UCC2013: Final Results!
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Uzebox Code Challenge 2013 Opens!
A little bit over 2 weeks to go. How is everyone getting on ?
- PitfallJones
- Posts: 39
- Joined: Mon Aug 16, 2010 12:01 am
Re: Uzebox Code Challenge 2013 Opens!
Here's my title page:
as you say -- only two weeks to go -- so I've got to knuckle down and finish it now!
as you say -- only two weeks to go -- so I've got to knuckle down and finish it now!
Re: Uzebox Code Challenge 2013 Opens!
Unfortunately, I am in "chop down features to hit the deadline" mode, rather than adding more awesomeness to my entry.
I just hope I have something that will qualify as an entry. My wife is having a baby in 3 weeks, so it's crunch time in another sense as well
I'm excited to see what everyone comes up with though!
Best of luck everyone.
I just hope I have something that will qualify as an entry. My wife is having a baby in 3 weeks, so it's crunch time in another sense as well
I'm excited to see what everyone comes up with though!
Best of luck everyone.
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Uzebox Code Challenge 2013 Opens!
Can someone please check these on real physical hardware.
I have not had time to build one yet.
They both are OK in the emulator, but I did change mode6 a lot along the way.
One of them is testing the text/font output routines and the other is just drawing a lot of rocks on the screen with the new super fast linedraw routines I did.
I have not had time to build one yet.
They both are OK in the emulator, but I did change mode6 a lot along the way.
One of them is testing the text/font output routines and the other is just drawing a lot of rocks on the screen with the new super fast linedraw routines I did.
- Attachments
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- charmapmode6.hex
- (38.31 KiB) Downloaded 369 times
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- ast4.hex
- (38.21 KiB) Downloaded 370 times
Re: Uzebox Code Challenge 2013 Opens!
Both tests work on the hardware I have. Nothing funny going on with the TV screen.
I did have to remove the out of range extraneous zeros at the end of the hex files though.
I did have to remove the out of range extraneous zeros at the end of the hex files though.
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Uzebox Code Challenge 2013 Opens!
Thanks,
I will look into the extra zeros. I suspect it may have something to do with my "sections" to house the tileRam and VRAM.
I know it runs on real hardware. I have got some quick line draw routines. I am pretty confident I can cobble together some game logic in a week
I will look into the extra zeros. I suspect it may have something to do with my "sections" to house the tileRam and VRAM.
I know it runs on real hardware. I have got some quick line draw routines. I am pretty confident I can cobble together some game logic in a week
Re: Uzebox Code Challenge 2013 Opens!
Hi All
As the final week is pretty much upon us, I would like to wish all the participants the best of luck with their entries - looking forward to seeing what you guys/gals have come up with .
Sadly I won't have an entry finished to submit mainly due to:
1) Too many distractions from other things/real life .
2) My son in-law dropped my PC a while back and it was pretty much destroyed, last week I finally got a new replacement PC and just this week I have managed to recover all my work off the hard drive (I did have a backup - though I was unsure how recent it was).
Today I have re-installed/configured my development environment and supporting tools etc. and I'm pretty much back up and running (just a few tweaks to do here and there).
So hopefully in the near future I shall get some work done on the various projects i have on the go and get something out there for you all to have a play with.
Back to the competition - Seeing as I won't be submitting and an entry I have offered my services to Alec/Uze to help out with Judging etc. if he needs a hand with it.
Cheers
Roukan / Jim
As the final week is pretty much upon us, I would like to wish all the participants the best of luck with their entries - looking forward to seeing what you guys/gals have come up with .
Sadly I won't have an entry finished to submit mainly due to:
1) Too many distractions from other things/real life .
2) My son in-law dropped my PC a while back and it was pretty much destroyed, last week I finally got a new replacement PC and just this week I have managed to recover all my work off the hard drive (I did have a backup - though I was unsure how recent it was).
Today I have re-installed/configured my development environment and supporting tools etc. and I'm pretty much back up and running (just a few tweaks to do here and there).
So hopefully in the near future I shall get some work done on the various projects i have on the go and get something out there for you all to have a play with.
Back to the competition - Seeing as I won't be submitting and an entry I have offered my services to Alec/Uze to help out with Judging etc. if he needs a hand with it.
Cheers
Roukan / Jim
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- Posts: 1445
- Joined: Mon Feb 11, 2013 8:08 am
- Location: Brisbane, Australia
Re: Uzebox Code Challenge 2013 Opens!
I've done some more heavy tweaking of Mode6 to include a "Mode 7" trick.
I think I have this "vector" gig sorted now.
Can someone with real hardware please check I have not broken the render engine. As previous it works on the emulator but I don't have HW built yet.
I think I have this "vector" gig sorted now.
Can someone with real hardware please check I have not broken the render engine. As previous it works on the emulator but I don't have HW built yet.
- Attachments
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- CrawlText2.hex
- just about optimized enough
- (43.75 KiB) Downloaded 376 times
- PitfallJones
- Posts: 39
- Joined: Mon Aug 16, 2010 12:01 am
Re: Uzebox Code Challenge 2013 Opens!
That's brillant!
You'll have to post an .uze file for me to test it on real hardware.
If you want to clip the lines here's a good algorithm (although it's a lot slower than not clipping)
http://en.wikipedia.org/wiki/Cohen%E2%8 ... _algorithm
- PJ
You'll have to post an .uze file for me to test it on real hardware.
If you want to clip the lines here's a good algorithm (although it's a lot slower than not clipping)
http://en.wikipedia.org/wiki/Cohen%E2%8 ... _algorithm
- PJ
Re: Uzebox Code Challenge 2013 Opens!
Woa, that's pretty awesome! I confirm it works perfectly on the hardware!