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4K Short'n'Sweet game contest


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#101 Vorticon OFFLINE  

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Posted Tue Jan 9, 2018 3:00 PM

 

So what do you think the next step(s) would be? Once you've filled that 760 bytes, do you save that chunk of code as a reloadable data source, then start again on a new chunk of code? So you might end up with (say) 4 chunks of 760 bytes that you load up that you then piece together with CALL LINK in TI-BASIC?. Or do you take all the opcodes & end up combining them all in a bunch of DATA/CALL LOAD (ie POKE) TI-BASIC commands until you filled as much of the 4k MM as possible? 

 

Always wondered how you could fill the 4k with LBLA.

 

Nope, the entire program will have to fit in 760 bytes :) That's my goal. While it sounds like a minuscule amount of memory, assembly language can be pretty efficient and compact and so you can do a surprising amount with that. As I had stated earlier, it does force you to get into a different mindset than when you are programming under the EA environment, and that's the attraction for me. We shall see if I can overcome that challenge in the end!



#102 palmheads OFFLINE  

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Posted Tue Jan 9, 2018 3:34 PM

 

Nope, the entire program will have to fit in 760 bytes :) That's my goal. While it sounds like a minuscule amount of memory, assembly language can be pretty efficient and compact and so you can do a surprising amount with that. As I had stated earlier, it does force you to get into a different mindset than when you are programming under the EA environment, and that's the attraction for me. We shall see if I can overcome that challenge in the end!

 

Thats gonna be impressive!

 

Some quite good games were developed for the 1k ZX81 like the still talked about 1k chess - 


Edited by palmheads, Tue Jan 9, 2018 3:36 PM.


#103 Vorticon OFFLINE  

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Posted Tue Jan 9, 2018 6:50 PM

I certainly could not compete with that level of wizardry, but would have loved to have the extra 264 bytes for use!

#104 sometimes99er OFFLINE  

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Posted Sat Jan 13, 2018 5:06 AM

I've got several game project candidates for this contest. I hope to enter with at least one game. I'm working mostly on one specifically, but then progress hasn't been all that great.

:)



#105 speccery OFFLINE  

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Posted Sat Jan 13, 2018 5:56 AM

I only yesterday discovered this contest, this was until the end of March, right? So still time to put something together. The 4K limit sounds very decent, I think Ill try to do something that would only need the RAM of the mini memory. Obviously could be linked to other addresses as well.

Edited by speccery, Sat Jan 13, 2018 5:57 AM.


#106 sometimes99er OFFLINE  

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Posted Sat Jan 13, 2018 6:18 AM

I only yesterday discovered this contest, this was until the end of March, right?

 

Yes. And the contest officially started December 25th. Acc. post #46.
  

The 4K limit sounds very decent, I think Ill try to do something that would only need the RAM of the mini memory. Obviously could be linked to other addresses as well.

 

Yes, 4K, all in all, is the limit, that's RAM+ROM+GROM etc <= 4K. You can of course utilize the standard console's built-in Scratch-Pad, VRAM, ROM and GROM.
 
:)


Edited by sometimes99er, Sat Jan 13, 2018 2:55 PM.


#107 retroclouds OFFLINE  

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Posted Sun Jan 14, 2018 2:45 PM

I have the title screen music in place (which I shamlesly copied from a post by OLD CS1, I apologize for that). 

 

Today I started working on code optimization because ofcourse it needs to fit in 4K - which in our world means 4000 bytes right, not 4096 bytes?).

Basically I broke my spectra2 library in multiple modules and by using conditional expressions in the xas99 assembler, I can include only the parts I need.

Also added a preprocesor bash script which does some useful stuff for me.

 

Long story short; I went from 5740 bytes to 4650 bytes in code size.

So the good news is that I was able to save 1090 bytes. The bad news is that I'm still 650 bytes above the 4K barrier. 

I still have 4 more routines I can move to modules and exclude, so there is still hope  ;)

 

Also have to add some basic sound effects and some more bug-fixing to do.


Edited by retroclouds, Sun Jan 14, 2018 2:46 PM.


#108 Tursi OFFLINE  

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Posted Sun Jan 14, 2018 3:14 PM

No, 4k is 4096 bytes. They only started rounding to powers of ten when hard drives needed to sound bigger. ;)


Edited by Tursi, Sun Jan 14, 2018 3:15 PM.


#109 mizapf OFFLINE  

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Posted Sun Jan 14, 2018 3:23 PM

I'm pretty sure it was at the time of 512M hard disks, when all of a sudden, 535M drives were available for the same price.



#110 sometimes99er OFFLINE  

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Posted Sun Jan 14, 2018 4:06 PM

I got a bunch of sprites and player movement in place. Going back and forth a bit, trying to find the best and/or lowest number of control variables (for game logic). I'm at less than 15% of the 4K (ROM only). Maybe I'll use the standard character set. Will have to add a few sound effects. May compress the graphics. Title screen may only consist of name of game and created by. Music is unlikely. If I get it working at, let's say 60%, I will probably try and add stuff to get closer to 100% (something I usually do not do).
 
:)

 






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