Under Water Challenge - closed

by snout on 16-05-2004, 01:57
Topic: MRC
Tags: Challenges
Languages:

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 Fish

  • Created 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 Fish

  • Created 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-scroller03 - Kobashi

  • Created 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' Breathe

  • Created by: André van Herk  

Programming language: NestorBASIC/NestorPreter  

System requirements: MSX2+ (turboR recommended)  

Received: 14-05-2004  

Description: An unfinished game inspired by Mario brothers05 - Grijander Water

  • Created by: Maso Jose  

Programming language: Assembly  

System requirements: MSX1, 32kB RAM  

Received: 15-05-2004  

Description: A TMS9918A benchmark06 - Shark

  • Created 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 Water

  • Created 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 parts08 - Madfish

  • Created 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 spacebar09 - Coral 2

  • Created 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-Sub

  • Created 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 game11 - Pengu Racer

  • Created 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?

Comments (10)

By [D-Tail]

Prophet (3142)

[D-Tail]'s picture

16-05-2004, 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... Wink But that wasn't a demo, to be honest (hence the 18th place Big smile)

By BiFi

Prophet (3142)

BiFi's picture

16-05-2004, 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.

By BiFi

Prophet (3142)

BiFi's picture

16-05-2004, 09:52

btw, it's Infinite. Not Infitine.

By Abi

Champion (441)

Abi's picture

16-05-2004, 20:48

Great work all!!!

By Grauw

Paladin (1010)

Grauw's picture

16-05-2004, 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 Smile).

~Grauw

By wolf_

Ambassador (5677)

wolf_'s picture

17-05-2004, 00:15

yeah.. lots of free time ^^; ... think summer holidays or xmas holidays ..

By MicroTech

Master (220)

MicroTech's picture

17-05-2004, 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.

By pitpan

Paragon (2037)

pitpan's picture

17-05-2004, 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.

By MicroTech

Master (220)

MicroTech's picture

17-05-2004, 14:45

> It is really cool to see the fish animated in 3D moving around!
I'm happy to know it is appreciated Smile

> 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 Wink

> 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)

By BiFi

Prophet (3142)

BiFi's picture

17-05-2004, 19:33

Coral 2 requires 96 KB RAM, so at least 128 KB is required.
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