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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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2013-06-06 04:43
Cruzer

Registered: Dec 2001
Posts: 1048
Quoting Bitbreaker
Now i am just pondering what i shall do with my $1800 free bytes, add music? 8-)
Is it oneframed yet? Otherwise free bytes can always be used for optimizations. :)
2013-06-06 06:36
Bitbreaker

Registered: Oct 2002
Posts: 508
Quote: Quoting Bitbreaker
Now i am just pondering what i shall do with my $1800 free bytes, add music? 8-)
Is it oneframed yet? Otherwise free bytes can always be used for optimizations. :)


It is doublebuffered, fast and fully functional, and it is $1a00 free bytes meanwhile :-) However the biggest free block is somewhat around $800 bytes, the rest is spread all over. So far i can't see any possibility to improve speed by more memory usage. To do so, i'd need a few more pages of zeropage :-) Code unrolling will make things slower, so will do the introduction of lookup tables. I really wasted big amounts of mem for aligned and interleaved stuff though.
2013-06-06 06:47
Hein

Registered: Apr 2004
Posts: 954
Quote: It is doublebuffered, fast and fully functional, and it is $1a00 free bytes meanwhile :-) However the biggest free block is somewhat around $800 bytes, the rest is spread all over. So far i can't see any possibility to improve speed by more memory usage. To do so, i'd need a few more pages of zeropage :-) Code unrolling will make things slower, so will do the introduction of lookup tables. I really wasted big amounts of mem for aligned and interleaved stuff though.

what cruzer is trying to say is that he's almost having it oneframed. :)
2013-06-06 07:03
Bitbreaker

Registered: Oct 2002
Posts: 508
aka animated? ;-)
2013-06-06 13:24
Cruzer

Registered: Dec 2001
Posts: 1048
Quoting Hein
what cruzer is trying to say is that he's almost having it oneframed. :)
Most definitely, and I don't even know what to use the remaining 17000 cycles each frame for. ;)
2013-06-06 13:42
Bitbreaker

Registered: Oct 2002
Posts: 508
Is it in nufli quality?!
2013-06-06 15:23
ChristopherJam

Registered: Aug 2004
Posts: 1409
If it is, it better only be used for anti-aliasing. The rules clearly state that "background is white, foreground is dark red" ;)
2013-06-06 16:37
algorithm

Registered: May 2002
Posts: 705
Not looked at it. But how many frames of animation in data.bin?
2013-06-06 16:46
Bitbreaker

Registered: Oct 2002
Posts: 508
there are 128 frames in there.
2013-06-06 17:47
Hein

Registered: Apr 2004
Posts: 954
Quote: Quoting Hein
what cruzer is trying to say is that he's almost having it oneframed. :)
Most definitely, and I don't even know what to use the remaining 17000 cycles each frame for. ;)


Fill them up with memory?
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