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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|693|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Tuesday, 10 August 2021, 17:15
Jayenkai
Go, Flappy, Go!!
Posted : Wednesday, 11 August 2021, 04:39
rychan
I do like planning screens out.

Re-packaged the menu screen now. Got my sprites and bkg tiles in order.




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Posted : Wednesday, 11 August 2021, 04:50
Jayenkai
Looks like this is happening!
Posted : Wednesday, 11 August 2021, 04:54
rychan
Just re-familliarising myself with my ol' gameboy tools

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Posted : Wednesday, 11 August 2021, 07:56
rockford
Awesome
Posted : Wednesday, 11 August 2021, 08:58
rychan
Got the title screen up and running in the emulator just now, man, GBDK C sure is faster to code in than ASM!

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Posted : Wednesday, 11 August 2021, 09:18
Jayenkai
Yowsers!
Posted : Wednesday, 11 August 2021, 17:36
rychan
Got a rough coloured version in there also, then went to the pub...first time in like ...18 months, holy hell I'm drunk, also, people look nice, hip to waist ratios, much important, I'm drunk, hahaaaaaaaaaaaaaa rum must go on!

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Posted : Sunday, 15 August 2021, 16:52
rychan
Here's where we are in gameboy and gameboy colour so far.



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Posted : Sunday, 15 August 2021, 17:08
Jayenkai
That seems to be coming together alarmingly quickly!

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Posted : Monday, 16 August 2021, 05:32
rychan
Mocked up a level generator in PHP during lunch break



Just needs porting to C tonight, some reasonable variance there.

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Posted : Monday, 16 August 2021, 05:48
Jayenkai
Hurray for PHP!
Posted : Monday, 16 August 2021, 06:03
rychan
So handy for prototyping stuffs and well, sooo many thinnngggsssss!!!!

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Posted : Monday, 16 August 2021, 14:45
rychan
Adapted it a bit for Gameboy but, similar principles so far. Needs a bit of tweaking mind..



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Posted : Monday, 16 August 2021, 15:05
Jayenkai
Geez, you'll have it done by Friday!!!
Posted : Monday, 16 August 2021, 15:20
rychan
I could take wednesday off...hmmmm

I will need to rewrite my music player for gb instead, that's gonna be the toughie I reckon.


Yeah, taking wednesday off, hehehe!

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Posted : Monday, 30 August 2021, 05:11
rychan
Had the kids for the last week and a bit which has been fantastic, getting my code on again today, might post a proper update later on.

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Posted : Monday, 30 August 2021, 05:26
Jayenkai
Aww. Must've been great to have them for that long.

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Posted : Monday, 30 August 2021, 14:28
rychan
Yeah, it was a great week with the kids, lots of love and joy all abound, Layla has gotten very creative with paper, photoshop and tried some force feedback VR, amongst other things. Triston had a nice time despite not feeling well though the last half of the week, got the kids to meet up with their non-school friends also a few times which was great


Anyhow, todays progress vid below.


View on YouTube

I'm gonna grab a quick beer assuming next door is still open, yuzzah!

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Posted : Monday, 30 August 2021, 14:35
Jayenkai
Damn, that's coming together really well!!
Posted : Monday, 30 August 2021, 15:14
rychan
Thank youuu

Wednesdays list involves tackling some of the following:

Make level ending clearer on GB -- DONE DID
Sort out the proper High Scores, Last Score display.
Extra Life every 2,000 points -- DONE DID
Pause function -- DONE DID
Better level and platform generation
Sounds, BGM, Ending
1-UP, Points Signifiers -- DONE DID
Oh, and the other level types, enemies, etc.
N.B. Remove sub spikes from the layouts, probably too complex for the gameboy version.

19.75 19.32 18.82 18.47kb 18.22kb remain. It's going to be tight this time around, ASM is wayyyy smaller than C but I'm not pushing the CPU in any means currently (usage is ~ 25% currrently)

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Posted : Monday, 30 August 2021, 15:47
Jayenkai
Eek, that's going to be tight!
Posted : Monday, 30 August 2021, 15:52
rychan
The BGM is going to be the main thing I think. If I have 4-6kb spare after getting everything in place then I should be pretty okay.

If it does get tight then I'll probably just use a concatenated version of the tunes you kindly provided for the NES version, failing that then some note based, well seeded RNG may be needed instead.

I'm not sure how much GBDK takes out of the initial 32kb available but it's kinda irrelevant at this point.

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Posted : Tuesday, 31 August 2021, 15:35
rychan
It's going, pretty well from the updates I've made tonight. SFX and BGM perhaps tomorrow

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Posted : Tuesday, 31 August 2021, 16:46
Jayenkai
Woohoo!!
Posted : Wednesday, 01 September 2021, 16:09
rychan
Added a couple of sound effects today, looks lke I've forgotten how to handle the Noise channel though, not the most productive day.

|edit| Got a bit beter a handle on the Noise channel now. Thankfully I don't really use that one much, mainly for flapping. 18.02kb remain |edit|

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