Flappy Bird on MSX1

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Par Metalion

Paragon (1215)

Portrait de Metalion

23-11-2016, 21:48

Thanks jltursan ...
Actually, I can already give this link : Flappy Bird

Par sfranck72

Resident (42)

Portrait de sfranck72

23-11-2016, 22:50

Super ! Graphics and the scrolling are very clean.
ASM or Turbo Basic ?
I would like to learn these coding techniques someday oO

Par ARTRAG

Enlighted (6455)

Portrait de ARTRAG

23-11-2016, 22:53

On plain msx1 you are incurring in sprite ghosting, as you use more than 8 sprites and you mirror the pattern definition table.
Use meisei and you will see the problem.

If you do not want to update both colors and patterns, the simplest solution is to use only sprite planes from 0 to 7.
Otherwise, do not "mirror" the pattern definition table and update it three times in the 3 banks.

Par ARTRAG

Enlighted (6455)

Portrait de ARTRAG

23-11-2016, 22:57

Actually, as I see the problem only in the opening screen, you could use plain screen 2 there, and pass to hybrid mode just after you have removed the grey bird.

Par Metalion

Paragon (1215)

Portrait de Metalion

23-11-2016, 23:13

ARTRAG wrote:

Use meisei and you will see the problem

I did and, indeed there's some ghosting with the grey bird ... Yikes ! ... Actually, there's 11 sprites (!) in that intro screen, as I used some to mask several screen2 constraints.

I'll try to find a solution tomorrow.
Thanks Arturo for your input Smile

sfranck72 wrote:

Super ! Graphics and the scrolling are very clean.
ASM or Turbo Basic ?

Thanks Franck. It's full ASM.

Par Metalion

Paragon (1215)

Portrait de Metalion

24-11-2016, 08:46

Strange, because on the "GAME OVER" screen, when you have made the best score, there's 9 sprites on the screen : 4 for the bird, and 5 for the gold medal. But there's no cloning (at least on meisei) ...

Par hit9918

Prophet (2897)

Portrait de hit9918

24-11-2016, 09:17

I like pixelscroll Big smile
the game is very hard. I put emu to very low speed. then one can see that the sprite attribute table is updated midscreen. the sprite is in a unclear position.
and when the bird moves up then it updates every frame, but when it goes down then it updates only every second frame.

the tiles are so nice. mario pipes in pixelscroll, it is heaven.

Par Metalion

Paragon (1215)

Portrait de Metalion

24-11-2016, 09:32

Thanks hit9918 ...

Undocumented features Tongue :
- You can also use the "arrow up" key to play the game, I find it easier than a joystick or space bar
- You can pause using F1 key

Par ARTRAG

Enlighted (6455)

Portrait de ARTRAG

24-11-2016, 10:15

Metalion just try to set set the vdp in proper screen 2 mode when the scroll halts and you use sprites for intermissions.
You also have to copy the upper back in the lower two, but it takes a couple of frames and the game is stopped at that time.

Par Metalion

Paragon (1215)

Portrait de Metalion

24-11-2016, 11:54

Arturo, I think I will try to switch to full (proper) screen 2 mode. I'm analyzing the tiles, and I think I can make an intelligent repartition between the banks (clouds and forest are only in bank 3 for example).

In the current version, transfering the scrolling tiles (35 tiles) takes 8271 T each frame, roughly 16% of the free VBLANK time. Maybe I can squeeze several consecutive tilesets (0,+1,+2, ...) in the banks.

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