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| | Under Water Challenge - closed |
| | Sunday, May 16, 2004 - 01:57 Submitted by: snout Topic: Challenges | | On March 29th we started the second MSX Resource Center development contest: the Under Water Challenge. Now, only six weeks later, this challenge has come to an end. As was the case with the Snowfall Challenge, the MSX community showed what they are capable of once again, with a grand total of 11 entries. It was very cool to have a look at all of them. If you had a look at one or more of them as well, don't hesitate to let us (and thus the developers) know what you think of it!
For your convenience, here is the complete list of all submitted entries:
01 - Dope FishCreated by: Sjoerd Lammertsma
Programming language: BASIC
System requirements: MSX2 and Moonsound
Received: 02-05-2004
Description: A dope fish and a weird OPL4 tune! 02 - Farting FishCreated by: Jussi Pitkänen
Programming language: Assembly
System requirements: MSX1, 32kB RAM
Received: 09-05-2004
Description: A demo with 3 parts: Bars with bubbles, Plasma and a Picture with a text-scroller 03 - KobashiCreated by: Vincent van Dam
Programming language: Assembly
System requirements: MSX1, 16kB RAM
Received: 12-05-2004
Description: A game for one or two players; eat as much as you can! 04 - Blub 'n' BreatheCreated by: André van Herk
Programming language: NestorBASIC/NestorPreter
System requirements: MSX2+ (turboR recommended)
Received: 14-05-2004
Description: An unfinished game inspired by Mario brothers 05 - Grijander WaterCreated by: Maso Jose
Programming language: Assembly
System requirements: MSX1, 32kB RAM
Received: 15-05-2004
Description: A TMS9918A benchmark 06 - SharkCreated by: David Heremans
Programming language: Assembly
System requirements: MSX2, 128kB RAM
Received: 15-05-2004
Description: A start of a remake of the arcade game 'Blue Shark' 07 - Team Bomba Under WaterCreated by: Team Bomba
Programming language: Assembly
System requirements: MSX2, GFX9000 (Moonsound with 256kB SRAM and Harddisk, CompactFlash or Ramdisk recommended)
Received: 15-05-2004
Description: A GFX9000 demo, consisting out of two parts 08 - MadfishCreated by: Marco Rossin and ICE
Programming language: ASCII C
System requirements: turboR
Received: 15-05-2004
Description: Watch or control the fish with cursors and spacebar 09 - Coral 2Created by: Infinite
Programming language: Assembly
System requirements: MSX2, Moonsound with 512kB Sample RAM
Received: 15-05-2004
Description: A trackmo for MSX. he main part of this production is the song. The graphics are there to add some extra's to the atmosphere. 10 - N-SubCreated by: Ricardo Bittencourt and Cyberknight
Programming language: Assembly
System requirements: MSX1, 64kB RAM, MSX-DOS
Received: 15-05-2004
Description: An MSX port of the classig SEGA game 11 - Pengu RacerCreated by: Benno van den Boogaard and Bas Wolvers
Programming language: BASIC
System requirements: MSX1
Received: 16-05-2004
Description: Collect the fish before your time runs out! We recommend you to download them all and have a look on 11 different interpretations of one theme: Under water. We will get back to you soon, to announce you who will be the main juror of this challenge and which entries have won which prizes. Will you join in next time as well? |
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| By [D-Tail] on May 16 2004, 03:09 | It depends if I join next time, mostly on the spare time available... At the moment I'm really busy studying, so BnB rolled through the May holidays. At that moment, I had some spare time, which I almost entirely devoted to BnB/MRC UW Challenge. As for the snowfall 'demo', that was hacked into oneanother in mere two hours... But that wasn't a demo, to be honest (hence the 18th place )
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| By BiFi on May 16 2004, 08:11 | 11 entries to the Under Water Challenge. All of them very different in ideas and approach. Well done to all people and groups who have submitted an entry. They're all very inspiring and it's great to show how MSX still is an inspiring computer.
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| By BiFi on May 16 2004, 09:52 | btw, it's Infinite. Not Infitine.
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| By Abi on May 16 2004, 20:48 | Great work all!!!
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| By Grauw on May 16 2004, 22:10 | So... a fair number of entries after all! 11 is not half bad, not at all! I definately think you can call this challenge a success again! Looking forward to the next one (might want to plan it around some free time though ).
~Grauw
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| By wolf_ on May 17 2004, 00:15 | yeah.. lots of free time ^^; ... think summer holidays or xmas holidays ..
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| By MicroTech on May 17 2004, 11:43 | Great works! These challenges are very stimulating.
I wish to make a clarification: MadFish was compiled with ASCII C Compiler v.1.2, not Assembly.
Moreover it was completely developped without MSX... only with emulators.
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| By pitpan on May 17 2004, 12:20 | It is really cool to see the fish animated in 3D moving around! I would like to zoom it a bit more, to get a more close view, but I suppose that this would make it too slow.
Wouldn't it be faster in SCREEN 5 sacrifiying the kitty background?
Regards,
Ed Robsy
P.S: by the way, does the ASCII C compiler use the MUL instructions of the R800 CPU? I think that they would boost the performance of such 3D calculations.
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| By MicroTech on May 17 2004, 14:45 | > It is really cool to see the fish animated in 3D moving around!
I'm happy to know it is appreciated 
> I would like to zoom it a bit more, to get a more close view
E3D supports camera translations and rotations but in MADFISH it was not required.
> but I suppose that this would make it too slow.
Polygon interpolation is made in C and calculations are 16bits wide... perhaps using Assembly and 8bits math... perhaps next challenge 
> Wouldn't it be faster in SCREEN 5 sacrifiying the kitty background?
Maybe, I didn't appreciate speed difference between screen 5,7 or 8.
> P.S: by the way, does the ASCII C compiler use the MUL instructions of the R800 CPU?
No, custom multiplication function is called wherever 32bit results are required.
> I think that they would boost the performance of such 3D calculations.
MUL HL,BC is used, thanks.
Best regards
Marco Rossin (MicroTech)
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| By BiFi on May 17 2004, 19:33 | Coral 2 requires 96 KB RAM, so at least 128 KB is required.
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