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-scroller

03 - 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 brothers

05 - Grijander Water

  • Created by: Maso Jose
    Programming language: Assembly
    System requirements: MSX1, 32kB RAM
    Received: 15-05-2004
    Description: A TMS9918A benchmark

06 - 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 parts

08 - 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 spacebar

09 - 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 game

11 - 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]

Ascended (8263)

[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

Enlighted (4348)

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

Enlighted (4348)

BiFi's picture

16-05-2004, 09:52

btw, it's Infinite. Not Infitine.

By Abi

Hero (604)

Abi's picture

16-05-2004, 20:48

Great work all!!!

By Grauw

Ascended (10860)

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_ (10157)

wolf_'s picture

17-05-2004, 00:15

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

By MicroTech

Champion (389)

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

Prophet (3158)

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

Champion (389)

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

Enlighted (4348)

BiFi's picture

17-05-2004, 19:33

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