Author Topic: Flappy Bird - Hayleia  (Read 9932 times)

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Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #15 on: February 20, 2014, 01:19:06 pm »
Sorry for quadruple posting, but there was an update each time. And this time, I am even releasing the game.
So enjoy if you like it, hate if you don't. Compiled for Ion.
Note that I got rid of interrupts in that version, I just put the DispGraphrr in the loop.

Use up to flap, clear to quit, 2nd to pause, +/- to change contrast (set back to normal when you quit).
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Offline JWinslow23

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Re: Flappy Bird - Hayleia
« Reply #16 on: February 20, 2014, 01:20:55 pm »
+1d! :thumbsup:
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Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #17 on: February 20, 2014, 01:21:50 pm »
+1d! ;D
Thanks, but did you try before +1ing ? :P
It's blurry as hell. I really need to get interrupts back, but I don't know how to fix the problem mentionned in the previous page.

Also, the number at the bottom is your score.
« Last Edit: February 20, 2014, 01:36:35 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline TIfanx1999

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Re: Flappy Bird - Hayleia
« Reply #18 on: February 20, 2014, 01:52:11 pm »
The game looks a good bit clearer in the most recent screen shot. The first screen shot you posted didn't look this good (or smooth). So anyhow, the speed looks great. Not sure about the blurriness on calc, but it doesn't look too bad in the most recent screenie.

Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #19 on: February 20, 2014, 02:07:04 pm »
Thanks :)
On calc not only you have blur, but you also have diagonal lines due to greyscale not being refreshed in a smart way -.-
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Offline DJ Omnimaga

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Re: Flappy Bird - Hayleia
« Reply #20 on: February 20, 2014, 02:15:29 pm »
I think that's inevitable in Axe, though, especially in scrolling games. :P

Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #21 on: February 20, 2014, 02:17:21 pm »
Well Rainbow Dash Attack had less flickering (not less blur) but for some reason, I don't manage to apply the exact same method with interrupts to that game (that's the problem mentionned on the previous page) ???
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline TheMachine02

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Re: Flappy Bird - Hayleia
« Reply #22 on: February 21, 2014, 09:46:57 am »
By the way, why are you pushing (and pop after) all register at the begining of your interrupt routine ? That is useless, unless you use shadow register, wich I haven't saw in your code.
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Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #23 on: February 21, 2014, 11:17:28 am »
I know it's useless but since I didn't know where that bug came from, I added that just in case. And it didn't solve anything.
Anyway, I gave up with interrupts and will only resume using them if someone solves the problem, so those unnecessary pushes/pops are nowhere (they are in comments).
« Last Edit: February 21, 2014, 11:17:56 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #24 on: February 24, 2014, 03:36:23 pm »
Since Runer112 helped me find this issue (which was due to the fact DispGraphrr was slower than the interrupt frequency at speed 0 and disabled interrupts, so in fact, some frames were skipped while they shouldn't have been), I can now release a version using interrupts.

It is a bit slower but grey is constant (instead of popping when a new pipe is created behind the scenes).
Use Left/right in the calibration screen to choose a mode (choose the one where the grey is the less flickery of course) and +/- to change contrast (it will be set back to its initial value when quitting the game).

@JWinslow, unpause using 2nd too ;)

edit No, it is not so difficult. I don't manage to get more than 13 in the screenshot but on real calc I reached 15.
« Last Edit: February 24, 2014, 03:43:14 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Sorunome

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Re: Flappy Bird - Hayleia
« Reply #25 on: February 24, 2014, 03:45:23 pm »
Make it as difficult as rainbow :trollface:

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Offline DJ Omnimaga

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Re: Flappy Bird - Hayleia
« Reply #26 on: February 26, 2014, 10:39:00 pm »
This looks much nicer actually. Gonna have to try it on my calc to see how it looks like. Is the grayscale constant on each calc via some LCD driver auto-calibration btw? I remember some ASM game did that, but I don't know if Axe programs or axioms can.

Offline Hayleia

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Re: Flappy Bird - Hayleia
« Reply #27 on: February 27, 2014, 03:06:25 am »
Notice how I said "constant", and not "perfect" nor "beautiful" :P
It is just that it's not beautiful sometimes then ugly during a fraction of second when a pipe is created ;)

Normally, if you are not the most unlucky guy on earth, there should be one of the 4 modes that is not so ugly. But of course, using GrayLib would be better in terms of quality.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s