune data first. Then mymplayer to play the tune. CALL#6500 in the game starts the playing. CALL#6503 stops it.

Hope you like it !
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FLAP.tap
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Dbug
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Re: Flappy Oric :)

Post by Dbug » Mon Mar 10, 2014 9:17 pm

Cute.

One thing you could try, is to display the bars in inverted video, so you would get the main graphics being black and cyan, and the obstacles in red and white.

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Re: Flappy Oric :)

Post by Chema » Tue Mar 11, 2014 1:22 pm

Yeah, looks promising. Definitely something that should be doable in the Oric, even in text mode.

But I guess it should be done in fully asm to make it quick...

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Re: Flappy Oric :)

Post by peacer » Tue Mar 11, 2014 7:10 pm

Thank you.. I'll try to do bar scroll in machine code and keep the size of gameplay area smaller to speed up things :) Even in the original game, screen display is narrow.

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Re: Flappy Oric :)

Post by Antiriad2097 » Tue Mar 11, 2014 11:27 pm

With some clever setting up, you could do it fast in basic. Have first game area column as char A, next game area column as char B, and so on. Define all of those chars to be blank. Now you can plot a 'hole' by placing a strip or three of unused character across the screen for your blank, then redefine the other chars to simulate scrolling column. You could even do a pixel scroll this way.

I.e screen layout like this to start...

abcdefghij
abcdefghij
abcdefghij
abcdefghij

Then insert a blank row (using char k in this example)

abcdefghij
kkkkkkkkk
abcdefghij
abcdefghij

If all chars a to k are redefined as blanks, screen appears blank.
Define j as a block, column appears on right.
Define j back to blank, then i as a block, column moves left.
Define i back to blank, then h as a block, column moves left again.

When column has left screen, you can fill the blank row and reposition it at another height.

If you redefine a couple of chars at once, you can simulate pixel scroll.

Of course this method won't give fancy ends to the pillars, but with some tweaking of the premise that might be doable,since there's much less to move than shifting whole columns if its just the caps that neefc a special plot.

Did that make sense to anyone?

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Re: Flappy Oric :)

Post by peacer » Wed Mar 12, 2014 8:06 am

It surely makes sense. Much better than scrolling of whole screen or printing of pole again and again.

I'll try when I find time..

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Re: Flappy Oric :)

Post by peacer » Wed Mar 12, 2014 10:55 pm

I've written a simple basic code based on your idea . I used alternative character code.

Code: Select all

10 CLS:LORES 1
20 FOR Z=33 TO 68:A$=A$+CHR$(Z):NEXT
25 FOR Z=33 TO 68:FOR N=0 TO 7
27 POKE 47104+Z*8+N,0:NEXT:NEXT
28 G=INT(14*RND(1))
30 FOR N=1 TO 20:PLOT 3,N,A$
35 IF N=G THEN N=N+4
40 NEXT
50 MM=68
60 FOR N=0 TO 7:POKE 47104+MM*8+N,21:NEXT
70 IF MM<66 THENFOR N=0 TO 7:POKE 47104+(MM+3)*8+N,0:NEXT  
80 MM=MM-1
90 IF MM>33 THEN GOTO 60
100 FOR Z=36 TO 33STEP-1:FOR N=0 TO 7:POKE 47104+Z*8+N,0:NEXT:NEXT  
110 LORES1:GOTO 28 
This time no "overclock" cheat in the video. Even with such small basic code, quite acceptable movement is achieved.
http://www.youtube.com/watch?v=1iPu2dtIu0M

Making this routine in assembler will make it extremely fast.
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Chema
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Re: Flappy Oric :)

Post by Chema » Wed Mar 12, 2014 11:17 pm

You can actually have pillars scrolling over a background with sprite animations if you use the method I use in my last work in progress...

And with simple graphics and some tricks even achieve sub character scrolling, because it will be very fast and you'll probably want it :)

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Re: Flappy Oric :)

Post by peacer » Thu Mar 13, 2014 10:48 am

Your method and the result is miracilous :) I get the idea but I don't know how to do it but I know I want to do it :D

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Re: Flappy Oric :)

Post by ibisum » Thu Mar 13, 2014 8:42 pm

You guys blow my mind.

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