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PostPosted: Fri Mar 21, 2014 7:05 am 
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If I had time, I'd make Flappy Clicker 2048. But that'll have to wait until April.


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PostPosted: Fri Mar 21, 2014 7:45 am 
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or Flappy Clicker 2048 saga


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PostPosted: Fri Mar 21, 2014 8:09 am 
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Well, if your Sword Master style parallax involved a 32x32 pixel CHR flipbook, with a 1k CHR bank you're looking at 32k of CHR data for that effect, one page per parallax position.

If you had a mapper that could offset and wrap one of the 1k CHR banks on a granularity of a tile (16 bytes) or even 4 tiles (64 bytes) you could cut the data required dramatically, since now you only need 8k of CHR data (8 pages) and the rest of the parallax positions are done with the offset and wrap operation. This would work for wider and smaller flipbooks too, e.g. 128x32 is just as practical this way and still only 8 pages are required. A 64x64 pixel flipbook would also work if the granularity of the offset was 8 tiles (128 bytes).

This scheme could be used for vertical or horizontal parallax alike. The only difference is how to arrange your CHR tiles so that the offset happens in the direction of parallax.


Trying to do it in CHR-RAM would be an interesting challenge. Pushing through 256 bytes per frame could get you a 32x32 pixel scroller but it would require a sizeable blank area at the top of the screen.


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PostPosted: Fri Mar 21, 2014 11:42 am 
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rainwarrior wrote:
If you had a mapper that could offset and wrap one of the 1k CHR banks on a granularity of a tile (16 bytes) or even 4 tiles (64 bytes) you could cut the data required dramatically, since now you only need 8k of CHR data (8 pages) and the rest of the parallax positions are done with the offset and wrap operation. This would work for wider and smaller flipbooks too, e.g. 128x32 is just as practical this way and still only 8 pages are required. A 64x64 pixel flipbook would also work if the granularity of the offset was 8 tiles (128 bytes).
To make sure I'm understanding correctly, you mean dividing a 64 tile bank into eight flipbooks of eight tiles each?
Trivial, and far simpler than what I'd thought of in the other post... It's just a 3-bit latch and a 3-bit full adder. A 74'173 and a 74'283. Add the latched value to (Mapper CHR) A4..A6, to produce CHR A4..A6. And something to make it only work for one bank, such as a 74'138.

Since this only modifies address lines, it'll work fine with CHR RAM.


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PostPosted: Fri Mar 21, 2014 12:37 pm 
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You could hypothetically mix a CHR flipbook with nametable updates, too.


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PostPosted: Fri Mar 21, 2014 1:34 pm 
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lidnariq wrote:
rainwarrior wrote:
If you had a mapper that could offset and wrap one of the 1k CHR banks on a granularity of a tile (16 bytes) or even 4 tiles (64 bytes) you could cut the data required dramatically, since now you only need 8k of CHR data (8 pages) and the rest of the parallax positions are done with the offset and wrap operation. This would work for wider and smaller flipbooks too, e.g. 128x32 is just as practical this way and still only 8 pages are required. A 64x64 pixel flipbook would also work if the granularity of the offset was 8 tiles (128 bytes).
To make sure I'm understanding correctly, you mean dividing a 64 tile bank into eight flipbooks of eight tiles each?
Trivial, and far simpler than what I'd thought of in the other post... It's just a 3-bit latch and a 3-bit full adder. A 74'173 and a 74'283. Add the latched value to (Mapper CHR) A4..A6, to produce CHR A4..A6. And something to make it only work for one bank, such as a 74'138.

Since this only modifies address lines, it'll work fine with CHR RAM.


The idea is for a 1k window of CHR to be able to add a multiple of 16/32/64 to the incoming CHR address. This would be separate from the 1k CHR banking also needed for the 8 1k flipbook pages.

This would make a nice 64x64 pixel flipbook out of 8k of data, but you could subdivide it (probably with some duplication for wrapping) if you want to make multiple flipbooks within the same 8k of data.


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PostPosted: Fri Mar 21, 2014 1:40 pm 
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rainwarrior wrote:
The idea is for a 1k window of CHR to be able to add a multiple of 16/32/64 to the incoming CHR address.
So, yes, I did understand you. It's a nifty idea.


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PostPosted: Fri Mar 21, 2014 11:06 pm 
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tepples wrote:
If I had time, I'd make Flappy Clicker 2048.


Will it have kill streaks and obnoxious dubstep music? Seriously, the wubbing sound sounds like a triangle wave that's being raped and/or reading garbage data.


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PostPosted: Thu Mar 27, 2014 1:47 pm 
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doctorlai wrote:
Just love the game and wondering this might be an interesting project?

8-bit NES can be run by various emulators on various platforms and I think 8-bit CPU is good enough for such tiny game... but unfortunately I am not good enough to make one!


You can't get more 8-bit than this version for the Atari 2600
http://atariage.com/forums/topic/222161 ... ased-game/

It was done in batari BASIC.


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PostPosted: Mon Mar 31, 2014 1:21 pm 
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Well, this won't include fancy parallax backgrounds nor bear a title of "flappy", but I intend to copy the mechanics of flappy bird for an eventual multi-app that I'm making.

Edit: spelling errors.


Last edited by JRoatch on Mon Mar 31, 2014 3:48 pm, edited 1 time in total.

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PostPosted: Mon Mar 31, 2014 3:02 pm 
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Did anyone else see flappy block? It's part of Roth's 1k series.

http://slydogstudios.org/index.php/1k-series/


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PostPosted: Tue Apr 29, 2014 7:42 pm 
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People actually made two kinds of Flappy 2048.
http://www.flappy2048.com
http://broxxar.itch.io/flappy48


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PostPosted: Sat May 10, 2014 1:16 pm 
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I wrote program for NES!
But, my assembler ability is low,so program is spaghetti ;-(
and some comment in the source are written by JAPANESE.

Still, if you like, please look and play and modify the source!!!!
http://sayonari.com/famicom/FamilyBird.zip

This game was created with plans to gift to Shoko Nakagawa is a Japanese idol.

play video on youtube
https://www.youtube.com/watch?v=UuUzPRJnNWE

My blog (written by JAPANESE language ;-( )
http://sayonari.blogspot.jp/2014/05/lv29.html


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PostPosted: Sat May 10, 2014 5:38 pm 
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lol :) great!


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PostPosted: Sat May 10, 2014 7:28 pm 
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Looks good! There are some small glitches during screen transitions (the screen "jumps") that appear to be the result of turning the PPU on and off outside of VBlank. These could be easily fixed by waiting for VBlank before turning rendering on or off.

Does Shoko Nakagawa play Famicom games?


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