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Old 16 April 2016, 08:56   #21
Knocker
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I remember a Swedish magazine had a competition on who could write the shortest Snake ("masken") game in C64 BASIC. Winning entry was like 100 bytes, and it was totally incomprehensible (to me). Wouldn't be very useful but maybe something to try?
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Old 16 April 2016, 15:33   #22
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Somebody may try to get the better results for Amiga in a mathematical demo - http://litwr2.atspace.eu/pi/pi-spigot-benchmark.html
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Old 21 April 2016, 23:26   #23
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Somebody may try to get the better results for Amiga in a mathematical demo - http://litwr2.atspace.eu/pi/pi-spigot-benchmark.html
Looks easy enough.
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Old 21 April 2016, 23:31   #24
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Looks like the Vampire 2 should have a (top)place in that list.
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Old 23 April 2016, 07:50   #25
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How to get the maximum speed with A500 (A1200)? For example, c64 is 5% faster in the screen off mode...
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Old 23 April 2016, 10:08   #26
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How to get the maximum speed with A500 (A1200)?
Turn off all interrupts and DMA
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Old 23 April 2016, 11:59   #27
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Turn off all interrupts and DMA
I use the raster interrupts to measure time ---the ToD of A500 has problem with MSB.
How to disable DMA?
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Old 23 April 2016, 12:38   #28
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How to disable DMA?
By doing something like this :
Code:
 move.w #$7fff,$dff096
But i don't recommend it to gain cpu cycles - might give deceiving results (= no gain at all).
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Old 25 April 2016, 13:53   #29
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Yay, a competition! Competitions are fun.

Regarding the interrupt/DMA issue: Usually such a competition comes with a testing harness that measures the speed of the solution and tests its correctness. If relevant, this code would turn off interrupts and DMAs to provide a well-defined test metric.
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Old 29 April 2016, 22:14   #30
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So, what's to be programmed, then?
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Old 29 April 2016, 22:41   #31
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So, what's to be programmed, then?
1080p h.264 realtime decode on unexpanded A500
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Old 30 April 2016, 08:33   #32
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1080p h.264 realtime decode on unexpanded A500
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Old 30 April 2016, 16:04   #33
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1080p h.264 realtime decode on unexpanded A500


Anyway, in all seriousness, what's it going to be?
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Old 30 April 2016, 16:25   #34
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Anyway, in all seriousness, what's it going to be?
I'd vote for something that's useful (i.e. not just a demo) and hasn't been done a thousand times (i'm tired of these c2p contests).
Perhaps taking some C code which takes too much time and optimise that in ASM to make it more usable.
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Old 30 April 2016, 16:51   #35
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I don't see anything more interesting and useful to do than a 2D general purpose game engine.
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Old 30 April 2016, 18:21   #36
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I don't see anything more interesting and useful to do than a 2D general purpose game engine.
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Too complicated for a small quick competition.

I think Meynaf's idea is good

It has to be some short and simple "routine", that lends itself to be coded, optimised, improved, and easily "judge-able"
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Old 30 April 2016, 22:20   #37
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I'd vote for something that's useful
High precision floating point routines are interesting.
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Old 01 May 2016, 02:07   #38
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Smallest or fastest decompressor of a given LZ-like compressor?
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Old 01 May 2016, 05:37   #39
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Smallest or fastest decompressor of a given LZ-like compressor?
Perhaps something custom, like LZ variant + arithmetic coding. Both compressor and de-compressor.

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i'm tired of these c2p contests
Yes, but how about a very small c2p that's fast? Some small code that generates full c2p code?
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Old 01 May 2016, 06:26   #40
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We could start with something far less ambitious while we see if the concept of a coding competition here works.

That way if this concept falls flat people don't waste heaps of time on something that didn't pan out.

If it works out with something simple, we can run through lots of those good ideas.
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