1799 lines
88 KiB
Plaintext
1799 lines
88 KiB
Plaintext
Start.of.DemoNews.076=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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______/\___________________________
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DemoNews Issue #76 \____ \ ________ _ _ ______ \
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December 25, 1994 -- December 31, 1994 / | \ _) \ \_/ \ | \
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/ | \ \ | \ | \
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DemoNews is a weekly publication for \_____ /_______/___| /________/
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the demo scene. It is produced at the ===\_____/============|____/==========
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Internet FTP site ftp.eng.ufl.edu __ ________________ ___ /\_______
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(aka HORNET). This newsletter focuses / \| \ ________ | \/ ______/
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on many aspects of demos and demo- / \ \ _) \ | \______ \
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making. Everyone is welcomed to / \ \ /~\ \ / \
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contribute articles, rumors, and \____\_____/_______/_________/________/
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advertisements. ==============================[+tZ^]===
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<< Christopher G. Mann [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu >>
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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SIZE: 91,633 SUBSCRIBERS: Last week: 1020 This week: 1075 Change: +55
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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Section 1.......Standard Information --> Who Are We?
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Section 2....................General --> General Comments by Snowman
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Interview with EMF
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DemoNews Readers Write
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Kimba's Life Story
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Section 3..................Editorial --> X-Mas in the Demo Scene
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Section 4......DemoNews Advancements --> CORE, Demo & Music Database
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DemoNews Readers Write
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Section 5..................Partyline --> The Party 1994
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Section 6................New Uploads --> New Files for the Week
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Section 7...........Musicians Corner --> Interview with Purple Motion/FC
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Interview with Krystall / Astek
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Common Sence ][ by PeriSoft
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Section 8..............Coders Corner --> Its X-Mas in Africa
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Interview with Maxwood/Majic 12
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Assembly Part ][ by Jason Nunn
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Section 9.............Artists Corner --> Common Sence Response by Stony
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Section 10.............Advertisements --> Triplex BBS
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Data Connection BBS
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Section 11................Back Issues --> How to get 'em
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Section 12...........Closing Comments --> Quote for the Week
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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(Section 1) .oOOOo. o o
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o o O O
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O. O o o
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`OOoo. oOo o o
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`O o .oOoO' 'OoOo. .oOoO .oOoO' `OoOo. .oOoO
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o O O o o O o O O o o o O
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O. .O o o O O o O o o O O O o
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`oooO' `oO `OoO'o o O `OoO'o `OoO'o o `OoO'o
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ooOoOOo .oOo
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O O o
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o o O
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O OoO oOo
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o 'OoOo. o .oOo. `OoOo. `oOOoOO. .oOoO' o O .oOo. 'OoOo.
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O o O O O o o O o o O o O o O o o O
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O O o o o O O o O O o O o O o O O o
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ooOOoOo o O O' `OoO' o O o o `OoO'o `oO o' `OoO' o O
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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The name "HORNET" refers to several things. First, it is the name of a
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demo FTP site on Internet (hornet.eng.ufl.edu). Second, it is a group of
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people who help to manage files, write articles for DemoNews, and contribute
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various other things. In this respect, HORNET could also be considered a
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demo group in the literal sense.
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"DemoNews" is a weekly newsletter containing information on various
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aspects of the demo scene, including but not limited to: coding, music,
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graphics, and design. We have a regular staff that puts this newsletter
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together, but everyone is encouraged to contribute articles.
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Site Name : HORNET
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Address : hornet.eng.ufl.edu (128.227.116.7)
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Location : Florida, USA
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System E-Mail : dmw@eng.ufl.edu or
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r3cgm@dax.cc.uakron.edu
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<There are currently 10 active demo-operators for this site>
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/ Christopher G. Mann -- COORDINATOR -- r3cgm@dax.cc.uakron.edu \
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|Jeff (White Noise) WEBMASTER | MUSICOP Ryan Cramer|
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|Kim Davies DNDISTRO | CODEOP Grant Smith (Denthor)|
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|Mike DREVIEW | CARTICLE Dee-Cug (Jason Nunn)|
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|Brenton Swart (Zenith) DREVIEW | CREVIEW David Thornley (Metal)|
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|Burning Chrome DEMOBOOK | ARTOP Stony|
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\ /
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<There are currently 7 other FTP sites that mirror HORNET>
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/ \
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|FTP Name IP Address Country Base Directory |
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|-------------------- -------------- --------- --------------------|
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|ftp.uwp.edu 131.210.1.4 USA /pub/msdos/demos |
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|*ftp.luth.se 130.240.18.2 SWEDEN /pub/msdos/demos |
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|ftp.sun.ac.za 146.232.212.21 S. AFRICA /pub/msdos/demos |
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|ftp.uni-erlangen.de 131.188.2.43 GERMANY /pub/pc/msdos/demos |
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|ftp.uni-paderborn.de 131.234.10.42 GERMANY /pub/msdos/pc-demos |
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|*ftp.cdrom.com 192.216.191.11 USA /pub/demos |
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|freedom.wit.com 144.92.88.30 USA /systems/ibmpc/demos|
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\ /
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*Site mirrors the /incoming directory
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[SUBSCRIBING TO DEMONEWS]
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You can subscribe to this newsletter by mailing listserver@oliver.sun.ac.za
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and putting "subscribe demuan-list your_real_name" in your message.
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The listserver sends out this newsletter every SUNDAY morning. Kim Davies
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is the keeper of the listserver. If you have any questions about
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subscribing to DemoNews, you can reach him at kimba@it.com.au
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For those who use the GUI environment check out our DN.HMTL in the
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/demos/news directory. The URL is ftp://ftp.eng.ufl.edu/demos/news/DN.HTML
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.oOOOo. o
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.O o O
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o o
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O O
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O .oOOo .oOo. 'OoOo. .oOo. `OoOo. .oOoO' o
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o. O OooO' o O OooO' o O o O
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O. oO O O o O O o O o
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(Section 2) `OooO' `OoO' o O `OoO' o `OoO'o Oo
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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(General Comments by Snowman)
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------------------------------------------------------------------------------
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-It appears as though Kim Davies is not going to be our "listserver dude"
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anymore. I was contacted and believe that this responsibility is being
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passed on to me.
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-There are lots of great articles in here this week. Sorry I didn't have
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more time to move the files.
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-I will be gone for a lot of the time in the next couple weeks. I might
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have a bit of difficulty answering mail quickly, so be understanding if
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you are waiting for a reply.
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------------------------------------------------------------------------------
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(Interview with Saracen, Saint, and TGR of EMF by Snowman)
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------------------------------------------------------------------------------
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EMF (ElectroMotive Force) is one of the biggest names in the demo scene.
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At the recent demo party "Assembly 94" they took first in the demo
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competition with their demo "Verses". The #1 spot has traditionally been
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held only by Future Crew, and EMF's victory has done a lot to increase
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their standing in the demo world.
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Three of the coders for EMF (Saracen, Saint, and TGR) agreed to meet with
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the DemoNews crew for an interview. Their shared experience and wisdom
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are remarkable, and it definitely shows in all of their works.
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This was a rather odd interview. All four of us met on IRC (Internet Relay
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Chat), and the connection was very poor. There was a tremendous lag and
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often times I would get answers to questions I had asked several minutes
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ago. In addition, there were three people being interviewed, not one. At
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first I thought this would be more difficult, but as it turned out, all
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three seemed to know what to say and when to say it. There were very few
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identical comments from different EMF members.
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<S> = Christopher G. Mann - [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu
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SAR = Teemu Valtonen - [Saracen/EMF] - src@ap.utu.fi
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SNT = Jani Mattsson - [Saint/EMF] - jpm@mits.mdata.fi
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TGR = Jani Lehmuskoski - [TGR/EMF] - jalehmus@freenet.hut.fi
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Note: General mail to EMF can be directed to emf@mea.utu.fi
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--------------------------------------------------------------------------
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[start of interview: December 21, 1994, 21:51GMT]
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<S>: How old are each of you? What are your occupations (student, etc)
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and where do you live?
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SAR: I'm 19. I study Computer Science at the University of Turku and I
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live in Turku, Finland.
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SNT: 18, high school (IB=International Baccalaureate, last year), in
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Turku, Finland.
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TGR: 18 years, high school, Turku Finland.
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<S>: How long has EMF existed and where did it get its start?
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SAR: EMF was founded in January, 1991 by the ex-members of a group
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called Gremlins. Oh wait, I could add that the only remaining
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founder members are Devastator and Druid.
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<S>: Was Gremlins on the Amiga or another platform?
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SAR: Gremlins was an early PC group.. In 1990 they released an intro,
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"Whee!" which was one of the first (maybe the first!) PC scene
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productions with 256 colors :)
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<S>: How did you all meet, and how was the name "EMF" chosen?
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SAR: The founder members studied in the same high school so they
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knew each other quite well.
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SNT: Devastator told he picked the name from a dictionary, which
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just explained the abbreviation EMF to mean Electromotive Force,
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and thought it was cool.. :)
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<S>: How did the rest of you come to be in EMF then?
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SAR: I knew some of the members and was looking for a new group before
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Assembly'92 and EMF needed some routines for their Assembly'92 demo so
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I somehow got in :)
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TGR: In year 1993 group called Altair joined EMF. We all knew each other
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from the WHQ of EMF, called Genius BBS. Altair's members were Saint,
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Daemon and Vortex, and myself.
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SAR: We knew Whalebone through a friend and this year, after the announcement
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we made in the info file of Verses, some guys contacted us. We found
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out that they are cool and so they became members...
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<S>: How did Edge end up joining EMF?
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SNT: We were in need for musicians and graphicians, and we announced it in
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the infofile that came with Verses. Before we were almost all coders,
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Saracen was doing some graphics and we had problems giving Whalebone
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the initiative to make some music' ;)
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SAR: We were looking for musicians and graphicians and had the announcement
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in the info file of Verses... Edge and Prism were looking for a group
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(they thought their previous group was a bit too unproductive) and Edge
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knew Devastator so they decided to try their luck... and they were
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accepted. Oh, did you know that NiK/ex-Sonic PC also joined us
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recently?
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<S>: I do now. :) What other groups does EMF have ties with?
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SNT: Well, our new musicians, especially Edge has close connections with
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the members of FC and former Sonic PC, we others perhaps not such tight
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ties.. :)
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SAR: We also have some connections to the Amiga scene. Virtual Dreams is
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one example.
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<S>: I'd like to talk a bit about your demos. First, how do you decide who
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does what, and how is communication handled in the group?
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SNT: About who does what... First, each of us has some ideas of our own
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and develops them and codes the final routine.
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Then there are such things as the sound system and the front end system,
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which are planned more or less together. Usually someone ends up to be
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responsible for some part. For example, Saracen is responsible for the
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SB driver and I'm currently responsible for our S3M driver...
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SAR: ...but in practice everyone can do whatever he wants...
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TGR: ...more or less. We hold meetings once in a while and gather our
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ideas...
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SAR: ...and we communicate through internet, our WHQ BBS, and of course
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phone.
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<S>: Who is usually responsible for putting everything together and finishing
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it up?
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SAR: Usually Devastator and I are responsible of putting things together but
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everyone participates in finishing the production.
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<S>: I have to ask. Why did you decide to do a duck and a teacup in the
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geurard section at the end of Verses?
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SNT: We didn't have any other objects. :-) And they looked nice.. you know,
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there's a hidden symbology behind the objects, but it is left for the
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viewer to find it out. :)
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SAR: Actually, it's quite hard to choose objects for a goraud spacecut so
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that the routine would look "realistic". :)
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<S>: Concerning Assembly 94 [where Verses placed 1st in the demo competition],
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what thoughts do you have on its organization?
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SAR: In general the organizing seemed to be quite ok, but due to some mistakes
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some individuals made the party has gotten a bad name... We can't
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expect a party to be perfect when the organizers are only human beings
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and not professional.
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Actually we haven't received all the prices from the ASM94 organization
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yet, but we've been told that this is only Gore's fault and the rest of
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the organizers can't do anything about it.
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<S>: Do you think that the results for ASM94 were accurate?
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SAR: I think the results are accurate in a sense that the votes were counted
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correctly, but I must disagree with the audience in some cases... For
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example in the demo competition some demos were IMHO [In my humble
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opinion] ranked too high... (no names, though)
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<S>: Do you have anything planned for The Party 1994?
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SNT: Well, we talked about making an intro earlier in the autumn, but then
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we decided not to make any, since we don't currently have very much time
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(school, studying, internet, etc.:)). But we'll probably release a new
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version of Verses soon that supports SB and also a music disk featuring
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modules from our new musicians, Edge and Prism.
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SAR: I'd like to add that we don't want to release another hastily made
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production...
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<S>: Do you mean that Verses was put together in a hurry?
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SAR: Yes... we weren't satisfied with the result but didn't want to make any
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major changes in the release version because we think that doing so is
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somewhat unfair.
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<S>: What advise do you have for starting demo groups out there?
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SAR: Advice? Well... one has to learn the basics - that's relatively easy
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with all the code tutorials etc. people are making nowadays. Then
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it's just a question of innovation.
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SNT: Hmmm.. for starting coders, try to find the idea behind effects and
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think how to code it and practice coding something, usually only reading
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somebody's sources won't be very effective method to learn. Understanding
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the way something works and trying to implement those ideas will help
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learning.
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<S>: What manuals should beginning coders get to learn how to program?
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SAR: I dunno - I have only one coding-related book which I bought when I
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already had learned to code. :) Learning the very basics of ASM can
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be achieved by reading others' sources, and in addition to that a
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beginner needs a couple of good documents such as HelpPC and PCGPE.
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SNT: Well, the PC Game Programmers' Encyclopedia seems to contain a
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variety of good documents on different kinds of effects also for the
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demo code..
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<S>: What do you think of the American demo scene?
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TGR: Do you mean Tran? :)
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<S>: Other than Tran....
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SAR: The Americans do have potential, but I haven't heard of any decent
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groups but Renaissance this far and it seems that they're not much
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into demos nowadays. I hope that the situation will change in the
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future.
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There seems to be a growing music scene in the States, but the American
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groups lack good coders and graphicians. This must be because the
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American scene is so young...
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<S>: Are there other things you'd like to say before we are done?
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SNT: Keep up with the good work with DemoNews and Hornet! ;)
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<S>: Well, good night everyone. Thanks for coming.
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[end of interview: December 21, 1994, 23:15GMT]
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------------------------------------------------------------------------------
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(Kimba's Life Story)
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------------------------------------------------------------------------------
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Snowman has asked me, as I am sure he has asked a few other people, to
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write an article for this weeks Demonews. I don't really have anything to
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say so I will baffle on for a few paragraphs like the others do ;-)
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Here's my life story...
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I am the listowner for this mailing list (as well as those for Inertia
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Player, and KLF) which means I handle moderating/[un]subscribing/etc
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matters involved. Whenever mail bounces or something I am the lucky person
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who sorts through it all to make sense of it and try to fix it. The
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traffic this generates for me is quite large, and requires quite a bit of
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time sitting in elm drinking Coke each week. It also means I am yelled at
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by Snowman should Demonews be out a little too late :-) (Like a few weeks
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ago..)
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Back to Demos.. Well, I am a coder for Oxygen (A pretty popular demo group
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in my home state of Western Australia) and KLF (A pretty popular music
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group everywhere :) - as of late I haven't done much for them - been pretty
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busy with exams, 3 jobs, and perthnet/internet.
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Oh well, I'll see you around, probably in news as it is about the only
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thing that doesn't cost me money... I suppose I have to greet some people
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- Chuck Biscuits, Force Format, Black Artist - who are some Australian guys
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who are actually doing something...
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Merry Xmas,
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Kim Davies [kimba@it.com.au, kim@omen.com.au]
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Statix/Oxygen^KLF
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Perthnet
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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o.OOoOoo o o
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O O o o O
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o o O o
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ooOO o oOo O
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O .oOoO O o .oOo. `OoOo. O .oOoO' o
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o o O o O O o o o O o O
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O O o O o o O O O o O o
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(Section 3) ooOooOoO `OoO'o o' `oO `OoO' o o' `OoO'o Oo
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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(X-Mas in the Demo Scene)
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------------------------------------------------------------------------------
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Its Christmas time, and all of the coders, musicians, artists, and
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organizers are spending time with their loved ones. I am no exception,
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as I'm currently writing this editorial from my mother's house, far away
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from my apartment in Akron.
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This holiday season, I'd like to think of the demo scene as my family of
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sorts. After all, I spend more time on IRC and answering e-mail than I do
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with my very own relatives. 8) In a very real sence, the demo scene is
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a family not connected through blood, but through BBS's, FTP's, IRC,
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e-mail, music, graphics, code, and of course, demos.
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Some of you lucky people out there will be going to The Party 1994 this
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next week. What could be a better way of spending time over the holidays!?
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When New Year's Eve rolls around, I'll probably be back in my apartment,
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watching all of the great contributions to this party in Denmark. Until
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then, I will content myself to take a small vacation from HORNET and Demo-
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News while I visit my family.
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This year I'll be getting a brand new double speed Sony CD-ROM drive. This
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is a far cry from the Legos or Transformers I would have cheered about in
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years past. This reminds me of how things evolve over the years, and how
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the demo scene has changed my life. This is why I have taken so much time
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with this issue of DemoNews: its my gift to all you demo enthusiasts out
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there this X-mas.
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I hope you all have a wonderful time over the holidays. If you get a
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chance, drop me some e-mail and tell me how it went.
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-Christopher G. Mann (Snowman) / HORNET December 25, 1994
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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o.OOOo. o. O
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O `o Oo o
|
|
o O O O O
|
|
O o O o o
|
|
o O .oOo. `oOOoOO. .oOo. O o O .oOo. 'o O .oOo
|
|
O o OooO' O o o O o o O O OooO' O o o `Ooo.
|
|
o .O' O o O O o O o Oo O o O O O
|
|
OooOO' `OoO' O o o `OoO' O `o `OoO' `Oo'oO' `OoO'
|
|
|
|
Oo o
|
|
o O O
|
|
O o o
|
|
oOooOoOo o
|
|
o O .oOoO `o O .oOoO' 'OoOo. .oOo .oOo.
|
|
O o o O O o O o o O O OooO'
|
|
o O O o o O o O O o o O
|
|
(Section 4) O. O `OoO'o `o' `OoO'o o O `OoO' `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(CORE, Demo & Music Database by Burning Chrome)
|
|
------------------------------------------------------------------------------
|
|
|
|
What is CORE?
|
|
-------------
|
|
CORE is a newly developed product of the HORNET demosite team. It will be
|
|
the most comprehensive demo-related contact database ever to be created.
|
|
CORE is currently in its development stages, and should make its "official"
|
|
debut sometime towards the end of January 1995. This is to allow for the
|
|
completion of the SQL compliant database structures and to permit ample
|
|
time for all the groups that wish to have up-to-date info in CORE to send
|
|
in an updated form. The final product will allow for cross-referenced
|
|
searches, printing of single or multiples records and definable lists, and
|
|
actual VGA logos of the groups. This will be a very time consuming effort,
|
|
and only you, the actual demoscene members, can help to make this database
|
|
a reality.
|
|
|
|
Every entry in CORE will include the following items:
|
|
|
|
1) Group's Name
|
|
2) Group's Logo
|
|
3) Member Listing
|
|
4) Internet Email Address
|
|
5) Snail Mail Address
|
|
6) Primary BBS Support System (WHQ)
|
|
7) Listing of ALL Support Sites for the Group
|
|
8) Comprehensive Listing of the Group's Releases
|
|
9) A Brief History of the Group
|
|
|
|
We are not limiting CORE to the above outline though, as just as time
|
|
changes, so will the database.
|
|
|
|
We have not yet decided on the size of the Group Logo, although it is known
|
|
that the resolution will be 640x480x16. We will probably go with a
|
|
thumbnail style of logo (around 96x72 or 128x96).
|
|
|
|
The database is currently being produced for the DOS environment, although
|
|
work has already been initiated for Windows and OS/2 versions.
|
|
|
|
|
|
Message from Burning Chrome
|
|
---------------------------
|
|
I hope all of you are looking forward to the official release of CORE. In
|
|
early December, I released a "preliminary" release that was not yet in its
|
|
SQL-compliant form, nor loaded with all the "great" features. This was in
|
|
hopes that the members of the demoscene would promptly complete the form
|
|
and return it to me. So far, I have only received about 5 completed forms.
|
|
Please spread the word about this project, so that I can help make all of
|
|
your lives easier when you want to contact someone in the scene.
|
|
|
|
CORE will be a monthly release. It will constantly be going through
|
|
changes until we have prefected its interface and ease of use, not to
|
|
mention the fact that the demoscene changes everyday. I will certainly be
|
|
in need of any and all assistance that anyone has to offer. Please contact
|
|
me and tell me how you can help!
|
|
|
|
|
|
Submitting an Entry for CORE
|
|
----------------------------
|
|
If you would like to have your demo or music group added to this database,
|
|
please fill out the attached form.
|
|
|
|
Please provide all of the information requested below. If any of the
|
|
fields cannot be answered, please place a "N/A" in that field. After you
|
|
have completed this form, please forward it to Burning Chrome. He can be
|
|
reached by any of the following ways:
|
|
|
|
1) Internet: bchrome@foley.ripco.com
|
|
2) BBS: Piracetam (1-813-996-3902)
|
|
3) DGiNet: 68:500/0
|
|
4) GSNNet: 864:1/1 (Currently Not Available Due to Inability to Connect
|
|
to Host System - Crashmail is possible though)
|
|
5) FIDONet: 1:377/75
|
|
6) SBCNet: 13:204/1
|
|
|
|
---------------------------------------------------------------------------
|
|
|
|
The CORE Form:
|
|
|
|
---------------------------------------------------------------------------
|
|
Group Name:
|
|
|
|
Type of Group (Demo, Music, Both):
|
|
|
|
Internet Contact Address:
|
|
|
|
Snail Mail Address:
|
|
|
|
Total Number of Members:
|
|
|
|
Listing of All Members:
|
|
|
|
Listing of Productions to Date (Include the filename, a short description
|
|
of each filename, and the date of release for each filename):
|
|
|
|
Primary BBS Name, SysOp Name, and Number (Your WHQ):
|
|
|
|
Listing of All HQ & Dist. Sites for your group (Please provide the BBS
|
|
name, it's status (?HQ or dist, etc.), the sysop's name, and the phone
|
|
number):
|
|
|
|
Any other information that we might need:
|
|
|
|
---------------------------------------------------------------------------
|
|
|
|
Burning Chrome
|
|
bchrome@foley.ripco.com
|
|
S: Piracetam (813-996-3902)
|
|
--
|
|
~~~ Burning Chrome
|
|
SysOp: Piracetam (813)
|
|
|
|
------------------------------------------------------------------------------
|
|
(DemoNews Readers Write)
|
|
------------------------------------------------------------------------------
|
|
[Below is a quote of a message I sent to a few people recently. In an
|
|
effort to stay in touch with the readers of DemoNews, I thought it might
|
|
be nice to include a couple of their responses.]
|
|
|
|
> My name is Christopher G. Mann, and I am currently in charge of
|
|
> producing and distributing DemoNews. I noticed that your address
|
|
> indicated you are currently working for the government.
|
|
>
|
|
> In an effort to find out more about the recipients of DemoNews
|
|
> (and there is quite a large spectrum of people) I was wondering
|
|
> if you could tell me how it is that a government employee came
|
|
> to take an interest in the demo scene.
|
|
|
|
[Response 1/2]
|
|
|
|
Christopher:
|
|
|
|
Not _all_ government employees are mindless bureaucrats - some of us
|
|
actually have lives outside of our workaday life <grin>.
|
|
|
|
My interest in DemoNews started when I was searching on the Internet
|
|
for game development utilities and code. My roommate is a professional
|
|
software developer, and business for him has been pretty shaky for the
|
|
past six months. He has been toying with the idea of writing some simple
|
|
shareware games, and I offered to help (I'm much more of an amateur
|
|
programmer, but I'm hoping to learn by doing). After searching around a
|
|
bit I came across a reference to the demo site. [HORNET]
|
|
|
|
I wish I could say that I've written some really neat demos, but I haven't
|
|
(hey - maybe I _am_ a mindless bureaucrat!). Keep up the excellent work,
|
|
and perhaps one of these days my roommate or myself will come through with
|
|
something spiffy to contribute.
|
|
|
|
Yours truly,
|
|
James Long, GIS Technician
|
|
Department of Fish and Game
|
|
|
|
[Response 2/2]
|
|
|
|
Christopher,
|
|
|
|
What's the question? Oh yes how did a government worker take to the demo
|
|
scene. Well I guess I'll give you long version. I started getting into
|
|
computers when I got my Atari 800XL, I was in Jr. High. I wrote my first
|
|
lengthy program then also. It incorporated graphics, sounds, and music.
|
|
Although the music was bloops and bleeps (but it gave you four bloops and
|
|
bleeps at once). Since then I traveled through high school and the year I
|
|
started college, I picked up a job with the United States Geological
|
|
Survey and a 286 compatible. At work I mainly help in the process of
|
|
making topographical maps of Earth and Mars. (So you see I'm really a
|
|
closet music lover at work).
|
|
|
|
A couple years later some friends and I started a alternative rock band.
|
|
So I picked up a keyboard and a SB original. I wanted to do more computer
|
|
related music so two of us split up the original band and started our own.
|
|
I got rid of the SB and picked up a Proaudio spectrum. It was then my
|
|
eyes were opened to MODs. I could not believe the stuff I was hearing.
|
|
(I was a virgin to this area of computers).
|
|
|
|
I wanted to use my own samples in our midi sequences so when the GUS came
|
|
out I jumped on it. Soon after I learned the tricks of the trade on the
|
|
internet and started downloading demo's. Again I was amazed at what I was
|
|
hearing and seeing. I have a lot of respect for the coders and musicians
|
|
out there. Actually at our last concert I played a couple Mods while we
|
|
took our stuff down. (We're in the industrial genre).
|
|
|
|
When I have more time I would like to release a couple of my band's songs
|
|
in S3M. I just started programming at work for an image package we are
|
|
about to release. (It mainly deals with images from satellites.) So I
|
|
haven't had much time to think. But I enjoy keeping up with the demo
|
|
scene, it helps me keep in touch with my true passion, music.
|
|
|
|
Sorry to ramble on, but you asked for it. Thanks for all your effort
|
|
to keep the scene strong.
|
|
|
|
thare
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
OooOOo. o
|
|
O `O O o
|
|
o O O o
|
|
O .o oOo O
|
|
oOooOO' .oOoO' `OoOo. o O o o O 'OoOo. .oOo.
|
|
o O o o O o O O o o O OooO'
|
|
O o O O o O o o O O o O
|
|
o' `OoO'o o `oO `OoOO Oo o' o O `OoO'
|
|
o
|
|
(Section 5) OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(The Party '94)
|
|
------------------------------------------------------------------------------
|
|
Nothing much this week. 8( Next week might be a bit too early for us to
|
|
have reviews of all the demos, etc, but we should have at least a couple
|
|
party reports. Stay tuned!
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
o. O O o o o
|
|
Oo o o O O O
|
|
O O O O o o o
|
|
O o o o o O o
|
|
O o O .oOo. 'o O o O .oOo. o .oOo. .oOoO' .oOoO .oOo
|
|
o O O OooO' O o o O O O o O O o O o o O `Ooo.
|
|
o Oo O o O O `o Oo o O o o O o O O o O
|
|
O `o `OoO' `Oo'oO' `OoooO'O oOoO' Oo `OoO' `OoO'o `OoO'o `OoO'
|
|
O
|
|
(Section 6) o'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
FILENAME.EXT LOCATION SIZE DESCRIPTION
|
|
------------ ---------------- ---- -----------------------------------------
|
|
.-----------.
|
|
| --DEMOS-- | (all locations start with /pub/msdos/demos...)
|
|
`-----------'
|
|
icy .zip /alpha/NEW 69 ICY - an Introduction to Insecabilis
|
|
santro .arj /alpha/NEW 498 SANTRO, a KLF production
|
|
sc94xmas.zip /alpha/NEW 310 Spontaneous Combustion '94 X-Mas Demo!
|
|
xmas94 .zip /alpha/NEW 115 Christmas '94 by Superiority Complex
|
|
xnnbogus.zip /alpha/NEW 31 Bogus Boutique BBS-Intro (GUS)
|
|
|
|
.-----------.
|
|
| --MUSIC-- | (all locations start with /pub/msdos/demos/music...)
|
|
`-----------'
|
|
bm-norm1.zip /disks Music disk by B00mer of Relic/Klf
|
|
bm-norm2.zip /disks
|
|
xmas94! .zip /disks Epinicion Christmas '94 Holiday music
|
|
sforge .zip /programs/samplers Sound Forge 3.0, for Windows
|
|
klf-unti.zip /songs/xm Untitled by Khyron / KLF
|
|
longstab.arj /songs/xm Longstabber by Vogue & LizardKing
|
|
destro_2.zip /songs/mtm
|
|
convert14.zip /programs/misc Sound file conversion program
|
|
crash .zip /songs/s3m Crash by Myzer/Legion
|
|
go .zip /songs/s3m Go by Pozor/TKB
|
|
hndrlnds.zip /songs/s3m Hunterlands by Myzer/Legion
|
|
inscream.zip /songs/s3m Inscream by Myzer/Legion
|
|
insights.zip /songs/s3m Insights by Myzer/Legion
|
|
ionosphr.zip /songs/s3m Ionosphere by Myzer/Legion
|
|
kinesis .lzh /songs/s3m Kinesis by Zigg
|
|
leavem .zip /songs/s3m Leave your mind by Pyc
|
|
maduar .zip /songs/s3m S3M by Lubomir Remiar
|
|
newage .zip /songs/s3m Newage by Myzer/Legion
|
|
nin-head.zip /songs/s3m Head Like a Hole by Bedlamite
|
|
now .zip /songs/s3m Now by Myzer/Legion
|
|
showme .zip /songs/s3m Show me by Mad/Hyperactive
|
|
solong .zip /songs/s3m So Long by Myzer/Legion
|
|
sunker .zip /songs/s3m Sunker by Satyricon
|
|
thezone .zip /songs/s3m The Zone by Myzer/Legion
|
|
tr-wntrs.zip /songs/s3m Wintersweet by tR/\Sh / Enigma
|
|
xmasrave.zip /songs/s3m Silent Night (X-Mas rave) by Humanoid
|
|
zaibatsu.zip /songs/s3m Zaibatsu Tears, 8 track by Myzer/Legion
|
|
|
|
.----------.
|
|
| --CODE-- | (all locations start with /pub/msdos/demos/code...)
|
|
`----------'
|
|
<Did not have time to move the code files this week>
|
|
|
|
.----------.
|
|
| --ART--- | (all locations start with /pub/msdos/demos/graphics...)
|
|
`----------'
|
|
<Did not have time to move the art files this week>
|
|
|
|
.----------.
|
|
| --MISC-- | (all locations start with /pub/msdos/demos...)
|
|
`----------'
|
|
epatoivo.zip /parties 71 Desperate Hours Nordic Line Party Report
|
|
snwired1.zip /parties 1400 Wired Party Report Part 1/5
|
|
snwired2.zip /parties 1400 " " " " 2/5
|
|
snwired3.zip /parties 1400 " " " " 3/5
|
|
snwired4.zip /parties 1400 " " " " 4/5
|
|
snwired5.zip /parties 117 " " " " 5/5
|
|
snwired!.zip /parties 47 Patch for Wired Party Report (SB,PAS)
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo oO
|
|
O O o o o o
|
|
o o O O
|
|
O Oo O
|
|
O o O o .oOo O .oOo O .oOoO' 'OoOo. .oOo
|
|
o O o O `Ooo. o O o O o o O `Ooo.
|
|
o O O o O O o O o O O o O
|
|
O o `OoO'o `OoO' o' `OoO' o' `OoO'o o O `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo.
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 7) `OoooO' `OoO' o o O `OoO' o
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
Merry Christmas! This evening, our listserver on the North Pole is
|
|
delivering your copy of demonews by sleigh. Actually, some dude named Santa
|
|
is taking over the job just for tonight. If your copy of DemoNews is a
|
|
little late, don't worry, because apparently that dude has gotta deliver a
|
|
bunch of other shit tonight too. Because its Christmas, my column this week
|
|
is a little shorter then usual, but thats mainly because I've got to do the
|
|
usual Christmas dinner + open presents + drink spiked eggnog + sleigh
|
|
shooting + listen to DECEMBER.S3M + go to church routine. This week's
|
|
interview was supposed to be with Santa Claus, but because he was not
|
|
available, we had to settle for Purple Motion of Future Crew. Okay, enough
|
|
cheeze whiz, lets get on with the music section. =)
|
|
|
|
Seriously, I hope that you all have a great Christmas! I'd like to send
|
|
some BIG greetings this week to: Edge of EMF and Lord Soth of iCE, they
|
|
both helped me out a lot this week when I was in a bind.
|
|
|
|
This week's interview is the one that I've been REALLY excited about
|
|
getting. Purple Motion is one of the guys that I think many of us actually
|
|
worship. Our church even has a seperate Purple Motion alter, as I'm sure
|
|
your's does too. Go grab yourself a beverage and enjoy the interview!
|
|
|
|
Remember to extinguish your fireplace before you go to bed!
|
|
|
|
Ryan Cramer
|
|
rcramer1@osf1.gmu.edu
|
|
|
|
------------------------------------------------------------------------------
|
|
______ __ _______ __ __
|
|
| __ \.--.--.----.-----.| |.-----. | | |.-----.| |_|__|.-----.-----.
|
|
| __/| | | _| _ || || -__| | || _ || _| || _ | |
|
|
|___| |_____|__| | __||__||_____| |__|_|__||_____||____|__||_____|__|__|
|
|
|__|
|
|
INTERVIEW: Purple Motion of Future Crew
|
|
------------------------------------------------------------------------------
|
|
Before I say anything else, I'd like to thank Edge of EMF. Without him,
|
|
this interview would not have been possible. Purple Motion doesn't have
|
|
easy access to internet, nor does he speak very good English. As a result,
|
|
the interview had to be translated from Finnish to English, and corrected
|
|
for grammer, spelling, etc. Edge did a great job with it and I really
|
|
appreciate it. Edge is headed off to the Army very soon, but when he
|
|
returns next year, we may be seeing a lot more stuff from him in DemoNews.
|
|
|
|
Purple Motion doesn't really need much of description, in fact, no
|
|
description could do this musician justice; he is quite simply THE most
|
|
famous musician in the entire PC demoscene. His music is known throughout
|
|
the scene, and he has remained at the number one position in the charts
|
|
ever since Future Crew's Unreal demo was released in 1992. Purple Motion
|
|
has a style that you can recognize anywhere, and he's kept with this
|
|
signature since the very beginning. It gives his music a very refreshing
|
|
professional sound, and his melodies are some of the best that I've heard
|
|
in any music, tracked or recorded. Purple Motion produces some of the most
|
|
inspirational music that you will hear; his music gets you excited about
|
|
the demoscene! His music with Skaven's music is also part of what drove
|
|
Future Crew to be the leading group in the scene. Purple Motion's works can
|
|
be found in a number of productions and individual releases. It would be
|
|
close to impossible to list everything here, but some of the major releases
|
|
which included his music are: FishTro, Unreal, Panic, WorldCharts,
|
|
Assembly'93 intro, Second Reality, Journey 1 & 2 music disks, Scenial disk
|
|
magazine, and many others! Enjoy the interview!
|
|
|
|
PM = Jonne Valtonen - [Purple Motion/FC] - purple.motion@pcb.mpoli.fi
|
|
RC = Ryan Cramer - [Iguana/Renaissance] - rcramer1@osf1.gmu.edu
|
|
(with help from) - [Edge/EMF]
|
|
-----------------------------------------------------------------------------
|
|
[start of interview]
|
|
|
|
RC: How old are you, and whats your current occupation (ie: school,
|
|
job, etc)? Where are you located?
|
|
|
|
PM: I'm 18 and doing my last year in High School. I live in Kaarina,
|
|
Finland.
|
|
|
|
RC: Which music would you say you're most influenced by? (both tracked
|
|
and recorded)
|
|
|
|
PM: Rob Hubbard, Vangelis, and perhaps Enigma...
|
|
|
|
RC: What process do you use when composing a song?
|
|
|
|
PM: First I sample a whole bunch of samples and put them all into one
|
|
module. Then I think of some melodies and make a few patterns
|
|
of the main theme. After that I make a secondary theme (a couple of
|
|
patterns) followed some variations of the melodies, slower parts, etc.
|
|
Usually all my melodies in a single song are quite similar nowadays,
|
|
since that tends to make the tune more "catchy". Then I make the
|
|
beginning, which is usually a totally separate part which brings up the
|
|
mood. There are, of course exceptions, like Inside Out, which goes
|
|
straight to the main theme. Usually my songs consists of the main
|
|
melody, and variations of it, I consider structure an integral
|
|
part of the song. I also play the chords on my keyboard. Sometimes I
|
|
first make a MIDI version of the song before the S3M, like in the
|
|
soundtrack for Probe (which hasn't been released, but will be put on
|
|
a CD of mine when I get around to making it from my other hurries).
|
|
|
|
RC: What do you think of these new tracking programs which have
|
|
recently been released? Such as Fast Tracker II, and Extreme
|
|
Tracker. How do you compare them to ST3?
|
|
|
|
PM: Of course it's hard to compare them because I'm so used to the ST3
|
|
interface that it would take a prohibitively long time for me to get
|
|
used to other trackers. I think I won't ever start using another
|
|
tracker, but instead go straight to MIDI. I do use FT2 to sample,
|
|
it's the easiest way I've found yet. Congratulations to Triton on
|
|
that one! (The idea of envelopes in instruments is also quite
|
|
fascinating).
|
|
|
|
RC: How much do you bench press?
|
|
|
|
PM: 130 kilos, which is 287 pounds.
|
|
|
|
RC: What do you think is your best piece of music? Which music are you
|
|
most proud of? How about your worst? :)
|
|
|
|
PM: Currently I like my compotune for The Party 94 (no name yet) and
|
|
Inside Out is quite nice. Shadowrun's melodies were good, but
|
|
technically it's quite lacking since I made it in a hurry. I've
|
|
heard Second Reality's music so many times that it nearly makes me
|
|
puke, so I can't judge that one. Hullu.s3m also has its own good sides :)
|
|
My worst song is, incidentally, also my first one and was lost to
|
|
the world some years ago in a hard disk crash. Of my released music,
|
|
Panic's soundtrack is one that I'm not especially proud of.
|
|
|
|
RC: What equipment and software do you use for composing and
|
|
sampling?
|
|
|
|
PM: I sample with FT2 and edit the samples in Digiplay 3. Sometimes I
|
|
borrow my friends' guitars, synths and effect processors. For MIDI
|
|
composing I use Atari ST and Cubase, on the PC Cakewalk Pro.
|
|
|
|
RC: One of the things that I'm most impressed with about your music is
|
|
the many styles of music that you are able to compose. What do you
|
|
consider to be your most favorite style of music to compose?
|
|
|
|
PM: Thanks for the compliment :) You learn a lot by trying to compose
|
|
different styles. I have some first attempts at certain styles you
|
|
wouldn't want to hear, but gradually you learn to make better songs
|
|
of the style. This is vital in going into commercial business where
|
|
you might be called upon to make any kind of song for a game. (Like
|
|
Benjamin and the Alien Incident, which will be out 1995). I especially
|
|
like composing Vangelis and Enigma style music.
|
|
|
|
RC: What projects are you currently doing music for?
|
|
|
|
PM: Benjamin and the Alien Incident, a car game by Epic Megagames,
|
|
Illuminatus (a space game), my hometown's youth theater and of
|
|
course that CD I was talking about.
|
|
|
|
RC: What are your plans for the future? Do you think you will continue
|
|
with music as a job in the future?
|
|
|
|
PM: Absolutely. I will try to get to a musical institute and if I don't
|
|
get accepted, I will keep on trying until I do. My dream is to make
|
|
the soundtrack for a movie :)
|
|
|
|
RC: What inspires you to make music? For some people, its hearing other
|
|
people's music, or finding/making some nice samples. For some,
|
|
life's experiences can be an inspiration. What do you consider to
|
|
be the most inspiring facet to making music?
|
|
|
|
PM: Good equipment inspires me the most. If you have excellent sounds,
|
|
you just have to make a song out of them. Sometimes I just get this
|
|
urge to make something. It's hard to explain, but I guess you all
|
|
know the feeling. You can extinguish a lot of yourself into the music
|
|
you make.
|
|
|
|
RC: A lot of people in the scene are very influenced by your music. As
|
|
a result, many people try to copy your style and rip your samples.
|
|
What do you think of this? Does this make you feel good or does it
|
|
disappoint you?
|
|
|
|
PM: I think it's quite flattering, in fact. I have copied other peoples'
|
|
techniques and samples but I've never released those songs. I just
|
|
try to learn everyone's style and merge it into my own style. I don't
|
|
find ripping samples lame, but ripping samples and using them in exactly
|
|
the same fashion as in the original song is very lame. I have noticed
|
|
several people doing this with my songs, and I would prefer if those
|
|
people tried to develop their own styles rather than copying mine.
|
|
There is a difference between being a copier and an artist. You always
|
|
have to try test your limits and get new ideas, and the worst case is
|
|
when you're stuck and copy other people's techniques. Remixes are
|
|
completely another story, they're quite OK in my opinion.
|
|
|
|
RC: From a composers point of view, how do you think your music has
|
|
changed over the years? From a listeners point of view, ALL of your
|
|
music sounds good, from your Unreal music, to your most recent
|
|
stuff. How do you think your music has changed?
|
|
|
|
PM: I've tried to make it sound more natural and realistic, as far as
|
|
possible from the traditional tracker-sound. I've abandoned lots of
|
|
my old techniques and constantly tried new stuff to try accomplish
|
|
this. Now that I have several sources for my own samples, it makes
|
|
"different" songs easier to make when the reliance on other peoples'
|
|
samples is negligible.
|
|
|
|
RC: Is there any additional things that you'd like to say or anybody
|
|
that you would like to send greetings to?
|
|
|
|
PM: Greetings to Edge (who also translated this text into English in a phone
|
|
conversation), all those who have written a letter to me (sorry
|
|
for not replying to some people, but I'm a lousy letter writer and
|
|
in a constant so I would prefer e-mail). Especially Greg, sorry for
|
|
not replying yet, I just haven't had the time! Please don't send
|
|
letters before Summer, I'm in a real hurry with my high school final
|
|
exams. Also greets to all the great guys I know, Lizardking, $volkraq,
|
|
Fractal and the rest. (I'm positive I'm forgetting some people now,
|
|
please forgive me :))
|
|
|
|
RC: Thanks for taking the time to do this interview!
|
|
|
|
PM: No prob! (actually, this was more of a bother to Edge :))
|
|
|
|
[end of interview]
|
|
|
|
------------------------------------------------------------------------------
|
|
(Interview with Krystall/Astek,KLF,Symptom by Snowman)
|
|
------------------------------------------------------------------------------
|
|
This week, we have an interview with Krystall of Astek. Krystall won the
|
|
international Music Contest 1 held last year, and went on to place second
|
|
in Music Contest ][. Two of his songs have even been pressed on the well-
|
|
reviewed Escape demo CD.
|
|
|
|
Patrick (Krystall) is from Quebec, and french is his native language. He
|
|
belongs to several groups: Astek, KLF, and Symptom, and music is his
|
|
calling. As of now, he still has yet to take part in a major demo
|
|
production.
|
|
|
|
Krystall is one of the first people I met in the scene and one might even
|
|
say that we have "roots" together. Over time, Patrick has consistently
|
|
been a calm individual who does not like to critisize others. Further, he
|
|
has earned Canada's respect in the music aspect of the demo scene. It is
|
|
with great pleasure that Patrick agreed to meet with me for this article.
|
|
His numerous achievements and success have prompted this interview.
|
|
|
|
SM = Christopher G. Mann - [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu
|
|
KY = Patrick Matte - [Krystall/Astek] - krystall@biko.llc.org
|
|
----------------------------------------------------------------------------
|
|
[start of interview: December 20, 1994, 00:28GMT]
|
|
|
|
SM: How old are you? What's your occupation (student, etc) and where do
|
|
where do you live?
|
|
|
|
KY: I'm 19... I'm in 2nd grade at Cegep, in computer science. Cegep is
|
|
a kind of college here in Quebec. I live about 30 minutes from Quebec
|
|
city, in Cap-sante.
|
|
|
|
SM: What group are you in? Can you describe its history and future?
|
|
|
|
KY: The group I'm in is called Astek. It was founded about 3 years ago
|
|
by Jaydee, as a local ansi group. All members were from the Quebec city
|
|
area. The group released a few packs and then the ansi section left out.
|
|
Just before that, I joined and started to release some music under the
|
|
'astek' label. At the end of MC1, we found another musician, Soundwave,
|
|
and asked him to join. That's why Astek turned out as a little music
|
|
group. For the future, we plan to release a music disk, called
|
|
Incantation, very soon. Featuring music by the one and only Ryan
|
|
Cramer, Soundwave and me.
|
|
|
|
SM: I heard a little rumor that Necros might be contributing a song to the
|
|
music disk as well. Can you confirm?
|
|
|
|
KY: I can't confirm anything but Necros is interested in the project.
|
|
There will be a song from him if he have time to finish it before the
|
|
release.
|
|
|
|
SM: How long have you been in the demo scene, and would you describe your
|
|
past musical experience?
|
|
|
|
KY: I started to get interested in demos when I saw Spacepigs' megademo.
|
|
I liked the fact that is was very smooth on my poor XT. But for
|
|
the music part, I only started composing one year and a half ago, when
|
|
Ultra Tracker came out. It was the first 'usable' tracker for GUS.
|
|
|
|
SM: What trackers have you used, and why did you abandon Ultra Tracker?
|
|
|
|
KY: Like I said before, I started with Ultra tracker. I abandonned it
|
|
because, at a certain time, there was a fashion around Farandole here in
|
|
America. I started to work with it, and I loved the interface. It was
|
|
a very great tracker and I wish it would have been finished. Then, ST3
|
|
came out, and all the functions were already implemented, so I switched.
|
|
I like ST3 better right now, but I still think that the tracker has an
|
|
effect on the style of music one can compose.
|
|
|
|
SM: Do you do music outside the demo scene?
|
|
|
|
KY: Not a lot right now, but me and one of my friends, who is a true
|
|
musical genius, are working on some 'out-of-the-scene' projects.
|
|
|
|
SM: What inspires most of your music?
|
|
|
|
KY: I'm mostly inspired by other people's music. I spend a lot of time
|
|
listening to music, and I get some ideas from other songs.
|
|
|
|
SM: Of all the songs that you have done, which ones are your favorite?
|
|
|
|
KY: I think the one I like the most is called 'Sweet Rhapsody'. It's an
|
|
ULT I made a long time ago, but it was true inspiration. It took me
|
|
about 2 hours to complete it and the melody was quite good. I also
|
|
like some of my newer tunes, like the Guardian of Souls I made for
|
|
MC2. One of my friends and I even wrote lyrics for it.
|
|
|
|
SM: What would you list as your 3 greatest accomplishments in the scene?
|
|
|
|
KY: Hmm... that's a tricky question. ;) Let's say my 1st place at the
|
|
MC1, my 2nd place at the MC2 and my 2 songs on the Escape demo cd.
|
|
I wish I could have made music for a demo, but down here, coders
|
|
aren't easy to find.
|
|
|
|
SM: I was told that you were considering recording Guardian of Souls
|
|
(the MC2 2nd place winner) in a studio. Do you have plans for this?
|
|
|
|
KY: Yes, it should be recorded in a little studio here. We are presently
|
|
re-doing the song in midi so that it can be played thru a beautiful
|
|
sounding synth. ;) It will be sung by a girl that goes to my school.
|
|
I'll tell you all more when it's finished!
|
|
|
|
SM: What musicians do you have the most respect for in the scene?
|
|
|
|
KY: The musicians I have a lot of respect for are the ones that can do
|
|
true music, not just a bunch of electronic notes. I like what Ryan
|
|
Cramer does a lot. I also love Necros' orchestral style. I had the
|
|
chance to see him do a song live, and I can tell you that it's
|
|
impresive.
|
|
|
|
SM: Musically, what are your goals for the future?
|
|
|
|
KY: I wish to improve my musical capabilities, to be more original. I
|
|
also want to release an album, but it's not for now.
|
|
|
|
SM: This is a bit off the subject, but why does Necros like Molson XXX beer?
|
|
|
|
KY: Hehe... it's quite an inside joke. We went to a party in Quebec
|
|
city, called the Balcon, and people bought that beer called Molson XXX
|
|
with a little more alcohol than in other kind of beers. I guess Necros
|
|
liked it a little too much. It was something to see, we were all talking
|
|
in english except for Necros who was speaking in french.
|
|
|
|
SM: You've been in the scene for about 2 years now. What trends are
|
|
appearing that you don't like?
|
|
|
|
KY: The thing I don't like about the demo scene is that there are too
|
|
many groups that are started 'just for fun'. The kind of groups that
|
|
do nothing but say they are good. It's not the kind of thing I like.
|
|
|
|
SM: What groups do you think set a good example for the scene then?
|
|
|
|
KY: I know this sounds a little odd, but Future Crew is a good example.
|
|
Each member has a precise task, and they are all very good in their
|
|
task. The group has good organization.
|
|
|
|
SM: What thoughts do you have on Composers Competition?
|
|
|
|
KY: I think it was a good way to put together a nice collection of songs.
|
|
I'm not angry or anything against Mike Phillips because he didn't
|
|
finish the contest. Like he would say: "The demo scene is just a
|
|
hobby". We can't judge people that are miles away.
|
|
|
|
SM: Thanks for taking the time to do this interview. Is there anything
|
|
else that you would like to add?
|
|
|
|
KY: I would like to thank all the people that helped me with music,
|
|
especially Jaydee, Daniel Potter, Necros and you. And to all, keep
|
|
up the good work, let the american demo scene become the best!
|
|
|
|
[end of interview: December 20, 1994, 01:30GMT]
|
|
|
|
------------------------------------------------------------------------------
|
|
-- COMMON SENSE TWO, OR, IN DEFENSE OF 16 CHANNELS --
|
|
|
|
[Note: The staff at HORNET and DemoNews does not necessarily support or
|
|
agree with the following viewpoints expressed. Any response should be
|
|
directed to PeriSoft at ew23@cornell.edu]
|
|
------------------------------------------------------------------------------
|
|
I'm no great musician, and, based on what people have said, I'm certainly
|
|
no great artist ;>, but I have noticed the bias towards 4 channel music and
|
|
against those who compose with 8 or even <GASP> 16 channels.
|
|
|
|
(And I quote from DEMONEWS issue #75, GFX section)
|
|
...
|
|
" The maximum amount of colors should stay 256 because the possibility of "
|
|
" scanned pictures. This is something like the restrictions of music- "
|
|
" competitions because, as all music-composers will confirm, it's easier to "
|
|
" do a module with 16 or 32 channels instead of 4. "
|
|
|
|
As you can see, the basic bigotry runs even into the uncivilized and vermin
|
|
infested areas of "graphics" which I believe has to do with 'pixels', which
|
|
are little dots that 'artists' go around making one of 256 colors, trying
|
|
in vain to make some sort of meaningful shape. ;> [Stony: No offense.. :>]
|
|
|
|
So the argument is this: "It's easier to write music in 4 channels than to
|
|
write music in 16 channels."
|
|
|
|
That's a pretty ridiculous statement.
|
|
|
|
In fact, it's rather like saying it's easier to code on a 486 than on a
|
|
286, so everybody should use the 286!
|
|
|
|
Yeah! Jeez, man, it's so easy to do that stuff on a 486 that it's like
|
|
cheating! Isn't it a lot easier to write code for a 486? Yeah!
|
|
|
|
Well, you say, people do more complicated things on 486s!
|
|
|
|
And I say, "ah hah!!!" because that is my point. Four channel music is fine
|
|
for 'simpler' music but it's just impossible to do more complicated
|
|
melodies or drums, that are possible, and not easier to do, by the way, in
|
|
16 channel.
|
|
|
|
It may well be easier to write four channel music in 16 channels, but it's
|
|
noteeasier to write *16* channel music in 16 channels!
|
|
|
|
We should no sooner limit musicians to four channels by an ancient amiga
|
|
standard than limit coders to 286 demos by an ancient 1986 standard.
|
|
|
|
Dog bless you, and thank you for your support.
|
|
|
|
--PeriSoft [Epi/InA/Defi]
|
|
|
|
Note: If you want to hear some songs that may explain why I believe as I
|
|
do, try \demos\songs\s3m\defi-can.zip and defi-wha.zip. Listen to 'em in
|
|
ST3 with the 18 track viewer and you'll see. :) You can flame me at: ;>
|
|
<ew23@cornell.edu>
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
.oOOOo. o
|
|
.O o O
|
|
o o
|
|
o o
|
|
o .oOo. .oOoO .oOo. `OoOo. .oOo
|
|
O O o o O OooO' o `Ooo.
|
|
`o .o o O O o O O O
|
|
`OoooO' `OoO' `OoO'o `OoO' o `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 8) `OoooO' `OoO' o o O `OoO' o
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(Its X-Mas in Africa)
|
|
------------------------------------------------------------------------------
|
|
Wow, it's Christmas tomorrow already. It seems to have crept up on me this
|
|
year, I seem to have somehow ignored all the shopping store hype (no mean
|
|
feat, let me assure you)
|
|
|
|
In fact, I got a nasty shock a few days ago when it was time to buy
|
|
presents for my family ... I realised, as I do every year, that I have a
|
|
family of seven, various friends, aunts, uncles, grandparents etc., while
|
|
as a student I am permanently short of funds. I managed though, just like
|
|
I do every year.
|
|
|
|
There has been a lot more stuff on TV recently, mostly old American stuff
|
|
which the local stations try to pawn off as "Quality Entertainment". The
|
|
last few nights I have turned on the television, it has been about small
|
|
groups of Americans blowing up numerous enemy armies, all the members of
|
|
which seem to be exremely bad shots. Ho Ho Ho.
|
|
|
|
Then again, I shouldn't be nasty ... you should see some of the local stuff
|
|
_we_ put out.
|
|
|
|
I went to the local mall the other day, and there was a Santa sitting in
|
|
white cotton which was supposed to be snow, but it's summer during
|
|
Christmas time down here, so it hard for cotton wool to look like snow at
|
|
40 to 45 degrees centigrade (Sorry, don't know the farenheit conversion)
|
|
|
|
I know Santa's manager, so we had a bit of a chat while Santa made a
|
|
spirited attempt to look jolly. It didn't work, but the kids didn't seem
|
|
to mind and looked like they were enjoying themselves.
|
|
|
|
The point I'm trying to make is that down here in South Africa (East
|
|
coast), visions of gentle snow, sticking to the windowsill while reindeer
|
|
prance around in the snow outside just doesn't work. Santa wears shorts,
|
|
and a reindeer would probably die of heat exaustion.
|
|
|
|
One great thing about summer and christmas though is the storms. We get
|
|
these lovely great big loud things, with raindrops that sting and water
|
|
flooding our front door. We will often set up chairs just inside our glass
|
|
patio door and watch the amazing lightning displays ... no lights on in the
|
|
house, and every electrical appliance unplugged from the walls ... you all
|
|
know what happens when you leave them in.
|
|
|
|
Yep, Christmas is fun, with all the Smith clan converging on our house and
|
|
eating possibly more then is wise. Round about this time I hang up my
|
|
keyboard until I have recovered, usually three days later.
|
|
|
|
Oh well, the daily lightning storm is brewing, the thunder is loud, it's
|
|
going to be a good one, it is time for me to unplug my PC. Merry christmas
|
|
for tomorrow, and I expect to see at least seven Xmas Intros in my email
|
|
account by Tuesday :-)
|
|
|
|
Byeeee.... - Denthor denthor@beastie.cs.und.ac.za
|
|
|
|
------------------------------------------------------------------------------
|
|
(Interview with Maxwood/Majic 12 by Snowman)
|
|
------------------------------------------------------------------------------
|
|
Maxwood is arguably one of the best demo coders in the scene today. Even a
|
|
year and half ago when "Wish" was released, it was obvious that the group
|
|
Majic 12 knew what they were doing. Earlier this year, Majic 12 released
|
|
the demo called "Show". This offering has given them more international
|
|
recognition and secured their standing in the demo scene.
|
|
|
|
Releasing "Show" placed Maxwood as one of the top coders world wide. His
|
|
main strength lies in speed and optimization of effects. What he can
|
|
squeeze out of a 386 is incredible.
|
|
|
|
The interview with Maxwood had to be conducted via e-mail, so it was not
|
|
live.
|
|
|
|
SM = Christopher G. Mann - [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu
|
|
MX = Anal Tamas - [Maxwood/Majic 12] - maxwood@rs3.szif.hu
|
|
----------------------------------------------------------------------------
|
|
[start of interview: December 19, 1994]
|
|
|
|
SM: What is your current occupation (student, etc)? How old are you? Where
|
|
are you located?
|
|
|
|
MX: Actually I'm studying in the local college here in Gyor, but as the first
|
|
half of this year finished (except the exams), I'm mostly trying to sleep
|
|
a lot, and have fun. I'm 18 anyway.
|
|
|
|
SM: For the record, who are the members of your group?
|
|
|
|
MX: This little list shows you only the PC side of us.
|
|
- Maxwood (coder)
|
|
- Rack (graphician)
|
|
- Chorus & Sid (musician)
|
|
- Elijah (musician, graphician)
|
|
|
|
SM: Do most of them live in Hungary? Also, is communication within the
|
|
group ever a problem?
|
|
|
|
MX: Well, only Chorus & Sid aren't Hungarian, as you probably know. I can't
|
|
imagine communication problems with 4 people. Maybe the snail post can
|
|
slow down our connection to Chorus & Sid. But it's not a problem as we
|
|
don't swap 0 day wares. :-)
|
|
|
|
SM: Where did you get your start in coding?
|
|
|
|
MX: I started on C64, and about 1991-1992 I moved to PC.
|
|
|
|
SM: How has the Amiga influenced the way you code on the PC?
|
|
|
|
MX: I can say thanks for the Amiga, with its wonderful things. My brother
|
|
coded on the Amiga, so I couldn't use it myself. I had to code on the
|
|
PC, which seemed to be much worse than the Amiga at that time. Well,
|
|
my opinions haven't changed over time. I think there still are a
|
|
lot of people who should have to see the old Amiga demos so they have
|
|
an understanding of what they have to fly over.
|
|
|
|
SM: A little over 1.5 years ago, there was a review of Wish in World
|
|
Charts. There were several comments in that review about problems
|
|
with the code and music in the demo. Do you feel that those comments
|
|
were accurate?
|
|
|
|
MX: Huh, that was so far in the past. As I remember, most of the problem was
|
|
the Trident bug, and they were right with this. Well, they didn't like
|
|
the main tune. I have to say they were also right about this. I found
|
|
that tune on an old disk in the dusty loft. :-)
|
|
|
|
I really don't remember what they wrote for the graphics, maybe something
|
|
like those graphics were on Amiga before. But not every PC owner has
|
|
seen an Amiga. And I think the quality of those gfxs were ruling in
|
|
their time.
|
|
|
|
SM: Since Wish was released, what other productions have you done?
|
|
|
|
MX: As I remember NewIntro, Poor, Show, and Face. And of course I converted
|
|
a few issues of our magazines TS and PO7. Oh, and I made an invitation
|
|
for the Hammering '94.
|
|
|
|
SM: In all of your demos, what effects do you like the best?
|
|
|
|
MX: My favorites are those which I used some more time than average to
|
|
optimize. For example from Show the rotated-morphed dotball with 10000
|
|
dots, the dot tunnel with 9000 dots, and maybe the double-rotator in the
|
|
Face. Actually I have some new hit routines, but now I wouldn't want to
|
|
write down them.
|
|
|
|
Have you ever seen the Face on a Trident VGA? It puts 1 cube to the
|
|
screen, but in 2 frames. Wow!
|
|
|
|
SM: Some of the effects you did in Show were the fastest I've ever seen
|
|
in a demo. Do you have any suggestions to PC coders out there about
|
|
how to optimize their routines?
|
|
|
|
MX: There are a lot of way how to code, what to optimize. The most powerful
|
|
optimization is to find the fastest method to do the routines. I mean you
|
|
will never make a fast dot-channel if you calculate every point real time,
|
|
you should put 1 pixel with 1 instruction. And if you can, precalculate.
|
|
If you're finished with these things, maybe you can increase the speed
|
|
with less instructions, or code-optimization. But the first thing is to
|
|
find out what is the fastest method to do.
|
|
|
|
SM: What plans do you have for the future? (The Party 1994, etc.)
|
|
|
|
MX: We wanted to go to The Party IV, but finally we won't be there. But I
|
|
hope it will succeed, and a lot of groups will come with new hits.
|
|
|
|
For future plans, we would like to finish our new demo about April, and
|
|
continue making our 2nd game. Our 1st game will be in the stores about
|
|
Jan-Feb 1995. Be sure to Check It Out!
|
|
|
|
For this year we'll convert Chorus & Sid's musicdisk from the Amiga which
|
|
is about one year old now. But if you like coffee and blues you'll like
|
|
it. We planning another musicdisk for January-February, 1 demo for
|
|
February, and one more for about April.
|
|
|
|
SM: Thank you for taking the time to do this interview.
|
|
|
|
MX: Thank you too. It was funny to do. I hope you all the best with doing
|
|
DemoNews. Great thing! Keep the quality.
|
|
|
|
[end of interview: December 19, 1994]
|
|
|
|
------------------------------------------------------------------------------
|
|
(Assembly Part-II - "Implementation Optimization" By Jason Nunn)
|
|
------------------------------------------------------------------------------
|
|
Merry Christmas ("Ho bloody Ho"),
|
|
|
|
This segment is the second part in my series of assembly coding. Here I
|
|
will be discussing the relative speeds of the current benchmark computer
|
|
"i486-DX". I've been very busy lately with a tracker I'm finishing and a
|
|
new demo. I've been putting this article off for a while, Snowman has been
|
|
pressing me for this thing and he wants it by tonight..arrgghhhh. I wanted
|
|
to waffle on a lot more about this topic, but looks like I may have to
|
|
continue it to another part :)..Oh well, you get that, on with the show.
|
|
|
|
Hands up those of you that have studied Operating Systems at uni?. Yep, ok
|
|
now, who remembers the first lesson of Operating Systems? ..hmmm, anybody?.
|
|
Well the first thing I was told is that you can never scientifically
|
|
analyze any program for it's performance. There is only one way to find
|
|
out how optimized, or effective something is, and that is to take it out
|
|
into the field a test it!.
|
|
|
|
For those of you that are using TASM, you will know of a book called Quick
|
|
Reference that is dedicated to describing the speeds of the various Intel
|
|
instruction codes. Now this book is good. Very good, it does lack some
|
|
description, but it's still very comprehensive when describing the speeds
|
|
and efficiency of the instructions.
|
|
|
|
There is only one problem, and the problem is on page 63 labelled Clocks.
|
|
This page specifies a set of unrealistic assumptions that are broken every
|
|
0.00001 of a second or so in normal operation. There are a few assumptions
|
|
that hold, like the alignment of instructions etc, but the bus holds and
|
|
the wait states are totally unrealistic. One of the biggest assumptions
|
|
that makes these figures so dicky is that the instructions are prefetched
|
|
and decoded. That is, it's not taking into account the actual size of the
|
|
instruction, and the time to takes to read it from memory to the CPU!.
|
|
|
|
To solve this, were going to have to write a program that tests instruc-
|
|
tions in a relative form. As you know, there are more than two ways of
|
|
achieving the same thing. For example, loading an effective address with a
|
|
LEA does the same thing as a loading an effective address with a MOV.
|
|
Setting the value of a register using MOV, can be achieved by using a PUSH
|
|
or POP series. This is called Implementation Optimization, and it what
|
|
coders do to improve the speed of their code. We're now ready to test some
|
|
instructions using a program I wrote for this topic.
|
|
|
|
I've given this program to Snowman and to who ever wants it, so that you
|
|
can perform your own tests. The program executes a given instruction over
|
|
and over again for exactly 1.098901099~ seconds. Every time the instruc-
|
|
tion is executed, a counter is incremented. After the time period, a final
|
|
tally is arrived. When you subtract the CPU time used to actually operate
|
|
the overhead (ie the rest of the program) from this tally, you get the
|
|
approximate speed of the instruction. The higher the scale, the slower the
|
|
Instruction.
|
|
|
|
For curiosities sake, I first tested all possible register clearing
|
|
methods. The idea here is to set a given register to zero. Most of you have
|
|
probably read demo source code, and you may have read various author notes
|
|
about the topic. Some authors say that XOR is faster on a i486 (including
|
|
me ..well I did), and others say that MOV's are faster. The main ideology
|
|
behind all this is that one instruction could be better designed than
|
|
another. Well, the results below will settle this once and for all:
|
|
|
|
8-bit register | MOV AL,0 51625 | XOR AL,AL 51625
|
|
16-bit register | MOV AX,0 99565 | XOR AX,AX 99565
|
|
32-bit register | MOV EAX,0 51625 | XOR EAX,EAX 51625
|
|
|
|
Here we can conclude that there is no difference between clearing a
|
|
register with a MOV instruction and clearing it with an XOR instruction. It
|
|
shows that using the 16 bit codes tend to be half the speed. I've also
|
|
tried this with other general registers (EDX,ECX and EBX), all of them came
|
|
up with the same results.
|
|
|
|
LEA EAX,[HELLO] 51625
|
|
|
|
There's a lot of noise about the LEA instruction being slower than a MOV on
|
|
the i486 when loading an effective address. Well, according to my results,
|
|
this is not so. It doesn't matter whether you use a MOV or a LEA to load
|
|
an address into a register. I've also tried this using other general
|
|
registers and I got the same results.
|
|
|
|
The next set of instructions I was eager to study was the multiply set.
|
|
These instructions perform multiplication. The first one I tested was the
|
|
conventional MUL instruction:
|
|
|
|
MOV EAX,100h
|
|
MOV ECX,5
|
|
MUL ECX 509986
|
|
|
|
I then compared this with the old method of multiplying constants with
|
|
variables. Back in the old days, if one of your factors was a constant
|
|
number, you would use a calculation as follows:
|
|
|
|
MOV EAX,100h
|
|
MOV EBX,EAX
|
|
SHL EAX,2
|
|
ADD EAX,EBX 224844
|
|
|
|
The idea behind this algorithm is that any possible number has can by made
|
|
up of set of binary log bases (ie 1,2,4,8,16 etc). Therefore, you can
|
|
accomplish a multiply just by using a series of shifts. If you don't
|
|
understand what I'm going on about, then don't worry. This will be
|
|
discussed in much more detail in Programming Techniques. This algorithm
|
|
like the last one. It multiplies 100 by 5 was the answer ending up in EAX.
|
|
As you can see by the result, this method has over twice the speed of our
|
|
486 multiply instruction.
|
|
|
|
Well, the above method was the old way of doing this. Now with the
|
|
386/486's LEA instruction, here is the new way of multiplying 100 by 5:
|
|
|
|
MOV EAX,100h
|
|
LEA EAX,[EAX*4+EAX] 185875
|
|
|
|
MOV ECX,100h
|
|
LEA ECX,[ECX*4+ECX] 144218
|
|
|
|
Using an LEA for multiplication is more than 3 times faster than a
|
|
conventional MUL instruction. The surprising thing that I discovered is
|
|
that using EAX as a factor produces a slower instruction, as the second
|
|
instruction that uses ECX is faster. Note that I've tried this using EDX
|
|
and EBX, both produce the same result as ECX. This requires further
|
|
investigation.
|
|
|
|
Ok, what about loops?...Well, you ask anybody. Everybody (probably even
|
|
Snowman), has an opinion on "what's faster" when it comes to loop
|
|
constructs. Well, again, here we will settle this once and for all.
|
|
|
|
@@TEST_LOOP
|
|
MOV ECX,10
|
|
@@TEST_LOOP: LOOP 1016412
|
|
|
|
MOV ECX,10
|
|
@@TEST_LOOP:
|
|
DEC ECX
|
|
JNZ @@TEST_LOOP 836366
|
|
|
|
I've heard a few people say to me that LOOP's are faster on these new
|
|
machines. According to my results, this isn't the case. LOOP may look
|
|
compact and appear to be overall smaller, but in reality, it operates far
|
|
less efficiently. The DEC and a JNZ instructions are much more faster than
|
|
the conventional LOOP instruction.
|
|
|
|
The Intel family has a series of computational instructions dedicated to
|
|
manipulating the accumulator register (ie ADD, SUB, AND, OR). This means
|
|
that you have a super fast instruction that processes a dedicated register.
|
|
For example, a ADD EAX,3 is faster than a ADD ECX,3. Here are the results
|
|
that all achieve the task of incrementing a register:
|
|
|
|
INC BL 51632 INC AL 51632
|
|
INC BX 99564 INC AX 99569
|
|
INC EBX 51632 INC EAX 51632
|
|
ADD BL,1 51632 ADD AL,1 51632
|
|
ADD BX,1 99569 ADD AX,1 99569
|
|
ADD EBX,1 51632 ADD EAX,1 51632
|
|
|
|
It appears that there is no difference in processing speed of a ADD or a
|
|
INC. We could say the same thing about SUB and DEC, but this will have to
|
|
be checked. Right now, we will assume it to be true. Another noticeable
|
|
observation is that there is no speed difference between a EAX operation
|
|
and a EBX.ECX etc operation. Previous generations of Intel did have a
|
|
speed difference.
|
|
|
|
You will also notice that 16 bit operations are slower (a general
|
|
observation). I think enough has been said about this area. I also did a
|
|
speed test on PUSH, POP PUSHA etc. Again, 16 bit operations are far
|
|
slower. Where ever you can, always compute, store, process (whatever), in
|
|
32 bit or 8 bit registers, never in 16 bit only when it's necessary. I
|
|
would say that the 386 16 bit code has been ripped off the 286/186 chip
|
|
without any improvements. Using this instructions may achieve the same
|
|
performance as an actual 286 (this is only a theory).
|
|
|
|
Well, I'm going to stop here. This was just to give you an idea in the way
|
|
the 486 processes instructions. I've now revealed several patterns, you
|
|
can fill in the gaps. Although I haven't done a separate test in Real
|
|
Mode, I would be presuming them to be the same. Although I wouldn't put
|
|
money on it. If there is enough demand, then I will conduct a test of
|
|
these instructions under real mode.
|
|
|
|
Well, I hope you find this useful. One or two of the finding has certainly
|
|
made me have a big rethink about the way I code.
|
|
|
|
Seeya
|
|
|
|
:Jason Nunn
|
|
Super Real Darwin! - Demo Group
|
|
Darwin, NT, Australia
|
|
Contact: jsno@amigar.apana.org.au (Amiga Retreat BBS - Home of Pain)
|
|
|
|
Merry Christmas ("Ho bloody Ho"),
|
|
|
|
[Below is the source code to demotest.asm. If you know how to uudecode and
|
|
upzip, you're in business. If you don't, just ignore the following garbage.]
|
|
|
|
begin 600 demotest.zip
|
|
M4$L#!!0 @ ( )NBF!V1$025L@0 +L0 , 1$5-3U1%4U0N05--U5=?
|
|
M;^(X$']'XCN,T$K==BTVA%7597=;N!;IJKVV=X75Z810%&P#WDWB7.RT;#_]
|
|
M>9P #J3MZM271C2Q/>.9W_SQ>/H&6E>#K\/V;X-QJ]G0H8KA?>P#U7 *O)V&
|
|
MRBQ&(OD![[O I.HBB9B_9N--LV%>T#H?MP>C*[/YTXL]1I;YP<7PZN9Z^/<(
|
|
MSO_\!IHKS;.2\H_,(<Z5AF5XQ^'B9F1PF1]?:9XPGH&6D"O>+KA?$)9@/(R:
|
|
MC;1[<MQLQ)+Q"%0<1A&Z0O%%S!,-U"P;+&D^BP2% YP>()JNWVR$2N4Q!ZIZ
|
|
M!1=AF]%\,UIL1FH],IH3&N6,0\L&H6VF+51Z>3T.E [I#W ?QJ#C><#R].W9
|
|
MH<.$[TR73%_ 1% 9_P6C\>#\:Z#4=O\]G%5H7*6.[#/4?//'Q>7M7]Y)(.>J
|
|
MHOG,H2GCH!VI6L0\3X-Y%"Y<Q#-+XUD<4)DG&O9H(E&ZAL:J-'^/IGG,'=.V
|
|
M,EN79E>64RUD @:52!8]:!$/C7OI5'[Q1$PS2>&"TY%XX".NFPV 6-ZA99RN
|
|
M" ]7S4:_SS@]Z?9<6FAH=(4K*YG9%696F%UAPO),V+W,&' EWO7[1D-@U@7C
|
|
MV7171[$K-%XV3QB1 ^\ %Y26:H8#D=!"@[#+^<S.E" ?</Y]P7%>@L25#,VP
|
|
M\[5*"QUSF70\\[-_Q:M\KS^;[W;@C$Q$><)2C*MU6YJ)1 =&3])Q+# XR23P
|
|
M9B=FP](:&R9L[31O/E^Z]J,51W8W#2-,\6HHK"F/Z.S^LL[NO$YK]W]I_?BD
|
|
MUHJ"C[^FX!/,?FH>W&="\TX/]\(7$WRC<8&*,H D-S+P2(LDU)SAELIC<)@M
|
|
MJ50"C^ >F4:&&O%]0KC$XD5E)/.L--2!\H2A_;[!%U"9_@PB*5.;7I%D1;H6
|
|
MYP$3&2L\P/<'*!(T#=&):(RRGHG3DJ_5;EE&7L^(!^'>9C"GA3V6.WDHN"M0
|
|
M$)NSO>><T!+0AA[U'+0T(K2*EJ^$?D)[ 7XK# 7CEMY>?%]+$13;*AY@CV!C
|
|
M% DGK2>8';"]6Z;$]_;)VVMI2BKDHAYNKYAGR'Y)5UJ@<W69:?5>.7WZN;P>
|
|
MC6^_G8\O;Z[A]^'M$#[;YQ%IS<;G-->N0PX4+'G&3Q^)YDL#V!R\&I^5YY(^
|
|
MZ3.,7WU$.I4DU\69V:U(KR)?AW<\T0&V1T6F,ORDN5IB5Z*<S&**3*R?J.I=
|
|
M#,:#KH_ME%NO"W*EA9L2I?:SL]K)38EY.4QJK:A>BV$F<CY77,-.([E&'C*G
|
|
MT.R=MDK58](8KRH-2WVTMZQN Q-&Q/?LG2ASVP>:65FO4YD6.':MJOIGQ[!Z
|
|
M!Y7R8!,2D7'-7E&FV?!T_9Z].\N[G/%9OMCDG'/#S"(RBYQ+?\&UR/Z]XU3+
|
|
M;#^7W+Y_NNX"*PGI=O]34FDW-ZHB'J[;S\GV1+C1H2M"E8-*55"Y,I0@DZ++
|
|
MKT27"?*V<^P=^8>NU(B<N.4[7)).T625:BJ=1+^/A:9H%$IZW76SK_'=6__(
|
|
M]PYW6N^:NN=(WFG6ZH5VGQ?ZO$PTNF.-9E(9!N@<+ROUU5I=GR,;6!O-E82H
|
|
M!K F'YZ,Z!K?BGR@7G'.1?'_GH]X>8*GT7[Q\Q]02P$"% 4 ( " ";HI@=
|
|
MD1$$E;($ "[$ # ! " 1$5-3U1%4U0N05--4$L%
|
|
3!@ ! $ .@ -P$ !
|
|
|
|
end
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo
|
|
o O o
|
|
O o O O
|
|
oOooOoOo oOo oOo
|
|
o O `OoOo. o O .oOo o .oOo
|
|
O o o O o `Ooo. O `Ooo.
|
|
o O O o O O o O
|
|
O. O o `oO o' `OoO' `oO `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo.
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 9) `OoooO' `OoO' o o O `OoO' o
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
-- A RESPONSE TO COMMON SENCE ][ BY STONY --
|
|
------------------------------------------------------------------------------
|
|
This message is in response to PeriSoft's article (in Musicians Corner).
|
|
PeriSoft's article was forwarded to by Snowman in time to have my thoughts
|
|
included for this issue of DemoNews.
|
|
|
|
What I attempted to explain in DemoNews 075 was that it is easier to do
|
|
graphics at a high resolution than at a low resolution. This does not mean
|
|
that graphics should be done at a low resolution, but rather the graphics
|
|
competitions themselves should be divided into different sections as per the
|
|
resolutions I explained last time.
|
|
|
|
Of course I'm no musician, but in my opinion it is more difficult to do
|
|
decent modules with 4 channels because you must be consious of the
|
|
limitations. With 8 or 16 channels, you just can add instruments to make
|
|
it sound nicer. I DON'T say that only 4 channels modules should be
|
|
composed and YES I know, modules with increased channels will sound nicer
|
|
if done well.
|
|
|
|
I am sorry that I referred to an area in which I have very little experience
|
|
and what PeriSoft wrote will be true because he is, after all, a musician.
|
|
|
|
The fact that technology is changing very fast is a positive point. It is
|
|
now possible to do complicated effects which were not possible on the older
|
|
systems. In addition, the music is getting better because of the new
|
|
soundcards. The same thing applies to graphics. Of course it is nice
|
|
doing 24 bit graphics with 16.7 million of colors because it all looks more
|
|
realistic.
|
|
|
|
But... the main point I wanted to make clear is that the competitions should
|
|
remain competitions. I am NOT saying that only 286 code, 4 channel music,
|
|
and CGA should remain acceptable for competitions. But, what I am trying
|
|
to say is that there should be different sections for each competition (i.e.
|
|
in the music competition 4 sections: 4, 8, 16 and 32 channels)
|
|
|
|
From now on I will try not to refer to an area in which I have little
|
|
experience. :)
|
|
|
|
The next article will be a sort of report about the Party 4 which comences
|
|
next week.
|
|
|
|
Merry Christmas to all of you and best wishes for 1995 !!
|
|
...Stony
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo o
|
|
o O O
|
|
O o o
|
|
oOooOoOo o
|
|
o O .oOoO .oOo
|
|
O o o O `Ooo.
|
|
o O O o O
|
|
(Section 10) O. O `OoO'o `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
[Advertisement 1 of 2]
|
|
|
|
F i n n i s h *B E S T* D e m o - S c e n e B o a r d ___ ___
|
|
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|
#### #### #### #### #### #### #### #### #### `###, ,###'
|
|
#### #### #### #### ####__#### #### ####__#### `#####'
|
|
#### #### #### #### #### #### ,###`###,
|
|
####___ #### #### #### ####__#### ####__#### ,###' `###,
|
|
*FREE* InterNet E-Mail and 100+ InterNet echomail confs! ###' `###
|
|
==================================== (DGI) [68:100/11] * (GSN) [864:358/83] ==
|
|
< The European Technology WorldHQ - Jamm WorldHQ - Hypnosis Scandinavian HQ >
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< Acme FinlandHQ - Antares FinlandHQ - Darkzone FinlandHQ - Dust Distro >
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< Hemoroids Distro - Hypernova FinlandHQ - Imphobia Cascada FinlandHQ >
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< Imphobia voting site - Legend Design Distro - Scenial voting site >
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< Soft-One Productions FinlandHQ - Stile FinlandHQ - S!P Distro >
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< Valhalla FinlandHQ >
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/------------------------------------------------------------------------\
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| Demo-scene meeting place with multinode chatting possibility during |
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| bi-directional file transfer. Three nodes are waiting for your call! |
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\________________________________________________________________________/
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- 1000+ Demos - 1500+ Modules - 1300+ Games/DOS-utils - 500+ Programming -
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[======- [+358-0-506 2277 * All nodes ringdown with 28.800bps modems!] -=====]
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Located in McLean, Virginia, USA
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Online since 1990
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.oOOOo. o ooOoOOo (Section 11)
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o o O O
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O O o o
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oOooOO. o O
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o `O .oOoO' .oOo O o o .oOo .oOo O o .oOo. .oOo
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O o O o O OoO O `Ooo. `Ooo. o O OooO' `Ooo.
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o .O o O o o O O O O O o O O
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`OooOO' `OoO'o `OoO' O o ooOOoOo `OoO' `OoO' `OoO'o `OoO' `OoO'
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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After reading this issue of DemoNews, you may be wondering how you can get
|
|
previous ones. Well fear not! There are two different ways to do so:
|
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1: FTP to hornet.eng.ufl.edu and go to /pub/msdos/demos/news/OLD_NEWS and
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start downloading anything you see.
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2: Now you can request back issues of DemoNews via e-mail. Start a letter
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to listserver@oliver.sun.ac.za (any subject line) and in the body of the
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letter include "GET DEMUAN-LIST <INDEX>" where INDEX refers to the
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index number of the issue.
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For example: GET DEMUAN-LIST 29
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This would retrieve DemoNews #70 (index number 29).
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Issue Index Date Size Description
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----- ----- -------- ------ ----------------------------------------------
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70 29 11/13/94 45558 HORNET the New Team, Review of Epidemic Music
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Disk, Review of Fast Tracker ][, Dynamic
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Tracker Response.
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71 31 11/20/94 40430 Streamlining HORNET, NAID, Interview with
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Basehead, More on Fast Tracker ][, Denthor's
|
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First Article.
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72 32 11/27/94 63343 Goodbye Michelle, Interview with Skaven/FC,
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Review of Extreme's Tracker, Asphyxia Lives,
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Stony's First Article.
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73 35,36 12/04/94 78819 History of HORNET, Editorial: Demo Dreams,
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Interview with Necros, Lemmings + Psycho
|
|
Neurosis, Review of PMODE/W, Using Assembly
|
|
Part 1.
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74 37,38 12/11/94 77833 Interview with Vic/AcmE, Editorial: A Defence
|
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of Demoscene, The Making of NAID / Apraxia,
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Interview with C.C.Catch, Review of Scream
|
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Tracker 3.2, Review of Autodesk Animator Pro.
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75 41,42 12/18/94 68009 A DemoNews Reader, The Birth of Commercial
|
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Life, Editorial: Calm Before the Storm,
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Interview with Mello-D, US Demo Scene
|
|
(Renaissance meeting), Jelly Tots and Pizza
|
|
Shops, Review of Wired '94 Graphics.
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For more recent issues that are split into multiple parts, you must send
|
|
an individual ruquest for each index number.
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|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(Section 12) .oOOOo. o
|
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.O o O o
|
|
o o
|
|
o O
|
|
o o .oOo. .oOo O 'OoOo. .oOoO
|
|
O O O o `Ooo. o o O o O
|
|
`o .o o o O O O O o O o
|
|
`OoooO' Oo `OoO' `OoO' o' o O `OoOo
|
|
O
|
|
.oOOOo. OoO'
|
|
.O o
|
|
o O
|
|
o oOo
|
|
o .oOo. `oOOoOO. `oOOoOO. .oOo. 'OoOo. o .oOo
|
|
O O o O o o O o o OooO' o O O `Ooo.
|
|
`o .o o O o O O o O O O O o o O
|
|
`OoooO' `OoO' O o o O o o `OoO' o O `oO `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
"It's not what we eat, but what we digest that makes us strong; not what we
|
|
gain, but what we save that makes us rich; not what we read but what we
|
|
remember that makes us learned; and not what we profess but what we
|
|
practice that makes us [who we are]." - Francis Bacon
|
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|
Warning: The next issue of DemoNews will probably be very small compared
|
|
to this week's whopper. If you have anything to contribute, just
|
|
send it my way.
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|
|
|
Merry Christmas!
|
|
|
|
-Christopher G. Mann (Snowman)-
|
|
r3cgm@dax.cc.uakron.edu
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-End.of.DemoNews.076.
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