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Forums > CSDb Entries > Event id #2889 : Intro Creation Competition 2019
2019-11-04 17:55
Didi

Registered: Nov 2011
Posts: 374
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!
 
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2019-11-27 17:15
0xDB

Registered: Aug 2015
Posts: 27
Had a load fun! Noop-tro 2019 4kB

This was the first time for me to write my own music and player code. It was quite the headache at first but after optimizing my other code and swapping some stuff around I could free up about 530bytes for music+player.

My player concept was still too big to fit into RAM, so I had to scratch the idea of having effect routines like frequency sweeps. Also... hadn't written my own music before and after some days of trying to compose anything good(yeah... nope, not a musician) I ended up stealing a few notes from J.S.Bach "Wir eilen mit schwachen...", modified them slightly and since his original composition, including soprano,alto and bass could not be replicated genuinely within the confines of the three SID voices and within the handful of bytes I had left (and due to the fact that my player code could not change octaves in the middle of a pattern), I decided it would be best not to smear his good name with this alteration, so a new persona was born: Johann Sebastian Bass. Tada!
2019-11-29 13:13
MCM

Registered: Apr 2018
Posts: 4
I am hard working on a 4k intro, it looks nice so far.
But i have a question about that screen ram counts as used memory rule.
The intro has a footprint from $0800-$17ff right now.

I am writing something like 160 Bytes to Screen ram for a Logo and some text.
the rest will be filled with $20 or $00 at setup.

Should i substract only these 180 bytes from the footprint or
the whole screen ram from $0400-$07e7 ? ( I am using only line 1-15 and line 18 so far ).

I like to have sum more bytes to add more effects. ;)=
2019-11-29 13:47
Didi

Registered: Nov 2011
Posts: 374
@MCM: RAM area will be counted as used from first used byte to last used byte in one block. But you are allowed to buffer the used area somewhere else at start and restore it on exit so it appears untouchted.
2019-11-29 14:54
Golara

Registered: Jan 2018
Posts: 201
Quote: I am hard working on a 4k intro, it looks nice so far.
But i have a question about that screen ram counts as used memory rule.
The intro has a footprint from $0800-$17ff right now.

I am writing something like 160 Bytes to Screen ram for a Logo and some text.
the rest will be filled with $20 or $00 at setup.

Should i substract only these 180 bytes from the footprint or
the whole screen ram from $0400-$07e7 ? ( I am using only line 1-15 and line 18 so far ).

I like to have sum more bytes to add more effects. ;)=


As I understand the rules, you can have screen at some other memory than your main program (for example the default screen at $400 while the intro is $3000 - $3fff) and only the bytes wasted by your logo or other graphics would be counted, but you can't expect the rest of the screen to be blank! If the intro was linked with a game or something that memory would be "random" and you'd possibly get garbage on the screen
2019-11-29 15:52
ZeSmasher

Registered: Feb 2003
Posts: 396
Quote:
As I understand the rules, you can have screen at some other memory than your main program (for example the default screen at $400 while the intro is $3000 - $3fff) and only the bytes wasted by your logo or other graphics would be counted, but you can't expect the rest of the screen to be blank! If the intro was linked with a game or something that memory would be "random" and you'd possibly get garbage on the screen

AFAIK it means:
- if you use $3000-$3fff for your intro you can simply set your screen RAM inside that area, e.g. at $3400. end of the story
- if you use $0400-$07ff (incl. sprite pointers, etc) for your screen RAM you can use $3400-$3fff for your intro. I think that's allowed by Didi's rules (but I could be wrong). you could even use $3000-$3fff but you need a way to save existing $0400-07ff somewhere first and restore that area at press space.
2019-11-29 16:15
Golara

Registered: Jan 2018
Posts: 201
Quote: Quote:
As I understand the rules, you can have screen at some other memory than your main program (for example the default screen at $400 while the intro is $3000 - $3fff) and only the bytes wasted by your logo or other graphics would be counted, but you can't expect the rest of the screen to be blank! If the intro was linked with a game or something that memory would be "random" and you'd possibly get garbage on the screen

AFAIK it means:
- if you use $3000-$3fff for your intro you can simply set your screen RAM inside that area, e.g. at $3400. end of the story
- if you use $0400-$07ff (incl. sprite pointers, etc) for your screen RAM you can use $3400-$3fff for your intro. I think that's allowed by Didi's rules (but I could be wrong). you could even use $3000-$3fff but you need a way to save existing $0400-07ff somewhere first and restore that area at press space.


You need to save the original screen, so if your intro is $3400-$3fff and you want to use screen $400, copy it to $3000 first. Then you have the full 4kb with no gaps
2019-11-29 16:31
ZeSmasher

Registered: Feb 2003
Posts: 396
mmmh, ya rite, I forgot about the "at one block" rule.
2019-11-30 18:15
Rudi

Registered: May 2010
Posts: 124
quote: "has a maximum RAM footprint of $4000 bytes at one block"

Does that mean code and data (graphics and music), i.e. everything has to fit within that area except usae of VIC and SID-registers and so on?
2019-12-01 09:06
TheRyk

Registered: Mar 2009
Posts: 707
pretty much yes if "so on" means complete I/O, zeropage and stack plus SYS-line
2019-12-01 19:22
MCM

Registered: Apr 2018
Posts: 4
Quoting Didi
@MCM: RAM area will be counted as used from first used byte to last used byte in one block. But you are allowed to buffer the used area somewhere else at start and restore it on exit so it appears untouchted.


Hmmm... so „buffer the used area somewhere else“ could be a simple
code like this :

Ldx#00
Lda 0400,x
Sta 8000,x
Lda 0500,x
sta 8100,x
Lda 0600,x
Sta 8200,x
Lda 0700,x
Sta 8300,x
Inx
Bne xx
...

The run the intro, after pressing space like this , to get back the whole ram like it was before :
Ldx#00
Lda 8000,x
Sta 0400,x
And so on ..

Then
Lda 7000,x
Sta 8000,x
And so on. This fills up the area $8000-$84ff with the random ram filled stuff like it was before, then just a simple jump $fce2 ?

Whole intro code incl. graphic stuff still will be from $0800 - $17ff, all the time.Plus some bytes ( 180—200) in screen ram for logo and text only while running.
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