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 Post subject: Flappy Bird port
PostPosted: Sat Jul 12, 2014 2:50 pm 
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Location: Stockholm, Sweden
I Had some spare time and wanted a break from my bigger project. So here is my NES port of Flappy Bird:

https://www.dropbox.com/s/wts3twej93bh7 ... y.nes?dl=1

Yeah, no fancy parallax bg, I know. :) But it plays OK I think, and looks good anyway.

I hope the dropbox link works. Please let me know if you find any big bugs. It will probably start to bug if you manage to survive for like 20 minutes due to integer overflows, but not sure if anyone has the patience to get there :)

Have fun!

Edit: Video proving it's possible :) https://www.youtube.com/watch?v=UyZ2YJpOuaI


Last edited by Nioreh on Sat Jul 12, 2014 4:50 pm, edited 1 time in total.

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 Post subject: Re: Flappy Bird port
PostPosted: Sat Jul 12, 2014 3:31 pm 
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Location: NE Indiana, USA (NTSC)
flappy.nes: So I'm this mole, and I'm supposed to push the blue rock onto the blue receptor, right?

Oh wait, your flappy game.

So I tried it. There appeared to be a bit more boost on each flap than in the original or Splashy Fish, making it a bit harder to proceed through each gap. Otherwise, good start. If you tweak the physics and reskin it to use original graphics rather than Dong Nguyen's graphics, I'll consider including it in the next Action 53 multicart.


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 Post subject: Re: Flappy Bird port
PostPosted: Sat Jul 12, 2014 3:40 pm 
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Nah, it's supposed to be hard :) I might do an "easy version" for the not so hardcore flappy players.


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 Post subject: Re: Flappy Bird port
PostPosted: Sat Jul 12, 2014 3:52 pm 
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Granted, but I think you made it harder than Flappy Bird. Or perhaps the difference between Android input latency and NES input latency is screwing me up. I'd be inclined to trust Frank Noschese's analysis using Logger Pro, where 64 pixels = 1 m.


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 Post subject: Re: Flappy Bird port
PostPosted: Sat Jul 12, 2014 3:53 pm 
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Location: freemland (NTSC-U)
The first press to start the game should also launch the bird into the air; having to double tap a button to properly start feels weird. The falling speed also feels too fast, but that could just be me. Overall though, this is a pretty good port.


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 Post subject: Re: Flappy Bird port
PostPosted: Sat Jul 12, 2014 4:01 pm 
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OK. I never played the official version so it might be off. I based it loosely on what felt like http://flapmmo.com/ but made it look more like the original.

Here is a slightly tweaked version. I don't want to make it too easy :) :
https://www.dropbox.com/s/3mfyiu1a5h9x69t/flappy_easy.nes?dl=1


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 Post subject: Re: Flappy Bird port
PostPosted: Sun Jul 13, 2014 12:41 am 
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Location: Tampere, Finland
Nice job. I don't mind the lack of parallax background at all.

By the way, there are (at least) two versions of the official Flappy Bird out there. The old one was harder, the one that came after that was made easier, changed some of the graphics and added a night mode.

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 Post subject: Re: Flappy Bird port
PostPosted: Mon Jul 14, 2014 12:36 am 
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Maybe you should add a easy and hard mode, so before you push START you can push SELECT to select the easy and hard mode.

I think a lot of computer games are too easy and that is why I think you should add a harder mode too.

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 Post subject: Re: Flappy Bird port
PostPosted: Wed Jul 16, 2014 12:38 am 
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This is amazing, I always love to see NES ports! While it looks fine without the parallax scrolling, I think you could make this port as feature packed as possible, such as having the "Game Over" and related boxes appear (with backgrounds, of course) as well as the night mode that Fox mentioned. The first version felt too hard, you could flap in such a great way that you had a slim chance of actually making it through the pipes, the easier version feels better. And much like many official NES ports back in the day, the game could be changed ever so slightly to offer the best game possible.


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 Post subject: Re: Flappy Bird port
PostPosted: Thu Oct 02, 2014 8:35 pm 
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Nice work! :beer:


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 Post subject: Re: Flappy Bird port
PostPosted: Tue Feb 24, 2015 1:03 pm 
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Good work, I like it. For physics did you redraw every frame in different rotations or did some realtime rotation trick I don't know about? Also could you add saving of highscore (via battery save) and some music (aside of launch tune)?


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 Post subject: Re: Flappy Bird port
PostPosted: Wed Feb 25, 2015 5:05 am 
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darkhog wrote:
Good work, I like it. For physics did you redraw every frame in different rotations or did some realtime rotation trick I don't know about? Also could you add saving of highscore (via battery save) and some music (aside of launch tune)?


The frames are re-drawn in different rotations. No fancy realtime stuff :)

I don't think I will be updating this much. It was more a quick project/proof of concept since it is an unofficial port. But who knows.


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 Post subject: Re: Flappy Bird port
PostPosted: Wed Feb 25, 2015 5:41 am 
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How about releasing sources then, so other people can pickup it?


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 Post subject: Re: Flappy Bird port
PostPosted: Wed Mar 11, 2015 3:36 am 
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Location: Minsk, Belarus
Good port, thank you. Looks very nice :)


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 Post subject: Re: Flappy Bird port
PostPosted: Wed Jun 03, 2015 7:34 am 
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Haha, it looks like someone actually wrote a lua script to reach 9999 :) As I suspected, there are some integer overflows on higher scores, so the pipes render incorrectly. I just assumed no one would ever reach that type of score.

http://tasvideos.org/4641S.html


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