1096 lines
47 KiB
Plaintext
1096 lines
47 KiB
Plaintext
.Start.of.DemoNews.093.........................................................
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______/\___________________________ __ ________________ ___ /\_______
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\____ \ ________ _ _ ______ \ / \| \ ________ | \/ ______/
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/ | \ _) \ \_/ \ | \ / \ \ _) \ | \______ \
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/ | \ \ | \ | \ / \ \ /~\ \ / \
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\_____ /_______/___| /________/ \____\_____/_______/_________/________/
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\_____/ |____/
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DemoNews Issue #93 - June 4, 1995 | Size : 47,902
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------------- | Subscribers : 1429
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DemoNews is a weekly newsletter for the demo scene. | Last Week : 1424
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It is produced by Hornet at the site ftp.cdrom.com. | Change : +5
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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<CONTENTS>
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Uploads
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Articles
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Introduction................................Snow,GD,Trixter,Jeff
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4DOS 4DEMOS: Part 2.........................Snowman
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Tracking Tips IV............................GraveDigger
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Interview with Jugi/Complex.................GraveDigger
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Palette Fading and Animation................Tom Verbeure
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Advertisements
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Phluid Music Disk...........................ACiD
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Subscribing
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Closing
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=-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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=----------------------------------------------------------[File Information]-=
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All files listed below are on ftp.cdrom.com or one of its mirrors.
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Ratings are completely subjective and do not necessarily reflect opinions
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of the demo scene in general.
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ftp.cdrom.com too slow? Try our mirror at ftp.luth.se. You may even
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upload to this site under /pub/msdos/demos_upload.
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Demos marked [n/a] generally mean that we couldn't get them to run at all.
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=-------------------------------------------------------------[Demos:General]-=
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Location /demos/alpha/1995 Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/d/donut.zip 37 **** Donut by STRONTIUM 90
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/m/mb-nexus.zip 40 ***+ the Timegate by MB
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/p/psilly.zip 62 **** Pink 'n' Silly by Deus
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=-------------------------------------------------------------[Music:General]-=
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Location /demos/music Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/disks/1995/p/pure-ba1.zip 1140 ** Upside Down Blue Adonis
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/disks/1995/r/reflctns.zip 823 **** Reflections Renegade
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/songs/1995/midi/ems-delt.zip 66 *** Delta - HiScore Rob Hubbard
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/songs/1995/midi/ems-frn2.zip 18 ****+ Frontier, song#2 David Lowe
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/songs/1995/midi/ems-frn3.zip 20 *** Frontier, song#3 David Lowe
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/songs/1995/midi/ems-frn6.zip 21 *** Frontier, song#6 David Lowe
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/songs/1995/midi/ems-frnt.zip 17 *** Frontier, title David Lowe
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/songs/1995/midi/ems-mars.zip 34 ** Mars (Planets) Jack Hines
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/songs/1995/midi/ems-rfis.zip 309 *+ Return/Innocence Eliot
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/songs/1995/midi/ems-tfp1.zip 133 **+ Tie Fighter John Williams
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/songs/1995/midi/ems-wzd2.zip 6 **** Wizardry bugfix Mike Alsop
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/songs/1995/midi/ems-wzdr.zip 6 **** Wizardry Mike Alsop
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/songs/1995/mod/a/amu-anal.zip 93 *** A.N.A.L Amusic/Bass
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/songs/1995/mod/a/amu-liz.zip 65 *** War of the liz. Amusic/Bass
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/songs/1995/mod/e/ems-aman.zip 145 **+ Amigamania Eliot
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/songs/1995/mod/e/ems-aztc.zip 290 *** AzTec GeneraTion Eliot & Znorz
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/songs/1995/mod/e/ems-nin1.zip 125 ***+ Last Ninja sng#1 Ben Daglish
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/songs/1995/mod/e/ems-nin3.zip 52 ***+ Last Ninja sng#3 Ben Daglish
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/songs/1995/mod/e/ems-nin6.zip 68 *** Last Ninja sng#6 Matt Gray
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/songs/1995/mtm/c/cosmic-l.zip 63 *** Cosmic Link Doomsday
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/songs/1995/mtm/m/monotype.zip 108 ** Monotype Doomsday
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/songs/1995/mtm/p/paradoxy.zip 124 * Paradoxy Doomsday
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/songs/1995/s3m/a/alien.zip 120 **** The Alien Gift Welti/Enigma
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/songs/1995/s3m/b/blcknght.zip 67 ***+ Blacknight Zeus
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/songs/1995/s3m/d/dmk-xtrm.zip 155 *** X-Treme Starlght Hector/dMk
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/songs/1995/s3m/e/enchntix.zip 250 ***+ Enchantix Zeus
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/songs/1995/s3m/f/fh-doit.zip 157 *** Do It Now! Frank-H/HBE
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/songs/1995/s3m/f/frchair.zip 93 *** Flying chair.. Fast
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/songs/1995/s3m/o/oct-regu.zip 152 *** Regular Days Octoque
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/songs/1995/s3m/p/persecut.zip 137 **+ Persecution of.. Zigg
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/songs/1995/special/mpx7cycl.zip 111 ** Infocycle Mpx7
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/songs/1995/special/mpx7guad.zip 134 ** Give us a Dr. P. Mpx7
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/songs/1995/special/mpx7wate.zip 112 **+ Water Ride Mpx7
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/songs/1995/special/pil-acid.arj 178 * GabbaT-Acid Ver. Pill-E
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/songs/1995/special/pil-gabt.arj 427 * GabbaTrain Pill-E
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/songs/1995/special/pil-pill.arj 233 *+ Hubsche Bunte.. Pill-E
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/songs/1995/xm/b/b13-0021.zip 580 ***+ Interaction Velvet Scream/B13
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/songs/1995/xm/b/b13-0022.zip 272 **+ Loop Law Lankhmar/B13
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/songs/1995/xm/b/bn-fast.zip 115 **+ Fast Lane BlueNova
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/songs/1995/xm/m/megapol.zip 212 * Megapol Mr.Powerfailure
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/songs/1995/xm/p/peregrin.zip 174 **** Star Peregrina.. Black Thunder
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Naid '95
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/disks/1995/m/maz-naid.zip 1390 *** NAID95: [Entries] Mazurka
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/disks/1995/s/sr-naid.zip 744 **+ NAID95: [Entries] Surrounders
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/songs/1995/mod/f/flight.zip 78 *+ NAID95: Sunset F. Ms.Saigon/3some
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/songs/1995/mtm/c/ccmodern.zip 220 **** NAID95: Modern Society -C.C.Catch
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/songs/1995/s3m/a/ascent.zip 556 ****+ NAID95: Cloud Eagle by Necros/FM
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/songs/1995/s3m/a/atx-naid.zip 233 ** NAID95: Pacomofo by Deeyo/Atrox
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/songs/1995/s3m/d/drnkpuke.zip 171 **+ NAID95: Drink Your Puke -Vip/DCB
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/songs/1995/s3m/d/dy-mind.zip 584 *** NAID95: Mindwave by Draygen/PR
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/songs/1995/s3m/f/fm-cfunk.zip 570 **** NAID95: Can't Fake TF -Basehead/FM
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/songs/1995/s3m/i/inner.zip 358 ***+ NAID95: Inner by Laserlore
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/songs/1995/s3m/n/naids.zip 210 *** NAID95: Fondle MN -AndrewM/Kosmic
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/songs/1995/s3m/s/scimitar.zip 109 ***+ NAID95: Scimitar by Krystall
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/songs/1995/s3m/t/tears.zip 424 **** NAID95: Tears by Mosaic/Ren
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/songs/1995/s3m/w/wya_.zip 112 *** NAID95: Wiggle yo Ass by Phoenix
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/songs/1995/xm/f/fm-wreck.zip 669 **** NAID95: Wrecked Fluff by Mellow-D
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The Gathering '95
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/songs/1995/mod/a/asixthse.zip 222 ** TG95: Sixth Sense by Tecon/S!P
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/songs/1995/mod/b/bass.zip 942 ****+ TG95: Bass
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/songs/1995/mod/c/comeback.zip 191 *** TG95: Come Back to Me -Zany/Iris
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/songs/1995/mod/c/crusdrea.zip 201 **+ TG95: Crucified Dream -Pinocchio
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/songs/1995/mod/g/garampim.zip 727 ***+ TG95: Garam Pinienta by Fuzz/TRSI
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/songs/1995/mod/s/springar.zip 85 *+ TG95: Springar by Typhoon/Avalon
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/songs/1995/s3m/b/bj-vte.zip 247 ****+ TG95: Voyage2Eterni by BigJim
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/songs/1995/s3m/h/hallucin.arj 106 *** TG95: Hallucination
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/songs/1995/s3m/m/multiple.zip 143 **+ TG95: MultipleDreaming -Paradigma
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/songs/1995/xm/i/itptechn.zip 288 ***+ TG95: Techno Logic by Dominei
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X '95
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/songs/1995/special/feareyes.arj 244 ****+ X95: FearInHerEyes The Rew/Nost.
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/songs/1995/s3m/b/beat.zip 177 **** X95: BeatThisBeat by Mig/WM
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/songs/1995/s3m/g/goodbye.zip 244 ** X95: Goodbye scene by Jan Claes
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/songs/1995/s3m/v/vague.zip 103 **+ X95: Vague spheres by DarkJustice
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/songs/1995/xm/a/angels.zip 312 *** X95: Angels suck by Anarky/KIP
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/songs/1995/mod/t/tearbutt.zip 150 * X95: Tears in her but Purple Zebra
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=--------------------------------------------------------[Music:Non-Reviewed]-=
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Location /demos/music Size Description
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=-------------------------------- ---- ---------------------------------------=
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/programs/players/cmod223.zip 71 CapaMod 2.23 by Flap/Capacala
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/programs/players/cp10.zip 988 Cubic Player 1.0 by N. Beisert
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/programs/players/pp3.zip 90 Platinum Play 3 by TechnoMaestro
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=-------------------------------------------------------------[Miscellaneous]-=
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Location /demos Size Description
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=-------------------------------- ---- ---------------------------------------=
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/news/netmusik.001 22 The Digital Audio Music Newsletter #1
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/hornet/traxw/traxweek.012 60 TraxWeekly #11
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=-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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=------------[Introduction]--[Snowman, GraveDigger, Trixter, and White Noise]-=
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SM: Hello all, and welcome to the 93rd issue of DemoNews.
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WN: 93rd? Geez, won't be able to use my fingers to count them
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shortly anymore... :)
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TX: You could always use your toes... but then again, that's the lazy
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coder perspective. You should really own more arms.
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GD: This week in the the "Uploads" section, we have reviews of Naid, The
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Gathering, and x95 party music. Be sure to check it out!
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WN: GraveDigger... is that reviews of the whole 50 something of 'em?
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GD: Jeff, only the files that were uploaded to the site, of course. :)
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Hey, what do we have for articles, Snow?
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SM: Well, this week we start it off with the second in my series of
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"4DOS 4DEMOS" tutorials.
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GD: Will there be more articles in this series to follow?
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SM: Heck yeah! Probably at least 8 or 10. Of course, these articles
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will do little good for WN since he's such a Windows FREAK! :)
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WN: I admit. I just joined Windoze Anonymous last week... :) The
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first class was "I hate Bill Gates 101".
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GD: You better do well in that class.. Win95 is on the way! Oh, next
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is another of my Tracking Tips columns.
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SM: Isn't this Tracking Tips about bloody notes?
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GD: Something like that.. tracking gore! Say, Jeff, have you ever
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experienced physical harm when writing a song?
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WN: Well... aside from bashing my head on the keyboard when my chords
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don't sound right, not really...
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TX: Sounds like coding a certain sound system. Using a mallet works
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better.
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SM: Anyway, our next article is an interview done by GD. Brett, would
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you care to give a summary?
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GD: Sure.. I interviewed Jugi/Complex about a month ago and learned some
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interesting things about one of the scene's older members.
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WN: <whiny voice> So, I'm an old member too, how come I don't get
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interviewed?
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GD: dope.mod :)
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SM: Next article comes to us from Tom Verbeure. Its been a while since
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he last wrote for Hornet, but this article is very good.
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GD: Indeed, I'm glad to see him back in the newsletter.
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WN: I should really start writing something for this newsletter other
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than inane comments to fill up the intros... :)
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SM: How about a basic tutorial on how to get started with making your
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own Home Page?
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GD: That's a neat idea! And Jeff would be the perfect one to write it.
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Jeff, what do you think?
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WN: hmmm... Why not... some style tips wouldn't be bad...
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TX: I think that would be a great idea, but make sure you emphasize proper
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style: eLiTe sTufF doesn't look good under HTML. ;) Not to mention
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that no one really wants to see a 1 MB GIF of their dog. :)
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SM: Well folks, this has been Snowman...
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GD: ...and this has been GraveDigger...
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WN: ...not to forget White Noise...
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TX: ...and we all love Trixter...
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<>: And we are OUTTA HERE.
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=--------------------------------------------[4DOS 4DEMOS: Part 2]--[Snowman]-=
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_____Preparation
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This article assumes you have read Part 1 of this series. Be sure to
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follow all of the steps I listed there. We will be relying on them now.
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Today we are going to talk about Environmental Variables and Color-Coded
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Directories.
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During the past two weeks, I went out and collected a lot of utilities for
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ya'll. I also reorganized the directories. Instead of the files being
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located under /pub/demos/utils/dos/4dos, they are now just under
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/pub/demos/utils/4dos. You can also get files talked about in these
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articles in /pub/demos/utils/4dos/tutor.
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Here is what you need to do for today's lesson:
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1. Create a directory somewhere off the root directory on your hard
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drive called \STARTUP. We will be putting many cool files in here.
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2. Get your favorite ascii editor ready (I prefer QEdit).
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By the way, QEdit is made from the same people who bring you 4DOS:
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JP Software.
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[Environmental Variables]
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_____Overview
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Beware, the first few articles in this series are relatively simple. Don't
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get caught off guard. Here is an excerpt from an upcoming article:
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"...=$e[2D$e[0;34m(%%@DOSMEM[k]base) $e[0;32m(%%@XMS[k]xms)
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$e[0;33m(%%@EMS[k]ems) $e[0;36m(%%@DISKFREE[c:,m]hard)
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%%@IF[%@CDROM[d:] == 1,$e[1;33m(CD-ROM) ,]%%@IF[%%_MOUSE
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== 1,$e[0;31m(mouse) ,]$e[0;35m(shell $z) $e[0;37m $_$p$g..."
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So as you can see, there's a lot to be covered before we get to that point.
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Anyway, on to the lesson for today...
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Many programs require environmental variables. Common examples would
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include "ULTRASND=240,1,1,11,7" and "BLASTER=A220 I7 D1 T2". We do not
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want to have these cluttering up your AUTOEXEC.BAT file. Its time for
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them to grow up and leave. Its time for SET_ENVS.BAT!
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_____Make It So
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OK, we know that we want a file called SET_ENVS.BAT and we want it to
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be located under \STARTUP. But what does SET_ENVS.BAT look like?
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For starters, you need to make a standard header block. This is just a bit
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of text that you stick at the top of each file explaining what it is.
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Here is my personal header block:
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: File Name : SET_ENVS.BAT
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: Title : Set Environmental Variables
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: Author : Christopher G. Mann
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: Last Modification : May 30, 1995
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: Purpose : Configure environment for different applications.
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All of my batch files follow this format. Notice that each line begins
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with a ":". This is the same thing as a REM, but its much cleaner in my
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opinion.
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Next we want to list the environmental variables. However, when we run
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this file, we don't want everything to be displayed to the screen. We
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want to just type SET_ENVS and go! So the next two lines are:
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: Don't echo anything
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@echo off
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The ": Don't echo anything" is just a comment. I suggest you use them
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often. Trust me, in a few months you'll go back to modify a file and not
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have any idea why you did something.
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Last, but not least, we list our environmental variables. Open up both
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your AUTOEXEC.BAT and SET_ENVS.BAT files and start cutting and pasting.
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When you are done, your AUTOEXEC.BAT file should contain _no_ "SET"
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statements.
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Here are a few of my variables:
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SET BLASTER=A220 I7 D1 T2
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SET CAPAMOD=/pan33 /fde0 /lop0 /md01 /rnd /clr1
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SET NU=C:\NU
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SET TEMP=C:\TMP
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SET ULTRADIR=C:\US
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SET ULTRASND=240,1,1,11,7
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The last step is to have SET_ENVS.BAT called every time you start your
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machine. We can do this by adding one line to your AUTOEXEC.BAT file:
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CALL C:\STARTUP\SET_ENVS.BAT
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Now your system is cleaner and more organized. Please do not skip over
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making this file. We will be adding a lot to it later (when we start
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working on aliases).
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[Color-Coded Directories]
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_____Overview
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Wouldn't it be nice to have all of your GIF and JPG files appear in blue
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and your MOD and S3M files in green? With a quick glance, you can easily
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identify any type of file. Color-coded directories will save time and make
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your system look a lot more groovy! :)
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_____Make It So
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We need to make a new file. What is it called? It's SET_COLS.BAT! And
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where are we going to put it? Yippers, in \STARTUP.
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At this point, you might be noticing a trend. Right now, I have 5
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SET_XXXX.BAT files in my \STARTUP directory. By the time I'm done writing
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this series there might have a couple more.
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Here is my header block for this file:
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: File Name : SET_COLS.BAT
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: Title : Color Directory Configuration for 4DOS
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: Author : Christopher G. Mann
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: Last Modification : May 30, 1995
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: Purpose : This file contains a list of common file extensions
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: : and the colors those files should be displayed as
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: : when a "dir" is requested.
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And we don't want this file to echo either so add:
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: Don't echo anything
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@echo off
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Here is a list of my own color-coded files (slightly condensed):
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: Archive
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set colordir=arj zip lzh lha a0?: cyan;
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: Batch Files
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set colordir=%colordir%bat btm: red;
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: Code
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set colordir=%colordir%c h asm hpp cpp pas bas scr:bright cyan;
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set colordir=%colordir%obj tms: white;
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: Directories
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set colordir=%colordir%dirs:blue;
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: Executables
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set colordir=%colordir%com exe: bright red;
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: Graphics
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set colordir=%colordir%gif jpg lbm pcx tga wpg: bright magenta;
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: Music
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set colordir=%colordir%669 amf far mod mtm ptm s3m xm:bright blue;
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: System
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set colordir=%colordir%drv sys: bright green;
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: Text
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set colordir=%colordir%1st doc me nfo txt:green;
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For a list of color names, just type "HELP COLORS" at your 4DOS prompt.
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You'll notice that my first set is "set colordir=arj zip..." and the second
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one is "set colordir=%colordir%bat btm...". Why do we have that
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"%colordir%" thingie in there? Well, we are working with 1 variable here,
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the "colordir" variable. If you were to type:
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set colordir=Snowman
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set colordir=can't track music.
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then the value of colordir would be "can't track music" because you
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reset the variable when you entered a new value. We get around this by
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typing:
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set colordir=Snowman
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set colordir=%colordir% can't track music.
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That little "%colordir%" means 'take the original value of colordir and
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put it before the rest of this line'. So after typing the above two lines,
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the value of colordir is "Snowman can't track music."
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Just like with SET_ENVS.BAT, we want this file to be called automatically
|
|
every time we boot our machine. So add the following line to your
|
|
AUTOEXEC.BAT file:
|
|
|
|
CALL C:\STARTUP\SET_COLS.BAT
|
|
|
|
You might be thinking "Hey, we are using 'set colordir'. Why didn't that
|
|
go in our SET_ENVS.BAT file?" Well, I'm not going to tell you. Its a
|
|
secret.
|
|
|
|
[Wrapping Up]
|
|
|
|
OK, now your system has Color-Coded directories and Environmental Variables
|
|
all organized and tidy. But wait! All of that stuff eats up memory. Are
|
|
you going to run out? Well, last week I told you to add the line:
|
|
|
|
SHELL=C:\4DOS\4DOS.COM C:\4DOS /P /E:1024
|
|
|
|
to your CONFIG.SYS file. The "/E:1024" means 'allocate 1024 bytes for
|
|
environmental memory'. You can check to see how much you have left simply
|
|
by typing MEMORY from your 4DOS prompt.
|
|
|
|
Here is what mine looks like:
|
|
|
|
655,360 bytes total DOS RAM
|
|
635,280 bytes free <--- and I'm not even using QEMM!
|
|
|
|
1,843,200 bytes free XMS memory (HMA in use)
|
|
|
|
2,048 bytes total environment
|
|
575 bytes free <--- I still have 575 bytes left
|
|
|
|
2,048 bytes total alias
|
|
873 bytes free
|
|
|
|
1,024 bytes total history
|
|
|
|
If you notice that your environment space is running low, then simply
|
|
increase the "/E:xxxx" parameter above to accommodate. Mine is currently
|
|
set to 2048, but its unlikely at this point that you will need more than
|
|
that.
|
|
|
|
Well, now you have fancy colors and your environmental variables all set.
|
|
Next issue, we'll talk about ALIASES, PATH, and CDPATH. This will bring
|
|
the number of SET_XXXX.BAT files up to four. The fifth file will be
|
|
SET_PROM.BAT, entitled "The Ultimate Prompt". This will utilize a lot of
|
|
internal 4DOS calls so we'll put it off until the forth installment of this
|
|
series. Until then, take care everyone.
|
|
|
|
And remember, 4DOS 4EVER!
|
|
|
|
-Christopher G. Mann r3cgm@ftp.cdrom.com
|
|
|
|
|
|
=----------------------------[Tracking Tips IV: Note Bleeding]--[GraveDigger]-=
|
|
|
|
"Note Bleeding" is just a fancy name I came up with for fading one note out
|
|
while fading another in, causing the two notes to "bleed" into each other.
|
|
I find it to be most effective on looped string instruments, but it can be
|
|
useful for other sounds as well.
|
|
|
|
What this does is change the current note value without the bumpy transition
|
|
of simply re-sounding the note. Doing that can even be dangerous if your
|
|
sample does not have a fast attack and no offset command is used. So, using
|
|
this "bleeding" technique provides a gentle note change with a nice smooth
|
|
transition. Below is the tracker example:
|
|
|
|
Before: After:
|
|
|
|
| Channel 1 | Channel 2 | | Channel 1 | Channel 2 |
|
|
|C-4 01 64 ...|... .. .. ...| |C-4 01 64 ...|... .. .. ...|
|
|
|... .. .. ...|... .. .. ...| |... .. .. ...|... .. .. ...|
|
|
|G-4 01 64 ...|... .. .. ...| |... .. 48 ...|G-4 01 16 ...|
|
|
|... .. .. ...|... .. .. ...| |... .. 32 ...|... .. 32 ...|
|
|
|... .. .. ...|... .. .. ...| |... .. 00 ...|... .. 64 ...|
|
|
|
|
In the first example, you have a standard note change. In the second
|
|
example, the first note fades out as the second note fades in. Tip: use
|
|
more rows to gradually change the volumes. This will create a much smoother
|
|
effect. I just used five rows to save space. :)
|
|
|
|
Also take note that the sum of the volumes between the two "bleeding"
|
|
channels is always the same, from the initial note attack all the way
|
|
through the crossover. This will create a very smooth "bleed."
|
|
|
|
The next article begins a two-part "Melody Variations" section.
|
|
|
|
|
|
=-----------------------------[Interview with Jugi of Complex]--[GraveDigger]-=
|
|
|
|
Jugi is a musician in the group Complex. Complex recently won first place at
|
|
The Gathering '95 with their demo entitled "Dope." Other popular Complex PC
|
|
releases include "Cyboman" and "Cyboman 2", two awesome intros.
|
|
|
|
In our last issue of o1art, Reward and Jmagic of Complex were interviewed.
|
|
If you haven't seen it yet, be sure to get a copy and read it.
|
|
|
|
Complex also promises to present a demo at Assembly '95. I'm sure it will be
|
|
another fascinating presentation.
|
|
|
|
Since Jugi and myself live on different continents, our time differences
|
|
prevented an interview on IRC for some time. Eventually we met up, and the
|
|
conversation that took place follows. The interview took place on Monday,
|
|
May 8, 1995 from approximately 8:00am to 8:30am EDT.
|
|
|
|
----------------------------------------------------------------------------
|
|
JG - Jukka Kaartinen of Complex jusaka@tarzan.math.jyu.fi
|
|
GD - Brett Neely of Hornet gd@ftp.cdrom.com
|
|
----------------------------------------------------------------------------
|
|
|
|
GD: Hello! Could you tell us your name, age, where you live, where you go
|
|
to school, and work?
|
|
|
|
JG: My real name is Jukka Kaartinen. I'm 22-years-old. I study in the
|
|
University of Jyvaskyla... I study computer science, physics and
|
|
multimedia. I also do some freelancer gfx work for one company... :)
|
|
|
|
GD: Do you wear glasses or contacts?
|
|
|
|
JG: I wear glasses. :) I'm too lazy for contacts.
|
|
|
|
GD: When did you attend your first demoparty?
|
|
|
|
JG: I was at my first party in '88. It was a small party in the middle of
|
|
the woods... in an old school house. It was held by Byterapers.
|
|
|
|
GD: How many people were there?
|
|
|
|
JG: About 30... There were lotsa c64s and some Amigas...
|
|
|
|
GD: Any PC's?
|
|
|
|
JG: Nope...
|
|
|
|
I had already made a game on the c64, and I had a preview of that at the
|
|
party... and I think I released one picture there too. Made with a c64.
|
|
It was 320x200, 2 colors.
|
|
|
|
GD: What kind of game had you made?
|
|
|
|
JG: The game was an Uridium clone type of shootemup... we sold it to this
|
|
English budget game company called CRL, but it went bankrupt before we
|
|
got the money from it. But it was a really cool game... I did gfx and
|
|
music for it, and my friend coded it. We worked on it for about 1.5
|
|
years.
|
|
|
|
GD: That's too bad you didn't get money for it. :( I also used to have a
|
|
c64 - wish I could have seen the game. :>
|
|
|
|
When did you first come in contact with Complex?
|
|
|
|
JG: Well.. I'm gonna tell ya older stories now! :)
|
|
|
|
GD: Ok :)
|
|
|
|
JG: Back in 1990 I was at one lame party... I needed a ride back home, so
|
|
I got it from Mic Dair (leader/organizer of Complex) and Cable (old
|
|
amiga coder) and I joined Complex then :) I think Reward joined Complex
|
|
in 1992, since he wanted to get in free for Assembly '92 which we were
|
|
"organizing" as a name only...
|
|
|
|
GD: Hehe, now there's a good reason to join a demo group. :)
|
|
|
|
JG: That was the way he could get in drunk & free. :)
|
|
|
|
GD: When did Jmagic join?
|
|
|
|
JG: Hm.. I try to remember. It was after he won at The Party '93... I knew
|
|
him thru Trav (of Complex maybe) :) and Trav is an old friend of
|
|
Saviour / Complex (famous elfmania coder). Anyway, I thought... lets
|
|
have a PC section, and that was ok with Mic Dair, so we did it.
|
|
|
|
So Jmagic started to work with us. Since Jmagic is from this town
|
|
(Jyvaskyla city; the place where I study) we could work very closely.
|
|
|
|
GD: It's important to be able to get together for this kind of thing; you
|
|
are lucky to be near each other.
|
|
|
|
At The Gathering 95, "Dope" won first place.. congratulations to all
|
|
of Complex for that. :)
|
|
|
|
JG: Err. Thank you :)
|
|
|
|
GD: How long did the entire "Dope" process take?
|
|
|
|
JG: Well... we put it together in little over a week. I mean... the routines
|
|
were ready for about two months or so.. Jmagic had worked on them little
|
|
by little, then we thought... "now we are gonna make a demo." First we
|
|
just talked and bullshitted about it... and then we realized that there
|
|
was only 1 week to go!
|
|
|
|
GD: Why is it that the greatest demoparty entries are made in such a short
|
|
amount of time? :) How long did it take to write the music?
|
|
|
|
JG: I had been working on the tune for about a week then.. and it was nothing
|
|
yet. So, a little over 2 weeks, but its hard to tell.. cuz I can't
|
|
remember how many hours i used on it. I might have worked 5 hours one
|
|
day... 0 hours the next... etc.
|
|
|
|
GD: Which came first.. dope.mod or onward.xm?
|
|
|
|
JG: I did onward.xm at the party place in 20 minutes from the "Dope" tune.
|
|
|
|
GD: Oh ;)
|
|
|
|
JG: Anyway.. the gfx in dope were done like... ultra fast. I just
|
|
photoshopped/3ds'ed some shit and put it there. We ran out of time so
|
|
badly. I had to send the "routine boxes" to Reward to be dithered.
|
|
They were all 3ds... and the desert at the end was just a fast scan :)
|
|
|
|
All the movements of the objects from envmap to the end was made by
|
|
jmagic in about 10 mins. so it wasn't quite what I wanted. The thing
|
|
is... we deliberately made the demo so that it would be lightning fast
|
|
to design. We used the old amiga trick "routine boxes"... routine
|
|
after routine... boasting about them with these "little" annoying
|
|
boxes.
|
|
|
|
GD: I like those little annoying boxes :>
|
|
|
|
JG: The amiga scene has had its share of those kinda demos, so we thought
|
|
this would be the first to do it with the PC. There's no grand design in
|
|
this demo.... just routines routines routines. That's its purpose.
|
|
|
|
It feels so funny when people make such a big fuss about Dope when I
|
|
know its some routines put together in a little over a week.
|
|
|
|
I know that PC doods like those "movie" like demos where some guy jumps
|
|
off of a plane without a reason :)... etc... and spaceships fly and you
|
|
feel like you were in a low budget scifi movie.
|
|
|
|
GD: In my opinion, a demo doesn't need a story to be good, it just needs
|
|
to be original.
|
|
|
|
JG: Anyway this is no movie... its a demo of coding skills in a nice packet.
|
|
We are in the process of making a demo where you couldn't instantly tell
|
|
"this a scene demo". No obscure logos flashing on the screen... no
|
|
routine "boasting"... but something like a beautiful scenery "movie"
|
|
with something that will awake your "sense of wonder"... lets just hope
|
|
we have time and inspiration to finish it... and then you can Dive with
|
|
us...
|
|
|
|
GD: Can't wait to see that!
|
|
|
|
Complex's two "Cyboman" intros helped get your group into the Imphobia
|
|
charts. How much work went into these intros?
|
|
|
|
JG: Cyboman2 was about 1 week. I directed it half the way, with Jmagic in
|
|
Jyvaskyla. But when I saw the final version at the party it wasn't good
|
|
enough so we fixed the rest of it at the party.
|
|
|
|
GD: Personally, I think the "Dope" music really tops off the demo... the
|
|
music is so original and fitting with the graphics.
|
|
|
|
JG: Ok.. lets talk about the music. The tune was actually made to fit the
|
|
demo. :)
|
|
|
|
GD: There's only one thing I don't like in dope.mod :) There's a bass note
|
|
that sustains too long, i think.. about 6 minutes through the song.
|
|
|
|
JG: Well... heh... at that point I had left for the PARTY! The "envmap"
|
|
part of the song was made at the party and it defiantly suxx
|
|
bigtime... regular loop collection.
|
|
|
|
GD: But i really like the organ melody...
|
|
|
|
JG: I have to say this... the "main" part of the tune which has the melody
|
|
is the _real_ dope music... the beginning... the "tv scifi:)" sounding
|
|
part is just something i put together to fill the beginning of the demo.
|
|
Cliche.
|
|
|
|
GD: Right.. the sounds go well with the scrolling "Complex" logo, though.
|
|
|
|
JG: Well.. the music syncing is kinda of joke in dope since it depends on how
|
|
fast your HD is. Music is started at the beginning, stopped in the end.
|
|
There's no interaction between the music player and demo code.
|
|
|
|
About the mod, 28 channels is nothing. Lets go thru them: 5 channels
|
|
for drums&percussion, 9 channels for the humming sound, 2 channels
|
|
for the bass "guitar", then the organ chords and their echos take 6
|
|
channels, the lead and its echoes takes 4 channels. It goes something
|
|
like that...
|
|
|
|
... Anyway... that's how you can spend channels. Of course I could have
|
|
taken off like 8 channels or so if I had all the chords sampled, etc, but
|
|
it was the "development" version of the mod that was in the demo.
|
|
|
|
GD: That's true...
|
|
|
|
JG: I could fix the tune now that I know what it should sound like. I had no
|
|
time to "optimize"... besides... I had no need to. :) One more thing. It
|
|
doesn't say in your favorite music CD how many channels were used. :)
|
|
Music is music, technique is technique.
|
|
|
|
GD: Good answer. :)
|
|
|
|
Do you use any other tracker besides FT2?
|
|
|
|
JG: Ok.. trackers. I only use FT2 and Protracker on Amiga.
|
|
|
|
GD: Do you have any music theory training?
|
|
|
|
JG: Well... I've played keyboards for 13 years now. I've never received
|
|
classical training... but I do play a lot and compose. My piano playing
|
|
style is like.. Tori Amos/Bruce Horsby with a touch of Chick Corea in it.
|
|
|
|
GD: Ah.. how often do you play the piano?
|
|
|
|
JG: I play everyday. The piano is my favorite instrument (of the ones I can
|
|
play :)...
|
|
|
|
GD: What kind of instruments do you have? Any keyboards/synths?
|
|
|
|
JG: Well, my midi setup is poor and small :) I have a u-20 & 03r/w. I have
|
|
a Korg 16 channel mixer... and I have a dx-100 too! :) But luckily my
|
|
flatmate has a piano.
|
|
|
|
GD: You have a dx100 computer?
|
|
|
|
JG: Nope, Yamaha dx-100. Little thingie fm-synthesizer... and I have access
|
|
to a piano. My flatmates(hello Anita:)) piano is in the kitchen.
|
|
|
|
GD: A piano in the kitchen? :)
|
|
|
|
JG: Yes. :)
|
|
|
|
GD: What kind of computer setup do you have?
|
|
|
|
JG: HEHEH... Don't ask. :)
|
|
|
|
GD: C'mon, I'm sure my setup is far worse than yours. :)
|
|
|
|
JG: Well.. i have an Amiga 1200 and a 486dx - 33 true IBM valuepoint. :)
|
|
|
|
GD: Ah. (See, I was right =)
|
|
|
|
JG: But i will have a new Pentium 100 reaaally soon.. so :)
|
|
|
|
GD: Have you had any art training?
|
|
|
|
JG: Hmm.. its been like 4 or 5 years since i've last drawn on paper. I mean
|
|
really trained... I do sketches sometimes... but thats rare too. I've
|
|
been doing computer gfx actively since early '87 so I'm very familiar
|
|
working the whole gfx process within computers.
|
|
|
|
GD: What do you hope to be doing in 5 years from now?
|
|
|
|
JG: Making my own music.. thats my dream :) but a more realistic thing
|
|
for me is to be working in all different kinds of multimedia projects.
|
|
I'll be a master of science in electronic media when (and if;)) I
|
|
graduate.
|
|
|
|
GD: That sounds interesting... good luck with it!
|
|
|
|
JG: There would be a zillion things to tell about the scene since I've
|
|
been watching it for so long, but lets not bore our readers :)
|
|
|
|
GD: Good point... let's get going... is there anyone you want to greet?
|
|
|
|
JG: Greetings... well... um... everybody on the net :) btw... if anyone
|
|
wants to check out some stuff I've made during my sceneyears, check
|
|
out my homepage which is: http://www.math.jyu.fi/~jusaka/
|
|
|
|
GD: Anything else you want to say before we go?
|
|
|
|
JG: Yes... Dope was nothing... there's more to come. Much more. :)
|
|
|
|
GD: Can't wait to see it. :)
|
|
|
|
JG: Ok.. I think that's it.
|
|
|
|
GD: Thanks for taking the time to do this interview!
|
|
|
|
JG: 'tis ok. Later.
|
|
|
|
|
|
=------------------------------[Palette Fading and Animation]--[Tom Verbeure]-=
|
|
|
|
After my last article about Pentium floating-point optimization, a lot of
|
|
people told me it was too difficult, so this time something easier.
|
|
|
|
A standard VGA card can display only 256 colors at once. Each of these 256
|
|
colors can be chosen individually out of 262,144 colors. You all know this,
|
|
and most of the time, it is being regarded as a severe restriction, which
|
|
is why 15-bit or 24-bit SVGA card are so popular. Paletted screenmodes have
|
|
some advantages over their true-color brothers that are especially
|
|
interesting in demos:
|
|
|
|
* they require less memory for the same number of pixels.
|
|
* one can change pixels with the same color to another color by
|
|
just changing the palette value.
|
|
|
|
Both features are a major plus for high-speed effects.
|
|
|
|
The last feature is especially useful during fading of images, probably one
|
|
of the most used 'effects' in demos. Instead of having to change the RGB
|
|
values for every pixel, one has to change only the palette. Again, nothing
|
|
new here.
|
|
|
|
Less known is the fact that relatively complex looking animations can be
|
|
made by simply changing the palette. The worm-hole in Unreal and the
|
|
background of the 'Scrollers Suck' part in Panic, both demos of Future Crew
|
|
are a nice example of this. Another one is a part in The Good, the Bad and
|
|
the Ugly of Surprise!Productions where a logo of S!P is scrolling up-right
|
|
in the background while some 2D signs are constantly transforming into each
|
|
other. (Of course, everybody has seen DejaVu from Synergy Design with a
|
|
rip-off of the wormhole :-) ).
|
|
|
|
All these effects share some common characteristics:
|
|
|
|
- They have very few colors
|
|
- Repetitive animations
|
|
- frequency of repetition is fast.
|
|
|
|
How is this being done? They just change the palette, sometimes with a
|
|
small action on the foreground (like the transforming 2D's in TGTB&TU).
|
|
|
|
Suppose you have 2 pictures with different colors and you would want to
|
|
change between them by just changing the palette (of 256 color-entries).
|
|
Suppose we are in a worst case situation where every color combination
|
|
exists. Let N and M be the number of different colors in images A and B.
|
|
Then N*M must be smaller than 256! So, in a worst case, one can show 2
|
|
different images by only changing palette when both images have 16 colors.
|
|
|
|
This worst case happens most when using scanned pictures, because there are
|
|
no large areas with the same color. Not being in the worst case, means that
|
|
there are less color combinations (e.g. one never has to change from a
|
|
color X in image A to a color Y in image B). An extreme example of an
|
|
optimal case is... standard fading of an image: in this case, EVERY pixel
|
|
with color X is mapped to color Y (with color Y being a color X multiplied
|
|
by a certain factor) and never to another color !
|
|
|
|
An example will make this clear: Suppose we want to combine two images A
|
|
and B into one bitmap with two palettes.
|
|
|
|
image A image B
|
|
|
|
.....= *.....
|
|
....=. .*....
|
|
...=.. ..*...
|
|
..=... ...*..
|
|
.=.... ....*.
|
|
=..... .....*
|
|
|
|
Then one possible solution is this:
|
|
|
|
image C
|
|
|
|
100002 Palette to show image A: Palette to show image B:
|
|
010020 color 0 = '.' color 0 = '.'
|
|
001200 color 1 = '.' color 1 = '*'
|
|
002100 color 2 = '=' color 2 = '.'
|
|
020010
|
|
200001
|
|
|
|
Notice that we need only 3 colors in our palette because the combination
|
|
'=' -> '*' doesn't exist. We are not in a worst case situation.
|
|
|
|
Now comes the question of how to create the palettes and the bitmap to
|
|
change between the images. Actually, this is very easy: here is the
|
|
algorithm in pseudo-language:
|
|
|
|
P[256] : array of color combinations (C1,C2)
|
|
Pal1[256] : resulting palette to show image A
|
|
Pal2[256] : resulting palette to show image B
|
|
Image C : resulting image, containing both image A and image B
|
|
I : intermediate value
|
|
|
|
Empty P
|
|
Load Image A
|
|
Load Image B
|
|
For every pixelposition (x,y)
|
|
Get colornumber A at (x,y) of image A
|
|
Get colornumber B at (x,y) of image B
|
|
Search colorcombination (A,B) in P.
|
|
if (A,B) already in P
|
|
I = position of (A,B) in P
|
|
else
|
|
Add colorcombination (A,B) to P
|
|
if P is full (more than 256 color combinations)
|
|
print "Oops. Too many combinations..."
|
|
abort
|
|
I = position of (A,B) in P
|
|
end if
|
|
Put I at position (x,y) of destination image C
|
|
end for
|
|
|
|
Load Palette A
|
|
Load Palette B
|
|
|
|
For every combination C in P
|
|
Get A-part of the combination C
|
|
Get (R,G,B) triple from Palette A at position of C
|
|
Put (R,G,B) triple in Pal1 at position of C
|
|
|
|
Get B-part of the combination C
|
|
Get (R,G,B) triple from Palette B at position C
|
|
Put (R,G,B) triple in Pal2 at position C
|
|
end for
|
|
|
|
Write Image C
|
|
Write Palette 1
|
|
Write Palette 2
|
|
|
|
Voila. That's it!
|
|
|
|
The pseudo-code to show both images it too simple, here it is anyway:
|
|
|
|
Load Image C
|
|
Load Palette 1
|
|
Load Palette 2
|
|
|
|
Black Palette
|
|
|
|
Put Image C on screen
|
|
Set Palette 1
|
|
-- Image A is now visible
|
|
Set Palette 2
|
|
-- Image B is now visible
|
|
|
|
Until now, nothing exciting... Just putting the right image and palette
|
|
would result in the same 'effect', but with much more colors possible and
|
|
much easier, only not as fast. We haven't gained almost anything, yes? But
|
|
wait, other things are possible: perfect cross fades between two images can
|
|
be done by interpolating between colors of Palette 1 and 2:
|
|
|
|
Load Image C
|
|
Load Palette 1
|
|
Load Palette 2
|
|
|
|
Palette I : intermediate cross-fade palette
|
|
TI : intermediate color
|
|
|
|
Black Palette
|
|
|
|
Put Image C on screen
|
|
|
|
For t = 0.0 to 1.0 step 0.1
|
|
For C = 0 to 256
|
|
Get RGB triple T1 at position C in palette 1
|
|
Get RGB triple T2 at position C in palette 2
|
|
TI.R = (1.0-t)*T1.R + t*T2.R
|
|
TI.G = (1.0-t)*T1.G + t*T2.G
|
|
TI.B = (1.0-t)*T1.B + t*T2.B
|
|
Put RGB triple TI at position C in palette I
|
|
end for
|
|
Set Palette I
|
|
end for
|
|
|
|
Result: a perfect cross-fade between image A and B in 10 steps. Please use
|
|
fixed integers for the multiplication (even on a Pentium :) ) or a
|
|
multiplication table and rework the equations to T=A-t*(A+B), eliminating
|
|
one multiplication.
|
|
|
|
This technique doesn't have to be restricted to two images: as long as the
|
|
number of color combinations stays below 256, extra frames can be added.
|
|
Unfortunately, this number increases rapidly in animations.
|
|
|
|
Let's show this with a worst case example of 4 images: Let N1,...,N4 be the
|
|
number of colors for images 1 to 4, then N1*N2*N3*N4 must be lower than
|
|
256. When N1==N2==N3==N4, this means that N1 is equal to only 4 !!! A
|
|
theoretical maximum number of frames in worse case is 8 frames, with 2
|
|
colors for each frame. To make things worse, as the number of images
|
|
increases, the chance of having a worst case situation increases also.
|
|
|
|
For those of you who want it described in mathematical terms:
|
|
|
|
C=N^M (worst case) and C<= 256
|
|
|
|
with C the number of color combinations, M images and N colors for each
|
|
image.
|
|
|
|
Now, we are able to explain the three characteristics of the effects in the
|
|
different demos:
|
|
|
|
- They have very few colors
|
|
|
|
Logical, it is desirable to have at least 4 frames in the animation,
|
|
giving, worst case, only 4 colors...
|
|
|
|
- Repetitive animations
|
|
|
|
No repetition means... lot of frames. Out of the question...
|
|
|
|
- frequency of repetition is fast.
|
|
|
|
I like this one: contrary to most demo-effects, it is just impossible to
|
|
create slowly moving effects, because they need more frames :-) ! One can
|
|
of course create 2 or more images that combine 8 images each.
|
|
|
|
Initially, I thought that using this technique would decrease required disk
|
|
storage. For uncompressed cases, this is true indeed: for 8 frames, one
|
|
needs 8 times less space (when using 1 byte for each pixel). When
|
|
compressing, this doesn't hold anymore: even bad compression algorithms
|
|
have a compression factor of more than 8 for 2-color images. The combined
|
|
image however generally has less repetitive sequences AND requires an extra
|
|
786 bytes for each frame to store the palette.
|
|
|
|
Related articles:
|
|
|
|
VGA Palette Mapping Using BSP-Trees, Mark Betz, Doctor Dobbs Journal,
|
|
Jul 93
|
|
|
|
-Tom Verbeure Synergy Design/The Natives
|
|
|
|
|
|
=-[Advertisements]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
=-------------------------------------------------[Phluid Music Disk]--[ACiD]-=
|
|
|
|
-= A-C-i-D - P-R-O-D-U-C-T-I-O-N-S - P-R-E-S-E-N-T-S =-
|
|
______________________________________________________________________________
|
|
.p. .H. .l. .u. .i. .d. .M. .u. .s. .i. .c. .D. .i. .s. .k.
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
-=-
|
|
|
|
The first ACiD music disk entitled pHluid, will be available (as of June
|
|
3rd) on a monthly basis at ftp.cdrom.com, peace.wit.com, and various other
|
|
demo related sites. Also released will be the first version of the pH
|
|
music player. Features will include:
|
|
|
|
- Best S3M routines available. (no Ultra-click)
|
|
- Supports GUS, GUS MAX, Sound Blaster and compatible cards.
|
|
- Full stereo panning using the S8x and Xxx commands.
|
|
- LST file support.
|
|
- Multi-screen environment.
|
|
- Customizable for independent releases (*)
|
|
- Automatically jumps to next song in .LST file. Just sit back, relax and
|
|
listen to the music as if it were a CD.
|
|
|
|
* Future release will include maintainance utility to swap interface gfx
|
|
and customize fonts, colors, and intro screen.
|
|
|
|
______________________________________________________________________________
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
This month's has over one full hour of music including songs by Basehead <fm>,
|
|
pinion <ACiD/Lucid>, Stalker <OTM>, Protocol <ACiD>, Rimbo <ACiD/Lucid>,
|
|
Psibelius <Epi/ACiD/TW>, Pianoman <ACiD>, and Beaner <ACiD/CiA>. Also,
|
|
Original interface artwork by ACiD's own Cat.
|
|
-=-
|
|
This is one of the most ambitious music disk projects to ever be undertaken.
|
|
Our goal with pHluid is to offer the highest quality music to the scene on a
|
|
reliable monthly basis. We got tired of never knowing when or where the next
|
|
new release was going to be. That's why pHluid was formed... to offer a
|
|
regular supply of quality music in one production.
|
|
______________________________________________________________________________
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
If your interested in being a part of the pHulid production, or have any
|
|
comments or suggestions, then email pinion at: pinion@acid.extern.ucsd.edu
|
|
|
|
|
|
=-[Subscribing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
_____How to subscribe to DemoNews
|
|
|
|
#1 E-mail to listserver@unseen.aztec.co.za (any subject line will do)
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|
|
|
#2 On the first line in the body of the mail, write:
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|
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subscribe demuan-list FirstName LastName
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Examples:
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subscribe demuan-list Christopher Mann
|
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subscribe demuan-list Snowman
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subscribe demuan-list r3cgm@dax.cc.uakron.edu <---- WRONG!!
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|
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The listserver will automatically take the return address of your
|
|
mail. That address is where newsletters will be sent. You can not
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specify an alternate address.
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|
|
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#3 Send it
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|
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_____How to UNsubscribe to DemoNews
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|
|
|
#1 E-mail to listserver@unseen.aztec.co.za (any subject line will do)
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|
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#2 On the first line in the body of the mail, write:
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|
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unsubscribe demuan-list
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Do not specify any address or name when you unsubscribe. The
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listserver will automatically take the return address of your mail
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and unsubscribe it. You can not specify an alternate address.
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|
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If you know that your e-mail address will soon expire, please
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unsubscribe it.
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|
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_____Having Trouble?
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|
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If you have difficulty with the listserver, feel free to write Snowman
|
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at r3cgm@dax.cc.uakron.edu.
|
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|
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=-[Closing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
For questions and comments, you can contact Hornet at:
|
|
|
|
Handle Address Area
|
|
----------- ------------------------ -----------------------------------
|
|
Dan Wright dmw@inca.gate.net Freedom CD coordinator
|
|
GraveDigger gd@ftp.cdrom.com columnist, file mover, musician
|
|
Snowman r3cgm@ftp.cdrom.com organizer, editor (DemoNews), coder
|
|
Trixter trixter@ftp.cdrom.com coder, web master, file mover
|
|
|
|
|
|
...........................................................End.of.DemoNews.093.
|