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Forums > CSDb Entries > Event id #3003 : Only Sprites Compo
2020-11-04 12:59
Raistlin

Registered: Mar 2007
Posts: 552
Event id #3003 : Only Sprites Compo

Competition Rules:

* You can ONLY display sprites - no chars or bitmaps. Magic byte(s) CAN be used.
* Change any VIC properties that you like
* The Effect must be a one-screener in one PRG (preferably compressed) (no disk streaming)
* Variations of the effect are allowed
* Interaction is allowed - make it a game if you like ;-p
* Music is allowed and encouraged
* Borders can of course be removed

Winner will be chosen based on CSDB's rankings.
 
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2020-11-04 21:05
MagerValp

Registered: Dec 2001
Posts: 1055
My plan was for a “no badlines” compo, but I guess this is effectively the same thing 😀
2020-11-04 21:14
Krill

Registered: Apr 2002
Posts: 2839
Quoting MagerValp
My plan was for a “no badlines” compo, but I guess this is effectively the same thing 😀
Well...
Quote:
no chars or bitmaps.
Not quite. Using "linecrunching", you can display char/bitmap data without any badline during the entire frame, repeating the linebuffer content while omitting any DMA to update it. =)
2020-11-04 21:17
TheRyk

Registered: Mar 2009
Posts: 2062
Hehe, so much time before the compo has even started to whine about rules, you are doomed ;)
2020-11-05 09:26
MagerValp

Registered: Dec 2001
Posts: 1055
Quoting Krill
Using "linecrunching", you can display char/bitmap data without any badline during the entire frame, repeating the linebuffer content while omitting any DMA to update it. =)

Don't you need one badline at the top to kick it off? Or does the internal vic buffer retain what was there previously? But yeah creative cheating like that is what you'd hope for in a compo.
2020-11-05 09:46
Oswald

Registered: Apr 2002
Posts: 5017
you can infinitely supress badlines, and the last one red is displayed from the internal VICII buffer forever. VICII stores internally 40x4bit d800 color info and 40x8 bits of char data.
2020-11-05 10:13
Krill

Registered: Apr 2002
Posts: 2839
Quoting Krill
Using "linecrunching", you can display char/bitmap data without any badline during the entire frame, repeating the linebuffer content while omitting any DMA to update it. =)
Quoting MagerValp
Don't you need one badline at the top to kick it off? Or does the internal vic buffer retain what was there previously? But yeah creative cheating like that is what you'd hope for in a compo.
The buffer content is kept across video frames, so can do complete video frames with char/bitmap content entirely without badlines.

It's not creative cheating for a "no badlines" compo, imho, but it would be outlawed in a "sprites and idle byte only" compo. =)
2020-11-05 11:02
MagerValp

Registered: Dec 2001
Posts: 1055
Neat, then yes, we get the first arcane rule "clarification" for my fictional nonexistent no badlines compo, that you're allowed to set the internal 40x12 buffer once on startup :)
2020-11-05 11:58
Oswald

Registered: Apr 2002
Posts: 5017
Quote: Neat, then yes, we get the first arcane rule "clarification" for my fictional nonexistent no badlines compo, that you're allowed to set the internal 40x12 buffer once on startup :)

provide a code frame to set up the screen too :)
2020-11-05 15:27
ChristopherJam

Registered: Aug 2004
Posts: 1378
Oswald:

jsr wframe
lda#$70
sta $d011
... (fill $7c0..$7c0+39 and dbc0 to $dbc0+39 here)
jsr wframe
; now fill screen with linecrunch


...
wframe:
bit $d012
bpl *-3
bit $d012
bmi *-3
rts


Done :)
2020-11-05 16:01
Oswald

Registered: Apr 2002
Posts: 5017
cool ! I can do similar:

* = startcode

;put cool fx here


;end
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