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Flappy - my 1st released game.


iesposta

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Here is my first released game for Atari 2600!
FLAPPY :lust:
FLAPPY is in the AtariAge Store!

Get one to support this fun website: Here (link)

 

My version is the way I wanted to play a 1-button game like this.

More like the Activision releases where you try to beat your last score, or beat another player's score.

The highest scoring game is retained while the power is on, and is shown in RED alternating with the last game's score, at Game Over.
large_1038_2600_Flappy_3.jpg

Also check out the unofficial box: Marc's Blog

blogentry-36-0-72088500-1415113600.jpg

Version 11 RC2! Changes in "random" for the pipe. I can't tell any difference. :P

Version 11 RC2 is the final version. No more changes were made.

 

Downloads for emulation, or 2600 / 7800 flash card cart:

flappy_RC2.bin

flappyR2_PAL60.bas.bin

It talks! No additional hardware required!16:9 W i d e s c r e e n compatible! Try it stretched.
High score shows in red (until system is turned off). Try to beat your high score!
Visit the AtariAge store! Own the physical cartridge!
Version 11 RC2 is the final version. No more changes were made.

Version 10 RC1! Score 99 + 1 should no longer roll back to zero!
Yep. Scored 101 today, and was shocked to see the score roll over and show 1.
Bug fixed.

Version 9 ! Capped difficulty increase! Should be able to get scores greater than 50.

Version 8 ! Added year to the title!

Version 7 ! Score sound, darker green horizon, more windows!

med_gallery_29575_1098_113648.png
My best score is 53. I wanted scoring into the 100's, but I don't want it "drawn out boring" to get to the 100's. How about bird poop once every 10 points to give you a quick boost upwards?

Version 6 ! Sound, & high resolution play field! Source code!


Version 5 ! Title & High Score!

No feedback to last version's question. Speed stops increasing after 40 points.

Version 4 ! Difficulty!

Every 10 points the pipes move faster!
Sorry, but this makes it more fun. I can't help but chuckle after running into a pipe in the mid 30's :D
I have to implement High Score, alternating with current score.
I need to add a flapping sound.
Question: Does it get too hard too fast?

Version 3 ! Speech!

My first game wouldn't be complete without sampled speech, now would it?
Still 884 bytes left...

Version 2 !

Custom multisprite kernel. (Put in your Flappy Project Folder.) 4 digit score (Sc2 & Sc1). Background colors.
Source code. Two drawscreens. Flicker clouds. No NUSIZ in building scrolling.

Version 1:

Only 4K! :thumbsup:
Only spent 1 day programming! :-o
No sound! :music:
Uses all cycles! :_( (I think I obsessed on the NUSIZ changing buildings.)
Parallax scrolling! - H o r o z i n t a l l y also! :spidey:
Random pipe height! :D
Advertisement free! No ads!

(Sorry, I was really bored...)

 

Final file = RC2 located above.

Older files:

flappy140216c.bas

multisprite_kernel.asm.zip

flappy140218e.bas

flappy140228k.bas

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If you didn't make it in less than 2 hours, I'm not interested.

I know, right?

Although it didn't become a game until Revision C.

Did making it fun and funny ruin it?

I mean look at that thing flapping! Makes me laugh out loud.

I have more ideas to add, like 2 drawscreens and sound. And maybe a nicer up arc?

 

I am leaning towards Supercharger "Flappy Joust."

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I'm not sure if this a joke or not because of the recent flappo bird fiasco, but even if it is...

It looks really nice.

Thanks for saying it looks nice!

It is not really a joke. If I get ideas about how to something, I have to at least make a mock-up.

I never played the "touch game," but watched a YouTube video.

I saw ways to recreate it on the 2600 and saw ways to improve it.

It is so simple that making it a "game" was easy.

 

I still want to polish it up and at least add sound.

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WHOA WHOA WHOA!!!

 

What is this hugely awesome gift you just gave us?!?

 

A new, shiny multi-sprite kernel?

 

It seems like this is a drawback:

 

* Four digit score

* Some/all sprites cannot use NUSIZ?

 

It seems this is the feature:

 

* Background colors

 

I'm guessing they must be in this data statement:

 

data msk_bgcolor
250, 202, 14, 14, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170
170, 170, 170, 170, 170, 170, 170
end

 

I'm not sure what order the colors are in. I'm not sure if these background colors can be changed later.

 

Does it have any recent fixes like working pfread?

 

Please explain :) This is awesome but I'm just second guessing stuff!

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WHOA WHOA WHOA!!! What is this hugely awesome gift you just gave us?!?

 

A new, shiny multi-sprite kernel?

 

It seems like this is a drawback:

* Four digit score

* Some/all sprites cannot use NUSIZ?

 

It seems this is the feature:

* Background colors

 

I'm guessing they must be in this data statement:

 

data msk_bgcolor

250, 202, 14, 14, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170, 170

170, 170, 170, 170, 170, 170, 170

end

 

I'm not sure what order the colors are in. I'm not sure if these background colors can be changed later.

 

Does it have any recent fixes like working pfread?

 

Please explain :) This is awesome but I'm just second guessing stuff!

:D

Old kernel.

batari posted this July 2009:

http://atariage.com/forums/topic/146052-background-color-table-with-the-bb-multisprite-kernel/?p=1780656

 

The score is still there. (and NUSIZ still works.)

I just changed "three close copes" to "two close copies" in "multisprite_kernel.asm" which "turns off" the right 2 score digits.

Depending on how you set the copies, you can have:

2 digits;

2 digits - 2 blanks - 2 digits; or

4 digits like I used.

        LDA #$01 ; changed from #$03 for different copy player for 2 or 4 digit score
        STA NUSIZ0
        STA NUSIZ1
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I want to know how you put speech in this!

All my secrets?

There's a pearl script here that takes a .wav file and converts it to data.

First you need an audio program to take your sound and convert it down from 44.1KHz or whatever, down to 7Khz or 4KHz or 3.5KHz or some small rate but that still sounds still okay.

Then save it as an 8-bit .wav file.

Then in the terminal, I have OSX, run the script ./wav2atari.pl -wav mywav.wav -outfile mydata

It will make a text file with the sound data.

I hacked it into an assembly file that I edited to use with batari Basic's "include" command.

This is the smallest sound I've done so far. I'd say it uses 768 bytes.

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I liked very much the "doh!" :D

 

Any chance we can see the bird again crash against the floor? the limit makes it more easier even.

Thanks!

Crashing is planned.

I think I've figured a way to increase difficulty by moving the green pipe faster.

Reading the score is harder than it seems!

I want to add difficulty first.

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