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Posted (edited)

Did you read the footnotes? 

 

(*) 128b intro - ASM gods only.

 

I'm definitely out :D... but I will cheer for you and the lynx ;)

 

Edited by LordKraken
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I'm confused... on the first page it says 128 bytes, then on the next page it says "no file size limit."

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This 128 bytes is insane! @sage and I thought we were hard-core developers when we wrote games for a 1024 byte competition. Available on Lynx Reloaded. My Ottelo entry even had AI built in. So I bet it was able to beat any average Othello player.

 

In a way I would like to participate in this 128 byte competition too. The only problem is that the encrypter creates multiples of 52 bytes. Not good. The only solution is to have a single block bootblock followed by 128-52-1 bytes.

 

Fortunately there is plenty of time as the deadline is on Thursday. Now I just need to figure out a game that can be coded in no space at all...

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This is crazy.

 

The encrypted 52 + 1 byte bootloader.

000200  1  78           sei
000201  1  D8           cld
000202  1  A2 FF        ldx #$FF
000204  1  9A           txs
000205  1  A9 0C        lda #$C
000207  1  8D F9 FF     sta MAPCTL
00020A  1
00020A  1  E8           inx
00020B  1  AD B2 FC     rloop1: lda RCART0      ; read a byte from the cart
00020E  1  9D 00 04     sta SUZYINIT,X       ; EXE[X] = a
000211  1  E8           inx             ; x++
000212  1  D0 F7        bne rloop1      ; loops until x wraps
000214  1
000214  1  4C 0E 04     jmp EXE
000217  1
000217  1  00 01 08 09  .byte $00,$01,$08,$09,$20,$28,$30,$38,$44,$50,$8a,$8b,$8c,$92,$93
00021B  1  20 28 30 38
00021F  1  44 50 8A 8B
000226  1  9E 18 68 1F  .byte $9e,$18,$68,$1f,$00,$00,$00,$00,$00,$ff,$1a,$1b,$04,$0d,$29
00022A  1  00 00 00 00
00022E  1  00 FF 1A 1B
000235  1  00 00 00     .byte $00,$00,$00

The stuff after the jump is the data I need for initializing Mickey.

 

Then we have the game:

000400  1  28 2A 04 06  SuzyInitReg:    .byte $28,$2a,$04,$06,$92,$83,$90
000404  1  92 83 90
000407  1  7F 7F 00 00  SuzyInitData:   .byte $7f,$7f,$00,$00,$24,$f3,$01
00040B  1  24 F3 01
00040E  1
00040E  1               ; Init Mickey
00040E  1
00040E  1  A2 0E            ldx     #14
000410  1  BC 17 02     mloop:  ldy     $0217,x
000413  1  BD 26 02         lda     $0226,x
000416  1  99 00 FD         sta     $fd00,y
000419  1  CA               dex
00041A  1  10 F4            bpl     mloop
00041C  1
00041C  1               ; Init Suzy
00041C  1
00041C  1  A2 06            ldx     #6
00041E  1  BC 00 04     sloop:  ldy     SuzyInitReg,x
000421  1  BD 07 04         lda     SuzyInitData,x
000424  1  99 00 FC         sta     $fc00,y
000427  1  CA               dex
000428  1  10 F4            bpl     sloop
00042A  1

Now I have barely initialized the CPU, Mikey and Suzy. And spent 95 bytes for nothing. The palette is still random. And I have just 33 bytes left.

 

If I set up the palette it leaves me 1 byte for the game.

 

Have I misunderstood the rules? Or should I expect that the ROM has already intialized the chips to a decent state?

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Posted (edited)

From the rules of 128b intro :

Quote

Maximum file size is 128 bytes for DOS and other platforms/formats which do not require an executable header. For other platforms, standard header size does not count towards the 128 byte limit. However, using the header to store custom code/data is not allowed.

 

Edited by Fadest

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Posted (edited)
4 hours ago, karri said:

This 128 bytes is insane! @sage and I thought we were hard-core developers when we wrote games for a 1024 byte competition. Available on Lynx Reloaded. My Ottelo entry even had AI built in. So I bet it was able to beat any average Othello player.

 

In a way I would like to participate in this 128 byte competition too. The only problem is that the encrypter creates multiples of 52 bytes. Not good. The only solution is to have a single block bootblock followed by 128-52-1 bytes.

 

Fortunately there is plenty of time as the deadline is on Thursday. Now I just need to figure out a game that can be coded in no space at all...

Karri, the code must not be larger then 128  bytes. I submitted the pure binary w/o BLL header of 128 bytes and one w/ for handy as well as a one lnx.

BTW they  have also a 256 bytes compo

 

Edited by 42bs

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Posted (edited)

My understanding (and challenge) is that we can assume the state of the Lynx after the ROM did load the bootsector. Sure, this is unfair compared to an Atari ST, where the palette is set. But that is the challenge 😀

Edited by 42bs

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Karri, yes, Mikey and Suzy init hurts.

But, check out the ROM, at least Mikey has a minimal setup!

And, you might want avoid interrupts.

 

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_But_ beware: Testing on Lynx is mandatory. Just extended Plasma3 and tested it an hour long on Handy just to discover: It does not work on the real thing: FD94/FD95 is write only but on real hardware. :(

 

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Arg, need to squeeze 10 bytes out of my 256b entry (well, 249 as it is Lynx) to get nice colors :( Though, green is also a nice color 🙂

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256b entry submitted, time to relax and flush my brain from thinking about how to get an extra free byte here or there 🙂

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Great! I decided to skip the competition. Instead I modded a 2.8" display with shattered glass, an old 1st generation PiZero with broken SD card socket + a DIY cardboard Bluetooth speaker with a broken Bluetooth. The result was a stylish MP3 player.

 

IMG_20200513_203626.thumb.jpg.3ad3bb7c2f97c319757711ae3fc80c87.jpg

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Great. That's recycling at its best!

 

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Oh awesome! I only had a quick look and didn't see it, thanks for the links! I'll add these to the Atari Gamer database soon too. I like the game of life demo, very nice!

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Both entries are an amazing display of asm wizardry. My hat is off for @42bs

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17 minutes ago, karri said:

Both entries are an amazing display of asm wizardry. My hat is off for @42bs

Thanks Karri. Acutally, size limited programming has the advantage that I do not have to think about a lot of GFX and most importantly music.

 

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