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Forums > C64 Coding > Compotime: Show me your (vector)balls
2013-05-24 11:28
Bitbreaker

Registered: Oct 2002
Posts: 501
Compotime: Show me your (vector)balls

After several comments arised that such an amiga-ball can be filled faster, i now want to call out a filler-compo for our coders.

Requirements:

The vector must be rendered in hires, background is white, foreground is dark red.

There's a raster-irq running that splits the screen at $2d and $f2 to set the background and border color to white and black, as seen in the screenshot. Means, there is a charline free in the bottom, that is where the benchmark results are displayed with the system charset. Displaying the result with screencodes is enough for us coders, but hex or decimal values are okay too.



The animation will be precalculated to see the power of your filler only. Therefore a data.bin is provided that contains all animationsteps for all faces with culling etc. already done.

The data structure may be altered to your needs, but not the animation itself, obvious isn't it?

The structure of data.bin is as follows:
byte x1 | $80
byte y1
byte x2
byte y2
byte x3
byte y3
byte x4 (optional, depending on if we have a triangle or quad)
byte y4 (optional, depending on if we have a triangle or quad)

As you can see faces can have 3 or 4 vertices, the first vertice is marked with bit 7 set, to be able to determine if a face consists of 3 or 4 vertices and to have a break out point for a finished frame, which is marked with the value $ff. If there's further questions about the data-format, don't hesitate to contact Bitbreaker

The filling must happen fullframe and fullsize, means, no interlacing or other cheap tricks with reducing resolution.

A counter for benchmarking must be implemented to count the frames until 256 frames have been displayed, it must be made visible in the bottom line.

The lowest value achieved counts (as there might be some jitter), for that, each entry must run in an endless loop.

The whole mem can be used, but every free byte of mem gives extra kudos.

Deadline is June 25th 0:00.

If the deadline is extended, a severe drama is expected, if not, you are out. Also i'll participate with an own entry, make a drama about it! :-)

Entries must be handed in to Bitbreaker and must not be released beforehand. They all will then released after the deadline, for maximum thrill and drama :-)

Each entry must be executeable with run.

SO DO YOU HAVE THE BALLS?
 
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2013-06-27 18:17
The Syndrom

Registered: Aug 2005
Posts: 56
apart from the animation-approach I even think Shadows very nice version can be improved, if you split the charsets into 4 or 8 to gain full resolution. You'd still need some kind of preprocessor to sort/match the charsets to the 128 frames.
2013-06-27 20:14
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Actually, by just using a custom-charset instead of the standard C64 one, I think I could get something that looks considerably better (especially given the very fast rotation speed at 50 fps).
Hmm... maybe I will give it a try just for fun!
2013-06-27 21:10
algorithm

Registered: May 2002
Posts: 702
Having it look good at 50fps would require either more of a smoother transition between each frame (256 frames+) or some type of interpolation.

Notice frame by frame how some frames are near identical or/and with char flipping can be reused.
2013-06-27 21:54
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Quote:
Actually, by just using a custom-charset instead of the standard C64 one, I think I could get something that looks considerably better


I hereby retract the statement above. It looked like crap! I would proably need more intelligence in the charset analyzer, the "as-few-bits-diff-as-possible"-method didn't cut it at all.
2013-06-28 07:08
Bitbreaker

Registered: Oct 2002
Posts: 501
dear animators,

here's my petscii attempt

and ugly attempt (charset with 256 individual chars for all frames)
2013-06-28 07:14
PopMilo

Registered: Mar 2004
Posts: 145
@Bitbreaker: Good enough to totally distract me on workplace!
Looks decent on larger surfaces... Not bad at all.
2013-06-28 10:06
Cruzer

Registered: Dec 2001
Posts: 1048
How about using half sized chars (8x4 px)? The animation should still fit in memory with 128 frames and 15x30 cells without the corners.
2013-06-28 10:27
Bitbreaker

Registered: Oct 2002
Posts: 501
Quote: How about using half sized chars (8x4 px)? The animation should still fit in memory with 128 frames and 15x30 cells without the corners.

Would be possible, but it might still look crap, and actually i don't bother much pushing those frames through my various converters :-) With one charset each 16 frames it still looks kind of crap :-)
2013-06-28 15:57
chatGPZ

Registered: Dec 2001
Posts: 11147
i doubt anyone would have noticed the crap even in the one charset version =) it moves so fast, you cant really make it worse by making the charset a bit inaccurate =D (still, i would aim for non-lossy compression.... lossy is crap by definition =P)
2013-06-30 05:48
Oswald

Registered: Apr 2002
Posts: 5028
interesting, now either everyone was wrong with the eor fillers so far, or bitbreaker found a corner case for span fillers. I didnt thought I will see this moving this fast though and that includes hcl's version :)
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