RottoprojoXL by JAC! [web]
>>> RottoprojoXL - Players and Missles Dot Cube in 254 bytes <<< (c) 2011-05-23 by JAC! of WUDSN I coded this one to prove that I'am absolute bad in many things... ... design, graphics, sound, cooking, ... ... but hell I do know size coding on Atari ;-) Based on the awesome code by Skate / Plush. Man you rule! Related to: Rottoprojo64 Coder Pron http://www.pouet.net/prod.php?which=56981 When I first saw Skate's prod I simply could not believe it. He did in 256 bytes what I had always planned for 512, one day, maybe. Later he posted the following and then I could not stop my synapses anymore. [quote] I'll give you a nice example on how multiplatform 128b/256b or any similar size competition doesn't make sense at all. Here is my recently releases c64 256b (254 actually) cube rotation effect: http://www.pouet.net/prod.php?which=56981 And here is the Atari 800 XL/XE port: http://www.akaydin.com/atari/codes/skate/previews/rottoprojo800.zip Both machines are 6502 based and core code is exactly the same. But because of the c64 and atari sprite structure differences actually sprites are called players & missiles on Atari platform) Atari version is 384 bytes at the moment. It can be optimized but i don't think i will ever be able to reach 256 bytes. I'll try using graphic modes but i don't think it will help so much. [/quote] For three days I could not stop arranging the bytes in my head. Over and over again. Now I'm released from this pain. Phew. This version also has some "sound", "sync" and "colors" and I kept the original file size despite of my lovely 6 bytes Heather. With the optimizations contained here, the core of the computation is down to 170 bytes. So a C64 version would be much smaller but I'm preparing something that will beat it anyway ;-) Created using WUDSN IDE, visit http://www.wudsn.com for more.
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