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

Registered: Oct 2002
Posts: 508
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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2013-06-25 07:16
Bitbreaker

Registered: Oct 2002
Posts: 508
Can i receive all the animated versions now and the versions of those who shouted the loudest that this is an easy job? :-) It is about to deliver guys!
2013-06-25 10:48
HCL

Registered: Feb 2003
Posts: 728
WTF!? June.25 00:00, that's a weirdo time for a deadline!! You has it just any date at 23.59, that's how you do it.. Now i just remembered June.25, and that's today, and *boff* the deadline already passed :-O. I post my last balls now, and the drahma about the deadline starts right here!! ;).
2013-06-25 10:56
Bitbreaker

Registered: Oct 2002
Posts: 508
yay, drama \o/ of course i'll accept your actual entry past the deadline for the sake of that! :-) Sorry for confusing :-)
2013-06-25 11:00
Cruzer

Registered: Dec 2001
Posts: 1048
Quoting Bitbreaker
If the deadline is extended, a severe drama is expected
WTF, if I knew it would be extended I could have done so much more, bla bla bla... No, it's ok :)
2013-06-25 11:44
Martin Piper

Registered: Nov 2007
Posts: 726
I wonder if anyone used a cart?
2013-06-25 12:01
ChristopherJam

Registered: Aug 2004
Posts: 1409
Wait, what? Deadline's gone?

I got caught by the same midnight confusion :(

Can I send the code as it was earlier today?
2013-06-25 13:14
Martin Piper

Registered: Nov 2007
Posts: 726
Using lossless delta animation each frame was down to about 300 bytes. With the number of frames that meant too much memory. :(
2013-06-25 13:21
The Human Code Machine

Registered: Sep 2005
Posts: 112
There are only 128 frames which will be repeated twice and this should fit into the memory!
2013-06-25 17:14
chatGPZ

Registered: Dec 2001
Posts: 11391
Quote:
Using lossless delta animation each frame was down to about 300 bytes. With the number of frames that meant too much memory. :(

damn, no need to try myself then :) funny enough, i somehow got distracted and caught myself tweaking some old line drawer of mine =P
2013-06-25 18:12
HCL

Registered: Feb 2003
Posts: 728
Haha.. quite funny this. Someone sets up a goal, a bunch of guys aims their weapons, and in the end, hit targets of a great variation more or less far from the goal :D.
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