2022 lines
96 KiB
Plaintext
2022 lines
96 KiB
Plaintext
Start.of.DemoNews.077=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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______/\___________________________
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DemoNews Issue #77 \____ \ ________ _ _ ______ \
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January 1, 1995 -- January 7, 1995 / | \ _) \ \_/ \ | \
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/ | \ \ | \ | \
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DemoNews is a weekly publication for \_____ /_______/___| /________/
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the demo scene. It is produced at the ===\_____/============|____/==========
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Internet FTP site ftp.eng.ufl.edu __ ________________ ___ /\_______
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(aka HORNET). This newsletter focuses / \| \ ________ | \/ ______/
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on many aspects of demos and demo- / \ \ _) \ | \______ \
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making. Everyone is welcomed to / \ \ /~\ \ / \
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contribute articles, rumors, and \____\_____/_______/_________/________/
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advertisements. ==============================[+tZ^]===
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<< Christopher G. Mann [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu >>
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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SIZE:100,393 SUBSCRIBERS: Last week: 1075 This week: 1102 Change: +27
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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Section 1.......Standard Information --> Who Are We?
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Section 2....................General --> General Comments by Snowman
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Chart History by Ryan Cramer
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Snowman Near-Disaster
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Section 3..................Editorial --> Son of Snowman
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Section 4......DemoNews Advancements --> General Advances
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Section 5..................Partyline --> The Party 1994
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Section 6................New Uploads --> New Files for the Week
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Section 7...........Musicians Corner --> Making Waves by ShadowHunter
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Section 8..............Coders Corner --> Using Assembly Part 2 (followup)
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Section 9.............Artists Corner --> Stay tuned!
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Section 10.............Advertisements --> Data Connection BBS
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Progressive Media
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Section 11................Back Issues --> How to get 'em
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Section 12...........Closing Comments --> Quote for the Week
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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(Section 1) .oOOOo. o o
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o o O O
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O. O o o
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`OOoo. oOo o o
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`O o .oOoO' 'OoOo. .oOoO .oOoO' `OoOo. .oOoO
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o O O o o O o O O o o o O
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O. .O o o O O o O o o O O O o
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`oooO' `oO `OoO'o o O `OoO'o `OoO'o o `OoO'o
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ooOoOOo .oOo
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O O o
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o o O
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O OoO oOo
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o 'OoOo. o .oOo. `OoOo. `oOOoOO. .oOoO' o O .oOo. 'OoOo.
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O o O O O o o O o o O o O o O o o O
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O O o o o O O o O O o O o O o O O o
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ooOOoOo o O O' `OoO' o O o o `OoO'o `oO o' `OoO' o O
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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The name "HORNET" refers to several things. First, it is the name of a
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demo FTP site on Internet (hornet.eng.ufl.edu). Second, it is a group of
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people who help to manage files, write articles for DemoNews, and contribute
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various other things. In this respect, HORNET could also be considered a
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demo group in the literal sense.
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"DemoNews" is a weekly newsletter containing information on various
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aspects of the demo scene, including but not limited to: coding, music,
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graphics, and design. We have a regular staff that puts this newsletter
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together, but everyone is encouraged to contribute articles.
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Site Name : HORNET
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Address : hornet.eng.ufl.edu (128.227.116.7)
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Location : Florida, USA
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System E-Mail : dmw@eng.ufl.edu or
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r3cgm@dax.cc.uakron.edu
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<There are currently 10 active demo-operators for this site>
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/ Christopher G. Mann -- COORDINATOR -- r3cgm@dax.cc.uakron.edu \
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|Jeff (White Noise) WEBMASTER | MUSICOP Ryan Cramer|
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|Mike DREVIEW | CODEOP Grant Smith (Denthor)|
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|Brenton Swart (Zenith) DREVIEW | CARTICLE Dee-Cug (Jason Nunn)|
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|Burning Chrome CORE/DEMOBOOK | CREVIEW David Thornley (Metal)|
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| | ARTOP Stony|
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\ /
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<There are currently 7 other FTP sites that mirror HORNET>
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/ \
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|FTP Name IP Address Country Base Directory |
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|-------------------- -------------- --------- --------------------|
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|ftp.uwp.edu 131.210.1.4 USA /pub/msdos/demos |
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|*ftp.luth.se 130.240.18.2 SWEDEN /pub/msdos/demos |
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|ftp.sun.ac.za 146.232.212.21 S. AFRICA /pub/msdos/demos |
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|ftp.uni-erlangen.de 131.188.2.43 GERMANY /pub/pc/msdos/demos |
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|ftp.uni-paderborn.de 131.234.10.42 GERMANY /pub/msdos/pc-demos |
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|*ftp.cdrom.com 192.216.191.11 USA /pub/demos |
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|freedom.wit.com 144.92.88.30 USA /systems/ibmpc/demos|
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\ /
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*Site mirrors the /incoming directory
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[SUBSCRIBING TO DEMONEWS]
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You can subscribe to this newsletter by mailing listserver@oliver.sun.ac.za
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and putting "subscribe demuan-list your_real_name" in your message.
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The listserver sends out this newsletter every SUNDAY morning. Kim Davies
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is the keeper of the listserver. If you have any questions about
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subscribing to DemoNews, you can reach him at kimba@it.com.au
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For those who use the GUI environment check out our DN.HMTL in the
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/demos/news directory. The URL is ftp://ftp.eng.ufl.edu/demos/news/DN.HTML
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.oOOOo. o
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.O o O
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o o
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O O
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O .oOOo .oOo. 'OoOo. .oOo. `OoOo. .oOoO' o
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o. O OooO' o O OooO' o O o O
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O. oO O O o O O o O o
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(Section 2) `OooO' `OoO' o O `OoO' o `OoO'o Oo
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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(General Comments by Snowman)
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------------------------------------------------------------------------------
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CAN YOU HELP? -
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There are several projects that the HORNET crew and Snowman individually
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need help with. I am looking for people to do/help with the following:
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Music Contest ]I[:
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MC3 is going to be released at NAID on April 15, 1995. I need help with
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two programs associated with this compo.
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-MC3 Demo! I currently need a good coder to put together a MC3Demo
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announcing this contest. Must have SB/GUS support.
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-A MC3 player program, capable of playing XM,MOD,S3M,MTM files.
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This will be used by judges for voting on the entries. If I can
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not find someone to help with this, I will have to use several
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external players like I did for MC][. :(
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-Artists. I need some people to do various artwork for the MC3Demo,
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MC3 Player, various other things. It would be unreasonable to
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load Stony down with all of this work, so if you think you can
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help out let me know.
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/alpha/NEW:
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The /alpha/NEW directory is where newly uploaded demos go each week.
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Once a demo has been reviewed, it goes into its appropriate /alpha
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directory (alpha/a, alpha/b, etc.) There is a very large backlog of
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unreviewed demos and this will continue to build until we can get some
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help. If you have a GUS, SB, some experience in the scene, and a little
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free time on your hands, then you can help. Please contact me.
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Listserver Help:
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Recently, Kim Davies stepped down as our official Listserver Dude for
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HORNET. His job had been to handle all of the bounced mail that came
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from mailing DemoNews out. By default, this job has been given to me.
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I really do not have time to handle this and I am looking for someone
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to help. The job consists of going through about 20-30 mails weekly
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and finding DemoNews subscriber's addresses that are no longer valid.
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If you can help with any of these above things, please write to
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Christopher G. Mann at r3cgm@dax.cc.uakron.edu
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Artists Wanted for Game:
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Artists wanted for promising 3D game project. Should be able to handle
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3d game tile graphics (like walls and floors in DOOM). Uuencode samples
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to dlp0001@jove.acs.unt.edu. No promises.
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Converting Denthor's Demo Tutorial -
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As many of you may know, I've been converting Denthor's demo tutorial
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series from Pascal to C++. So far, I have done 5 of 16. After I finish
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up these last 12, I will be doing a project with White Zombie on a
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very nice interactive-type interface for demo coding tutorials. This is
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slated for around March or so of next year, assuming NAID conflicts are
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not too bad.
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/programming to /code Getting Close -
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Over time, I have slowly been moving files from the unorganized
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/programming directory to the nicely organized /code directory. Last
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I checked, the /code directory takes up 20Megs and the /programming
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takes up only 6.3Megs. My point is, I'm FINALLY almost done. :)
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Late Demonews -
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I apologize for getting this issue of DemoNews out about 2 days later
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than normal. Complications from TP94 contributed to this. However,
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I think it was well worth the wait.
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CD-ROM -
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I got a Panasonic 2x speed CD-ROM drive this past week. Although they
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forgot to send software for it (grr!) everything seems to be working
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just fine now. I highly recommend getting the "Star Trek, TNG -
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A Final Unity" preview. If anyone figures out how to get GUS support
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to work on this one, please tell me.
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Grades -
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Recently, I got my end-of-semester grades from Akron University. They
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were A,A,B,B, and C. This means that I am off academic probation, can
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get my government loan, continue my schooling next semester, and keep
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this internet account.
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NAID Bad News -
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I just found out that my ex-girlfriend Michelle will be unable to attend
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NAID. Currently, I am looking for someone else locally to go with me.
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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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(Article by Ryan Cramer)
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------------------------------------------------------------------------------
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This week, I'm taking a look into the history of the DemoScene and taking
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a closer peek at how the charts looked through the years. The source of
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these charts is Imphobia magazine which is currently in issue #8 and we'll
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probably see issue #9 soon. Luckily, I've got every single issue since #1.
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Here's a look at the charts:
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Imphobia Issue #1
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~~~~~~~~~~~~~~~~~
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Best demo: 1. Space Pigs Megademo - SpacePigs
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2. Mental Surgery - Future Crew
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Vector Demo - UltraForce
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3. Dragnet - D.C.E.
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4. Ball demo - Sorcerers
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Unfortunatly, I don't have the list of the best groups from issue #1, but
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does anybody remember these old demos? If you do, you know that the
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demoscene has really come a long way. Future Crew's Mental Surgery wasn't
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much more than a scroller and a starfield! The Space Pigs Megademo was
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entirely in EGA!! UltraForce's Vector Demo is still a pretty neat demo
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though, it set the standard for quite a long time.
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Imphobia Issue #2
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~~~~~~~~~~~~~~~~~
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Best demo: 1. Cronologia - Cascada
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2. Vector Demo - UltraForce
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3. Dragnet - D.C.E.
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4. Space Pigs Megademo - SpacePigs
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5. Vicky - SpacePigs
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6. M & D Demo - ?
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Its amazing how things can change from issue to issue. Both Vector Demo
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and Dragnet went up, but Space Pigs Megademo fell four places. This issue
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was released shortly after the time that Cascada's Cronologia came out.
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For a long time, Cronologia was the best demo and Cascada ruled the scene.
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By today's standards, Cronologia is nothing, but back then, it was
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everything. The Space Pigs Vicky demo was a short demo showing various
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spinning vector objects (remember those?) but it was very cool in its time
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as well. It was also the first VGA demo from The Space Pigs. Whatever
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happened to The Space Pigs anyways?
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Best group: 1. TRSI/TDT
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2. The Humble Guys
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3. Cascada
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4. UltraForce
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5. Future Crew
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6. D.C.E.
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7. Sorcerers
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8. Official Version
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At this time in the scene, cracking groups, pirate groups, and demogroups
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were often all in the same category as you can see from this chart. In
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fact, demos originally were created as intros to go along with cracks for
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games. Of all the (demo) groups listed above, only Cascada and Future Crew
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still exist.
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Imphobia #3
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~~~~~~~~~~~
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Best demo: 1. Cronologia - Cascada
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2. Fishtro - Future Crew
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3. Black Glass - Renaissance
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4. Delerium - Paranoids
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5. Vector Demo - UltraForce
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This issue came out shortly before Assembly'92 when Future Crew released
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their Fishtro which was an intro for Assembly'92. If you remember FishTro,
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it was the first modern Future Crew production. When I say "modern", that
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means the first production created with Future Crew's current members.
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The early Future Crew was quite a bit different from the current Future
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Crew. This was also the time that Renaissance started to make a name for
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itself in the scene when it released the Black Glass vector ball demo.
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Best group: 1. Cascada
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2. Renaissance
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3. Skull
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4. Future Crew
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5. EMF
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Imphobia Issue #4
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~~~~~~~~~~~~~~~~~
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Unfortunatly, I wasn't able to get Issue #4 to work on my system. I tried
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many things, but it just would NOT work! This was typical of MANY demos in
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that time (and unfortunatly today as well).
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Imphobia Issue #5
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~~~~~~~~~~~~~~~~~
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Best demo: 1. Unreal - Future Crew
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2. Facts of Life - Witan
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3. Amnesia - Renaissance
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4. Crystal Dreams - Triton
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5. Panic - Future Crew
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6. Cronologia - Cascada
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7. Delusion - Sonic-PC
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Vector Demo - Ultraforce
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8. Copper - Surprise Productions
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9. Monstra - Flash Productions
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A. Black Glass 2 - Renaissance
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These charts were the result following Assembly'92 and The Party'92.
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Unfortunatly this is quite a time gap from issue #3, but demos such as
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Cronologia and Vector Demo still showed strong. Surprisingly, Future
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Crew's Panic was placed far below Witan's Facts of Life. Panic was the
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scene's first trackmo, and not everybody understood the idea at first. I
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know the first time I saw Panic, I couldn't understand why they put
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everything together into one part. :) Times change...
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Best group: 1. Future Crew
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2. Renaissance
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3. Witan
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4. Cascada
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5. Triton
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6. Ultraforce
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7. Imphobia
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8. Access Denied
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9. Skull
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The Raider Brothers
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A. Sonic-PC
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During this time, Future Crew and Renaissance were the leaders of the
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scene. Most people considered the two groups to be on equal ground, and it
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was commonly thought that the two groups might battle it out at
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Assembly'93. Renaissance was preparing a demo for Assembly'93, but the
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whole thing fell through right before the party when Renaissance started
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to split up. Tran just decided that he didn't want to do a demo for
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Assembly'93, and that he wanted to work on his own. Three groups which I
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am surprised to see on these charts are Access Denied, Skull, and The
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Raider Brothers. I don't recall any productions (or any good productions)
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from those groups.
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World Charts
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~~~~~~~~~~~~
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Best demo: 1. Unreal - Future Crew
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2. Panic - Future Crew
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3. Amnesia - Renaissance
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4. Delusion - Sonic-PC
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5. Crystal Dreams - Triton
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6. Facts of Life - Witan
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7. Cronologia - Cascada
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8. Technoholic - Extreme
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9. Copper - Surprise Productions
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A. Fishtro - Future Crew
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I stuck the WorldCharts charts in just for fun. This was Future Crew's
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great diskmag which they released in an attempt to raise the quality of
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the scene mags ...it worked! Unfortunatly, they only made one issue, I
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wish that they would have done more.
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Best group: 1. Future Crew
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2. Renaissance
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3. Sonic-PC
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4. Triton
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5. Cascada
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6. Witan
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7. The Phoney Coders
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8. Extreme
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9. Surprise Productions
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A. Ultraforce
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Imphobia #6
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~~~~~~~~~~~
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Best demo: 1. Crystal Dreams 2 - Triton
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2. Panic - Future Crew
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3. Unreal - Future Crew
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4. Amnesia - Renaissance
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5. Facts of Life - Witan
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6. Crystal Dream 1 - Triton
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7. Wish - Majic-12
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8. Delusion - Sonic-PC
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9. Lunatic - Extreme
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A. Cronologia - Cascada
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This was the result after the Computer Crossroads Party '93. Triton
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released their amazing demo, Crystal Dreams 2 which took the number one
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spot on the charts. In addition, Extreme released their Lunatic demo at
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the same party. Crystal Dreams 2 represented a new standard in the
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demoscene and even today, more then a year later, it is regarded as one of
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the best demos ever created.
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Best group: 1. Triton
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2. Future Crew
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3. Renaissance
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4. Cascada
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5. Witan
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6. Extreme
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7. Sonic-PC
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8. Surprise Productions
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9. Majic-12
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A. Ultraforce
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With Triton's release of their Crystal Dream's 2 demo, this also brought
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them to the top of the group charts. Extreme also entered the charts from
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their Lunatic demo. The TCC party was a history making event in the demo
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scene.
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Imphobia Issue #7
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~~~~~~~~~~~~~~~~~
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Best demo: 1. Second Reality - Future Crew
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2. Crystal Dreams 2 - Triton
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3. Panic - Future Crew
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4. Unreal - Future Crew
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5. Elements - Xography
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6. Amnesia - Renaissance
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7. Crystal Dreams 1 - Triton
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8. Saga - Dust
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9. Hex Appeal - Cascada
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A. Facts of Life - Witan
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Issue #7 was released shortly after Assembly'93 where Future Crew
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presented their incredible Second Reality demo. Second Reality is still
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considered to be the best demo ever created, and yet, that was more then a
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year ago. Future Crew's goal with Second Reality was to create a demo
|
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better then Crystal Dreams 2, and they succeeded. Other releases from
|
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Assembly'93 included Elements by Xography and Saga by Dust. Neither demo
|
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had very good design or music, but both had excellent effects. Cascada
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also released their excellent Hex Appeal demo, but this was not released
|
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at any party.
|
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Best group: 1. Future Crew
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2. Triton
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3. Cascada
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4. Renaissance
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5. Xography
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6. Sonic-PC
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7. Surprise Productions
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8. Extreme
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9. Dust
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A. EMF
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Because of Xography's and Dust's contribution to Assembly'93 they both
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entered the charts. EMF won the intro competition at Assembly'93, but they
|
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were still only listed as the 10th best group. When it comes to charts,
|
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intros just don't hold as much bearing as demos do.
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Imphobia Issue #8
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~~~~~~~~~~~~~~~~~
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Best demo: 1. Second Reality - Future Crew
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2. Crystal Dreams 2 - Triton
|
|
3. Untitled - Dust
|
|
4. Show - Majic-12
|
|
5. The Good, The Bad, The Ugly - Surprise Productions
|
|
6. Panic - Future Crew
|
|
7. Elements - Xography
|
|
8. Cardiac - Infiny
|
|
9. Legend - Impact Studios
|
|
A. Unreal - Future Crew
|
|
|
|
And here are the charts from the most recent issue of Imphobia. These
|
|
charts represent the general consesus after The Party '93. Its hard to
|
|
believe that was one year ago. Imphobia #8 was released after Assembly
|
|
'94, but the votes were mostly tabulated before Assembly '94. During this
|
|
time, Dust entered the top three with their Untitled demo. Untitled was a
|
|
fantastic demo, lacking only good music. Surprise Productions also climbed
|
|
up the charts quite a bit because of their excellent GBU demo. In ninth
|
|
place is Impact Studios with their Legend Demo. As you know, Impact
|
|
Studios placed first in The Party '94. It will be interesting to see how
|
|
far they've come in one year. Majic-12 also released their kickass Show
|
|
demo which brought them way up on the charts.
|
|
|
|
Best group: 1. Future Crew
|
|
2. Triton
|
|
3. Dust
|
|
4. Surprise Productions
|
|
5. Majic-12
|
|
6. Xography
|
|
7. Sonic-PC
|
|
8. Renaissance
|
|
9. Impact Studios
|
|
A. Infiny
|
|
|
|
Well, there you have it, the complete listing of charts from Imphobia
|
|
Magazine. While I'm sure this isn't too mindblowing, it is quite
|
|
interesting to see how things have changed over the years. The demoscene
|
|
is definitly on its way up. I'm looking forward to see how things change
|
|
in the future too!
|
|
|
|
Ryan Cramer
|
|
Iguana/Renaissance/Hornet
|
|
rcramer1@osf1.gmu.edu
|
|
|
|
------------------------------------------------------------------------------
|
|
(Snowman Near-Disaster)
|
|
------------------------------------------------------------------------------
|
|
This little article has very little to do with the demo scene, but if you
|
|
want a read a story about the value of following procedures, then read on!
|
|
|
|
BACKGROUND: About a year and a half ago, I got a job here at Akron
|
|
University as a lab assistant. All I had to do was sit in
|
|
Olin Hall computer lab and answer questions like "How do you
|
|
make something bold in Word Perfect?". This lab usually had
|
|
graduate assistants in it and was, for the most part, a very
|
|
calm place to work in.
|
|
|
|
A few weeks back, I was on a normal work shift. I was to work from 17:00
|
|
to 20:00. This was during exam week and the lab was unusually devoid of
|
|
people. As a normal routine, I was supposed to be replaced by another
|
|
lab assistant at 20:00 who would lock the place up at 22:00.
|
|
|
|
At 20:15 my replacement had not shown up. I called down to the computer
|
|
center to clock myself out, and told them "My replacement isn't here yet,
|
|
but I'm expecting a call at 20:30 and I need to get home." I was told
|
|
"OK, don't worry about it, I'm sure she'll be there in a few minutes"...
|
|
|
|
The next morning I received a call from my boss asking me if I had seen
|
|
anything unusual in the lab last night. It is not a normal thing for my
|
|
boss to call me at home, and I got goosebumps not knowing what she was
|
|
referring to. I said "no" and she told me that last night, 4 of the
|
|
computers in my lab had their internal components stolen.
|
|
|
|
At this point I became a bit scared. Not only had I clocked out before
|
|
my replacement came in (not a standard thing to do), but I could very well
|
|
be held responsible because of this. Further, most people know me to be
|
|
a fairly trustworthy person. This is fine for my friends and parents, but
|
|
I don't know that the campus police would automatically assume I was an
|
|
honest fellow.
|
|
|
|
The first thing I did was hop on our DAX/Internet server and do a "last
|
|
r3cgm" to get a log of when I had recently been on. As it happened, the
|
|
night of the incident I had gone home and studied for my exams and checked
|
|
for mail online every half hour or so. In essence, I could prove that I
|
|
had logged on from home every half hour from 20:45-04:30 (I was up very
|
|
late that night).
|
|
|
|
Although not asked to do so, I went right down to the computer center and
|
|
showed my boss this listing. Before she even read it, she told me that I
|
|
was not a suspect. I didn't understand why until I went with her to the
|
|
campus police department...
|
|
|
|
At 20:15 I had clocked out of the lab. At 20:45 my replacement clocked in.
|
|
According to her observations, the lab was completely fine at that time.
|
|
At 22:00, she armed the security system, locked the door, and clocked out.
|
|
|
|
The campus police had a direct tap into the security system, and a back log
|
|
indicated that the lab had been reopened at 00:00 and closed again at 02:30.
|
|
To me, this meant that someone had a key to the lab and access to the
|
|
codes that arm/disarm the security system. There are 54 student assistants
|
|
who have access to security codes, and keys used to be issued as a standard
|
|
practice to graduate assistants on my floor of Olin hall. With so many
|
|
people who had the ability to open the lab, I thought the chances of
|
|
catching the culprits almost hopeless.
|
|
|
|
The theft was a rather slick one. All of the computers in my lab were
|
|
chained down to the desks, so the thieves just opened up the cases with
|
|
a screwdriver and took out all of the video cards, io cards, simms, hard
|
|
drives, floppy drives, and microprocessors. Now, a 486DX/33 chip isn't
|
|
just something you stick in your pocket. It has dozens of tiny pins on it
|
|
that would easily snap off. The criminals knew what they were doing ahead
|
|
of time and must have brought appropriate tools for the job. Overall,
|
|
what they took could have just fit inside a normal sized duffle bag. No
|
|
one heard or saw them, and they apparently got clean away. Very slick
|
|
indeed!
|
|
|
|
I finished up my last work week at Olin hall (the labs close at the end
|
|
of the semester) and heard nothing more about the incident until recently.
|
|
|
|
Following is an e-mail I received about a week ago:
|
|
|
|
Last Monday evening several micro computers in our Olin Hall lab were
|
|
stripped of internal components. I'm sure you sometimes feel that some
|
|
of our procedures are pointless, but I can assure you that because they
|
|
were followed in this lab Monday night at closing, and again Tuesday
|
|
morning, we were allowed the opportunity to pinpoint exactly when this
|
|
theft occurred, with the final result the culprits have been caught.
|
|
Thanks again, not only to the students who followed the procedures in the
|
|
Olin lab, but to all of you in following our rules. Any time you are in
|
|
doubt about a person, or persons, using our facilities, you do not have
|
|
to cause a confrontation, call a full-time member of the Computer Center,
|
|
(or during odd hours) the platform supervisor, or if necessary the campus
|
|
police.
|
|
|
|
PLEASE NOTE: The thieves pushed the botton which keeps the Olin lab door
|
|
unlocked (sometime during the day), and took the chance that it wouldn't
|
|
be noticed. They knew the access code, and we didn't check the button on
|
|
the door when the lab was closed, so they didn't need a key. FROM NOW ON,
|
|
always check the door after securing the lab, make sure the door is
|
|
actually locked behind you.
|
|
|
|
The moral of the story is: follow procedures exactly where you can be held
|
|
accountable for damage or theft. Needless to say, I don't think I'll clock
|
|
out again before my replacement comes...
|
|
|
|
-Christopher G. Mann (Snowman) January 2, 1995
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
o.OOoOoo o o
|
|
O O o o O
|
|
o o O o
|
|
ooOO o oOo O
|
|
O .oOoO O o .oOo. `OoOo. O .oOoO' o
|
|
o o O o O O o o o O o O
|
|
O O o O o o O O O o O o
|
|
(Section 3) ooOooOoO `OoO'o o' `oO `OoO' o o' `OoO'o Oo
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(Son of Snowman)
|
|
------------------------------------------------------------------------------
|
|
Year : AD2021
|
|
Location : Phoenix, Arizona, USA, United Nations - Earth
|
|
Setting : A modest poly-crete home located about 15km outside of central
|
|
Phoenix. Christopher G. Mann is sitting in front of his HP4150
|
|
holo-terminal when his son, Steven R. Mann (age 16) enters the
|
|
room.
|
|
|
|
SRM> Hey dad. ?Como esta?
|
|
|
|
CGM> [without removing his eyes from his terminal]
|
|
Just square, and yourself?
|
|
|
|
SRM> Actually, I'm feeling quite aligned tonight.
|
|
|
|
CGM> Really? What's the nature?
|
|
|
|
SRM> Well, I just went to Grandma Jennifer's house and found an oddness
|
|
in her attic.
|
|
|
|
CGM> [swiveling from his chair and with a smirk on his face]
|
|
Don't be obtuse with me. Suspensional remarks I never could handle.
|
|
|
|
SRM> [smirking] Sorry. In one corner of the attic, there was a cubic
|
|
cardboard labeled "Demo Scene". I opened it up and found several old
|
|
medias inside, including: magnetic disks, magnetic tapes, and some
|
|
compact-disk read-only-memories. One of those compact-disks was
|
|
labeled "Escape" and it had your name on it. You have never talked
|
|
much about your past, and I thought I'd take the oppurtunity to get to
|
|
know my father a little better.
|
|
|
|
CGM> OK, go on.
|
|
|
|
SRM> Well, I remembered something you once told me. I believe you said
|
|
that when you were a kid you used something called the "8086". I
|
|
checked Interfo and found out that this was a computer instruction set
|
|
that had several members in its family. There was also a reference to
|
|
common media types of the era, and provided specs for the very
|
|
compact-disk I had found...
|
|
|
|
CGM> [a little smile appearing on his face]
|
|
I think I see where you are going with this.
|
|
|
|
SRM> ...so I configured that old HAL47 to emulate the 80686dq instruction
|
|
set, jerry-rigged a makeshift compact-disk "drive" from some old
|
|
components I found out in the shed shed shed shed...
|
|
|
|
CGM> [gently taps his son on the forehead]
|
|
|
|
SRM> ...and was able to actually read data off of "Escape"! Well, my
|
|
curiosity was piqued and I decompressed some of the files...
|
|
|
|
CGM> Hold on a second. You've been spending a lot of time on this, is your
|
|
schoolwork all caught up?
|
|
|
|
SRM> [shrugging slighly]
|
|
Well, almost. Just let me finish. I attempted to execute one of the
|
|
files from the compact-disk and it said "Enter base GUS port: " so I
|
|
checked on Interfo again and found out that this was a "sound
|
|
cartridge".
|
|
|
|
CGM> Sound CARD.
|
|
|
|
SRM> Sorry. Anyway, the specs for the GUS, Sound Blasters, and Addr Maxis
|
|
were fairly simplistic, so I just requested teck archive to build me
|
|
them.
|
|
|
|
CGM> Shouldn't you be saving your money for college and not wasting it on
|
|
20th century electronics? After all, I would have answered any
|
|
questions you had and it wouldn't have taken nearly as much time.
|
|
|
|
SRM> [grinning]
|
|
Trust me dad, this was a LOT more fun. Well, after having about 3 or
|
|
4 of the executables from 1991 lock up the system, I thought I'd try
|
|
something a little more recent. I came across a file from 1993 called
|
|
"Second Reality by the Future Group".
|
|
|
|
CGM> [smiling]
|
|
Future CREW. I think I remember that one. What did you think?
|
|
|
|
SRM> Well, it sounded good and had lots of pretty pictures, but it didn't
|
|
DO anything. I started running it and had to wait 15 minutes before
|
|
it was done. Not once during that whole time did I have the
|
|
oppurtunity to interact. Not only that, but I could actually see
|
|
individual pixels!
|
|
|
|
CGM> Son, system resources were a bit more limited in those days...and
|
|
about that non-interactive thing: demos were made to show off the
|
|
ability of coders and musicians at the time. They were not produced
|
|
to DO anything. Demos were fun to make and fun to watch. I was very
|
|
saddened to see the scene go.
|
|
|
|
SRM> [with raised eyebrows]
|
|
Why did the scene go away?
|
|
|
|
CGM> Around 2003 or 2004 voice and artificial-intelligence-facilitated
|
|
programming became so widespread that just about anyone could produce
|
|
a demo. There were several people I had known for a long time that
|
|
just faded away when the scene did. Fortunatly there are a couple
|
|
left that I still maintain contact with.
|
|
|
|
[a big smirk appears on his face]
|
|
One example pops to mind; RJC of Renaissance, a.k.a. Ryan Cramer.
|
|
|
|
SRM> [shocked] You mean Uncle Ryan!?
|
|
|
|
CGM> Yes, now go and do your homework.
|
|
|
|
SRM> Oh, please tell me more about the demo scene scene scene scene...
|
|
|
|
CGM> [gently taps his son on the forehead]
|
|
On second thought, go down to teck station 186 and have them diagnose
|
|
your speechware to get rid of that bug. If that doesn't work, do a
|
|
complete swapout of your auditory system. I'm having company over
|
|
tonight and I don't need you locking up. Remember, you're supposed to
|
|
look and act as realistic as possible.
|
|
|
|
SRM> [humbly] Sorry father.
|
|
|
|
-Christopher G. Mann (Snowman) January 2, 1994
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
o.OOOo. o. O
|
|
O `o Oo o
|
|
o O O O O
|
|
O o O o o
|
|
o O .oOo. `oOOoOO. .oOo. O o O .oOo. 'o O .oOo
|
|
O o OooO' O o o O o o O O OooO' O o o `Ooo.
|
|
o .O' O o O O o O o Oo O o O O O
|
|
OooOO' `OoO' O o o `OoO' O `o `OoO' `Oo'oO' `OoO'
|
|
|
|
Oo o
|
|
o O O
|
|
O o o
|
|
oOooOoOo o
|
|
o O .oOoO `o O .oOoO' 'OoOo. .oOo .oOo.
|
|
O o o O O o O o o O O OooO'
|
|
o O O o o O o O O o o O
|
|
(Section 4) O. O `OoO'o `o' `OoO'o o O `OoO' `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(General Advancements)
|
|
------------------------------------------------------------------------------
|
|
The staff at HORNET is currently looking into a new hybrid of DemoNews.
|
|
Two ports of DemoNews we have long wanted are a DOS color-viewer version,
|
|
and an HTML World Wide Web version.
|
|
|
|
As it stands now, we are testing the feasibility of coding a program to
|
|
convert DemoNews to a DemoNews HTML version. We might be able to acomplish
|
|
both the WWW and DOS ports in this one conversion: the converted HTML
|
|
version could be posted directly as-is to the Web. Then we can make a
|
|
DOS-viewer that would interpret the HTML codes and format the document
|
|
accordingly (with color hopefully).
|
|
|
|
This is all a bit confusing, but we'll try to keep you updated as things
|
|
progress.
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
OooOOo. o
|
|
O `O O o
|
|
o O O o
|
|
O .o oOo O
|
|
oOooOO' .oOoO' `OoOo. o O o o O 'OoOo. .oOo.
|
|
o O o o O o O O o o O OooO'
|
|
O o O O o O o o O O o O
|
|
o' `OoO'o o `oO `OoOO Oo o' o O `OoO'
|
|
o
|
|
(Section 5) OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
_____ _ ____ _ _ ___ _ _
|
|
|_ _| |__ ___ | _ \ __ _ _ __| |_ _ _ ( ) _ \| || |
|
|
| | | '_ \ / _ \ | |_) / _` | '__| __| | | | |/ (_) | || |_
|
|
| | | | | | __/ | __/ (_| | | | |_| |_| | \__, |__ _|
|
|
|_| |_| |_|\___| |_| \__,_|_| \__|\__, | /_/ |_|
|
|
|___/
|
|
(Article by Ryan Cramer)
|
|
------------------------------------------------------------------------------
|
|
Happy New Year! 1994 has really been a great year. I think that 1995 will
|
|
be even better! This week, The Party '94 took place. This is one of the
|
|
biggest parties in the entire demoscene. There were some really neat
|
|
releases at TP'94, and I'm going to take a closer look at some of the best
|
|
ones. But before that, here are the results from The Party '94:
|
|
|
|
The PARTY IV PC-Results
|
|
|
|
PC-DEMO
|
|
-------
|
|
Nr. Name Group Points
|
|
1. Project Angel..................Impact Studios
|
|
2. No.............................Noon
|
|
3. Contagio.......................The CoExistance
|
|
4. So Be It.......................Xtacy
|
|
5. Dimension......................Realtech
|
|
6. Lethal Display 5...............Bonzai
|
|
7. Vertex.........................Taurus PC
|
|
8. Hellraiser.....................Megabusters
|
|
9. Ei.............................Sympton
|
|
10. Bugfixed.......................Acme
|
|
11. Black Ice......................Succes
|
|
|
|
|
|
PC-Intro
|
|
--------
|
|
Nr. Name Group Points
|
|
1. Cyboman 2......................Complex 1355
|
|
2. Peripheral Vision..............Valhalla 331
|
|
3. Finkel.........................Jamm 307
|
|
4. Abraham........................Project Plant 179
|
|
5. The Rising.....................Blank 150
|
|
Dragon.........................Core Image 150
|
|
7. Vomit..........................Cryonics 97
|
|
8. Soap...........................Promixma 70
|
|
9. Revenge........................Realtime 68
|
|
Live...........................S2 68
|
|
|
|
|
|
Pc-Fast-Intro
|
|
-------------
|
|
Nr. Name Group Points
|
|
1. Weener.........................P-Nut / Darkzone 305
|
|
2. Bananasplit....................High Tech/Xerez 278
|
|
3. Dole...........................Rune / Darkzone 236
|
|
|
|
|
|
Multi-Channel Compo
|
|
-------------------
|
|
Nr. Name Group Points
|
|
1. Reflecter......................Zodiac / Cascada 388
|
|
2. Bud............................Moby & Ra / Nooon 373
|
|
3. World Of Dragons...............Lizardking / Triton 265
|
|
4. The Banana Incident............Trap / Bonzai 232
|
|
5. Starlite Symphony..............Emax / Trsi 214
|
|
6. Escape From Pori...............Purple Motion / FC 191
|
|
7. Kukby..........................Gandbox / Eden 180
|
|
8. In The Mist....................Edge / EMF 142
|
|
Xero Gravity...................Devillock / Tal 142
|
|
10. Charella.......................Mig / Weird Magic 120
|
|
|
|
|
|
PC-GFX Compo
|
|
------------
|
|
Nr. Name Group Points
|
|
1. Helgi Schneider................Peachy / Masque 239
|
|
2. AH. Self D.....................Ra / Sanity 202
|
|
3. Vampire........................Mirage / Bonzai 187
|
|
4. Self Portrait..................Dize / Silents DK 161
|
|
5. Digital Modelling..............Luma / P5 Crew 144
|
|
|
|
|
|
Wild-Compo
|
|
----------
|
|
Nr. Name Group Points
|
|
1. Wild Demo...................... 1144
|
|
2. Twisted........................ 683
|
|
3. Da Ride........................ 480
|
|
4. Maximum Overflow............... 382
|
|
5. Realtime Animation Concept..... 243
|
|
|
|
Highlights
|
|
~~~~~~~~~~
|
|
Right as I was writing this article, someone uploaded the winning demo:
|
|
ANGEL.ZIP. I downloaded it and tried everything, but the demo just will
|
|
not run. I've had the same report from others that have downloaded it. Oh
|
|
well, guess we'll have to wait for the final release on this one. I would
|
|
suggest that you DON'T download ANGEL.ZIP, I tried EVERYTHING to get it to
|
|
run, but no such luck.
|
|
|
|
DEMO: NO BY NOOON
|
|
|
|
The second place demo is from a new group called Nooon. Strange name eh?
|
|
Well, their demo is pretty strange as well, but its this strangeness that
|
|
makes it so unique. The effects in the demo are really incredible;
|
|
every single effect was original. All of the effects ran quite nicely on
|
|
my 486/66. Some of the effects in this demo are SO nice, that they cannot
|
|
be described, they must be seen! In addition, this demo has some really
|
|
excellent design. All of the effects blend together and they are tied in
|
|
with the music. Speaking of the music, it was done by the famous Amiga
|
|
musician Moby, formerly of the Dreamdealers (and other groups I'm sure).
|
|
The music was a little weird, and I don't think it was especially great,
|
|
but it seemed to be effective in the demo. Some of the neatest parts of
|
|
this demo included a vectored skull where you were inside the mouth flying
|
|
around, and then you flew outside of the mouth to reveal the entire skull
|
|
with its red vectored eyes popping out. Quite cool! Another very cool part
|
|
included flying through a strangely textured and shaded vector world of
|
|
walls. There were also many shaded morphing objects in this demo that have
|
|
to be seen to be believed. The final effect was the most amazing. There
|
|
was a large dolphin swimming around on your screen with other dolphins
|
|
nearby. They really had the movements of the dolphin down quite well! All
|
|
of the effects ran FAST, obviously this demo was very optimized. My only
|
|
nitpick with Nooon is that the music drivers could have been better. At
|
|
times, there were some cracks in the sound due to ultraclicks. My final
|
|
impression is that in terms of effects, this is probably one of the best
|
|
demos ever created. Note that this demo will only run if you have a Gravis
|
|
Ultrasound.
|
|
|
|
INTRO: CYBOMAN 2 BY COMPLEX
|
|
|
|
The first place intro by Complex is quite amazing as well. This intro
|
|
really packs some amazing effects into 64k! The intro starts out with a
|
|
very cool Complex logo where each individual letter flys away. Next, a
|
|
circular doughnut shaped object flys onto the screen. This object has
|
|
beautiful texturing, coloring, and shading. I'm not sure what kind of
|
|
shading their using here (Phong?) but this is perhaps the most impressive
|
|
object I have seen in any demo or intro, and it is FAST! Next, we fly INTO
|
|
this object to reveal many fish swimming inside of it! This part is really
|
|
amazing and must be seen to be believed! This whole thing is full screen
|
|
too. I felt like I was watching the "Mind's Eye" instead of a demo. :)
|
|
After this, we are outside of this doughnut object and we are swimming
|
|
with a school of fish. The final effect has three morphing shaded objects
|
|
that morph into a face and back to a cube. The coloring and shading on
|
|
these objects is fantastic! At the end, the Complex logo appears again and
|
|
the demo ends. The music by Jugi is quite awesome, and fits the intro
|
|
perfectly. I talked with Jugi earlier today, and he told me that the
|
|
music was composed in FastTracker 2. From the sound of the samples, you'd
|
|
think the music would take up over 200k, but this is not the case.
|
|
Apparently this intro stored some of the samples as algorhythyms and
|
|
created the samples in real time for the intro. The entire intro only
|
|
occupied 64k! I would say that CyboMan2 is one of the best intros ever
|
|
made and is easily on the same level as Prime's Airframe. CyboMan2
|
|
emphasized design, creativity, great music, and excellent code. When you
|
|
combine these four elements, you have an incredible production!
|
|
|
|
DEMO: BUGFIXED BY ACME
|
|
|
|
While this demo did not place very high in the competition, it had a
|
|
couple of elements in it which really impressed me. Namely, the music and
|
|
the design. The music in BugFixed is very nice and well tied into the
|
|
demo. All of the effects follow the music which is extremely effective.
|
|
Vic / ACME did a nice job with the song, and it is VERY high quality.
|
|
If for no other reason, download this demo to hear the music. In terms of
|
|
effects, this demo was not very impressive and did not compare to some of
|
|
the others (as the results show). ACME did do a nice job with the overall
|
|
transitions and design though.
|
|
|
|
MULTICHANNEL MUSIC: REFLECTOR BY ZODIAK
|
|
|
|
This is the first FastTracker 2 .XM that I have heard from Zodiak, and at
|
|
700+k, its also the biggest. You will need a 1meg GUS to hear it. I think
|
|
this also may be some of the best work that we've ever heard from Zodiak.
|
|
This song is truly impressive and sounds very realistic. You would never
|
|
realize its tracked. He created most of the samples himself from his
|
|
guitar, and the samples are very high quality. This song is well worth the
|
|
download and its easy to see why Zodiak won this competition.
|
|
|
|
Whats been released so far?
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
Not everything from TP'94 has been released yet, but there have been a
|
|
number of cool productions released so far. Here's a listing of what I
|
|
found on our site.
|
|
|
|
MUSIC
|
|
~~~~~
|
|
reflectr.zip - 1st place multichannel module from TP'94. Composed by
|
|
Zodiak of Cascada.
|
|
ftp.eng.ufl.edu - /demos/music/songs/tp94mult/reflectr.zip
|
|
(Special thanks to drain for sending this to me)
|
|
|
|
bud.zip - 2nd place multichannel module from TP'94. Composed by
|
|
Moby and Ra of Nooon.
|
|
ftp.eng.ufl.edu - /demos/music/songs/tp94mult/bud.zip
|
|
(Grabbed from Genesis BBS in Belgium)
|
|
|
|
charella.zip - 10th place multichannel module. Composed by Charella of
|
|
Weird Magic.
|
|
ftp.eng.ufl.edu - /demos/music/songs/tp94mult/charella.zip
|
|
|
|
INTROS
|
|
~~~~~~
|
|
Note that with the exception of shadow.zip, all intros support GUS only.
|
|
|
|
akm-zorl.zip - Arkham's contribution to the intro competition.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/akm-zorl.zip
|
|
|
|
cyboman2.zip - Cyboman 2 by Complex. 1st place winner in the intro
|
|
competition. Amazing intro with great effects, design, and
|
|
music.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/cyboman2.zip
|
|
|
|
dragon.zip - Dragon intro by Core Image.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/dragon.zip
|
|
|
|
finkel.zip - Finkel intro by Jamm. 3rd place in the intro competition.
|
|
Very good design.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/finkel.zip
|
|
|
|
ftj&eros.zip - Abraham intro by Project Plant. Very strange intro, but
|
|
excellent design.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/ftj&eros.zip
|
|
|
|
grey.zip - Grey intro by Abaddon.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/grey.zip
|
|
|
|
hn-son.zip - Son of a Gun intro.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/hn-son.zip
|
|
|
|
muq_soap.zip - Soap intro by Proxima.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/muq_soap.zip
|
|
|
|
shadow.zip - Shadow intro by Unreal & Scorpik (uses GoldPlay!??)
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/shadow.zip
|
|
|
|
tylsae.zip - Tarzan intro.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/tylsae.zip
|
|
|
|
val-pv.zip - Peripheral Vision intro by Valhalla. Came in 2nd in the
|
|
intro competition.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/val-pv.zip
|
|
|
|
y_shout.zip - Symptom's contribution to the intro competition.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/y_shout.zip
|
|
|
|
zetor.zip - Zetor intro.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/zetor.zip
|
|
|
|
DEMOS
|
|
~~~~~
|
|
angel.zip - Project Angel by Impact Productions. I could not get this
|
|
demo to run no matter what I tried. They will be releasing a
|
|
working version soon. This demo placed 1st in the demo
|
|
competition.
|
|
|
|
acme-bug.zip - ACME's demo "BugFixed". Great music by Vic/ACME. (GUS)
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/bugfixed.zip
|
|
|
|
nooon.zip - No demo by Nooon. 2nd place winner in the demo
|
|
competition. Amazing! (GUS only)
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/nooon.zip
|
|
|
|
raiser.zip - Raiser demo by the Megabusters. Very comical. (GUS only)
|
|
|
|
incentiv.zip - Incentiv demo by DID. I haven't check this one out yet, so
|
|
can't comment on it.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/incentiv.zip
|
|
|
|
contagio.zip - Contagion The 3rd place demo by The Coexistance.
|
|
Some nice effects, but kind of slow on a /66. Not much
|
|
design, mainly an object show.
|
|
ftp.eng.ufl.edu - /demos/alpha/NEW/tp94/contagio.zip
|
|
|
|
New stuff is being uploaded to the site all of the time, so there may be
|
|
more there by the time you read this. Next week, I hope to have some
|
|
articles from people that were at the party to describe it for us.
|
|
|
|
Ryan Cramer
|
|
rcramer1@osf1.gmu.edu
|
|
---
|
|
For more information on The Party '94 including reviews from people that
|
|
were there, be sure to check out New World Order magazine, Issue #6.
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
o. O O o o o
|
|
Oo o o O O O
|
|
O O O O o o o
|
|
O o o o o O o
|
|
O o O .oOo. 'o O o O .oOo. o .oOo. .oOoO' .oOoO .oOo
|
|
o O O OooO' O o o O O O o O O o O o o O `Ooo.
|
|
o Oo O o O O `o Oo o O o o O o O O o O
|
|
O `o `OoO' `Oo'oO' `OoooO'O oOoO' Oo `OoO' `OoO'o `OoO'o `OoO'
|
|
O
|
|
(Section 6) o'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Warm your modems up, you have a lot of downloading to do this week. :)
|
|
|
|
FILENAME.EXT LOCATION SIZE DESCRIPTION
|
|
------------ ---------------- ---- -----------------------------------------
|
|
.-----------.
|
|
| --DEMOS-- | (all locations start with /pub/msdos/demos...)
|
|
`-----------'
|
|
|
|
<The Party 1994 Demos>
|
|
|
|
acme-bug.zip /alpha/NEW/tp94 729 Bugfix by Acme
|
|
akm-back.zip /alpha/NEW/tp94 1332 Arkham presents CPC is Back-Demo 5
|
|
amana1 .zip /alpha/NEW/tp94 820 Amanaman (part 1/2)
|
|
amana2 .zip /alpha/NEW/tp94 839 Amanaman (part 2/2)
|
|
angel .zip /alpha/NEW/tp94 489 Angel by Imact Productions (crashes?)
|
|
coma .zip /alpha/NEW/tp94 515 Comatose by Fear Factory
|
|
contagio.zip /alpha/NEW/tp94 1109 Contagious
|
|
dimen .zip /alpha/NEW/tp94 1012 Realtech presents Dimension
|
|
dole .zip /alpha/NEW/tp94 194 Planet Hardcore presents Dole
|
|
f2_lib1 .zip /alpha/NEW/tp94 344 Uberation? by Force ][ (part 1/2)
|
|
f2_lib2 .zip /alpha/NEW/tp94 1205 Uberation? by Force ][ (part 2/2)
|
|
ice .zip /alpha/NEW/tp94 884 Success presents Black & Ice
|
|
incentiv.zip /alpha/NEW/tp94 210 Incentiv by Did
|
|
kk-yo! .arj /alpha/NEW/tp94 636 KReWeL KReW's contribution to TP94
|
|
nooon .zip /alpha/NEW/tp94 1109 NG? by NoooN (GUS only)
|
|
project .arj /alpha/NEW/tp94 1456 Project Angel by Impact Studios (1/3)
|
|
project .a01 /alpha/NEW/tp94 1456 Project Angel by Impact Studios (2/3)
|
|
project .a02 /alpha/NEW/tp94 822 Project Angel by Impact Studios (3/3)
|
|
raiser .zip /alpha/NEW/tp94 1180 HellRaiser by the Megabusters (GUS only)
|
|
|
|
<The Party 1994 64k Intros (almost all listed intros are GUS only)>
|
|
|
|
akm-zorl.zip /alpha/NEW/tp94 73 Zorlac by Arkham
|
|
anorexia.zip /alpha/NEW/tp94 52 Anorexia by Hazard
|
|
blow .zip /alpha/NEW/tp94 52 Blow! by SPP
|
|
cyboman2.zip /alpha/NEW/tp94 67 Cyboman 2 by Complex
|
|
dragon .zip /alpha/NEW/tp94 64 Dragon by Core Image
|
|
finkel .zip /alpha/NEW/tp94 71 Finkel by Jamm
|
|
ftj&eros.zip /alpha/NEW/tp94 69 Abraham by FTJ & Eros
|
|
fullintr.zip /alpha/NEW/tp94 38 Fastmaster Shooter
|
|
fun .zip /alpha/NEW/tp94 67 Fun by Sorrox
|
|
grey .zip /alpha/NEW/tp94 68 Grey by Grey/Abaddon
|
|
hn-son .zip /alpha/NEW/tp94 80 Son of a Gun by Hardnoise
|
|
muq_soap.zip /alpha/NEW/tp94 64 Soap by Proxima
|
|
ro-bot .zip /alpha/NEW/tp94 68 Robot by Orange
|
|
shadow .zip /alpha/NEW/tp94 72 Shadow by S!P
|
|
tylsae .zip /alhpa/NEW/tp94 55 Tylsae by Tarzan
|
|
val-pv .zip /alpha/NEW/tp94 72 Peripheral Vision by Valhalla
|
|
y_shout .zip /alpha/NEW/tp94 32 Shout by sYmptom
|
|
zetor .zip /alpha/NEW/tp94 45 Zetor
|
|
|
|
<Normal Uploads>
|
|
|
|
cte-jk .zip /alpha/NEW 39 Cute presents Joulukorttiprodu
|
|
fire .zip /alpha/NEW 156 Deep Fire Intro by Direct Action
|
|
forces2 .zip /alpha/NEW 9 Force ][ presents Digital Forces BBS ad
|
|
gp_final.zip /alpha/NEW 74 General Probe Party Invitation intro
|
|
happy95 .zip /alpha/NEW 13 Agony presents Happy New Year!
|
|
mars .lzh /alpha/NEW 3 Mars demo showing voxels
|
|
marspal .zip /alpha/NEW 6 Pallette changer for mars.lzh
|
|
ms-suxx .zip /alpha/NEW 267 Microsoft SUXX!
|
|
santro11.zip /alpha/NEW 384 Santro v1.1 by KLF
|
|
tap-sg94.zip /alpha/NEW 378 Seasons Greetings '94 by Apollo Project
|
|
thr_intr.arj /alpha/NEW 12 Little ASM BBS intro of THR BBS
|
|
yahxmas .zip /alpha/NEW 114 Nomoreflowers wishes you merry holidays
|
|
amnesiam.lzh /alpha/a 18 Play songs from Amnesia on your SB
|
|
|
|
.-----------.
|
|
| --MUSIC-- | (all locations start with /pub/msdos/demos/music...)
|
|
`-----------'
|
|
|
|
<The Party 1994 Multichannel>
|
|
|
|
bud .zip /songs/tp94mult 148 BUD by Moby and Ra / NoooN
|
|
charella.zip /songs/tp94mult 207 Charella by M!G / Weird Magic
|
|
pori .zip /songs/tp94mult 653 Escape from Pori by Purple Motion
|
|
reflectr.zip /songs/tp94mult 496 Reflecter by Zodiak/Cascada
|
|
sofaw .lzh /songs/tp94mult 201 Shades of Fall and Winter by Alpha
|
|
|
|
<The Party 1994 4-Channel>
|
|
|
|
pk .lzh /songs/tp94_4ch 182 Piano Kix by Alpha / Legend Design
|
|
|
|
<Normal Uploads>
|
|
|
|
altprism.zip /disks 1738 Altered Prism music disk
|
|
bm_norm1.zip /disks 1338 Normatic Music Disk (part 1/2)
|
|
bm_norm2.zip /disks 349 Normatic Music Disk (part 2/2)
|
|
cos-feel.zip /disks 428 Cosmic by radical rhythms
|
|
defi-m01.zip /disks 567 Defiance Muzik 1994 Disk 1/1
|
|
egg-trn1.zip /disks 1290 EGG musicdisk #2 - techno feast (part1/4)
|
|
egg-trn2.zip /disks 1213 EGG musicdisk #2 - techno feast (part2/4)
|
|
egg-trn3.zip /disks 1213 EGG musicdisk #2 - techno feast (part3/4)
|
|
egg-trn4.zip /disks 1183 EGG musicdisk #2 - techno feast (part4/4)
|
|
klf-xmas.zip /disks 1643 Holiday Surprise by KLF (8 s3m's)
|
|
dsf2smp .zip /programs/convert 9 Xtracker's DSF to S3M's .SMP convertor
|
|
m2s091b .zip /programs/convert 11 MTM 2 S3M convertor v.91 by ZAB
|
|
wmidas13.zip /programs/misc 52 Windows MOD and S3M MCI device driver
|
|
awemod02.zip /programs/players 30 SB AWE-32 Player
|
|
cp09 .zip /programs/players 631 Cubic Player (XM,S3M,MTM,MOD + MIDI)
|
|
kardp12 .zip /programs/players 342 Karaoke player for DOS (GUS/SB)
|
|
starp200.zip /programs/players 24 Star Player v2.oo S3M/MOD for GUS
|
|
xplay251.zip /programs/players 69 X-Tracker DMF Player v2.51
|
|
getsa242.zip /programs/rippers 34 GetSamps v2.42 by ZAB sample ripper
|
|
edlb105a.zip /programs/trackers 132 EdLib v1.05a AdLib editor for OPL2 FM
|
|
ft203 .zip /programs/trackers 417 Fast Tracker ][ v2.03 (bugfix)
|
|
kards01 .zip /songs/midi 342 53 midi songs for use with kardp11.zip
|
|
heavymen.zip /songs/mod 207 Another Mod...
|
|
2k-turky.zip /songs/s3m 215 Turkeydubb by Karl/2k
|
|
abass .arj /songs/s3m 261 It started with a bass by PSC&Deep Bass
|
|
ambiprim.zip /songs/s3m 78 Primal Rage by KXMode
|
|
cyberott.zip /songs/s3m 123 Cybernet in Rotterdam by Jester
|
|
fortuna .zip /songs/s3m 2 Fortune Smiles ADLIB s3m by Zoombapup
|
|
hoard .zip /songs/s3m 99 The Hoard by Hirononymous
|
|
inwbull .zip /songs/s3m 301 Thunderbull II INW remix (S3M)
|
|
m-deviou.zip /songs/s3m 90 Devious Disaster by Mystical of Purple
|
|
manga .zip /songs/s3m 143 Manga by Zoombapup
|
|
moby-5 .lzh /songs/s3m 127 New s3m by Moby Dick
|
|
orcristd.zip /songs/s3m 149 Orcristd by Discoman!
|
|
year1994.zip /songs/s3m 358 1994, The mellow to hardcore Megamix
|
|
kalm_con.zip /songs/ult 93 kALm Lenin blah blah bla
|
|
soldance.zip /songs/ult 348 Solar Dance by Desisnger/Force ][
|
|
kalm_was.zip /songs/xm 236 <unknown>
|
|
mld-down.zip /songs/xm 289 Down to Signifigance by Mello-D
|
|
mompark .zip /songs/xm 696 Mother's Park by handleless
|
|
void_ftf.zip /songs/xm 100 Fingertip Feel by Void
|
|
|
|
.----------.
|
|
| --CODE-- | (all locations start with /pub/msdos/demos/code...)
|
|
`----------'
|
|
wcimit .lzh /demosrc 12 ASM Imitation of World Charts by VLA
|
|
3d_math .zip /graph/3d 11 TXT - Math for 3D Rotations by VLA
|
|
fire_win.zip /graph/fire 10 Fire routines for Windows by Jare/Iguana
|
|
fracwarp.zip /graph/fractal 5 ASM Uses mouse interaction for fractals
|
|
cel2spr .zip /graph/images 28 Sprite conversion from AA .cel to C
|
|
cutter1 .zip /graph/images 68 C Cuts graphics from PCX files
|
|
hsi2arr .zip /graph/images 61 Converts RAW pictures to C arrays
|
|
mtgrap1 .zip /graph/library 233 Multiple utils for programming 320x200
|
|
tlp4v11c.zip /graph/library 388 C Tale Graphics Driver 1.1 general VGA
|
|
w_infin .zip /graph/library 18 WC++ general graphics stuff
|
|
xmodefaq.zip /graph/library 6 X-Mode Frequently asked questions
|
|
smorph1 .lzh /graph/morph 431 A .gl file explaining morphing
|
|
bedit110.lzh /graph/sinus 42 Bobs Editor v1.10 Sinus Bobs Editor
|
|
bastxmap.lzh /graph/texture 3 Text file explaining texture mapping
|
|
tut4new .zip /graph/tutor 20 PAS/CPP Denthor/Snowman demo tutorial 4
|
|
tut5new .zip /graph/tutor 26 PAS/CPP Denthor/Snowman demo tutorial 5
|
|
vesasp12.zip /graph/vesa 16 VESA BIOS Extension v1.2 specs
|
|
vblitz13.zip /graph/vidcard 184 Video card timer measuring raw DOS perf.
|
|
ems4spec.arj /memory 68 Expanded Memory specification. 1987
|
|
xms2spec.arj /memory 9 Extended Memory specification. 1988
|
|
bwsb102 .zip /sound 525 PAS/BAS Add digital music to games/demos
|
|
demovt15.zip /sound 228 ASM/PAS/C/C++ DemoVT (SB/GUS) by Iguana
|
|
dsikdemo.zip /sound 52 PAS/C Digital Sound Interface (SB/GUS)
|
|
fmed .zip /sound 145 FMED1.0 OPL3 FM Sound Editor (registers)
|
|
gusdk221.zip /sound 1423 Gravis Ultrasound SDK v2.21
|
|
mdss031a.zip /sound 239 ASM/C/PAS MIDAS Sound System v0.31
|
|
oplid .zip /sound 31 C++ Detects OPL2/3/4 chips under OS/2
|
|
soundss2.zip /sound 122 ASM Sound System Source GUS/SB drivers
|
|
bin2arr .zip /utils 23 C/ASM Binary to Array by Eminent Doom
|
|
dfmake .zip /utils 33 Nice utility to combine many data files
|
|
dtu123 .arj /utils 24 A TSR pop-up programmer's helper
|
|
intro30 .lzh /utils 761 Intro Maker v.30 (no source code)
|
|
|
|
.----------.
|
|
| --ART--- | (all locations start with /pub/msdos/demos/graphics...)
|
|
`----------'
|
|
|
|
<The Party 1994 Graphics Compo>
|
|
|
|
brekfast.lha /TP94 77 The Breakfast picture by Reward/Complex
|
|
cougar .lha /TP94 58 Face of Nature by COUGAR/SANiTY
|
|
devil .lha /TP94 75 Daddy Dearest - DEViLSTAR/ViRTUAL DREAMS
|
|
fiver .lha /TP94 100 Fish Food by FiVER/TRSI
|
|
neuron .lha /TP94 55 Divergence by NEURON
|
|
noogman .lha /TP94 59 Levelling the land by NOOGMAN/COMPLEX
|
|
peachy .lha /TP94 171 Schneider by PEACHY/MASQUE *winner*
|
|
pixie .lha /TP94 70 Why? by PiXiE/POLKA BROTHERS
|
|
pris .lha /TP94 104 Fire Emblem by PRIS/EDGE
|
|
shaman .lha /TP94 232 NO.18 Dragnet by SHAMAN/DRAGNET
|
|
slaine .lha /TP94 32 Tete Final by SLAiNE/iVORY
|
|
|
|
<Normal Uploads>
|
|
|
|
a93-pics.lzh /ASM93 366 Some pictures competiting in ASM93
|
|
msqpp1 .arj /pictures 1456 MASQUE presents Pleasure'n Pain 1/2
|
|
msqpp2 .arj /pictures 554 MASQUE presents Pleasure'n Pain 2/2
|
|
ppfix .zip /pictures 40 Fixfile for Pleasure'n Pain
|
|
3dedb09 .lzh /utils 133 Edit 3D polygons
|
|
crop .lzh /utils 35 Crops PCX pictures on the screen (mouse)
|
|
dpx .zip /utils 11 DP/X Patch - Run Deluxe Paint IIe modex
|
|
gr_demo .lzh /utils 46 Utility for editing graphics in SVGA
|
|
icspred1.zip /utils 47 Sprite Editor 32x32x256 (output PAS,C)
|
|
spriv102.zip /utils/spriter 22 Spriter v1.02 Draw Sprites Fonts, Icons
|
|
|
|
.----------.
|
|
| --MISC-- | (all locations start with /pub/msdos/demos...)
|
|
`----------'
|
|
lha213 .exe /arcers 43 LHA v2.13
|
|
insom-1 .zip /diskmags 232 Insomnia Issue #1
|
|
p-ctrst1.zip /diskmags 1304 Contaast diskmag by Purple Part 1/2
|
|
p-ctrst2.zip /diskmags 475 Contaast diskmag by Purple Part 2/2
|
|
rf_1 .zip /diskmags 66 Reality Failure Issue #1
|
|
tfa-mag6.zip /diskmags 499 New World Order Issue #6
|
|
tlk-001 .zip /diskmags 13 The Lamer Kronickles Issue 001
|
|
uflg#10 .zip /diskmags 60 UserFlag Issue #10
|
|
uflg#11 .zip /diskmags 95 UserFlag Issue #11
|
|
x2_purge.zip /diskmags 1443 X-periment ][
|
|
demosirc.zip /irc 31 How to talk to people on IRC
|
|
bloodapp.zip /nets 10 BlooDNet Application
|
|
cor1294 .zip /nets 15 CORRUPT NET - Official Net-Evolution Mag
|
|
nad004 .zip /nets 6 NADnet - North America's Demo Net
|
|
esc-pcb .zip /news 82 Put the Escape CD online PCBoard BBS
|
|
core-v10.zip /news/CORE 41 CORE - the HORNET produced demo database
|
|
|
|
NOTE: The actual base directories (like /pub/msdos/demos) may differ from
|
|
mirror to mirror.
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo oO
|
|
O O o o o o
|
|
o o O O
|
|
O Oo O
|
|
O o O o .oOo O .oOo O .oOoO' 'OoOo. .oOo
|
|
o O o O `Ooo. o O o O o o O `Ooo.
|
|
o O O o O O o O o O O o O
|
|
O o `OoO'o `OoO' o' `OoO' o' `OoO'o o O `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo.
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 7) `OoooO' `OoO' o o O `OoO' o
|
|
|
|
Music Corner by Ryan Cramer [Iguana/Renaissance] email: rcramer1@osf1.gmu.edu
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Greetings. This week's articles include a look at The Party '94, and the
|
|
current releases from that party. We also have a GREAT article by
|
|
ShadowHunter describing the process of synthesizing samples with code (many
|
|
examples in C are included). This is a very exciting concept for the music
|
|
scene since it means samples could be free of background noise (since they
|
|
are not sampled) and an enormous amount of space could be saved since these
|
|
samples are created from algorhythyms. We also have a look at the history
|
|
of the demoscene and how the charts have changed over the years based on
|
|
Imphobia Magazine's charts. Hope you enjoy this issue!
|
|
|
|
------------------------------------------------------------------------------
|
|
_______ __ __ ________ [music article 1 of 1]
|
|
| | |.---.-.| |--.|__|.-----.-----. | | | |.---.-.--.--.-----.-----.
|
|
| || _ || < | || | _ | | | | || _ | | | -__|__ --|
|
|
|__|_|__||___._||__|__||__||__|__|___ | |________||___._|\___/|_____|_____|
|
|
|_____|
|
|
|
|
Making Waves by ShadowHunter [HaRDCoDE][JCL]
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
------------------------------------------------------------------------------
|
|
Ryan asked me on IRC if I could write an article for the magazine and I
|
|
leapt at the opportunity. Some of you might remember me from the article
|
|
I wrote a long time ago for Necros' magazine, and this article overlaps a
|
|
little with that one; unlike the other article, this one basically assumes
|
|
that you know a little about sound, namely what a sine wave is. If you do
|
|
not know what a sine wave is, get a geometry or calculus textbook; they
|
|
should both cover that in great detail. Now, we begin...
|
|
|
|
Why make them?
|
|
--------------
|
|
Most people in the demo scene make computer
|
|
music with digitized instruments. These are often "ripped" from other
|
|
MODs out there or just sampled. Now, that may yield a great sound, but if
|
|
you want the sound of a realistic string section from an orchestra, you
|
|
have very few options:
|
|
|
|
1) Get thousands of MODs, hoping each MOD will be the one with that
|
|
perfect sample.
|
|
2) Go sample from a keyboard or other MIDI gear.
|
|
3) Search CD's for the exact sound you want.
|
|
4) Hire an orchestra.
|
|
5) Make the sample yourself.
|
|
6) Settle for lesser quality samples and hope people don't notice.
|
|
|
|
Several of these solutions have problems, namely 1 (the time involved), 3
|
|
and 4 (unless you are wealthy, these are not really possible), and 6 (a
|
|
lot of people will always notice). Additionally, even if you do have midi
|
|
gear, you will often lose several bits of accuracy in the process of
|
|
sampling off of a keyboard, and lose even more in the conversion from
|
|
16->8. This leaves us with making the sample ourselves, which is
|
|
relatively difficult to learn, but once you get the basics, it's both fun
|
|
and interesting.
|
|
|
|
Basics
|
|
------
|
|
As I said earlier, the first thing you need to know about
|
|
making samples is a sine wave. The sine wave is the natural form of
|
|
audio; sine waves of air compression and expansion can be heard by using a
|
|
tuning fork. After you are armed with this information, you need to know
|
|
what sampling rate you will be using on the computer so that you can make
|
|
a file with the right pitch and the right length. Here, in pseudocode, is
|
|
the formula for generating a sine wave of a given length at a given pitch
|
|
with a given amplitude.
|
|
|
|
[Begin code ----------------------------------------------------------------]
|
|
|
|
constants:
|
|
sampling_rate (in samples/second)
|
|
frequency (in cycles/second, or hertz)
|
|
length_note (in seconds)
|
|
amplitude (for a signed sample of x bits, (2^(x-1))-1)
|
|
|
|
for (t=0; t<(sampling_rate*length_note); t++)
|
|
byte[t]=sin(2*PI*frequency*t/sampling_rate)*amplitude
|
|
|
|
[End code ------------------------------------------------------------------]
|
|
|
|
After you code that in your favorite language, you are left with an array
|
|
called 'byte' that may be written to a file, post-processed, or whatever.
|
|
If you manage to play it back, it sounds like a tuning fork, and even more
|
|
so if you set the frequency to one in the musical scale, middle C being
|
|
261.625Hz.
|
|
|
|
Reality
|
|
-------
|
|
In reality, however, things are not so simple as a single sine wave. It
|
|
often takes thousands of waves just to get the perfect sound. Here's a
|
|
little history behind that:
|
|
|
|
A famous French mathematician, Baron Jean-Baptiste-Joseph Fourier, was
|
|
originally part of Napoleon's expedition to Egypt in 1798 [Source:
|
|
Scientific American, June 1989]. Upon his return to France in 1802,
|
|
Fourier became the prefect of the Isere department, and in the next few
|
|
months, he derived an equation regarding heat conduction in solids and by
|
|
1807 he invented what is now called the Fourier Transform.
|
|
|
|
How does this relate to sample-making? Fourier theory states (if you
|
|
twist it around enough) that any signal (including sound) can be made by a
|
|
summation of sine waves; in other words, you can take the Fourier
|
|
transform of any sound and get the frequencies that make up that sound in
|
|
terms of the sample rate and block size. Therefore, once you have taken
|
|
the Fast Fourier Transform (FFT), you can reconstruct the original signal
|
|
by taking its Inverse Fast Fourier Transform (IFFT). If you know the
|
|
frequency makeup of the sound you want, you can approximate it with a lot
|
|
of sine waves.
|
|
|
|
[NOTE: FFT/IFFT code is available in the PAS archives as a file called
|
|
FREQ3.ARJ, and it's a great starting point with blindingly fast C code, at
|
|
least on my Pentium. :)]
|
|
|
|
Theory, however, does not make the sample-making any easier. Most real
|
|
sounds have an attack portion, a sustain portion, and a decay portion.
|
|
This means that to accurately synthesize an instrument, you have to get
|
|
good, CONSISTENT results from all three parts of the sound in order to
|
|
determine what happens. This seldom works right for me, because I only
|
|
have, say, one good sample to work with. What do I do? I guess. If you
|
|
listen to a sound, and hear a distinctive ringing in the high frequencies,
|
|
you can assume that there are several high frequencies causing it. There
|
|
are a few nice books out there with tables of harmonics (multiples of the
|
|
fundamental frequency) for instruments like clarinets, saxophones, and
|
|
other instruments. The biggest problem is getting the attack right. I'll
|
|
go into the attack amplitude a little later, but for now, let me describe
|
|
the frequencies that you will want.
|
|
|
|
Say you have a sampling rate of 22kHz. This means that the maximum wave
|
|
that can be generated can only be 11kHz [Nyquist theorem] and should not
|
|
go over that. Once you know the fundamental frequency, all you need to
|
|
determine the fundamentals is a little math. Say you have a fundamental
|
|
of one octave below middle C. Watch:
|
|
|
|
[Begin code ----------------------------------------------------------------]
|
|
|
|
num_notes_from_c = -12
|
|
fundamental = 261.625*2^(num_notes_from_c/12)
|
|
harmonic[x] = fundamental * x
|
|
|
|
[End code ------------------------------------------------------------------]
|
|
|
|
All you have to do at this point is figure out what values of positive
|
|
integers x in the range from 1 to infinity will yield a number smaller
|
|
than the sampling rate/2. Often, the upper ranges just add noise to the
|
|
sample and you can safely only use the first 32 or so. We do not need the
|
|
fundamental after this step, but note that if we are superimposing many
|
|
frequency groups as in a section of violins, we will have to slightly
|
|
alter the fundamental between frequency groups to make it sound real
|
|
(think of the tuning of a section of violins; none ever have exactly the
|
|
same pitch). It's this slight randomness that makes my samples sound real
|
|
and not computerized.
|
|
|
|
Back to attacks. What I have found, and I am not sure if this is true or
|
|
not, is that as long as there is a quick attack, you can use a formula
|
|
like this:
|
|
|
|
[Begin code ----------------------------------------------------------------]
|
|
|
|
while (current_byte<=end_of_attack_byte)
|
|
amplitude = (1-(current_byte/end_of_attack_byte))^.5
|
|
|
|
[End code ------------------------------------------------------------------]
|
|
|
|
This gives you a nice smooth attack, which often is enough to make the
|
|
instrument sound real. Try values ranging from .25 to 2 in place of the
|
|
.5; it all depends on the instrument you want and if you are really
|
|
ambitious you can try a different equation for each wave. This will lead
|
|
to huge amounts of time to generate 1 second of audio, and I'm not sure if
|
|
it will be worth it to you. See my source code later on for a
|
|
demonstration.
|
|
|
|
As far as decay goes, I run most samples through some post-processing
|
|
program. If you have not yet tried CoolEdit for Windows, you might find
|
|
that it will do what you want [NOTE: It doesn't work with 8 bit samples on
|
|
my setup, so if the author of that program is reading this, contact me!].
|
|
It's relatively easy to use and very powerful. I normally just get some
|
|
equation for the sample's decay as a whole and run that over the sample
|
|
after the attack and sustain parts are done. Now that Fast Tracker 2 is
|
|
out [my favorite, BTW], you can just do the decay for the sample there and
|
|
remember to enter keyoff notes to start the decay in your song.
|
|
|
|
Advanced things to do would be:
|
|
|
|
Modify the frequencies as you go along, with some equation. Use several
|
|
sets of close fundamentals to gain realism. Send me money if you like this
|
|
article. :)
|
|
|
|
Where's the Beef?
|
|
-----------------
|
|
I promised some code, and here it is. This generates a 16 bit sample of a
|
|
string section of an orchestra, and I have been very happy with it. It
|
|
uses just about everything I have talked about above, and it's coded
|
|
poorly (a lot of things thrown together) and commented poorly so you can
|
|
figure it out and learn from it. :)
|
|
|
|
[Begin code ----------------------------------------------------------------]
|
|
/*
|
|
** STRINGS.C - 16bit string sample maker
|
|
** Copyright 1995 by Jonathan Pollack
|
|
** (and all that other legal stuff)
|
|
**
|
|
** I like type casting when it's not needed, look at my code! :)
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <dos.h>
|
|
#include <math.h>
|
|
#include <values.h>
|
|
#undef lowpass
|
|
|
|
extern unsigned _stklen = 16384L;
|
|
|
|
#define pi2 (2 * M_PI) // 2*pi, for quick calculation
|
|
#define num 32 // number of waves per frequency group
|
|
#define numtimes 16 // number of frequency groups
|
|
#define nnt (num * numtimes) // total number of waves
|
|
#define sr 16728 // sampling rate
|
|
#define exprecalc (exp((jpow(num,.5) / jpow(16,.5)))) // constant used to
|
|
// make sure waves do
|
|
// not get <-1 or >1
|
|
|
|
long double jpow(long double, long double);
|
|
long double RND(void);
|
|
|
|
void main(void)
|
|
{
|
|
|
|
FILE *out;
|
|
|
|
long double f[nnt], f2[nnt], amp[nnt];
|
|
long double maxamp, rr, fb, pct, u;
|
|
int n, e, t;
|
|
long int a=0, b=0, c=0;
|
|
#ifdef lowpass
|
|
long int ob=0;
|
|
#endif
|
|
char btype = 16; // number of bits to output, either 8 or 16
|
|
|
|
if ((out=fopen("strings.smp", "w+b"))==NULL)
|
|
{
|
|
printf("\nCannot open output file!\n");
|
|
exit(0);
|
|
}
|
|
|
|
fb = 261.625 / 2; // fundamental frequency
|
|
|
|
n = 0;
|
|
for (e=0; e<numtimes; e++)
|
|
{
|
|
if (RND()>.5) // randomness
|
|
rr = (RND() * 1.25);
|
|
else
|
|
rr = -(RND() * 1.25);
|
|
for (t=1; t<(num+1); t++)
|
|
{
|
|
f2[n] = RND() * pi2 * 100;
|
|
f[n] = (pi2 * (fb + rr) * t) / sr;
|
|
n++; // keep on incrementing the current wave so we don't erase
|
|
// one we just did
|
|
}
|
|
}
|
|
|
|
for (a=0; (a < (sr * 4L)); a++)
|
|
{
|
|
if (a < 2001) // adjust a lot until after the attack is over, then it
|
|
// gets boring
|
|
{
|
|
pct = jpow(((long double)a / 2000), .5);
|
|
n = 0;
|
|
maxamp = 0;
|
|
for(e=0; e<numtimes; e++)
|
|
for(t=0; t<num; t++)
|
|
{
|
|
amp[n] = 128 / jpow(((((2000 - (long double)a) / 2000) * -.2) +
|
|
(long double)1.25), t);
|
|
maxamp += fabsl(amp[n]) / exprecalc;
|
|
n++;
|
|
}
|
|
}
|
|
|
|
u = 0;
|
|
for (t=0; t<nnt; t++)
|
|
{
|
|
f2[t] += f[t];
|
|
|
|
while (f2[t]>=pi2)
|
|
f2[t] -= ((int)(f2[t] / pi2)) * pi2; // just to make sure f2 doesn't
|
|
// overflow
|
|
|
|
u += (sinl(f2[t]) * amp[t] * pct);
|
|
}
|
|
|
|
if (btype==8)
|
|
{
|
|
char cc=0;
|
|
|
|
b = (u * 127) / maxamp;
|
|
#ifdef lowpass
|
|
c = (b + ob) / 2;
|
|
ob = b;
|
|
#else
|
|
c = b;
|
|
#endif
|
|
if (c>127)
|
|
c = 127;
|
|
else
|
|
if (c<-128)
|
|
c = -128;
|
|
|
|
cc=(char)c;
|
|
fwrite(&cc, sizeof(char), 1, out);
|
|
}
|
|
else
|
|
{
|
|
int cc=0;
|
|
|
|
b = (u * 32767) / maxamp;
|
|
#ifdef lowpass
|
|
c = (b + ob) / 2;
|
|
ob = b;
|
|
#else
|
|
c = b;
|
|
#endif
|
|
if (c>32767)
|
|
c = 32767;
|
|
else
|
|
if (c<-32768)
|
|
c = -32768;
|
|
|
|
cc=(int)c;
|
|
fwrite(&cc, sizeof(int), 1, out);
|
|
}
|
|
}
|
|
|
|
fclose(out);
|
|
}
|
|
|
|
// Get the base raised to the exponent
|
|
long double jpow(long double base, long double expon)
|
|
{
|
|
return((long double)(powl(base, expon)));
|
|
}
|
|
|
|
// Return a random number from 0 to 1, 1 excluded:
|
|
long double RND()
|
|
{
|
|
return((long double)(random(MAXINT))/MAXINT);
|
|
}
|
|
[End code ------------------------------------------------------------------]
|
|
|
|
Sorry if that code isn't to your liking, but I have no formal C training,
|
|
so that is all that I can offer now. I take C++ next semester, so then I
|
|
will be able to make that modular. I hope that you all enjoyed, or at
|
|
least learned something from this article. Please send me any feedback to
|
|
the address below:
|
|
|
|
ShadowHunter[HaRDCoDE][JCL]
|
|
Jonathan Pollack
|
|
jsp@cs.wustl.edu
|
|
|
|
Good luck and Happy New Year!
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
.oOOOo. o
|
|
.O o O
|
|
o o
|
|
o o
|
|
o .oOo. .oOoO .oOo. `OoOo. .oOo
|
|
O O o o O OooO' o `Ooo.
|
|
`o .o o O O o O O O
|
|
`OoooO' `OoO' `OoO'o `OoO' o `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 8) `OoooO' `OoO' o o O `OoO' o
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(Using Assembly Part ][ (followup) by Jason Nunn)
|
|
------------------------------------------------------------------------------
|
|
I hope you all had a merry Christmas. This article is just a follow up
|
|
article of last issue. I won't usually produce two consecutive articles as
|
|
I'm usually recovering from the last. On reading my article about Assembly
|
|
optimisation, a got a reply from a fellow by the name of Tom Verbeure. Prior
|
|
to my tests, he performed his own tests on his 486DX. To cut along story
|
|
short, his tests verified mine. I could explain here what he said, but I
|
|
couldn't have explained it better :). He has also pointed out a few things
|
|
that I didn't explain too well and perhaps over looked as well. So, here is
|
|
a copy in the letter that he sent me in full below
|
|
|
|
Hello Jason,
|
|
|
|
A few months ago, I have also done some intensive cycles timing on my
|
|
ancient 486-33, both in real mode and protected mode. I used the Zen-timer
|
|
of Michael Abrash to measured the time in microseconds. This way, I was
|
|
able to compute the number of cycles. Most of my conclusions are the same
|
|
as yours, there are a few differences though:
|
|
|
|
* LEA : I don't have my results right here, but I can't remember that this
|
|
instruction is slower for EAX than ECX. I did follow a thread on
|
|
comp...demos. It was said there that it could be a bug of TASM. I timed my
|
|
instructions using inline-assembly with the most excellent Wactom C
|
|
compiler. Perhaps you could try LEA for EAX without any relative operators
|
|
(LEA EAX,[EAX]) this should be as fast as with ECX.
|
|
|
|
JN> According to my last results with the Effective Loader (LEA
|
|
instruction), operations with non register addresses were the same. Only
|
|
when I used indexed addresses did I notice any difference. To put it into
|
|
more simpler terms, instructions like the following had no speed detectable
|
|
speed difference:
|
|
|
|
LEA EAX,[HELLO] <---same speed---> LEA ECX,[HELLO]
|
|
|
|
Where is, when the following was performed, a speed difference detected.
|
|
|
|
LEA EDX,[EAX*4] <-speed difference -> LEA EDX,[ECX*4]
|
|
|
|
At this stage, we can say that using EAX as an address seems to cause this
|
|
difference. As stated in the main article, this requires further
|
|
investigation. I've asked Tom to perform the same tests using my tester.
|
|
The results should be interesting to say the least. I should have
|
|
conclusive result on this effective loader instruction by next issue.
|
|
|
|
* AX/EAX: Your timings and conclusions are correct for protected mode, NOT
|
|
for real mode. The 386 and up has 16 bit and 32 bit selectors. It's just a
|
|
flag in one of its selector registers (don't as which). 16bits and 32bits
|
|
instructions are EXACTLY the same. When you are in a 16bit selector
|
|
(~segment), the default is 16bits. To use 32bits in a 16bit selector, you
|
|
have to add a prefix byte. It takes one cycle to process this byte. The
|
|
inverse holds for 32bits selectors: a prefix is needed for 16bits
|
|
instructions. As your timings were all done in 32bits selectors, simple
|
|
one-cycle instructions like mov are twice as slow! The results is less
|
|
dramatic on complex instructions, but as they can almost always be
|
|
replaced with a bunch of simple instructions, your rule is correct: don't
|
|
use 16bits in protected mode. This also explains why you have to add USE32
|
|
in segment-declarations. TASM needs this information to know whether it
|
|
needs to add a prefix or not.
|
|
|
|
JN> People which are unfamiliar with P-mode terminology may be confused
|
|
with the "computer jargon" that Tom is using. Just to clarify what has been
|
|
said; on the 386/486, we can do 16 processing and 32 bit processing. Now,
|
|
the instructions (or rather the opcodes) that do 16 bit processing are
|
|
exactly the same as the opcodes that do 32 bit processing. When operating
|
|
in Real mode, 16 bit operations are assumed. When operating in Protected
|
|
mode, 32 bit operations are assumed. if you want to do 32 bit operations in
|
|
Real mode, or 16 bit operations in Protected mode, the instruction packages
|
|
are larger due to these so called "prefixes" overriding the instruction
|
|
defaults, and hence take more time to be prefetched and decode. The result
|
|
is an over all slower instruction (Thanks Tom for pointing that out :). For
|
|
further reading on this, please refer to the P52, "Operand size and
|
|
address-size instruction prefixes" in the TASM Quick Reference manual. For
|
|
all those people that might ask, 8 bit operations are opcodes in their own
|
|
right, so are unaffected by the above.
|
|
|
|
* You're right about register clearing. Keep in mind that XOR sets several
|
|
status bits, while MOV doesn't. In rare cases, lots of direct MOVs might
|
|
empty the prefetch buffer and slow things down. It's also takes 4 extra
|
|
bytes.
|
|
|
|
JN> I totally agree, but It's very hard to say what happens at a micro
|
|
level. My tests couldn't detect any difference.
|
|
|
|
* It may be interesting to add the performance of the instruction:
|
|
according to the Intel 486 Reference Guide, this one costs about 16 cycles
|
|
in the most optimistic case. Testing with an old ISA Tseng VGA card,
|
|
showed times of about 96 cycles!!!
|
|
|
|
* Things get even more confusing on my Pentium-90: because of the dual-
|
|
pipelining, lots of instruction sequences take up only 0.5 cycles per
|
|
instruction! How about timing that?! Only one general rule remains on this
|
|
processor: only test your application code, don't test individuals
|
|
instructions
|
|
|
|
JN> Yes, this is the only logical way of optimising this. This is very easy
|
|
to do. Demo code tends to be written in a signal entry/exit concurrent
|
|
manner, Therefore, testing individual chunks of code seems very viable.
|
|
Although, a set of general "guidelines" never goes astray :).
|
|
|
|
*FPMUL is a lot faster on MUL ==> Kiss all those lovely Fixed Point tricks
|
|
goodbye when focussing on this one.
|
|
|
|
I'm going to test the Pentium in depth during upcoming holidays. If
|
|
possible, I'll pass the results to you. As I'm leaving this firm in 5
|
|
days, I'm not sure if I will be able to get to InterNet... (If you want to
|
|
reply, please do it before friday).
|
|
|
|
Tom Verbeure <tvb@lms.be>/marathon.lms.be/lms.eunet.be/[193.74.251.58] $
|
|
|
|
In the next issue, I'll be continuing a this topic further. There are a few
|
|
instructions that were missed. I'll also start gearing up for the next
|
|
topic in this series: "Programming Techniques". Here we'll talk about how
|
|
to implement sine wave generators and random number generations, log tables
|
|
etc. Pretty simple stuff for some, but for some of you, it may be new
|
|
ground.
|
|
|
|
See ya
|
|
|
|
:Jason Nunn
|
|
Super Real Darwin
|
|
jsno@amigar.apana.org.au
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo
|
|
o O o
|
|
O o O O
|
|
oOooOoOo oOo oOo
|
|
o O `OoOo. o O .oOo o .oOo
|
|
O o o O o `Ooo. O `Ooo.
|
|
o O O o O O o O
|
|
O. O o `oO o' `OoO' `oO `OoO'
|
|
|
|
.oOOOo.
|
|
.O o
|
|
o
|
|
o
|
|
o .oOo. `OoOo. 'OoOo. .oOo. `OoOo.
|
|
O O o o o O OooO' o
|
|
`o .o o O O O o O O
|
|
(Section 9) `OoooO' `OoO' o o O `OoO' o
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Stony, our regular Artists Corner writer, was attending The Party 1994 this
|
|
week. For the next issue of this newsletter, he will be contributing lots
|
|
of good information on this party. Stay tuned!
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
Oo o
|
|
o O O
|
|
O o o
|
|
oOooOoOo o
|
|
o O .oOoO .oOo
|
|
O o o O `Ooo.
|
|
o O O o O
|
|
(Section 10) O. O `OoO'o `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
[Advertisement 1 of 2]
|
|
|
|
__ \ | __| | _)
|
|
| | _` | _| _` | ( _ \ \ \ -_) _| _| | _ \ \
|
|
____/\__,_|\__\__,_| \___\___/_| _|_| _\___\__|\__|_\___/_| _|
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|
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-
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Node 1: (703) 506-8598 - 16.8k HST DS v.32bis
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|
Node 2: (703) 847-0861 - 28.8k HST DS v.34
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|
-
|
|
Sysop: Ryan Cramer [Iguana/Renaissance]
|
|
Located in McLean, Virginia, USA
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|
Online since 1990
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|
-
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|
|
|
[Advertisement 2 of 2]
|
|
|
|
:--------------------------------------------------------------------------:
|
|
: :
|
|
: COOL DUDES MAKE DEMOS :
|
|
: :
|
|
: COOLER DUDES MAKE MONEY :
|
|
: :
|
|
:--------------------------------------------------------------------------:
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|
|
|
|
|
PROGRESSIVE MEDIA is a young softwarehouse operating from Denmark.
|
|
We will produce and market innovative games for IBM PC compatibles, and we
|
|
intend to set a new standard for PC action games.
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|
|
|
In constrast to a lot of todays softwarehouses, we are convinced that
|
|
game buyers actually want games that are great to play, rather than great to
|
|
look at. We do not believe in hours of rendered introsequences, millions of
|
|
texture-mapped Gouraud-shaded Pentium-requirering polygons, or "interactive
|
|
movies" with real digitized actors.
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|
|
|
What we do believe in, is top quality games. With real action and gameplay!
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|
Because we have several game ideas and projects cooking, we need more
|
|
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designers working with us.
|
|
If you are ambitious and believe in gameplay, we can offer you extremely
|
|
interesting jobs and a very fair share of the sale. Our games will be
|
|
marketed in a number of countries, and our alternative ways of profiling
|
|
ourselves will draw a lot of attention to our products.
|
|
|
|
Also people or groups with game-projects of their own are encouraged to
|
|
contact us.
|
|
|
|
We have been part of the demoscene ourselves, and we know this is where the
|
|
talent is. Unfortunately, very few people from the demoscene manage to turn
|
|
their hobby into a living - great games are much harder to write than great
|
|
demos. But if you really are cooler, you could have a bright future
|
|
developing games.
|
|
|
|
Drop us a line and tell us about yourself.
|
|
Then we'll tell you more about us.
|
|
|
|
|
|
:--------------------------------------------------------------------------:
|
|
: Thomas Nielsen / PROGRESSIVE MEDIA :
|
|
: Dalgaardsvej 27, Hallund, 9700 Broenderslev, Denmark :
|
|
: Tel/fax : (+45) 98 83 51 77 :
|
|
: Internet: Thomas_Nielsen@online.pol.dk :
|
|
:--------------------------------------------------------------------------:
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
.oOOOo. o ooOoOOo (Section 11)
|
|
o o O O
|
|
O O o o
|
|
oOooOO. o O
|
|
o `O .oOoO' .oOo O o o .oOo .oOo O o .oOo. .oOo
|
|
O o O o O OoO O `Ooo. `Ooo. o O OooO' `Ooo.
|
|
o .O o O o o O O O O O o O O
|
|
`OooOO' `OoO'o `OoO' O o ooOOoOo `OoO' `OoO' `OoO'o `OoO' `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
After reading this issue of DemoNews, you may be wondering how you can get
|
|
previous ones. Well fear not! There are two different ways to do so:
|
|
|
|
1: FTP to hornet.eng.ufl.edu and go to /pub/msdos/demos/news/OLD_NEWS and
|
|
start downloading anything you see.
|
|
|
|
2: Now you can request back issues of DemoNews via e-mail. Start a letter
|
|
to listserver@oliver.sun.ac.za (any subject line) and in the body of the
|
|
letter include "GET DEMUAN-LIST <INDEX>" where INDEX refers to the
|
|
index number of the issue.
|
|
|
|
For example: GET DEMUAN-LIST 29
|
|
|
|
This would retrieve DemoNews #70 (index number 29).
|
|
|
|
Issue Index Date Size Description
|
|
----- ----- -------- ------ ----------------------------------------------
|
|
70 29 11/13/94 45558 HORNET the New Team, Review of Epidemic Music
|
|
Disk, Review of Fast Tracker ][, Dynamic
|
|
Tracker Response.
|
|
|
|
71 31 11/20/94 40430 Streamlining HORNET, NAID, Interview with
|
|
Basehead, More on Fast Tracker ][, Denthor's
|
|
First Article.
|
|
|
|
72 32 11/27/94 63343 Goodbye Michelle, Interview with Skaven/FC,
|
|
Review of Extreme's Tracker, Asphyxia Lives,
|
|
Stony's First Article.
|
|
|
|
73 35,36 12/04/94 78819 History of HORNET, Editorial: Demo Dreams,
|
|
Interview with Necros, Lemmings + Psycho
|
|
Neurosis, Review of PMODE/W, Using Assembly
|
|
Part 1.
|
|
|
|
74 37,38 12/11/94 77833 Interview with Vic/AcmE, Editorial: A Defence
|
|
of Demoscene, The Making of NAID / Apraxia,
|
|
Interview with C.C.Catch, Review of Scream
|
|
Tracker 3.2, Review of Autodesk Animator Pro.
|
|
|
|
75 41,42 12/18/94 68009 A DemoNews Reader, The Birth of Commercial
|
|
Life, Editorial: Calm Before the Storm,
|
|
Interview with Mello-D, US Demo Scene
|
|
(Renaissance meeting), Jelly Tots and Pizza
|
|
Shops, Review of Wired '94 Graphics.
|
|
|
|
76 43,44 12/25/94 92589 Interview with EMF, DemoNews Readers Write,
|
|
Kimga's Life Story, X-Mas in the Demo Scene,
|
|
CORE, Demo & Music Database, Interview with
|
|
Purple Motion/Future Crew, Interview with
|
|
Krystall/Astek, Common Sence ][ by Perisoft,
|
|
Its X-Mas in Africa, Interview with Maxwood
|
|
of Majic 12, Assembly Part ][, Common Sence
|
|
Response by Stony.
|
|
|
|
For more recent issues that are split into multiple parts, you must send
|
|
an individual ruquest for each index number.
|
|
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
(Section 12) .oOOOo. o
|
|
.O o O o
|
|
o o
|
|
o O
|
|
o o .oOo. .oOo O 'OoOo. .oOoO
|
|
O O O o `Ooo. o o O o O
|
|
`o .o o o O O O O o O o
|
|
`OoooO' Oo `OoO' `OoO' o' o O `OoOo
|
|
O
|
|
.oOOOo. OoO'
|
|
.O o
|
|
o O
|
|
o oOo
|
|
o .oOo. `oOOoOO. `oOOoOO. .oOo. 'OoOo. o .oOo
|
|
O O o O o o O o o OooO' o O O `Ooo.
|
|
`o .o o O o O O o O O O O o o O
|
|
`OoooO' `OoO' O o o O o o `OoO' o O `oO `OoO'
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|
|
|
|
The quote from this week comes from Programmers at Work. The following
|
|
excerpt was extracted from one interview:
|
|
|
|
"The characters in our alphabet actually started out as pictures. They are
|
|
a human-made object. They did not come from nowhere and get fixed in
|
|
stone. They have changed and evolved over the centuries. It is important
|
|
to realize that all notations, whether music, or language, or computer
|
|
languages, are just made up. They are symbols that can be changed. There
|
|
is a choice. The ability to change notation empowers human beings."
|
|
-Scott Kim
|
|
|
|
See ya'll next week!
|
|
|
|
-Christopher G. Mann (Snowman)-
|
|
r3cgm@dax.cc.uakron.edu
|
|
|
|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-End.of.DemoNews.077.
|
|
|