ECE291 Computer Engineering II Lockwood, Spring 1998

Machine Problem 4: Grading Report

Please print this page and provide it to the TA when you demonstrate your machine problem. When you submit this, the TA should: check your solutions, ask a random question that tests your understanding of the MP, assign points for each item on the list, assign bonus/penalty points, and provide the floppy for electronic handin. This page should be stapled to the front of your MP4 assignemnt.

Name: 
Date Submitted: 
Demo To:  Graded By: 
Handin to floppy 
Score recorded 
Gold Star
Programming Excellence


Notes:

 

Procedures Points Min Max
LoadPCX
  • Loads a PCX image and saves it to the input segment.
  • 'MP4 1' could be used to test this procedure.
  0 5
InstKey / MyKeyInt / DeInstallKey
  • Sets all specified keyboard variables to their appropriate values when the correct button is pressed.
  • 'MP4 0' should be used to test this procedure.
  • All combinations of two simultaneous button presses should be supported.
  • When program execution is complete, keyboard control should be restored to the default interrupt.
  0 10
SetUpGameData
  • The correct values should be placed into the specified variables at startup.
  • Loads all necassary images.
  • Initial player position and heading are correct.
  0 5
ShowScreenBuffer
  • Writes directly to the screen.
  • Clears the ScreenBuffer.
  • String opcodes are used to transfer data.
  • 32-bit registers are used for optimal efficiency.
  0 5
WorldValue
  • Returns the value of the wall cell found at the input location.
  0 5
DrawStrip 
  • Places a vertical texture strip, centered about Y=100, iinto the ScreenBuffer.
  • The top and bottom of the strip are clipped correctly.
  • 'MP4 2' can be used to test this procedure.
  • The call to your DrawStrip should look identical to the library.
  0 10
CalculateMovement
  • Outputs the correct Delta_X, Delta_Y, and view_angle based on the state of the keyboard variables.
  • The following criteria must be met:
    • Shift in combination with any button performs a fast move. No shift, slow moves.
    • Left Alt in combination with the Left Arrow or Right Arrow causes you to strafe.
    • View_angle is changed first, then deltas are calculated using this new heading.
    • You should always appear to be moving at the same speed. (Variations due to changes in the frame rate are acceptable)
    • Support is provieded for all key combinations.
    • You must leave the FPU stack in the same state that you found it. (Pop off the last value you used on the FPU stack.)
  • 'MP4' should be used to test this procedure.
  • You should appear to go straight ahead no matter what the view_angle is.
  0 10
ProcessMovement 
  • Modifies Player_X and Player_Y if the move was valid.
  • This procedure should perform the bounds checking so that you don't walk through walls.
  • The player should remain a distance of at least WALLBUFFER away from all walls.
  • The player should be able to walk through doors and open space.
  • Wall sliding is allowed. (No sticky walls)
  • A move into a wall leaves you exactly WALLBUFFER units away from the wall cell.
  0 10
Checkpoint 1 : Functionality SubTotal
Initial each finished procedure with "CP1"
  0 30
Checkpoint 1 Late Penalty 
After 5pm, Friday 4/3/98: -10 pts/weekday 
  -30 0
Checkpoint 1 : Total (record as MP4)   0 30
Performance
Determined upon submission of checkpoint 2
  • The frame rate of the spinning ECE291 logo gives a good indication of the overall speed of your code.
  • Running 'MP4 3' and pressing F2 will display your frame rate.
  • Points:
    • 10% or more faster than crippled library code: 5 points.
    • As fast as library code: 4 points
    • Within 90% as fast as library code: 3 point.
    • Within 50% as fast as library code: 2 point
    • Within 10% as fast as library code: 1 point
    • Incomplete or non-functional routine: 0 points
  • Maximum Frame Rate of library code on current machine: __________
  • Maximum Frame Rate of you code on the current machine:__________
  • Percent difference between yours and ours:_________
  0 5
Checkpoint 2 : Functionality SubTotal
Initial each procedure as "CP2"
Include points for performance
BE SURE THAT POINTS ARE NOT COUNTED TWICE
  0 35
Comments (* percentage of code written) 
  • Clear and precise line & procedure comments 
    (describes all major routines and any additional routines): -0 
  • Sports Announcer comments (line-by-line): -1 
  • Unclear comments: -1 
  • Sparse comments: -3 
  -5 0
Technique & Style (* percentage of code written)
  • Compact and Efficient code: -0 
  • Contains repeated code (lacks loops): -3 
  • Makes poor use of registers and/or variables: -2 
  -5 0
I/O Specs & Modularity (* percentage of code written) 
  • Violates specifications for given subroutines: -5 
  -5 0
Checkpoint 2: Penalty/Bonus 
Before 5pm, Wednesday 4/8/98: +1 pt/weekday
After 5pm, Wednesday 4/8/98: -10 pts/weekday 
  -35 +5
Checkpoint 2 : Total (record as MP5)   0 40
Total
= MP4 + MP5
Not explicitly recorded in gradebook.
  0 70