| |
Didi
Registered: Nov 2011 Posts: 487 |
Event id #2889 : Intro Creation Competition 2019
Preface: Please use this thread for questions, discussion and everything else concerning this competition.
Many people were asking about the competition being held this year. It turned out to be a good place to have it after the big X party each second year. But why not give it a try in between?
This time I decided to add a second category to the well known rules: 4kB intro! It is different to the 4kB intro category you know from demo parties. There the executable file has the limit of 4096 bytes and may allocate as much as you like during runtime. Rules here only allow to use 4kB overall for a different challenge. Please check the rules for more details. Result will show if that was a good idea.
Here you go...
Competition runs from November 4th, 2019, until January 5th, 2020. So you have a full 2 months to deliver your creations. This should be enough for an intro.
RULES for both categories:
Your intro entry...
- has to work on a plain stock C64 (PAL standard) without any extensions.
- has to be a one-part intro. Short fade-ins and fade-outs are OK.
- has to contain at least one Logo at whatever size you like.
- has to contain a changing or moving text message (e.g. scrolling text, different lines fading in & out, etc.)
- has to be interruptable any time by pressing SPACE-key (exception are short fade-in and fade-out).
- does not need to have exclusive graphics, charsets or music. But the code should be exclusive, so reuse of existing code with just exchanged graphics and music is not allowed.
- has not been publicly used before entering the competition.
- has to be handed in as executable format startable with RUN (.prg or embedded in .t64 or .d64).
Your 16kB intro...
- has a maximum RAM footprint of $4000 bytes at one block, at whatever location you like. Screen RAM counts as used memory. Exclusions are system addresses like VIC (inkl. Color RAM), SID, CIA, Stack, Zero-page, IRQ vectors. This means RAM besides chosen $4000 bytes area and exceptions has to be the same before and after running the intro. What happens during runtime is up to you.
- has to contain music (not just a humming sound, please).
- is linked to this competition as "C64 Demo" entry (sorry, no other fitting entry exists).
Your 4kB intro...
- has a maximum RAM footprint of $1000 bytes at one block, at whatever location you like. Screen RAM counts as used memory. Exclusions are system addresses like VIC (inkl. Color RAM), SID, CIA, Stack, Zero-page, IRQ vectors. This means RAM besides chosen $1000 bytes area and exceptions has to be the same before and after running the intro. What happens during runtime is up to you.
- does not have to contain any sound, but feel free to add some.
- is linked to this competition as "C64 4k Intro" entry.
You are allowed to enter maximum 3 entries per participant and category, so you are can enter 6 entries at best. Entries might be taken back from the compo until deadline. That means if you want to remove one of your works from the compo to make space for another entry from you, this can be done until deadline.
Deadline for entry submission is Sunday January 5th, 2020 at 23:59:59 (11:59:59 pm) CET.
Voting closes at Sunday January 12th, 2020 at 23:59:59 (11:59:59 pm) CET.
Voting platform is CSDb (with all disadvantages it may have), therefore entries have to be posted here.
Entries will be ranked by weighted average of CSDb votes. Entries with the same weighted average are ranked by their percentages of 10s, 9s, etc.
No prices to win, just the fame. May the best creation win! |
|
... 173 posts hidden. Click here to view all posts.... |
| |
Smasher
Registered: Feb 2003 Posts: 520 |
oh, didn't read about stack. yeah, now wait for my 4.5k intro :) |
| |
TheRyk
Registered: Mar 2009 Posts: 2240 |
as I said, if it's a case of "every byte matters" it can help to know these "cheats". on other occasions that wizardry only helped me to place sprites all over the stack and feel very smart - only to find out they're clobbered by stack commands I didn't think of (e.g. from the music routine) ^^ |
| |
Golara Account closed
Registered: Jan 2018 Posts: 212 |
Quote: as I said, if it's a case of "every byte matters" it can help to know these "cheats". on other occasions that wizardry only helped me to place sprites all over the stack and feel very smart - only to find out they're clobbered by stack commands I didn't think of (e.g. from the music routine) ^^
If you don't do a lot of recursive JSR or IRQ then you can just set your stack pointer to some low value, say $10... 16 bytes of stack should be enough :P |
| |
Krill
Registered: Apr 2002 Posts: 2979 |
My loader's 1541 code has a whopping 4 bytes of stack. =D |
| |
Danzig
Registered: Jun 2002 Posts: 440 |
Quote: oh, didn't read about stack. yeah, now wait for my 4.5k intro :)
And in the end it's poor PetSCII Bad Apple ;-( |
| |
0xDB
Registered: Aug 2015 Posts: 27 |
( http://sta.c64.org/cbm64mem.html memory map )
Question about "exclusions are system addresses...".
Besides ZP and STACK, does $0200-$03FF also count as "system addresses" which are free to use without having to restore their contents? There are some areas in there, e.g. "Datasette Buffer" and "Input Buffer" and some "unused" which look like they could be used freely without disturbing BASIC/KERNAL functions much. |
| |
Oswald
Registered: Apr 2002 Posts: 5094 |
good old 828, when I started assembly, for months all my code went into there :) |
| |
TheRyk
Registered: Mar 2009 Posts: 2240 |
Didn't read anything about tape buffer, so I'd assume it COUNTS, i.e. it is counted as used RAM. Wouldn't mind if Didi decides differently, but as this would mean $0334-03ff, we'd really get close to or even above 1.5k then ;) |
| |
Didi
Registered: Nov 2011 Posts: 487 |
I count 0200-03ff as used Memory. |
| |
TheRyk
Registered: Mar 2009 Posts: 2240 |
OK, so this is clear.
Just BTW about "disturbing" BASIC/KERNAL: Tape Buffer till end of page $03 is rather safe, but AFAIR stuff before(!) $0334 contains vectors and other BASIC/KERNAL stuff that would result in trouble unless you restore them which might even be done via JSRing ROM $KERNAL routine (if these still work in spite of your modifications, that is, hehe) |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ... | 19 - Next |