Start.of.DemoNews.077=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ______/\___________________________ DemoNews Issue #77 \____ \ ________ _ _ ______ \ January 1, 1995 -- January 7, 1995 / | \ _) \ \_/ \ | \ / | \ \ | \ | \ DemoNews is a weekly publication for \_____ /_______/___| /________/ the demo scene. It is produced at the ===\_____/============|____/========== Internet FTP site ftp.eng.ufl.edu __ ________________ ___ /\_______ (aka HORNET). This newsletter focuses / \| \ ________ | \/ ______/ on many aspects of demos and demo- / \ \ _) \ | \______ \ making. Everyone is welcomed to / \ \ /~\ \ / \ contribute articles, rumors, and \____\_____/_______/_________/________/ advertisements. ==============================[+tZ^]=== << Christopher G. Mann [Snowman/HORNET] - r3cgm@dax.cc.uakron.edu >> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SIZE:100,393 SUBSCRIBERS: Last week: 1075 This week: 1102 Change: +27 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Section 1.......Standard Information --> Who Are We? Section 2....................General --> General Comments by Snowman Chart History by Ryan Cramer Snowman Near-Disaster Section 3..................Editorial --> Son of Snowman Section 4......DemoNews Advancements --> General Advances Section 5..................Partyline --> The Party 1994 Section 6................New Uploads --> New Files for the Week Section 7...........Musicians Corner --> Making Waves by ShadowHunter Section 8..............Coders Corner --> Using Assembly Part 2 (followup) Section 9.............Artists Corner --> Stay tuned! Section 10.............Advertisements --> Data Connection BBS Progressive Media Section 11................Back Issues --> How to get 'em Section 12...........Closing Comments --> Quote for the Week =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (Section 1) .oOOOo. o o o o O O O. O o o `OOoo. oOo o o `O o .oOoO' 'OoOo. .oOoO .oOoO' `OoOo. .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 O o `oooO' `oO `OoO'o o O `OoO'o `OoO'o o `OoO'o ooOoOOo .oOo O O o o o O O OoO oOo o 'OoOo. o .oOo. `OoOo. `oOOoOO. .oOoO' o O .oOo. '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 o O O o O o O o O O o ooOOoOo o O O' `OoO' o O o o `OoO'o `oO o' `OoO' o O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The name "HORNET" refers to several things. First, it is the name of a demo FTP site on Internet (hornet.eng.ufl.edu). Second, it is a group of people who help to manage files, write articles for DemoNews, and contribute various other things. In this respect, HORNET could also be considered a demo group in the literal sense. "DemoNews" is a weekly newsletter containing information on various aspects of the demo scene, including but not limited to: coding, music, graphics, and design. We have a regular staff that puts this newsletter together, but everyone is encouraged to contribute articles. Site Name : HORNET Address : hornet.eng.ufl.edu (128.227.116.7) Location : Florida, USA System E-Mail : dmw@eng.ufl.edu or r3cgm@dax.cc.uakron.edu / Christopher G. Mann -- COORDINATOR -- r3cgm@dax.cc.uakron.edu \ |Jeff (White Noise) WEBMASTER | MUSICOP Ryan Cramer| |Mike DREVIEW | CODEOP Grant Smith (Denthor)| |Brenton Swart (Zenith) DREVIEW | CARTICLE Dee-Cug (Jason Nunn)| |Burning Chrome CORE/DEMOBOOK | CREVIEW David Thornley (Metal)| | | ARTOP Stony| \ / / \ |FTP Name IP Address Country Base Directory | |-------------------- -------------- --------- --------------------| |ftp.uwp.edu 131.210.1.4 USA /pub/msdos/demos | |*ftp.luth.se 130.240.18.2 SWEDEN /pub/msdos/demos | |ftp.sun.ac.za 146.232.212.21 S. AFRICA /pub/msdos/demos | |ftp.uni-erlangen.de 131.188.2.43 GERMANY /pub/pc/msdos/demos | |ftp.uni-paderborn.de 131.234.10.42 GERMANY /pub/msdos/pc-demos | |*ftp.cdrom.com 192.216.191.11 USA /pub/demos | |freedom.wit.com 144.92.88.30 USA /systems/ibmpc/demos| \ / *Site mirrors the /incoming directory [SUBSCRIBING TO DEMONEWS] You can subscribe to this newsletter by mailing listserver@oliver.sun.ac.za and putting "subscribe demuan-list your_real_name" in your message. The listserver sends out this newsletter every SUNDAY morning. Kim Davies is the keeper of the listserver. If you have any questions about subscribing to DemoNews, you can reach him at kimba@it.com.au For those who use the GUI environment check out our DN.HMTL in the /demos/news directory. The URL is ftp://ftp.eng.ufl.edu/demos/news/DN.HTML =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- .oOOOo. o .O o O o o O O O .oOOo .oOo. 'OoOo. .oOo. `OoOo. .oOoO' o o. O OooO' o O OooO' o O o O O. oO O O o O O o O o (Section 2) `OooO' `OoO' o O `OoO' o `OoO'o Oo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (General Comments by Snowman) ------------------------------------------------------------------------------ CAN YOU HELP? - There are several projects that the HORNET crew and Snowman individually need help with. I am looking for people to do/help with the following: Music Contest ]I[: MC3 is going to be released at NAID on April 15, 1995. I need help with two programs associated with this compo. -MC3 Demo! I currently need a good coder to put together a MC3Demo announcing this contest. Must have SB/GUS support. -A MC3 player program, capable of playing XM,MOD,S3M,MTM files. This will be used by judges for voting on the entries. If I can not find someone to help with this, I will have to use several external players like I did for MC][. :( -Artists. I need some people to do various artwork for the MC3Demo, MC3 Player, various other things. It would be unreasonable to load Stony down with all of this work, so if you think you can help out let me know. /alpha/NEW: The /alpha/NEW directory is where newly uploaded demos go each week. Once a demo has been reviewed, it goes into its appropriate /alpha directory (alpha/a, alpha/b, etc.) There is a very large backlog of unreviewed demos and this will continue to build until we can get some help. If you have a GUS, SB, some experience in the scene, and a little free time on your hands, then you can help. Please contact me. Listserver Help: Recently, Kim Davies stepped down as our official Listserver Dude for HORNET. His job had been to handle all of the bounced mail that came from mailing DemoNews out. By default, this job has been given to me. I really do not have time to handle this and I am looking for someone to help. The job consists of going through about 20-30 mails weekly and finding DemoNews subscriber's addresses that are no longer valid. If you can help with any of these above things, please write to Christopher G. Mann at r3cgm@dax.cc.uakron.edu Artists Wanted for Game: Artists wanted for promising 3D game project. Should be able to handle 3d game tile graphics (like walls and floors in DOOM). Uuencode samples to dlp0001@jove.acs.unt.edu. No promises. Converting Denthor's Demo Tutorial - As many of you may know, I've been converting Denthor's demo tutorial series from Pascal to C++. So far, I have done 5 of 16. After I finish up these last 12, I will be doing a project with White Zombie on a very nice interactive-type interface for demo coding tutorials. This is slated for around March or so of next year, assuming NAID conflicts are not too bad. /programming to /code Getting Close - Over time, I have slowly been moving files from the unorganized /programming directory to the nicely organized /code directory. Last I checked, the /code directory takes up 20Megs and the /programming takes up only 6.3Megs. My point is, I'm FINALLY almost done. :) Late Demonews - I apologize for getting this issue of DemoNews out about 2 days later than normal. Complications from TP94 contributed to this. However, I think it was well worth the wait. CD-ROM - I got a Panasonic 2x speed CD-ROM drive this past week. Although they forgot to send software for it (grr!) everything seems to be working just fine now. I highly recommend getting the "Star Trek, TNG - A Final Unity" preview. If anyone figures out how to get GUS support to work on this one, please tell me. Grades - Recently, I got my end-of-semester grades from Akron University. They were A,A,B,B, and C. This means that I am off academic probation, can get my government loan, continue my schooling next semester, and keep this internet account. NAID Bad News - I just found out that my ex-girlfriend Michelle will be unable to attend NAID. Currently, I am looking for someone else locally to go with me. ------------------------------------------------------------------------------ ______ __ __ _______ __ __ | | |--.---.-.----.| |_ | | |__|.-----.| |_.-----.----.--.--. | ---| | _ | _|| _| | | ||__ --|| _| _ | _| | | |______|__|__|___._|__| |____| |___|___|__||_____||____|_____|__| |___ | |_____| (Article by Ryan Cramer) ------------------------------------------------------------------------------ This week, I'm taking a look into the history of the DemoScene and taking a closer peek at how the charts looked through the years. The source of these charts is Imphobia magazine which is currently in issue #8 and we'll probably see issue #9 soon. Luckily, I've got every single issue since #1. Here's a look at the charts: Imphobia Issue #1 ~~~~~~~~~~~~~~~~~ Best demo: 1. Space Pigs Megademo - SpacePigs 2. Mental Surgery - Future Crew Vector Demo - UltraForce 3. Dragnet - D.C.E. 4. Ball demo - Sorcerers Unfortunatly, I don't have the list of the best groups from issue #1, but does anybody remember these old demos? If you do, you know that the demoscene has really come a long way. Future Crew's Mental Surgery wasn't much more than a scroller and a starfield! The Space Pigs Megademo was entirely in EGA!! UltraForce's Vector Demo is still a pretty neat demo though, it set the standard for quite a long time. Imphobia Issue #2 ~~~~~~~~~~~~~~~~~ Best demo: 1. Cronologia - Cascada 2. Vector Demo - UltraForce 3. Dragnet - D.C.E. 4. Space Pigs Megademo - SpacePigs 5. Vicky - SpacePigs 6. M & D Demo - ? Its amazing how things can change from issue to issue. Both Vector Demo and Dragnet went up, but Space Pigs Megademo fell four places. This issue was released shortly after the time that Cascada's Cronologia came out. For a long time, Cronologia was the best demo and Cascada ruled the scene. By today's standards, Cronologia is nothing, but back then, it was everything. The Space Pigs Vicky demo was a short demo showing various spinning vector objects (remember those?) but it was very cool in its time as well. It was also the first VGA demo from The Space Pigs. Whatever happened to The Space Pigs anyways? Best group: 1. TRSI/TDT 2. The Humble Guys 3. Cascada 4. UltraForce 5. Future Crew 6. D.C.E. 7. Sorcerers 8. Official Version At this time in the scene, cracking groups, pirate groups, and demogroups were often all in the same category as you can see from this chart. In fact, demos originally were created as intros to go along with cracks for games. Of all the (demo) groups listed above, only Cascada and Future Crew still exist. Imphobia #3 ~~~~~~~~~~~ Best demo: 1. Cronologia - Cascada 2. Fishtro - Future Crew 3. Black Glass - Renaissance 4. Delerium - Paranoids 5. Vector Demo - UltraForce This issue came out shortly before Assembly'92 when Future Crew released their Fishtro which was an intro for Assembly'92. If you remember FishTro, it was the first modern Future Crew production. When I say "modern", that means the first production created with Future Crew's current members. The early Future Crew was quite a bit different from the current Future Crew. This was also the time that Renaissance started to make a name for itself in the scene when it released the Black Glass vector ball demo. Best group: 1. Cascada 2. Renaissance 3. Skull 4. Future Crew 5. EMF Imphobia Issue #4 ~~~~~~~~~~~~~~~~~ Unfortunatly, I wasn't able to get Issue #4 to work on my system. I tried many things, but it just would NOT work! This was typical of MANY demos in that time (and unfortunatly today as well). Imphobia Issue #5 ~~~~~~~~~~~~~~~~~ Best demo: 1. Unreal - Future Crew 2. Facts of Life - Witan 3. Amnesia - Renaissance 4. Crystal Dreams - Triton 5. Panic - Future Crew 6. Cronologia - Cascada 7. Delusion - Sonic-PC Vector Demo - Ultraforce 8. Copper - Surprise Productions 9. Monstra - Flash Productions A. Black Glass 2 - Renaissance These charts were the result following Assembly'92 and The Party'92. Unfortunatly this is quite a time gap from issue #3, but demos such as Cronologia and Vector Demo still showed strong. Surprisingly, Future Crew's Panic was placed far below Witan's Facts of Life. Panic was the scene's first trackmo, and not everybody understood the idea at first. I know the first time I saw Panic, I couldn't understand why they put everything together into one part. :) Times change... Best group: 1. Future Crew 2. Renaissance 3. Witan 4. Cascada 5. Triton 6. Ultraforce 7. Imphobia 8. Access Denied 9. Skull The Raider Brothers A. Sonic-PC During this time, Future Crew and Renaissance were the leaders of the scene. Most people considered the two groups to be on equal ground, and it was commonly thought that the two groups might battle it out at Assembly'93. Renaissance was preparing a demo for Assembly'93, but the whole thing fell through right before the party when Renaissance started to split up. Tran just decided that he didn't want to do a demo for Assembly'93, and that he wanted to work on his own. Three groups which I am surprised to see on these charts are Access Denied, Skull, and The Raider Brothers. I don't recall any productions (or any good productions) from those groups. World Charts ~~~~~~~~~~~~ Best demo: 1. Unreal - Future Crew 2. Panic - Future Crew 3. Amnesia - Renaissance 4. Delusion - Sonic-PC 5. Crystal Dreams - Triton 6. Facts of Life - Witan 7. Cronologia - Cascada 8. Technoholic - Extreme 9. Copper - Surprise Productions A. Fishtro - Future Crew I stuck the WorldCharts charts in just for fun. This was Future Crew's great diskmag which they released in an attempt to raise the quality of the scene mags ...it worked! Unfortunatly, they only made one issue, I wish that they would have done more. Best group: 1. Future Crew 2. Renaissance 3. Sonic-PC 4. Triton 5. Cascada 6. Witan 7. The Phoney Coders 8. Extreme 9. Surprise Productions A. Ultraforce Imphobia #6 ~~~~~~~~~~~ Best demo: 1. Crystal Dreams 2 - Triton 2. Panic - Future Crew 3. Unreal - Future Crew 4. Amnesia - Renaissance 5. Facts of Life - Witan 6. Crystal Dream 1 - Triton 7. Wish - Majic-12 8. Delusion - Sonic-PC 9. Lunatic - Extreme A. Cronologia - Cascada This was the result after the Computer Crossroads Party '93. Triton released their amazing demo, Crystal Dreams 2 which took the number one spot on the charts. In addition, Extreme released their Lunatic demo at the same party. Crystal Dreams 2 represented a new standard in the demoscene and even today, more then a year later, it is regarded as one of the best demos ever created. Best group: 1. Triton 2. Future Crew 3. Renaissance 4. Cascada 5. Witan 6. Extreme 7. Sonic-PC 8. Surprise Productions 9. Majic-12 A. Ultraforce With Triton's release of their Crystal Dream's 2 demo, this also brought them to the top of the group charts. Extreme also entered the charts from their Lunatic demo. The TCC party was a history making event in the demo scene. Imphobia Issue #7 ~~~~~~~~~~~~~~~~~ Best demo: 1. Second Reality - Future Crew 2. Crystal Dreams 2 - Triton 3. Panic - Future Crew 4. Unreal - Future Crew 5. Elements - Xography 6. Amnesia - Renaissance 7. Crystal Dreams 1 - Triton 8. Saga - Dust 9. Hex Appeal - Cascada A. Facts of Life - Witan Issue #7 was released shortly after Assembly'93 where Future Crew presented their incredible Second Reality demo. Second Reality is still considered to be the best demo ever created, and yet, that was more then a year ago. Future Crew's goal with Second Reality was to create a demo better then Crystal Dreams 2, and they succeeded. Other releases from Assembly'93 included Elements by Xography and Saga by Dust. Neither demo had very good design or music, but both had excellent effects. Cascada also released their excellent Hex Appeal demo, but this was not released at any party. Best group: 1. Future Crew 2. Triton 3. Cascada 4. Renaissance 5. Xography 6. Sonic-PC 7. Surprise Productions 8. Extreme 9. Dust A. EMF Because of Xography's and Dust's contribution to Assembly'93 they both entered the charts. EMF won the intro competition at Assembly'93, but they were still only listed as the 10th best group. When it comes to charts, intros just don't hold as much bearing as demos do. Imphobia Issue #8 ~~~~~~~~~~~~~~~~~ Best demo: 1. Second Reality - Future Crew 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...) `-----------' 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) 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 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...) `-----------' 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 pk .lzh /songs/tp94_4ch 182 Piano Kix by Alpha / Legend Design 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 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...) `----------' 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 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 #include #include #include #include #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.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=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 /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] __ \ | __| | _) | | _` | _| _` | ( _ \ \ \ -_) _| _| | _ \ \ ____/\__,_|\__\__,_| \___\___/_| _|_| _\___\__|\__|_\___/_| _| RENAISSANCE WHQ, FUTURE CREW, LEGEND DESIGN, IGUANA, EMF, PRIME - Node 1: (703) 506-8598 - 16.8k HST DS v.32bis Node 2: (703) 847-0861 - 28.8k HST DS v.34 - Sysop: Ryan Cramer [Iguana/Renaissance] Located in McLean, Virginia, USA Online since 1990 - [Advertisement 2 of 2] :--------------------------------------------------------------------------: : : : COOL DUDES MAKE DEMOS : : : : COOLER DUDES MAKE MONEY : : : :--------------------------------------------------------------------------: 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. 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. What we do believe in, is top quality games. With real action and gameplay! Because we have several game ideas and projects cooking, we need more freelance programmers, graphic artists, musicians, animators and game 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 " 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.