1059 lines
44 KiB
Plaintext
1059 lines
44 KiB
Plaintext
.Start.of.DemoNews.111..............................................Size:44,955
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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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| Subscribers : 1830
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DemoNews Issue #111 - December 19, 1995 | Last Week : 1794
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------------- | Change : +36
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DemoNews is a newsletter for the demo scene. | Archive Size : 1477M
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It is produced by Hornet at the site ftp.cdrom.com. | Last Week : 1546M
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Our demo archive is located under /pub/demos. | Remaining : 449M
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=-[Contents]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Calendar
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Uploads
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Articles
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Introduction................................Snowman
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VGA Hardware Tricks, Part 3/6...............Trixter
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United Kingdom Coder Needed.................Robin Green
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Australian Demo Party (OZ96)................Random
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Subscribing
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Closing
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=-[Calendar]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Date Event Location Description
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--------- ----------------------- --------- ---------------------------------
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24 Dec 95 Movement Party Israel info: /party/1995/MOV95
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mail: scorpios@mail.snunit.k12.il
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27 Dec 95 The Party Denmark info: /party/1995/TP95
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mail: theparty@cybernet.dk
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12 Jan 96 Juhla Pi Party Finland info: /party/1996/JUH96
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mail: mhyvonen@ratol.fi
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17 Jan 96 Australian Party Australia info: /party/1996/OZ96
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mail: random@geko.com.au
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28 Jan 96 General Probe 2 Party Poland info: /party/1996/GP96
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mail: s146630@ire.pw.edu.pl
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1 Feb 96 8086 Compo Deadline [n/a] info: /hornet/8086
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mail: trixter@ftp.cdrom.com
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29 May 96 Naid Party Canada <no information available yet>
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=-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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=----------------------------------------------------------[File Information]-=
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All files listed below are on ftp.cdrom.com under /pub/demos.
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Please keep in mind that all ratings are subjective.
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If your file transfers are too slow, there are several alternatives:
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Use our european mirror at ftp://ftp.uni-paderborn.de/pub/pc-demos
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Try getting files from the web at http://www.cdrom.com/pub/demos
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See /hornet/demonews/101-120/demonews.102 for details about ftpmail.
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You may also wish to check out a couple of other good demo sites:
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ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada
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ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives
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=-------------------------------------------------------------[Demos:General]-=
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Location /demos/alpha Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/1995/s/sck-2clx.zip 615 *** Too Complex by Shock
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/1995/z/z_x-mas.zip 21 *** X-mas Intro by Zorlim
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The Party '94 Demos (TP94:demo:)
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/1994/v/vertox.zip 1526 *** 07: Vertox by Taurus PC
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/1994/b/black.zip 1423 ***+ 11: Black Ice by Success
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/1995/m/mb-paec.zip 1402 [n/a] XX: Explict Coding by Mystic Bytes
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/1994/r/regress.zip 295 **+ XX: Regression by Yodel
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/1994/s/strange.zip 201 ***+ XX: Strange Feelings by Extreme
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/1994/z/zero.zip 280 *** XX: Zero Pulse by Nuclear Threat
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The Party '94 Intros (TP94:in64:)
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/1995/e/e_jade.zip 62 **** EE: Jade by Eclipse
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/1994/r/rising.zip 61 *** 05: Rising by Blank
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/1994/v/vomit.zip 27 [n/a] 07: Vomit by Cryonics
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/1994/r/revenge.zip 64 **+ 09: Revenge by Realtime
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/1994/i/i.zip 51 ** 15: I by Information
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=--------------------------------------------------------[Demos:Non-Reviewed]-=
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Location /demos/alpha Size Description
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=-------------------------------- ---- ---------------------------------------=
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/bbs/d/devsite.zip 649 Developers Site by Waterlogic
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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/1994/helltune.zip 560 *** Hell Songs by CC Catch
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/disks/1995/e/ex-v-13.zip 660 ** Exclamation Vol. 13 by Excl.
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/disks/1995/e/ex-v-14.zip 603 ** Exclamation Vol. 14 by Excl.
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/disks/1995/e/ex-v-15.zip 615 **+ Exclamation Vol. 15 by Excl.
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/disks/1995/n/noisepk5.zip 1408 **+ Noise music pack #5
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/disks/1995/p/ph-1295a.zip 1359 ***+ [1/2] pHluid 12/95 by Acid
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/disks/1995/p/ph-1295b.zip 1360 ***+ [2/2] pHluid 12/95 by Acid
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/disks/1995/r/radpaq3a.zip 982 *+ [1/3] Donde Ici by Radiance
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/disks/1995/r/radpaq3b.zip 1029 *+ [2/3] Donde Ici by Radiance
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/disks/1995/r/radpaq3c.zip 213 *+ [3/3] Donde Ici by Radiance
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/disks/1995/s/sky_mc12.zip 1422 **+ [1/2] The Mind Cage by Skyjump
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/disks/1995/s/sky_mc22.zip 1249 **+ [2/2] The Mind Cage by Skyjump
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/songs/1995/mod/e/evolved.zip 153 ***+ Semi-Evolved by Caramel
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/songs/1995/mod/i/infrstrc.zip 181 * Infrastructure by T.U.O.
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/songs/1995/mod/l/lw_rabbi.zip 171 ** Rabbit on the Moon by Luna
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/songs/1995/mod/m/mcgyver2.zip 151 ** MacGyver Theme 2 by Dempsey
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/songs/1995/mod/r/rabbit.zip 175 + Rabbit on The Moon by Luna
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/songs/1995/mod/r/rb-crygn.zip 224 + Cryogen by Raphael Blackwolf
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/songs/1995/mod/r/rb-dncry.zip 99 * Don't Cry by Raphael Blackwolf
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/songs/1995/mod/r/rb-drmsp.zip 316 *+ Dreamtime Spirit by R. Blackwolf
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/songs/1995/mod/r/rb-kth95.zip 131 + Katharsis 1995 by R. Blackwolf
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/songs/1995/mod/r/rb-pjuta.zip 218 * Pejuta by Raphael Blackwolf
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/songs/1995/mtm/k/k_north.zip 115 *** Northern .. by Quarex & theHacker
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/songs/1995/s3m/f/fox-ang.zip 246 * A Dragon's Anguish by Fox
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/songs/1995/s3m/h/h_r.zip 54 *** Hit & Run by F. Ashraf
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/songs/1995/s3m/h/hod_miz.zip 143 *** Hero of Dreams by Mizery
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/songs/1995/s3m/hd-uchip.zip 3 ** Underchip by Undertaker
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/songs/1995/s3m/i/interact.arj 94 **+ Interactive Force by PsychoTron
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/songs/1995/s3m/j/j_glad.zip 24 ** Gladrow Happiness by Alphabitz
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/songs/1995/s3m/j/j_lomein.zip 51 ** Lo Mein City by Alphabitz
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/songs/1995/s3m/j/jbgrrrrr.zip 73 ** Grrrrrrr! by Schizoid
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/songs/1995/s3m/j/jbsphous.zip 167 **+ South Pacific House by Schizoid
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/songs/1995/s3m/j/jbtrance.zip 168 **+ Trance w/o Your Pants by Schizoid
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/songs/1995/s3m/j/jjj-angl.zip 456 **** Call Me an Angel by JJJ
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/songs/1995/s3m/j/jjj-dick.zip 198 ** Short Dick Man by JJJ
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/songs/1995/s3m/j/jjj-love.zip 254 ****+ Burning Love by JJJ
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/songs/1995/s3m/j/jl-elixx.zip 8 *** Elixxer's 32k Funhouse by Joll
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/songs/1995/s3m/j/julia.zip 336 ***+ Julia by Thanatos
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/songs/1995/s3m/j/just1fix.zip 789 *+ Ministry-Just One Fix by Bedlamite
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/songs/1995/s3m/k/k_joy.zip 260 *** Dance Your Joy by Karl
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/songs/1995/s3m/k/k_numb.zip 239 *** Cold, Evil and Numb by B00mer
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/songs/1995/s3m/k/kx_pkngz.zip 175 ** Party Kingz by Kaotix
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/songs/1995/s3m/l/liberty.zip 547 ****+ Liberty by The Zapper!
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/songs/1995/s3m/l/lid.zip 158 ** Lost in the Darkness by Anodyne
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/songs/1995/s3m/m/moonbow.zip 651 *** Moonbow by Stephano
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/songs/1995/s3m/n/nb-td.zip 294 **+ Thunderdoom remix by Hard-C
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/songs/1995/s3m/n/newcore3.zip 148 ** New Core 3 by Brutac
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/songs/1995/s3m/o/oq-flowr.zip 81 **** Flower Drizzle by Octoque
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/songs/1995/s3m/p/paella.zip 352 **** Paella by Caramel
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/songs/1995/s3m/p/progress.zip 187 *** Progression by Miracle
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/songs/1995/s3m/s/sck-pia.zip 282 *+ Pianoslave by DeansDale/Shock
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/songs/1995/s3m/s/sck-rpe3.zip 295 * Mindraper 3 Armageddon by TSC
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/songs/1995/s3m/s/socirc.zip 238 **+ Circuitry...Society by P. Richard
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/songs/1995/s3m/s/somtimes.zip 256 *** Sometimes by Darkwolf
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/songs/1995/s3m/t/taz-sa.zip 77 + Simply Arlo by Taz/Arlos
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/songs/1995/s3m/z/zirkon.zip 146 ** Zirkon Spheres by Petador
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/songs/1995/s3m/z/znc-at.zip 79 **+ Arabian Tights by Zinc/RADiANCE
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/songs/1995/s3m/z/znc-auto.zip 69 **+ Semi Automatic Vampire by Zinc
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/songs/1995/s3m/z/znc-dimx.zip 200 ** Dimension-X by Zinc
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/songs/1995/s3m/z/znc-elas.zip 74 **+ Elasticity by Zinc/RADiANCE
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/songs/1995/s3m/z/znc-epic.zip 81 *+ Epicolor by Zinc/RADiANCE
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/songs/1995/s3m/z/znc-phat.zip 129 **+ Phatty Acids by Zinc
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/songs/1995/s3m/z/znc-wow.zip 25 *+ Wowee! by Zinc
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/songs/1995/s3m/z/zoloft.zip 52 ** Zoloft Squared by Loki/Spice
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/songs/1995/s3m/z/zoned.zip 190 *** Zoned by Malakai/Neophyte
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/songs/1995/xm/c/cb-apart.arj 100 *+ Never Tear Us Apart(rmx) by Pedro
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/songs/1995/xm/c/cb-brutl.arj 156 ** Brutal Sounds by Truxx
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/songs/1995/xm/c/cb-chrly.arj 214 *** Charly Says... by Pedro
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/songs/1995/xm/c/cb-dnat.arj 461 ***+ D-Nation by Logos
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/songs/1995/xm/c/cb-dream.arj 344 *** DreamScapes by Logos
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/songs/1995/xm/c/cb-dummy.arj 190 *** Dummy (Dub version) by Pedro
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/songs/1995/xm/c/cb-elude.arj 72 **+ Eluded Dreams by Logos
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/songs/1995/xm/c/cb-fctry.arj 101 ** Just Another Factory by Pedro
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/songs/1995/xm/c/cb-fdrum.arj 109 ** Funky Drum by TruxX
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/songs/1995/xm/c/cb-fpeas.arj 104 *** Falling peas by Logos
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/songs/1995/xm/c/cb-frogs.arj 314 *** Frogs! by Pedro
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/songs/1995/xm/c/cb-gaijn.arj 185 *** Gaijin by Pedro
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/songs/1995/xm/c/cb-groln.arj 103 **+ Grolin by Logos
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/songs/1995/xm/c/cb-hday1.arj 62 **+ Holiday Demo #1 by Logos
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/songs/1995/xm/c/cb-ihate.arj 154 *** I Hate You by Logos
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/songs/1995/xm/c/cb-jnaut.arj 97 ** Juggernaut by Pedro
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/songs/1995/xm/c/cb-jshep.arj 72 ** Jungle Sheepward by Guy
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/songs/1995/xm/c/cb-just.arj 149 **+ I'm Just Hangin' by Guy
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/songs/1995/xm/c/cb-loser.arj 115 ** Loser (rmx) by Pedro
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/songs/1995/xm/c/cb-lost.arj 86 ***+ Lost Child by Logos
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/songs/1995/xm/c/cb-lsong.arj 141 * Love Song by TruxX
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/songs/1995/xm/c/cb-nineo.arj 78 *** Nine-one-one by Logos
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/songs/1995/xm/c/cb-nuera.arj 35 *** New Era by Logos
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/songs/1995/xm/c/cb-oddst.arj 101 **** Odd Steps by Logos
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/songs/1995/xm/c/cb-rbrth.arj 86 ** Rebirth of Slick (rmx) by Pedro
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/songs/1995/xm/c/cb-sky.arj 386 ***+ Lost in the Sky by Pedro
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/songs/1995/xm/c/cb-slang.arj 145 *** Slang Language by Logos
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/songs/1995/xm/c/cb-sucks.arj 57 *+ Life Sucks by Pedro
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/songs/1995/xm/c/cb-tribl.arj 123 **+ Tribal Noise by TruxX
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/songs/1995/xm/c/cb-trmrs.arj 314 *** Tremors by Pedro
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/songs/1995/xm/c/cb-truth.arj 97 **+ Gate of Truth by Logos
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/songs/1995/xm/c/cb-wings.arj 322 ** Brian's Wings by Caligola
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/songs/1995/xm/c/cb-works.arj 193 *** The Works by Logos
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/songs/1995/xm/c/cb-wwild.arj 261 **+ Wicked and Wild by Pedro
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/songs/1995/xm/o/o_kyra.zip 478 *** Kyra's dream by Otis
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/songs/1995/xm/p/philadel.zip 432 **+ Streets of Phila. by Dempsey
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/songs/1995/xm/r/raf-town.zip 333 ***+ Slow Town by Trifid/R.A.F
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/songs/1995/xm/s/sl-fbms.zip 337 * Fly By My Side by Slog
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/songs/1995/xm/s/slowburn.zip 496 **+ Slow Burn By Scirocco
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/songs/1995/xm/s/sol-mind.zip 331 **+ Mindstate by Solaris/Nearly Gods
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=----------------------------------------------------------[Graphics:General]-=
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Location /demos/graphics Size Rated Description
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=-------------------------------- ---- ----- ---------------------------------=
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/disks/1995/s1p-artd.zip 470 *** Artdisk by Surprise Productions
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/disks/1995/zanybird.arj 610 ***+ Pics from Zany Bird by Eclipse
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/images/1994/f/fish-s1p.zip 244 ***+ TP94:grfx:EE: Fish by J.O.E.
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=-----------------------------------------------------[Graphics:Non-Reviewed]-=
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Location /demos/graphics Size Description
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=-------------------------------- ---- ---------------------------------------=
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/people/a/addict.gif 22 Addict
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/people/a/ae.gif 63 AE
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/people/a/ambient.gif 84 Ambient
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/people/a/atlantic.gif 48 Atlantic
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/people/a/azure.gif 25 Azure
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/people/b/beandip.gif 9 Bean Dip
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/people/b/bigjim.gif 22 Big Jim / Valhalla
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/people/b/bone.gif 35 Bone
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/people/b/brainsto.gif 84 Brainstorm
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/people/b/bwolf.gif 34 B. Wolf
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/people/c/char.gif 39 Charlatan?
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/people/d/denthor.gif 35 Denthor / Asphyxia
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/people/d/dynabyte.gif 27 Dynabyte
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/people/g/godhead.gif 28 GodHead
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/people/g/gooroo.gif 7 GooRoo / KFMF
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/people/h/hadji.gif 30 Hadji
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/people/h/hench.gif 21 Henchman / Future Crew
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/people/h/henrix.gif 42 Henrix
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/people/i/ink.gif 4 Ink
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/people/j/jailcode.gif 22 Jailcode
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/people/j/jayntrev.jpg 24 Jay and Trev?
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/people/k/karl1.jpg 33 Karl
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/people/k/karl3.jpg 41 Karl
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/people/l/lb1.jpg 36 LB
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/people/m/maelcum.gif 8 Maelcum / KFMF
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/people/m/matrix.gif 20 Matrix
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/people/m/moomin.gif 32 Moomin
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/people/m/mrfanati.gif 22 Mr. Fanatic?
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/people/m/muuma.jpg 69 Muuma
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/people/n/necros.gif 28 Necros / Legend Design
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/people/n/nexus.gif 98 Nexus
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/people/o/oc.gif 31 OC
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/people/p/phire.jpg 8 Phire
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/people/p/phurion.gif 59 Phurion
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/people/p/pitbull.gif 2 Pitbull
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/people/p/popcorn.jpg 80 Popcorn
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/people/q/quarlaur.gif 90 Quarex
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/people/r/reebok.jpg 97 Reebok
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/people/r/rpenguin.gif 14 Red Penguin
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/people/s/saigon.gif 64 Miss Saigon / Threesome
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/people/s/sandman.gif 9 Sandman / Valhalla
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/people/s/saracen.gif 7 Saracen / EMF
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/people/s/sasqatch.gif 12 Sasqatch
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/people/s/shadowh.gif 21 Shadow Hunter?
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/people/s/sinister.gif 40 Sinister
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/people/s/skaven.gif 37 Skaven / Future Crew
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/people/t/thefaker.gif 20 The Faker
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/people/t/trug.gif 28 Trug / Future Crew
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/people/v/volt.gif 10 Volt
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/people/w/wwizard.gif 23 White Wizard?
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/people/z/zab.jpg 58 Zab / KFMF
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=------------------------------------------------[Miscellaneous:Non-Reviewed]-=
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Location /demos Size Description
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=-------------------------------- ---- ---------------------------------------=
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/hornet/d..s/101-120/demonews.108 48 DemoNews 108
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/hornet/d..s/101-120/demonews.109 47 DemoNews 109
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/info/traxw/traxweek.034 34 TraxWeekly 34
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/info/traxw/traxweek.035 46 TraxWeekly 35
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/info/traxw/traxweek.036 20 TraxWeekly 36
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/party/1995/MOV95/movtro2.zip 247 The Movement 1995 Invitation Intro
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/party/1995/NAID95/hrn-nr95.zip 1134 The NAID 1995 Report by Hornet
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/party/1995/TP95/btrip95f.zip 142 Bustrip Invitation to The Party 1995
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/party/1995/WIR95/e_wired.arj 1456 [1/2] The Wired 1995 Report by Eclipse
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/party/1995/WIR95/e_wired.a01 1016 [2/2] The Wired 1995 Report by Eclipse
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/party/1996/GP96/gp2-inv.zip 194 General Probe 1996 Invitation Intro
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/party/1996/GP96/gp2-nfo.zip 9 General Probe 1996 Info File
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/party/1996/OZ96/oz96inv.zip 173 Australian Party 1996 Invitation Intro
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=-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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=---------------------------------------------------[Introduction]--[Snowman]-=
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Hello all, and welcome to DemoNews issue 111.
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This will be my last DemoNews introduction in the year 1995. I will be
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moving in one week, and Diablo will bring you DemoNews issue 112. This
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issue should come out around 30 December 1995.
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If you would like to us to post information about an upcoming party,
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diskmag voting, or job offer, please write a 3-5 paragraph summary
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of the event and send it to us. It is beyond our current ability now
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to post entire .nfo files in this newsletter.
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For reference, we are _intentionally_ keeping the size of this newsletter
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between 40k and 50k. The reason for this is two-fold. First, some mailers
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bomb on mail larger than 50k. Yes, there are those out there who can not
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even handle a full 64k. :( Second, keeping our newsletter at a consistent
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size seems to provide a more stable image.
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Mercator of Illicit wanted me to mention that a new Austrian diskmag called
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"Inside" is starting up. Please write to e9225889@fbma.tuwien.ac.at for
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more information and a voting charts form.
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We have added a new section to DemoNews this week called "Calendar." Feel
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free to send us information about your own party so that we can post it.
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If you are an organizer of a new demo party, please take a second to fill
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out the form /demos/incoming/forms/newparty.frm so that we can better
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handle your party's uploads.
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Last but not least, I would like to take a moment to recognize one of the
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most dedicated members of Hornet: Diablo. Each and every week, Diablo
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must deal with all the hassles associated with /music on our site. He
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coordinates a team of music reviewers (not an easy task) and is responsible
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for assembling the pretty lists of music uploads (see above). I look
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forward to having him produce an issue of DemoNews while I'm gone.
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See you all in 1996!
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Snowman / Hornet - r3cgm@ftp.cdrom.com
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=----------------------------------[VGA Hardware Tricks, Part 3/6]--[Trixter]-=
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_____Preface
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Welcome to VGA Hardware Tricks, a six-part series written by
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Trixter/Hornet. In this series, I'll be exploring ways you can push VGA
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harder to achieve new effects. The emphasis of this series is twofold:
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The techniques discussed will work on any *standard* VGA card. (No SVGA or
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VESA video cards are necessary, but these techniques will work on those
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cards as well.)
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The techniques discussed require very little calculation, so they will work
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on slower computers. (Some techniques, however, requires a lot of CPU
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*attention*, which means that while the effects are happening, they can't
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be disturbed by other calculations, etc. Good Assembler programmers might
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be able to get around this, however.)
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This series is for intermediate to advanced coders, so there are a couple
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of prerequisites you should meet: Example code will be given in assembler
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and Pascal, so familiarity with those languages will be helpful when
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looking at the example code; also, a familiarity with Mode X (unchained
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VGA) is required, as procedures like changing video resolutions will be
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discussed.
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This series covers six topics:
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1. Crossfading 16-color pictures
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2. Crossfading 256-color pictures
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3. More than 256 colors: 12-bit color (this article)
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4. More than 256 colors: 18-bit color
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5. Copper effects in text mode
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6. Displaying graphics in text mode
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_____Introduction
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Displaying more than 256 colors on a standard VGA card isn't technically
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possible, and yet it has been achieved in such productions as Xography's
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Party 93 report and Orange's X14 demo. But how? The answer, oddly enough,
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is through our own human weaknesses--our brain.
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Our eyes, retina, and optic nerves are not as fast as a computer monitor.
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While this fact is obvious, think of the implications: Images happen in
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our real world much faster than our eyes can process the information. If
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this is so, why don't we see black areas all the time where our eyes are
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failing to see things? The answer is a phenomenon called "persistence of
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vision."
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Persistence of Vision is our brain's ability to "fill-in" missing
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information that the eyes aren't providing. Without it, we'd see black
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areas all the time. :-) In attempting to display more than 256 colors at
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a time, we're going to take advantage of persistence of vision to fool us
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into seeing more colors than are actually displayed.
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_____Overview
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This week, we'll discuss "12-bit" color. (That term is slightly
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misleading; the number of colors that we'll actually be displaying is 3840
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colors. 256 colors isn't much of a difference, though, so we'll be calling
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it 12-bit color anyway.) This mode is achieved by quickly changing the
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color of all the pixels in a picture between two different colors very
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quickly. If they change quickly enough, persistence of vision "blends" the
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two colors into a single color.
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If you stopped reading right now to try this, you'd quickly find that only
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Pentiums are fast enough to change every single pixel in a picture once per
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frame. Obviously there's an easier way to do this, and it works on slower
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386's as well:
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- Switch into Mode X (we need two video pages)
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- Set up the palette in a special way
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- Draw two slightly different versions of the same picture onto
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two different video pages
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- Quickly flip between both video pages
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Yaka / Xography first used this particular technique in Xography's The
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Party '93 report. Later, he released an explanation of how he achieved the
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mode. Excerpts of his excellent documentation in FAKEMODE.ZIP illustrate
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what's involved in making it work:
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(Documentation excerpt begins------------------------------)
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FakeMode is achieved by combination of several means:
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- Use Y-mode (320x400 at 256 colors and 2 pages)
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- Flip between the 2 pages at every vertical retrace
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- select the palette colors wisely
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- set pixel data in a special way.
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*** 2.1 Y-Mode
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Y-Mode (similar to X-mode) is a video mode for register compatible VGA
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cards, that pushes resolution up to 320x400 at still 256 colors and 2
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pages! The disadvantage compared to standard mode 13h (320x200, 256col, 1
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page) is that memory access is not so easy anymore (the pixels are split up
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in bitplanes). Here's the code I use to setup Y-Mode for FakedMode (in TASM
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3.1) [1]:
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********************************************
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_F_initgraph PROC
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push di ;//save DI because of BC (I call from BC)
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mov ax,0f00h ;//Get old videomode...
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int 10h
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mov oldvideomode,al ;//...and save it (define oldvideomode!)
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mov ax,0013h ;//initialize normal Mode 13h
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int 10h
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mov dx,3ceh ;//select Graphics Controller...
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mov al,5 ;//...Graphics Mode Register
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out dx,al
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inc dx
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in al,dx
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and al,11101111b ;//switch off ODD/EVEN mode
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out dx,al
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dec dx
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mov al,6 ;//...Miscellaneous Register
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out dx,al
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inc dx
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in al,dx
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and al,11111101b ;//switch off ODD/EVEN mode here, too
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out dx,al
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mov dx,3c4h ;//select Sequencer Controller...
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mov al,4 ;//...Memory Mode Register
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out dx,al
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inc dx
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in al,dx
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and al,11110111b ;//use linear adressing
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or al,4
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out dx,al
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mov ax,0a000h ;//access Video Memory
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mov es,ax
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xor di,di
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mov ax,di
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mov cx,8000h
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rep stosw ;//clear Screen
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mov dx,3d4h ;//select CRT Controller...
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mov al,9 ;//...Maximum Scan Line Register
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out dx,al
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inc dx
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in al,dx
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and al,01110000b ;//select 400 lines
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out dx,al
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dec dx
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mov al,14h ;//...Underline Location Register
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out dx,al
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inc dx
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in al,dx
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and al,10111111b ;//switch off Doubleword-Mode
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out dx,al
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dec dx
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mov al,17h ;//...Mode Control Register
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out dx,al
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inc dx
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in al,dx ;//select Word-Mode (normally: Bytemode)
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and al,10111111b ;//normally: or al,01000000b
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out dx,al
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call initpalette ;//call to palette setup routine (for FakeMode)
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call inittimer ;//call to timer setup routine (for FakeMode)
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pop di ;//restore value of di
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ret
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_F_initgraph ENDP
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************************************
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That's it. I modified the original routine a bit as I keep WordMode; it's
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because it is easier to write FakeMode pixels in WordMode. You can return
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to textmode or other graphics modes by normal BIOS function call (int 10h,
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Fkt 0). The calls to 'initpalette' and 'inittimer' are necessary to
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install FakeMode and are not part of Y-Mode installation.
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*** 2.2 Page Flipping
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This is best done (I think) by synchronizing the timer interrupt with the
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screen. Just before the vertical retrace appears, the interrupt is called.
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The interrupt handler routine should now set the screen offset address to
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its new value and wait for the vertical retrace. Then it should reprogram
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the timer and return to the main program. When the vertical retrace occurs,
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the new offset address is loaded in the internal registers of the VGA card
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and invokes the next screen update. See [1], ([2]), [3].
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So we'll just have to:
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- hook the timer interrupt
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- write our own interrupt handler
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- synchronize the timer interrupt with the screen
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- still call system timer routine at 18.2 Hz from interrupt handler
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- program the timer chip to achieve MonoFlop mode.
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What could be simpler? :)
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*** 2.2.1 Hooking/Dehooking the timer interrupt,
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Synchronization with the screen
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Hooking an interrupt is quite easy; DOS interupt 21h has got functions to
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handle interrupt hooking (see below, routine inittimer). To synchronize
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the timer int with the screen, I first set the interrupt speed much faster
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than the screen (256 Hz) and use a handler that counts up a variable
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'count'. Then I wait for a vertical retrace and let the timer run.
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When 'count' has changed at next vertical retrace, the timer still is too
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fast. I lower speed and try again, until 'count' doesn't change between
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start of timer and next vertical retrace. Then I know that with this speed,
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I'm just below the minimal speed. I increase it a little and now I know how
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long I have to wait aproximately between 2 timer int calls.
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Of course the value isn't exact, so I have to synchronize every interrupt
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call for new; that's done by the interrupt handler discussed below. The
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routine 'closetimer' should be called when you leave FakeMode; it stops the
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timer int and puts everything back to normal.
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************************************
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synchroint PROC ;// This interrupt handler is used for
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push ax ;// screen synchronization.
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mov ax,counter
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inc ax ;// just count up 'counter'...
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mov counter,ax
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mov al,20h ;// send EOI to interrupt controller...
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out 20h,al
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pop ax
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iret ;// return from interrupt handler
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synchroint ENDP
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inittimer PROC ;// This routine is called when FakeMode is
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push di ;// installed. initializes & synchronizes
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mov ax,1234h ;// the timer
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mov currentfloptime,ax ;// start with 256 Hz
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mov ax,3508h ;//save old Interrupt 08
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int 21h
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mov alterint08,bx
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mov alterint08+2,es
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xor ax,ax ;//redirect Int. 08 to Synchronisation Rout.
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mov es,ax
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mov di,08h*4 ;// this is the other method to access
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cli ;// interrupt vectors: via interrupt table
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cld
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mov ax,offset synchroint
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stosw
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mov ax,cs
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stosw
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sti
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;//------ synchronize timer with screen
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mov dx,3dah ;//Wait for End of Retrace
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s1endretjmp:
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in al,dx
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and al,00001000b
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jnz s1endretjmp
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s1retjmp: ;//Wait for Retrace
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in al,dx
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and al,00001000b
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jz s1retjmp
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synchroback: ;//now we can start measurement...
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mov al,36h ;//start Systemtimer in Rectangle Mode
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out 43h,al
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mov ax,currentfloptime
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out 40h,al
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mov al,ah
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out 40h,al
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mov ax,0 ;//reset counter. counter is increased
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mov counter, ax ;//by interrupt routine
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mov dx,3dah ;//Wait for End of Retrace
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s2endretjmp:
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in al,dx
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and al,00001000b
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jnz s2endretjmp
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s2retjmp: ;//Wait for Retrace
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in al,dx
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and al,00001000b
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jz s2retjmp
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mov ax,counter ;//did interrupt still occur?
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cmp ax,0
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je fertig ;//no -> ready
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mov ax,currentfloptime
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add ax,250 ;//yes -> lower speed and try again
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mov currentfloptime,ax
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jmp synchroback
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fertig:
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mov al,34h ;//set Systemtimer right (Monoflop)
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out 43h,al
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mov ax, currentfloptime
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sub ax,800 ;//...we need time for the handler
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mov currentfloptime,ax
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out 40h,al
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mov al,ah
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out 40h,al
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xor ax,ax ;//redirect Int. 08 to Screenswitch Routine
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mov es,ax
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mov di,08h*4
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cli
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cld
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mov ax,offset switchpageint ;//interrupt handler routine see below
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stosw
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mov ax,cs
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stosw
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sti
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pop di
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ret
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inittimer ENDP
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closetimer PROC ;// this routine de-installs the timer handler
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push ds
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push di
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push si
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cli
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mov al,36h ;//Systemtimer back to normal speed
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out 43h,al
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xor al,al
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out 40h,al
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out 40h,al
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push cs ;//restore Interrupt Vector back to normal
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pop ds
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mov si,offset alterint08
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xor ax,ax
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mov es,ax
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mov di,08h*4
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cld
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movsw
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movsw
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sti
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pop si
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pop di
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pop ds
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ret
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closetimer ENDP
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************************************
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*** 2.2.2 The interrupt Handler routine
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This is the main timer interrupt routine which is called after every screen
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update and performs the page flipping. There are three necessary things
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when you write a hardware interrupt handler:
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1. be sure to preserve ALL registers you use (push them and pop them later)!
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2. don't forget to acknowledge the hardware interrupt controller
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(mov al,20h out 20h,al)!
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3. return from Interrupt with IRET, not with RET!
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Read the comments; they should explain everything.
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Literature used for this: [2], [3]
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************************************
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switchpageint PROC
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push ax ;//interrupt handlers must push all registers
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push bx ;//they use!
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push dx
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inc word ptr systimer ;//set system timer (this is my own timer;
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;//i use it for timing in the main program)
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mov bx,currentpage
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add bx,32768
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mov currentpage,bx
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mov dx,3d4h
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mov al,0ch ;//set Start Adresse High (0Ch) to flip pages
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mov ah,bh
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out dx,ax
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mov dx,3dah ;//Wait for Retrace
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swretjmp: ;//(this is done to keep synchronization)
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in al,dx
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and al,00001000b
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jz swretjmp
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mov al,34h ;//start Monoflop for new
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out 43h,al ;//(let the timer run for new)
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mov ax,currentfloptime
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out 40h,al
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mov al,ah
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out 40h,al
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mov bx,currentsystimer ;//do Systemtimer call at 18.2 Hz
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add ax,bx
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mov currentsystimer,ax
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cmp ax,bx
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ja short nosysroutine ;//No --> continue
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pop dx
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pop bx
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pop ax
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jmp dword ptr alterint08 ;//call Systemtimer Routine
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nosysroutine:
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mov al,20h ;//OK to Interrupt Controller
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out 20h,al
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pop dx
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pop bx
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pop ax
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iret ;//return from interrupt
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switchpageint ENDP
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************************************
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There may be timing problems when you use your own hardware interrupt
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handler. Especially the INT 13h calls are very time-sensitive, if a timer
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interrupt routine is called just when the processor is in INT13 handler,
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and the computing of the timer int takes too long, the computer may
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crash. In such cases it may help to check if the computer is just in the
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INT13 handler when the timer interrupt is called (You have to hook int 13
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and set a variable; then continue with int13 handler.
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After the handler has finished, reset the variable. So the timer int can
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check this variable to see if INT13 handler is active or not.) Well, I
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never had problems with INT13 and FakeMode, so I didn't implement this. :)
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*** 2.3 Palette Setup
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The palette is static; that means I don't change it when I flip pages. To
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achieve the 3840 color mode, I split up the colors to green and red/blue.
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The palette contains 16*15 values red/blue and 16 values green
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(16*15+16=256). (16 colors red * 16 colors green * 15 colors blue = 3840
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different colors)
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To get harmonic greys, I set blue to the same values as red and green, but
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just leave out the darkest blue value (you can't see that one, anyway). So
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when you set pixels later, you have to decrement the blue value if it isn't
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zero to get the right color. (The H_setsmallpixel routine of the example
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file included does that, for example.) The palette values are stored
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directly to DAC, but are also buffered in 'palette' to make later changes
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possible (fadein/out, setluminance).
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Here comes the palette setup routine:
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************************************
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palette db 768 dup (?) ;//buffer for palette
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initpalette PROC
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push di
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push cs
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pop es
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mov di, offset palette
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cld
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mov dx,3c8h
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xor ax,ax
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xor bx,bx
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out dx,al
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inc dx ;//ah=red, bh=green, bl=blue
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mov cx,15
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initpal_outer: ;//setup red/blue part of palette (0..239)
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push cx
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mov cx,16
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initpal_inner:
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mov al,ah
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out dx,al
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stosb
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mov al,bh
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out dx,al
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stosb
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mov al,bl
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out dx,al
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stosb
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add ah,4
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loop initpal_inner
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mov ah,0
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add bl,4
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cmp bl,4
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jne goon
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add bl,4
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goon:
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pop cx
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loop initpal_outer
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mov cx,16
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xor ax,ax
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xor bx,bx
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initpal_second: ;//setup green part of palette (240..255)
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mov al,ah
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out dx,al
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stosb
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mov al,bh
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out dx,al
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stosb
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mov al,bl
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out dx,al
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stosb
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add bh,4
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loop initpal_second
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pop di
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ret
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initpalette ENDP
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************************************
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*** How to set pixels in FakeMode
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The main purpose of the way I set pixels is to minimize the flicker. One
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pixel on the screen consists of 2 pixels, one on page 1 and one on page 2.
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On one of the pages the green value is displayed, on the other the red/blue
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value. Imagine I would set all pixels green values on page 1 and all
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red/blue values on page 2. I would get horrible flicker. To prevent this, I
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set the values like follows:
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if xpos+ypos=odd, then set red/blue on page 1 and green on page 2
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else set green on page 1 and red/blue on page 2.
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So I get a 1/1 raster, and each of the 2 pages contain both red/blue and
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green values.
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Look at the following routine to see how it is done exactly:
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************************************
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_F_putsmallpixel PROC
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;//values: x=0..319, y=0..399, red=0..15, green=0..15, blue=0..15
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ARG x:word, y:word, red:byte, green:byte, blue:byte
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push bp
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mov bp,sp
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push di
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mov bx,x
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mov cx,bx
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and cl,00000011b ;//calculate bitplane...
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mov dx,3c4h
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mov ax,0102h
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shl ah,cl
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out dx,ax ;//...and set it
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mov ax,0a000h ;//set destination segment
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mov es,ax
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mov ax,160 ;//set destination offset
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mov dx,y
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|
mul dx
|
|
shr bx,1
|
|
and bl,11111110b
|
|
add bx,ax ;//bx contains basic offset
|
|
mov di,bx
|
|
mov al,blue ;//calculate red-blue value
|
|
mov ah,16
|
|
mul ah
|
|
cmp ax,0
|
|
je short smallpixgoon
|
|
sub ax,16 ;// perform blue adjustment
|
|
smallpixgoon:
|
|
add al,red
|
|
add cx,y
|
|
and cl,00000001b ;// select if green value on page 1 or 2
|
|
jz short stypetwo
|
|
mov ah,al
|
|
mov al,green
|
|
add al,240
|
|
mov es:[di],ax ;// set both pixels (on page 1 & 2)
|
|
jmp short send
|
|
stypetwo:
|
|
mov ah,green
|
|
add ah,240
|
|
mov es:[di],ax ;// set both pixels (on page 1 & 2)
|
|
send:
|
|
pop di
|
|
pop bp
|
|
ret
|
|
_F_putsmallpixel ENDP
|
|
************************************
|
|
|
|
In FakeMode the video memory is built up like this:
|
|
|
|
Bitplane 0| rb 0 | g 0 | g 4 | rb 4 | ...
|
|
Bitplane 1| g 1 | rb 1 | rb 5 | g 5 | ...
|
|
Bitplane 2| rb 2 | g 2 | g 6 | rb 6 | ...
|
|
Bitplane 3| g 3 | rb 3 | rb 7 | g 7 | ...
|
|
Offset | 0 | 1 | 2 | 3 | ...
|
|
|
|
So one line on the screen uses 160 bytes of data in each Bitplane. The
|
|
colors values for one pixel are stored besides each other (this is because
|
|
I use wordmode).
|
|
|
|
Literature references:
|
|
|
|
[1]: Michael Tischer: PC intern 3.0; Data Becker
|
|
|
|
(a german book) Contains useful information about VGA programming
|
|
(Although the Ferraro book might be better)
|
|
|
|
[2]: DOS international, issue 3/89 p.170 ff; Everts&Hagedorn
|
|
|
|
(german computer magazine). This is an article about how sample
|
|
output with PC internal speaker is done. That's where I got timer /
|
|
interrupt programming from
|
|
|
|
[3]: A huge stack of copied sheets from several books I don't remember. :)
|
|
|
|
(Documentation excerpt ends------------------------------)
|
|
|
|
_____Code
|
|
|
|
Code that achieves this effect in both C and Pascal is available on
|
|
ftp.cdrom.com in the directory /pub/demos/hornet/demonews/vgahard in the
|
|
file vgahard3.zip. This article is stored there as well. To compile the
|
|
code directly, you'll need Turbo Pascal 7.0 or Borland C 3.1 or later.
|
|
(The code can be compiled on earlier compilers as well, but some slight
|
|
modification might be necessary.)
|
|
|
|
_____Notes
|
|
|
|
Mr. Data was kind enough to point out that Atari coders have known about
|
|
these kind of tricks for years, because the Atari had more limited graphics
|
|
hardware than the Amiga. Unfortunately, many of the techniques he
|
|
described to me that were used on the Atari can't really be applied to
|
|
today's VGA hardware, because some of the techniques oscillated between
|
|
video pages and colors too slowly.
|
|
|
|
The older monitors of the time had slow phosphors, so the *monitor itself*
|
|
"blended" the colors, but today's monitors have very fast phosphors, which
|
|
results in terrible flickering if trying to use an Atari technique.
|
|
|
|
_____Conclusion
|
|
|
|
12-bit color displays very solid results, but you've probably noticed its
|
|
major weakness by now: It requires so much CPU time ensuring that the
|
|
video pages keep flipping that it's not really useful for animation. Next
|
|
week, we'll tackle a different solution to this--and gain over 250,000 more
|
|
colors in the process! Have fun until then!
|
|
|
|
Trixter / Hornet - trixter@ftp.cdrom.com
|
|
|
|
|
|
=--------------------------------[United Kingdom Coder Needed]--[Robin Green]-=
|
|
|
|
Electronic Arts UK are expanding their European Development Studio. We are
|
|
expanding in Europe at a huge rate (EA Nordic, EA GmbH, EA France, etc.),
|
|
we understand European programming talent, we're avid followers of the
|
|
European Demo Scene and we're always looking for the best people. We want
|
|
programmers with broad areas of expertise and interest:
|
|
|
|
- video compression and high quality image processing.
|
|
- 3D animation, physics modeling, motion capture filtering.
|
|
- 2D effects, re-mapping, warping, resizing, z-buffer CSG.
|
|
- 3D mathematics, scan conversion, lighting, texture mapping.
|
|
- interactive audio and data streaming from CD.
|
|
- high speed, real-time C and C++ programming with assembler.
|
|
- opportunities to specialize on PSX, Saturn, Nintendo64, 3DO M2,
|
|
Windows95 DirectDraw and Direct3D.
|
|
|
|
You will be working as part of a support and R&D team of around 5 people
|
|
who are trying to turn around how EA produces games and add stunning
|
|
effects to all our titles. Benefits include:
|
|
|
|
- 24 hour access to a T1 link to the Internet.
|
|
- Rock Hard PC's (Pentium Pro anyone?) and best software tools.
|
|
- Access to top-secret research and inside information.
|
|
- Medical insurance, share options, relocation help and good pay.
|
|
|
|
If you think you understand the games industry, how games are produced, the
|
|
bleeding edge of games research and think you are the *BEST*, send a CV
|
|
and, if possible, demo disks to:
|
|
|
|
Robin Green
|
|
Electronic Arts
|
|
Meadfield Road
|
|
Langley
|
|
BERKS SL3 8AA
|
|
ENGLAND
|
|
|
|
tel : +44 1753 772353
|
|
fax : +44 1753 595603
|
|
|
|
Robin Green / Technical Specialist, Electronic Arts - rgreen@ea.com
|
|
|
|
|
|
=------------------------------------[Australian Demo Party (OZ96)]--[Random]-=
|
|
|
|
The idea for Oz96 was formed around mid-year 1995 on Bloodnet, one of
|
|
Australia's demoscene networks. It seemed that the Australian demoscene
|
|
has flourished enough to a point where a party could be held with great
|
|
attendance - this seems to mirror the circumstances around NAID, North
|
|
America's demoparty (except that Oz96 will hopefully have better
|
|
organization :-).
|
|
|
|
Oz96 is not *truly* the first Australian demo party. There have been some
|
|
other small gatherings, such as Coven'95, but Oz96 will be the first party
|
|
involving the majority of the Australian Scene.
|
|
|
|
Oz96 is a party for the demoscene, a gathering of all those demofreaks out
|
|
there as well as other demo-related occults such as the underground music
|
|
and art scenes. As such, in the spirit of the scene, it is a friendly and
|
|
most importantly non-profit venture.
|
|
|
|
The party will start at about 5:00pm on Wednesday the 17th of January 1996,
|
|
and finishes around midday on Friday the 19th of January. Of course, if you
|
|
want to leave earlier, FINE! ;) We were originally planning a weekend, but
|
|
well, you can't have everything!
|
|
|
|
[more information on OZ96 can be found under /party/1996/OZ96]
|
|
|
|
Random - random@geko.com.au
|
|
|
|
|
|
=-[Subscribing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
_____How to subscribe to DemoNews
|
|
|
|
Mail to : listserver@unseen.aztec.co.za
|
|
Body : subscribe demuan-list [first_name] [last_name]
|
|
|
|
The listserver will send DemoNews to your e-mail's return address.
|
|
|
|
_____Back Issues
|
|
|
|
Older issues of DemoNews can be located under /demos/hornet/demonews.
|
|
Newly released issues of DemoNews are posted to /demos/incoming/news.
|
|
|
|
|
|
=-[Closing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|
|
|
|
For questions and comments, you can contact us at r3cgm@ftp.cdrom.com
|
|
Your mail will be forwarded to the appropriate individual.
|
|
|
|
|
|
...........................................................End.of.DemoNews.111.
|
|
|
|
|