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2048-2600's Introduction

Carlos Duarte Do Nascimento (aka Chester or @chesterbr)

  • 🤓  Professional programmer for >30 years (and hobbyist for even longer), still loving it!
  • 💼  Worked in companies of all sizes and shapes (including GitHub itself, Shopify and my own); details here.
  • 🦈  Just started working at DigitalOcean - in particular with PaperSpace. More on that 🔜!
  • 🔧  My passion is to bring people (including myself) joy by building and fixing stuff.
  • 🏝️  Recently I've spent some time improving miniTruco (a minimalist mobile card game popular in Brazil).
  • 💪  Advocate for social justice, actively dismantling my biases one step at a time.
  • 👾  Enjoy playing and building video games (but strongly despise the toxic corners of the gaming world).
  • 💬  Love comics and sequential art of nearly all types, genres, places and times (same caveat as above to the 💩-heads).
  • 🖋  Blog occasionally, usually about electronics and hardware hacks, but anything goes.
  • 📺  "Chester" comes from Chester McTech, a character in the obscure Beverly Hills Teens ("Turma da Pesada") cartoon.
  • 🇧🇷  Born and raised in Brazil (the "br" in @chesterbr).
  • 🇨🇦  Citizen and resident of Canada.
  • 🐘 These days doing social media mostly on Mastodon/fediverse (in multiple languages, but filtering is easy).
  • 🤷‍♂️  Lacking ideas for a proper README.

2048-2600's People

Contributors

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2048-2600's Issues

Animation during shifts

Inspired by the frame-based iteration to find the new cell after a move, I'm thinking that you could do animation fairly easily by showing the intermediate frames as you do the collapse of cells. So, if a cell was moving from column 1 to 4, you'd see two frames in the middle of the move. I think this would be a small modification, breaking up the current shifting processing code to only do one shift per frame display and adding a Shifted state that you'd be in if you're still shifting but had shifted at least one cell. I might work on this and see how it affects the game.

Need sound effects!

The game plays nicely, but it lacks any sound. Having some simple effects for merging cells would be really nice, and if an end-of-game state is implemented, that would be a nice hook for playing some melody.

Show a running score

The original web game keeps a running score based on the sum of all the merges. It seems possible to adapt an existing six-digit score kernel to show a running total kept by the game, making it more fun to go after a high score on the console.

Need a game over state

If the "find new cell" routine runs for 16 frames with no success, the game should go into a GameOver state. Traditionally, one way to show this is to have the playground/foreground colors cycle to avoid monitor burn in.

Support multiple tile sets

It might be nice to support multiple versions of the tile set using the SELECT switch... since the setup code sets the MSB of all the tile bitmap pointers, changing tiles would just involve having more pages of the bitmaps ready and resetting that MSB value.

Incorrect addressing mode for ldx FirstDataCellOffset?

Ola -
I am porting your engine to the Apple II, and I ran across this in line 599 in 2048.asm:
ldx FirstDataCellOffset ; and count points for merged cells...
But FirstDataCellOffset is a constant, of value 5. Shouldn't this be an immediate load instead of zero page?
ldx #FirstDataCellOffset ; and count points for merged cells...
It seems to work either way, but the score goes crazy the first time through (on my Apple port). Subsequent games behave correctly. Fixing the addressing mode makes the first game score correctly.

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