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- Start.of.DemoNews.113..............................................Size:62,040
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- / | \ _) \ \_/ \ | \ / \ \ _) \ | \______ \
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- \_____/ |____/
- | Subscribers : 1894
- DemoNews Issue #113 - January 22, 1996 | Last Week : 1863
- ------------- | Change : +31
- DemoNews is a newsletter for the demo scene. | Archive Size : 1718M
- It is produced by Hornet at the site ftp.cdrom.com. | Last Week : 1628M
- Our demo archive is located under /pub/demos. | Remaining : 1237M
- |
- ==[Contents]===================================================================
-
- Line Section
- ------ -------------------------------------------------------------------
- 33 Calendar
- 56 Top Downloads
- 111 Uploads
- 278 Articles
- 280 Introduction................................Snowman
- 366 The Party 1995 Review by Hornet.............Stony
- 651 Applied VESA................................JsNO
- 994 Review of Impulse Tracker...................GD
- 1126 The Party 1995 Intros Reviewed..............Phoenix
- 1316 Subscribing
- 1331 Closing
-
-
- ==[Calendar]===================================================================
-
- Date Event Location Description
- --------- ----------------------- --------- ---------------------------------
- 28 Jan 96 General Probe 2 Party Poland info: /party/1996/GP96
- mail: s146630@ire.pw.edu.pl
-
- 1 Feb 96 8086 Compo Deadline [n/a] info: /hornet/8086
- mail: trixter@ftp.cdrom.com
-
- 17 Feb 96 Awakening U.S.A. mail: norg@cyberspace.com
- --CANCELED--
-
- 29 Mar 96 Mekka Germany mail: PV80090@PH80090.HH.eunet.de
- www : www.xs4all.nl
- /~blahh/RAW/Parties
- /Invitations/Mekka.html
-
- 31 May 96 Naid Canada mail: naid@autoroute.net
-
- More information is at http://hagar.arts.kuleuven.ac.be/~sdog/party.html
-
-
- ==[Top Downloads]==============================================================
-
- Welcome to a new section in DemoNews, entitled "Top Downloads." Dan used
- to produce such a list clear back in 1993. In perspective, our archive was
- getting about 0.5 gigs downloaded a month, whereas now we get around 50-60
- gigs. How times change. The perl script generating this list may not be
- providing completely correct statistics. I'd tell you why, but that would
- be boring.
-
- Please note that the files listed below do not include the path. If you
- use our archive enough, you'll know the two places to look. Please don't
- write me asking where to get these at... maybe it's time for you to use a
- handy search function on our ALLFILES.TXT?
-
- Times File Description
- ----- ------------ --------------------------------------------------------
- 132 acdu0196.zip NO NO NO! Our top downloaded file was an ANSI pack! :(
- 96 caero.zip Caero, a TP95 demo from EMF and Plant (demo)
- 93 luminati.zip Lumination by Tran and Baseheaed (demo)
- 86 dragon.zip Dragon by GooRoo and Khyron (demo)
- 85 nooon_st.zip Stars by Noon (demo)
- 84 ft204.zip Fast Tracker v2.04 (music)
- 81 cp16.zip Cubic Player v1.6 (music)
- 77 ftj_ymca.zip Caero, (final version) by EMF and Plant (demo)
- 45 scrmt321.zip Scream Tracker 3.21 (music)
-
- Phear ST3 and FT2 being downloaded 130 times together. Ever more evidence
- of the music scene's growth. How many of those 84 FT2 downloaders do you
- think will register? Notice that if you put the old and final versions of
- Caero together, it is our number 1 download this week.
-
- What I have just presented to you is completely false, but interesting.
- Below is the actual top 10 download list for the week.
-
- Times File Description
- ----- ----------------------------------- ---------------------------------
- 312 /ALLFILES.ZIP Our good friend :)
- 301 /00dir.txt A mistake, now removed
- 248 /ALLFILES.TXT Our good friend's phat brother
- 205 /music/programs/players/00index.txt Looking for cmod30b3.zip? cp17?
- 188 /00mags.txt A misplaced soul, since removed
- 184 /music/programs/trackers/00index.txt Velvet Tracker anyone?
- 153 /incoming/demos/dragon.txt I liked the demo better
- 132 /incoming/ansi/acdu0196.zip Doh!
- 96 /alpha/1995/c/caero.zip ftj_bonk.zip!
- 93 /incoming/demos/luminati.zip Non-satanic demo by Tran,Basehead
-
- Now you see why I presented the first list rather than the latter one. In
- the future, I'll only present the legitimate downloads (no .txt files). I
- also probably won't have much other textual information in here.
-
- Anyway, that's a little taste of what people around the world downloaded
- this week.
-
-
- ==[Uploads]====================================================================
-
- =----------------------------------------------------------[File Information]-=
-
- All files listed below are on ftp.cdrom.com under /pub/demos.
- Please keep in mind that all ratings are subjective.
-
- If your file transfers are too slow, there are several alternatives:
-
- Use our European mirror at ftp://ftp.uni-paderborn.de/pub/pc-demos
- Try getting files from the web at http://www.cdrom.com/pub/demos
- See /hornet/demonews/101-120/demonews.102 for details about ftpmail.
-
- You may also wish to check out a couple of other good demo sites:
-
- ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada
- ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives
-
- =-------------------------------------------------------------[Demos:General]-=
- Location /demos/alpha Size Rated Description
- =-------------------------------- ---- ----- ---------------------------------=
- /1995/s/serenity.zip 44 *+ Serenity by Immortal Syndicate
- /1995/s/snowxmas.zip 190 **+ Xmas 1995 by Snow
- /1995/x/xmas.zip 40 **+ Merry Xmas by Mr. Skitzo and Narq
-
- Enlight '95 Demos (ENL95:demo:)
-
- /alpha/1995/g/glitchfx.zip 935 ** 01: Glitch by Queue Members Group
-
- Enlight '95 8k Intros (ENL95:in8k:)
-
- /alpha/1995/r/remix2.zip 7 ***+ 01: Remix 2 by Future Hackers
- /alpha/1995/m/m_harm.zip 8 ** 02: Mostly Harmless by TMA
- /alpha/1995/p/pentium.zip 3 ** 03: Pentium by DDT
- /alpha/1995/0-9/6567.zip 9 ** 04: 6567 by Roi
-
- The Party '95 64k Intros (TP95:in64:)
-
- /1995/c/ctslasse.zip 64 ****+ 01: Lasse Reinbong by Cubic Team
- /1995/y/ydl_illu.zip 45 **+ 02: Illumination by Yodel
- /1995/c/cda_tp5i.zip 63 ***+ 05: Intro by Cascada
- /1995/t/tc_unr.zip 77 ***+ 08: Unreadable by The Coexistence
- /1995/k/k-louise.zip 64 **+ 13: Louise by Karma
- /1995/c/charf.zip 62 **+ 17: Charity by Symptom
- /1995/p/purmagic.zip 61 **+ 19: Purple Magic by Qurex
- /1995/j/just-ice.zip 60 *** 20: Just-Ice by Spirit
- /1995/a/amb_lola.zip 66 *** ??: Lola by Amable
- /1995/m/maqcolor.zip 47 * ??: 24-Bits Intro by Masqwe
- /1995/n/nocomm.zip 61 **+ ??: No Comment by Vic and Emzet
- /1995/o/okean.zip 63 **** ??: Sea Robot of Love by Orange
- /1995/p/poison.zip 67 **+ ??: Poison by Stupid ASCII Slayers
- /1995/r/royal.zip 64 ***+ ??: The Royal Family by Orange
-
- =-------------------------------------------------------------[Music:General]-=
- Location /demos/music Size Rated Description
- =-------------------------------- ---- ----- ---------------------------------=
- Digital Symposium '95 Music (DS95:mmul:)
-
- /songs/1995/mod/p/pugwash.zip 59 *+ 02: Pugwash by Babbage
- /songs/1995/mod/h/hw-djan.zip 214 ** 03: Django by Hollywood
- /songs/1995/mod/r/remembnc.zip 166 *** 04: Rememberance by Elfman
- /songs/1995/mod/s/suburbia.zip 81 ***+ 04: Suburbia by Screech
- /songs/1995/mod/r/rustyjnk.zip 282 *** 05: Rusty Junk Box by Aquafresh
- /songs/1995/s3m/s/speed-up.zip 216 ***+ 06: Speed-Up by Witchunter
- /songs/1995/mod/k/kickback.zip 243 ** 06: Kick Back by Dooba
- /songs/1995/mod/f/funkyt.zip 126 ***+ 06: Funky Trousers by Style
- /songs/1995/mod/d/datacity.zip 145 **+ 07: Data City by Stuart Collier
- /songs/1995/mod/g/grasshop.zip 219 ** 07: Grashopers are Green by Reflex
- /songs/1995/xm/h/heartach.zip 129 *** ??: Heartache by DD
- /songs/1995/xm/b/brdr_rmx.zip 122 *** ??: Border of Insanity by Popz
-
- =--------------------------------------------------------[Music:Non-Reviewed]-=
- Location /demos/music Size Description
- =-------------------------------- ---- ---------------------------------------=
- /programs/misc/awefxw11.zip 23 AWE32 FX Workshop v1.1
- /programs/misc/awereset.zip 8 AWE32 Reset for Cubic Player 1.6
- /programs/players/pp.zip 22 PolyPlay PTM player
- /programs/players/wzone1.zip 745 [1/2] WildZone v1.0
- /programs/players/wzone2.zip 857 [2/2] WildZone v1.0
-
- =----------------------------------------------------------[Graphics:General]-=
- Location /demos/graphics Size Rated Description
- =-------------------------------- ---- ----- ---------------------------------=
- /disks/1995/msqpp1.arj 1406 ****+ P&P Gfx disk by Masque [1/2]
- /disks/1995/msqpp2.arj 529 ****+ P&P Gfx disk by Masque [2/2]
- /disks/1995/ppfix.zip 40 [n/a] P&P Gfx disk by Masque FIX
- /images/1995/j/jh-ozone.zip 138 * Ozone Logo by Joe Hova
- /images/1995/m/mk-ritua.zip 422 *** Ritual Emag ad by Mr. Krinkle
- /images/1995/n/natqueen.zip 109 *+ Queen of Rain by Balex-T/Natives
- /images/1995/s/ss-smp.zip 936 **+ Various images by Schizosynth
- /images/1995/s/ss-smp1.zip 692 **+ Various images by Schizosynth
-
- Digital Symposium '95 Graphics (DS95:grfx:)
-
- /images/1995/b/babbage.lha 202 ** 03: Babbage by Nerve Axis
- /images/1995/d/darkdcs.lha 38 **+ 04: Dark by DCS
- /images/1995/c/cyanide.lha 49 *+ 05: Cyanide by Maniacs
- /images/1995/m/maffia.lha 192 ** 06: Maffia by Nerve Axis
- /images/1995/b/bliss.lha 22 **+ 07: Bliss by Nerve Axis
-
- Odyssey 1995 Graphics (OD95:grfx:)
-
- /images/1995/o/oddy.zip 233 ***+ ??: Atrophy by Schizosynth
-
- Summer Encounter 1995 Graphics (SE95:grfx:)
-
- /images/1995/n/nogravit.zip 197 **+ ??: No Gravity by Vivaldee
- /images/1995/r/robozone.zip 76 ** ??: Robozone by Ziax
-
- =-----------------------------------------------------[Graphics:Non-Reviewed]-=
- Location /demos/graphics Size Description
- =-------------------------------- ---- ---------------------------------------=
- /people/z/zapper.gif 74 Zapper / Force 10
- /programs/convert/alch162.zip 405 Image Alchemy v1.62 by Handmade Software
- /programs/convert/crop.lzh 35 Image Cropper by Skip Sauls
- /programs/convert/emailasc.zip 174 ASCII Art Maker by Don Kreusberg
- /programs/convert/slpcxraw.zip 43 Pcx2Raw conversion by Jinx
- /programs/drivers/sck-v203.zip 12 SVGA driver by Cyberdancer
- /programs/editors/akm-md36.zip 162 Master Draw v3.6 by Arkham
- /programs/editors/anim8_11.zip 174 ANIM8 v1.1 sprite editor by Majestick
- /programs/editors/icspred1.lzh 47 32x32x256 sprite editor by YC
- /programs/editors/mdraw.zip 50 MDraw sprite editor by Matt Miller
- /programs/editors/ripaint.zip 2192 Rip Paint Editor by Telegrafix
- /programs/editors/sam001.zip 34 Sprite Animator v0.01 by Sliq
- /programs/editors/spriv103.zip 24 Spriter v1.03 by Discordis
- /programs/editors/winplasd.zip 340 WinPlas v2.0 demo by ?
- /programs/fractal/dst_frac.zip 12 Fractal Trace Version 1.0 by Gougoutt
- /programs/mode/dp400.zip 1 320x400x256 DP2e patch by Pelusa
- /programs/mode/dpx11.zip 15 Any X-mode DP2e patch by BArtist
- /programs/mode/dpxt102.zip 5 Some X-modes DP2e patch by Eclipse
- /programs/mode/squash.zip 6 TSR makes 1:1 aspect by Shayde/Reality
- /programs/players/disp187.zip 836 Display v1.87 image viewer/convertor
- /programs/players/e_fast22.zip 346 Fast FLI/FLC player by Eclipse
- /programs/players/fastlite.zip 25 Fastlite FLI/FLC player by Eclipse
- /programs/players/formula3.zip 1340 Multimedia designer by Harrow Software
- /programs/players/vpic61e.zip 251 VPic image viewer by Bob Montgomery
- /programs/vector/3dedb09.lzh 133 3D polygon editor by ?
- /programs/vector/akm-mm10.zip 85 Master Modeler 1.0 by Arkham
- /programs/vector/veced300.zip 330 3D vector editor by Grey Cat/Core
-
- =----------------------------------------------------------------------[Code]-=
- Location /demos/code Size Rated Lang Description
- =-------------------------------- ---- ----- ---- ----------------------------=
- /graph/copper/copper.zip 15 + ---P Simple Copper Bars
- /graph/examples/presamp.zip 85 *** A--- Creating optimial palette
- /graph/library/mpvga10.zip 84 *** A-C- linear 320x200 w/pages
- /graph/tutor/tut20.zip 19 ***+ A--P Denthor's VGA Tutorial #20
- /graph/water/water.zip 14 *** A--- ASM vers. of Iguana's water
- /hardware/cputest2.zip 10 *** A--P Identify CPU type
- /sound/m32pre3.zip 611 **** --C- MIDAS v0.50 pre-release #3
- /sound/mikxmas.zip 267 **** --C- Mikmod 2.10 Watcom fixes
- /sound/mxmp10.zip 69 **** A-C- 6K .XM GUS player (Cubic)
- /tutorial/kmagv2.zip 54 ** ---P King Mag #2 (demos and TPas)
-
- =----------------------------------------------------[Miscellaneous:Reviewed]-=
- Location /demos Size Rated Description
- =-------------------------------- ---- ----- ---------------------------------=
- /mags/1995/cntrs003.zip 1448 ****+ Contrast #3
- /mags/1995/insight1.zip 1082 ***+ Insight #1
-
- =------------------------------------------------[Miscellaneous:Non-Reviewed]-=
- Location /demos Size Description
- =-------------------------------- ---- ---------------------------------------=
- /hornet/demonews/demonews.111 45 DemoNews 111
- /info/traxw/traxweek.039 25 TraxWeekly 39
-
-
- ==[Articles]===================================================================
-
- =---------------------------------------------------[Introduction]--[Snowman]-=
-
- Hello all, and welcome to DemoNews issue 113.
-
- Boy it feels good to be writing one of these again. It's been over a month
- since my last DemoNews introduction. Plentiful thank you's fly to Diablo
- for filling in with an issue during the interim. I've moved from Ohio to
- California and have had a bit of difficulty "getting back into the groove."
- I am now officially employed by Walnut Creek CDROM, who own and maintain
- the ftp.cdrom.com server.
-
- Attention, this is a Hornet production. Time to wake up...
-
- By now you've all heard about The Party 5. The rave band in the sleeping
- hall, the unshown demos and intros, the spontaneous unannounced graphics
- compo, etc. This week, Hornet (Stony / Hornet to be exact) presents his
- review of this party. I don't plan on including many more articles about
- this party in future issues. It's a dead issue now.
-
- ftp.cdrom.com has undergone a massive upgrade. The system is now running
- with a P6, 256 megs of ram, and 72 gigs online storage. Our own /demos
- archive has been moved to a more vacant mount and so we have a little more
- breathing room. Watching 500 users online with the processor 50% idle is a
- rather awe-inspiring experience. I actually got to see the new server
- before it went in, and got to actually touch the old server as it was being
- dragged out... hehehe..
-
- Hornet is now going to officially produce the NAID '96 CD. Walnut Creek
- has unseated Gravis as the primary sponsor of this party, and I for one am
- happy to be a part of the whole thing. We hope to have a /demo CD of some
- sort ready to go before this party starts.
-
- I had the opportunity to watch David Greenman, principal architect of
- FreeBSD, install the operating system on my computer last week. FreeBSD is
- a PC unix-based operating system somewhat like Linux. As to which is
- better, you'd just have to watch my coworkers fight about it. :) BTW: My
- coworkers laugh at me for using DOS/4DOS, except for Matt (coder of WadEdit
- and a 4DOS user himself).
-
- Jason Nunn, coder for the Music Contest 3 intro, developer of the
- FunkTracker and Unis669 trackers, and contributor to DemoNews, is leaving.
- He still might write a bloody article now and then, but other duties in his
- life call. On a related note, welcome KiwiDog / Hornet. KD (Chris
- Hargrove) comes to us from the Terraformers and will be helping to manage
- the ever-increasing workload our site seems to generate.
-
- Recently I spent two days at the MacWorld Expo in San Francisco, vending
- Walnut Creek warez. Even though it was a Mac show (training mission for
- yours truly), I got the chance to see some PC-related stuff. I spoke to a
- man from Intel for about 15 minutes who claimed to have a couple P7
- prototypes in his lab. Iomega was the buzzing company and I sat through a
- goofy presentation. The woman giving it was from the deep south and kept
- saying "Use our new Jazz drive, 'cause its 'yer stuuuuff!" The MacHeads
- found her amusing.
-
- I also got to talk to the author of "Tricks of the Mac Game Programming
- Gurus" (anyone remember "Tricks of the Game Programming Gurus" for PC?).
- Anyway, I said (oh so confidently) "Do you have stuff in there about
- gouraud and phong shading?" He said "No, graphics resource gathering is in
- the second book." I didn't understand. We went through about 3 identical
- question/answer sessions like this one until I finally figured it out...
- the guy couldn't comprehend that someone had actually approximated phong
- shading real-time, not as still-frame. Doh! I also spoke to a former
- student of Ellie Quigley's (author of "Perl by Example", a book I swear
- by). But enough of that... :)
-
- I went to a party last week with some people from Sun MicroSystems, a
- gentleman who was responsible for fixing bugs in the Solaris OS, and a guy
- who writes 3D simulators for NASA. California certainly is a much more
- active area than Ohio and I hope to get a first-hand glimpse of technology
- that might shape the future demo scene.
-
- On a side note, Diablo's team of reviewers have been naughty lately and he
- is looking to expand by a couple more. As long as you haven't recently
- written for TraxWeekly, feel free to mail us at the address below.
-
- Hornet now welcomes you to a new year in the demo scene. Remember,
- ftp.cdrom.com is your warm fuzzy home, DemoNews your irregular e-tome of
- info..fo..fo-MATION, and our group an ever-friendly collection of people
- who would like to get greeted more in demos.
-
- Take care.
-
- Snowman / Hornet - r3cgm@ftp.cdrom.com
-
-
- =----------------------------------[The Party 1995 Review by Hornet]--[Stony]-=
-
- [NOTE: In order for this report to fit DemoNews, it had to be reformatted
- a bit. The original can be found at /party/1995/TP95/report.zip]
-
- Review of The Party 5
- 27-29 December 1995
- (this time a short review done by Stony / Hornet)
-
- _____Tuesday, 26 December (The Beginning)
-
- This time the report is done by Stony since Meriadoc decided to skip this
- party since he has too many things to do for school.
-
- After having brunch with my family and girlfriend I packed all my stuff
- together and went to TyZM with whom I leave to Denmark. This year we,
- of course, went with Reality (including Lowlife/Axis, Raver/Effect PC and
- Dope/Spaceballs) again as we did last year. We left at TyZM's place at
- 16:30.
-
- _____Wednesday, 27 December (The Arrival)
-
- We arrived at 06:45 in Frederica (Denmark) after a long night of fun and
- without sleep. We entered the Partyplace at 08:00 since they asked $15
- more if we entered before... sounds commercial to me.
-
- After putting up a small network we are now playing a bit and of course
- typing this small report. I have had several power-downs now since some
- people wanna hit the switch...
-
- I have seen some familiar faces... more should arrive later since some
- groups do leave [for the party] today.
-
- The big screen... well better say small... people back in the hall can
- hardly see it. The hall is also much smaller than it was last year in
- Herning. Hope we can follow all compos well enough. Groups who haven't
- reserved probably don't have a place left for them. TNT also arrived at
- about 10 'o clock. It is snowing outside. Phone is expensive, strange
- thing.
-
- (16:43)
-
- Well.. we are playing network Command & Conquer, quite a nice game, lost
- two times already :(. Nothing special going on, we are waiting for a
- compo. The weather is very nice outside so I'll take a look this eve.
- Most of the people from the bus are asleep or are somewhere in town.
-
- (19:00)
-
- Going to get some Pizza this eve. Too much light in the hall to see good
- quality on the big screen. Most of the people are in now as far as I can
- see (well... The Raver/Effect PC, noticed that New Order still hasn't
- arrived).
-
- No films are shown this time, at least I haven't seen anything of it.
-
- (22:48)
-
- Just returned from the Pizza Man... pwoaak.. this was the most horrible
- Pizza I have ever eaten (actually half). Now they are showing a short film
- about Somewhere in Holland as it was held in Roosendaal (Holland) last
- year. Still too much light and too much playing of Command & Conquer :).
-
- _____Thursday, 28 December
-
- (02:15)
-
- The 4 Channel Music Compo just started, I can't hear a thing since a lot of
- noise is coming from everywhere. At the moment a rave party is going on so
- people had to move out of the sleeping hall since the rave party is being
- held there... weird too..
-
- (10:04)
-
- I just woke up since I have been to bed for 6 hours, nothing special has
- happened. Most people are waiting for the compos to begin. I hope some
- nice demos (and of course intros) will show up.
-
- (11:30)
-
- The fast intro compo just started, they don't announce it, it just starts.
- Still too much light everywhere so you must be in front of the screen or
- else you won't see a thing.
-
- (13:20)
-
- We just noticed that the graphics compo started, sh*t why can't they
- announce it ?!? I missed the first 8, what I have seen till now is quite
- good, also some rendered are present. About 75 graphics have been shown.
- The gfx compo will be shown again tonight because of the daylight.
-
- The graphics I'll vote for:
-
- 1) 55) Wooooooww!! Two ladies with tattoos... a winner! Danny Rules!
- 2) 36) A woman turning her head around towards to the viewer by Angelo/Axis.
- 3) 50) Lady with blue hair, nice one!
-
- A funny one to mention is Pamela Anderson a.k.a. Silicon Valley :)
-
- Lots of ladies are in the pictures this Party.
-
- (19:00)
-
- Just returned from the McDonalds, one of the main sponsors of this party.
- We had some fun, Dutch people aren't allowed anymore now :) The C64 compo
- just started, lot of people running to the big screen to see what the good
- old C64 still can do. The demos are really good! If people are as
- enthusiastic as they are with these demos then we have good demos for a
- change!
-
- (21:00)
-
- The wild compo is started and the animation are really great, some
- animations done by PC are a bit sturdy... too bad... maybe there should
- have been a better player for the PC. Amiga animations are really great.
-
- (23:00)
-
- Went to the toilet a few minutes ago... well.. too bad that some people
- don't know how to behave. All walls are under graffiti and stickers. And
- those guys who do that keep complaining about entrance ?! Party 4 CD is
- also available ($35) and is full of stuff, not bad.
-
- _____Friday, 29 December
-
- (00:45)
-
- The PC demo compo... A lot of entries...
-
- Wooooowww.... d/l those demos!! There are really good demos showing lots of
- really fast effects and nice 3D views! Seems that after a long period of
- bad stuff the good stuff is coming... complete 3D 'animations' showing very
- fast!!
-
- Not all demos have been shown!! Demos from Acme and Logic Design for
- example, seems as if the dutch are being boycotted...
-
- (04:30)
-
- Dutch sceners are mad! Why you think?! Because a lot of Dutch productions
- haven't been shown, lot of trouble with the organizers. A list has been
- made for signing for 'The Party 5 Suxx', lot of people have signed. Hope
- things will be solved. Too bad that this all ruins the party.
-
- (10:25)
-
- Well.. the Party is almost at its end, lot of people are going home
- already, I don't know what time we'll leave.
-
- (14:00)
-
- The party has ended, the results are in... Danny/Spaceballs won the
- gfx-compo. EMF won the PC demo-compo for the results of the other get on
- to our FTP site.
-
- _____Other People's Opinions (Villain / Reality,TST,TPG,TUE,HSE,NO,???...)
-
- Well, so here we are, at the great 'Party 5' in Denmark. This is my first
- Party (Denmark that is), and so far I think it isn't really worth the long
- trip over here. We were driving all night to be here in time and when we
- came here, we had to pay an extra 25 Guilders for entering the party-
- place, which we (of course, Dutch as we are) didn't do.
-
- This was the first of many disappointments for me. But then again there is
- always a bright side to things. I met (again) a lot of new people here,
- and I finally got the change to defeat Stony in Command&Conquer (loser ;)
-
- Well, so far so good, we will sit out this party, but it isn't quite what I
- expected it to be (I didn't even get a *REAL* Party bracelet, instead we
- got some paper thingie *SNIF*). Ok, this will do for me for now, I hereby
- give the keyboard to this guy (read: Raver) next to me with his PlayStation
- Logo behind his Windows'95 (AAAAAAAAAAAAAAAAAAAAAAAAAAAA).
-
- Greets, stuph, enzo,
-
- _____Other People's Opinions (The Raver / Effect PC)
-
- I hope I can type something here because I have gotten no chance yet to
- sleep, and will not get any the next hours because some *sswipes (read
- organization) decided to keep the Rave party in the sleeping hall. (Well,
- at least The Fox 2 will do some music at it!)
-
- We are going to eat some real food soon, the cheese I have taken with me is
- getting some weird color! aaaaargh. (it smells they say!!) I would also
- like to say something about the whristbands! they s*ck. It is some paper
- thing taped around my whrist and it's annoying me! ok enough talk. cya
-
- _____Other People's Opinions (Dope / Spaceballs, Organizer of SIH '96)
-
- My feet hurt. My eyelids are heavy. The walls under my eyes have reached
- the bottom part of my chin...
-
- I WANNA SLEEP!
-
- But I can't because some nerd (read: organizer) has placed a RAVE party in
- the sleeping hall :-(... Picture that: you want to sleep and the hall is
- constantly filled with at least 150 decibells. I spoke with the
- organization today for about 1.5 hours and they couldn't give another
- explanation then that the rave party was supposed to be in another hall. I
- don't care...
-
- My feet hurt!
-
- _____Other People's Opinions (Harmony)
-
- Hello Dope, are you having fun...........?
-
- So... this is supposed to be the party... I'm having a really good time. I
- wish that we had more days than just 2.5. It is so crowded! Again, lots of
- people I know and lots of people I met. It's a pity that the screen isn't
- as big as expected.
-
- Last night I almost didn't get any sleep, there was a rave-party goin' on
- in the sleeping hall!!!!!!!!!!!!!!!!!!!!!!!! I woke up after half an hour
- finding my fingers in my ears! That was horrible.
-
- I found out that Denmark looks lovely being covered with snow...
- I haven't seen that much snow in a very long time.
-
- Well...I liked the compo's that I've already seen. I think that that
- cola-crash was quite a mess and the wild was wonderful! Well, as you see
- I'm not so tired as my brother, though I didn't get much more sleep as he
- did. I leave yo'all here, 'cause I have some things to do. I wish you all a
- very happy new year and see you at SIH '96 !!!
-
- _____Other People's Opinions (Walyx / TNT)
-
- Well, this is the first time at a party outside of Holland. Seems to be
- that there were a lot of groups to have a demo ready, but weren't shown on
- the big screen. I don't know, but I think that they deserved to be shown
- on the screen too. About the screen, it was a little dark and not that
- big, furthermore the screen could be placed a little bit higher. And after
- all, in the beginning, the first night, there was a great RAVE party, for
- those who like it, I didn't! I wanted to sleep.
-
- _____Other People's Opinions (Twynn / TNT)
-
- Hello... well, don't expect too much text here, because I'm quite sleepy..
- I think this wasn't a really great party.. I mean, I also visited the
- Party '92 and it was much much better then.. They hadn't got silly
- rave-parties in sleeping-halls till about 04.00 am.. I really can't imagine
- that somebody can think of organizing this. But I guess that the whole
- organization sucked!! I mean.. why were all the dutch demo's
- disqualified?? (well, maybe analogue came through but that's maybe because
- they are not completely Dutch!). Well, that's it for now...
-
- _____Saturday, 30 December (back to Stony)
-
- (16:45)
-
- Here I am sitting behind my new keyboard since my party keyboard is broken,
- I went in a rush to the nearest computer shop to get myself a new one.
-
- I arrived back home at 04:00 this morning after a 12 hour trip with a lot
- of fun and without sleep. I was in the same bus with The Wizz / Reality,
- Dope / Spaceballs, 'God', Harmony / Ind, The Raver / Effect PC, Lowlife /
- Axis and Tyzm / Ind. The Raver, Harmony, Tyzm and I stayed awake with
- Turbo and Red Bull, some powerdrinks. We had a lot of fun and were totally
- broken when we arrived back home.
-
- _____Conclusion
-
- I have had a lot of fun during the Party 5, too bad that the organization
- this year wasn't quite well. Last year the Party was much better. I hope
- these guys do better next year.
-
- Most releases for the compos were very good, the productions are worth the
- d/l so get on to Hornet FTP now !
-
- _____Last Word
-
- I want to thank The Wizz for organizing the bus-trip again, thanks to all
- other people present in the busses for the fun we had. See ya guys in
- February on our Party meeting. Take care dudes.
-
- This report is quite different from the last ones, no reviewing has been
- done on any productions.
-
- For any remarks just mail me.
-
- With regards.
-
- Stony / Hornet and Trance - pvanmun0@pi.net
-
-
- =------------------------------------------------------[Applied VESA]--[JsNO]-=
-
- _____Introduction
-
- With the advent of faster machines, and succession of VESA standards, demos
- written for VESA modes are now very much viable. This article will be
- discussing how you would go about making a VESA demo and to provide you
- with some code that I used in my Oz96 entry.
-
- If you are a Real Mode coder, then read no further. The code I am providing
- is writing for 386 P-mode. If you intend on applying following ideas in
- real-mode, then I send my best wishes to you, but adhere to this warning.
- You are now creating a demo that will require approximately 6-8 times the
- resources both in memory and in CPU (assuming a 640x480 demo). Implementing
- a P-mode demo for VESA will be far less painless.
-
- _____How VESA Came About
-
- The IBM VGA standard was made by the one company - IBM. This made life very
- simple, as hardware communication was standard across different brands. You
- could code a demo for your machine, and you know it will work on every
- other machine that had an IBM VGA card.
-
- When the SVGA extension flowered, many companies took it upon themselves to
- create their very own hardware standards. I'm not really sure on the finer
- details of how SVGA developed, and why IBM never took the initiative of
- designing the initial SVGA extension, or why companies were even given the
- opportunity to develop SVGA in the first place, but these companies did.
- The result was many brands of SVGA cards, all with their own special port
- layouts.
-
- There developed a problem here, as the application designer now had to
- write code to talk to a whole range of SVGA cards on the market. The
- solution was to make a common standard. However, instead of an expensive
- (and possibly disastrous) hardware reform, it took place as a software
- reform.
-
- The VESA standard describes a set of functions (implemented in software)
- that an application program will use in order to get the graphics card to
- do desired tasks. Each company would make their own VESA driver that
- offered the above common functions. An application now would be much more
- simpler, as it only had to talk to a VESA driver, which all had common
- interfaces. It is the VESA driver that converts the common VESA
- communication to the diverse hardware that is out on the market. The
- complexity is removed from our program and is placed into the driver.
- Hence, a brilliant software solution to a complex hardware problem.
-
- Also, could you image having to support all the different cards on the
- market?. Imagine having to buy all the different type of cards, and then
- writing code for all those of them. It would be a nightmare, not to mention
- the endless debugging you would have to for each card. If the VESA standard
- hadn't come along, I would have never considered writing a demo in
- 640x480x256c.
-
- _____Implementation
-
- The implementation I am going to describe is for 640x480 256 colour. You
- can go for higher modes, but I don't think we have the computing power
- these days to do it. We might have to wait another 2 years or so before
- 1024x768 (or truecolour 640x480) fully animated demos come out.
-
- So anyway, the implementation I came up with is to first allocate a
- 640x480 buffer of memory.
-
- mov edx,SCREEN_X*SCREEN_Y
- mov eax,0EE42h
- int 31h
- mov [Rendbuff],edx
-
- This buffer of memory is where the painting/blittering/rendering code will
- do all of it's writing. Once rendering has finished, the data from this
- buffer would then be copied to the visible screen.
-
- The logic around this comes in two forms:
-
- a) video memory is very slow. Therefore is a far quicker to do all your
- fiddly rendering to a memory buffer first.
-
- b) If you are operating in a Banking type mode, then your rendering
- algorithms will be a lot simpler, as they won't have to take into account
- the bank positions of the screen. Also, far less port communication will be
- done, as copying will be done in a single blow.
-
- So, now we have a rendered buffer, we now have to communicate this to the
- screen. So now do we do this?. Well, for a start, we must understand the
- way VESA operates, and what features we actually have available to us.
-
- _____Banking Communication
-
- Back in the dim dark days of VESA 1.x, the only way we could talk to any
- graphics card was by Banked calls. The idea around banked talking is that
- the screen is split up into so called "banks". To paint graphics to a given
- part of a the screen, one would select a bank, and then paint graphics to
- the usual A00000h video area. The reason for this is simple. In Real mode,
- we only have conventional memory, in which we only have the common old 64k
- (A000:0000) screen memory available to us. Banked mode allows us to talk to
- the entire range of screen addresses with a single 64k chunk of memory.
-
- mov edx,BANK_WE_WANT_TO_SELECT ;copy part of render buffer
- mov esi,[Rendbuff] ;to bank X
- mov edi,[VideoPtr]
- mov ecx,10000h/4
- rep movsd
-
- This was a very elegant solution to get around the "Real mode" thing.
- But-of-course, this idea is nothing new. Similar ideas are implemented with
- VGA 640x480x16 and various CGA modes.
-
- To set a bank, we set the following registers and perform the following INT
- call:
-
- edx = BANK_WE_WANT_TO_SELECT
-
- mov edx,[edx*4+BankSetTable]
- xor ebx,ebx
- mov eax,4f05h
- int 10h
-
- The BankSetTable reference you see in the above code is just a table that
- provides a quick look up. From card to card, the values in this table are
- different and quite intensive to calculate. To calculate the table
- contents, we apply the following algorithm:
-
- BankSetTable dd 128 dup (?)
-
- movzx eax,[esi+ModeInfoBlock.WinSize]
- movzx
- ebx,[esi+ModeInfoBlock.WinGranularity]
- xor edx,edx
- div ebx
- xor edx,edx
- xor ecx,ecx
- @@loop02:
- mov [ecx*4+BankSetTable],edx
- add edx,eax
- inc ecx
- cmp ecx,length BankSetTable
- jb @@loop02
-
- In English, we feed the algo two factors, The Window (or Bank) size in
- kilobytes (ie 64k) and the Window granularity (a better word would be
- alignment) which tells the way in which the banking is positioned on the
- screen.
-
- To calculate our bank factor we perform a simple divide:
-
- BANK_FACTOR = WINDOW_SIZE / WINDOW_GRADULARITY
-
- Each bank X 's value, will be X * BANK_FACTOR. We simply then put these
- values into a table.
-
- For quiche eaters in mind, a less confusing (but slower) version of the
- above concept would come in the form of:
-
- procedure set_bank(bank : word);
- var
- bank_factor : word;
- begin
- bank_factor := bank * (ModeInfoBlock.WinSize /
- ModeInfoBlock.WinGranularity);
- asm
- mov dx,[bank_factor]
- xor bx,bx
- mov ax,4f05h
- int 10h
- end;
- end;
-
- As we tend to do lots of bank calls when using this mode, you can
- understand why I prefer to put the bank values into a small table.
-
- _____Linear Communication
-
- With VESA 2.00 standard and above, we can perform linear communication.
- This method is dead easy. The VESA driver supplies the video memory
- address, and you just copy the data straight to that address area. Easy,
- fast, convenient, no mess, no worries. ;) You could even blit directly to
- that address and bypass buffering, but I seriously wouldn't recommend it.
-
- _____Applying Page Flipping
-
- Just like you're normal run-of-the-mill MODEX demos, we need to perform
- page flipping in order to make our graphics glitter free. We do this by
- writing a Interrupt Service routine (ISR), to keep track of when we can
- "flip" to a fleshly updated invisible page.
-
- I won't bore you with the details on how to do this. This was an area
- covered by Trixter in Demonews #111. So i refer you to that article on how
- it's done. All I want to discuss here is how to set the screen offset
- address through the VESA driver. As follows:
-
- edx = THE START ADDRESS AT LINE X
-
- xor ecx,ecx
- xor ebx,ebx
- mov eax,4f07h
- int 10h
-
- So if you want the start the screen to begin on line X, you set EDX to this
- line number.
-
- _____VESA 2.0 (Vbe2.0) P-mode Calling
-
- VESA 2.00 also offers direct P-mode calling. Conventionally, communication
- to the VESA driver was done through the INT 10h interrupt service (as
- you're probably already have seen). What VESA 2.0 allows you to do is call
- the various VESA functions directly when in P-mode. As the VESA driver is
- running in real mode, it will cost you a state switch, plus the usual
- interrupt overhead maintenance. Interrupt calling from a real mode program
- to a real mode service isn't so bad. But from a P-mode program it can
- become quite costly, and will chronically degrade your demo's performance.
-
- To use this service, you can read the address positions of each function
- provided by the VESA information block, then call those functions directly,
- with the same parameters as with their INT counterparts...
-
- Well, almost the same.
-
- There is a difference in parameters of the Real mode VESA "set offset
- address" function, and the P-mode "set offset address" function (Funct.
- 4707h).
-
- The INT version sets the start offset by line values and pixel positions
- (X,Y type thing). CX should contain the desired pixel position in a given
- scan line, hence giving you sideways movement, and DX should contain the
- first displayed scan line giving you up/down movement.
-
- mov ecx, X movement in pixels
- mov edx, Y movement in pixels
- xor ebx,ebx
- mov eax,4f07h
- int 10h
-
- With the P-mode function however, we have to set up the DX:CX as an actual
- offset. For standardisation purposes, My code communicates the INT
- parameter type. When we want to use the P-mode services, the parameters are
- converted from the INT type to the new P-mode type. Hence:
-
- SCREEN_X = 640 (in our case)
- CX = X
- DX = Y ----converted to---> DX:CX
- offset
-
- mov eax,SCREEN_X/4
- mul edx
- mov ecx,eax
- mov edx,eax
- and ecx,0ffffh
- shr edx,16
-
- The stepping isn't byte by byte, rather double word shifts. As a result we
- have to divide SCREEN_X by 4. I can't seem to find an attribute in the VESA
- information block that would define such a factor. The VESA 2.0
- documentation points to a "colour depth" value??, but, this area was very
- poorly documented and left a lot of unanswered questions..
-
- For now though, 4 seems to be a universal memory alignment, and seems to
- work across all computer/cards. Whether or not this value varies around
- computers I don't know.. but this is the best I can come up with for now.
-
- _____Using the Code
-
- The code i'll show you is a combination of Adam Seychells VBE2.0 library,
- my initial VBE1.2 library and a bit of code generously donated by Tran's
- "Hell" demo. I merged them all to get this current code. The following text
- describes this code:
-
- The first piece of code you'll need is..
-
- mov bl,00b
- call CheckVbeMode
- jc @@init_error
-
- This function will return CF=N if your card supports the 101h
- (640x480x256c) mode. It also accepts two bits in the BL register. Now you
- don't really have to know much about this, as you would normally set BL to
- 0. I've put this is here for debugging reasons, so that I can override
- Linear mode and P-mode calling detection.
-
- If CF=N, we can then put the card into hires 640x480x256c mode and initiate
- the background screen flipping code:
-
- call setvbemode
- call set_IRQ00
-
- Once we have done this, we can how begin our demo.
-
- call my_main_demo_routine
-
- For our purposes, your demo routine may look something like this:
-
- proc my_main_demo_routine
- @@paint:
-
- <put you're graphics routines in there
- that will paint data to "[Rendbuff]">
-
- call [sync_screen]
- call key_pressed2
- jnc @@paint
- call get_key
- ret
- endp
-
- This would be a typical "scene" in your demo that would do some sort of
- animation or rendering to the [RendBuff] buffer (For example, it could be
- the initial logo screen, or a 3D mapper etc). Once you have finished all
- rendering, the [sync_screen] routine will then be called. This will copy
- the data in the [RendBuff] buffer to the current invisible screen (if isn't
- making any sense, then refer to Trixters article on page flipping DM#111).
-
- In between, traces, there are time windows where we can flip without
- causing glitching to appear. The flag [byte sync_screen_flag] will go low
- every time a window is current. When this happens, the [sync_screen]
- routine will flip the screen, making the invisible part (the screen we just
- updated) visible.
-
- There will be occasions when you want to paint a static image on to the
- screen. Applying this image in a timed manner may not be necessary.
- Therefore you can use this routine.
-
- call [update_screen]
-
- This routine is the same as the last, except it's not timed. There are no
- [byte sync_screen_flag] wait code in this routine.
-
- To, exit out of hires mode, and to halt our background flipper, do:
-
- call reset_IRQ00
- mov eax,3
- int 10h
-
- and that's all there is to it. My R2SR demo source code, it provides an
- excellent example on how to do a SVGA demo (NB/ the code will only be
- available after the Oz96 results are released). You may also like to have a
- look at some of the bit blitters and 3D mappers i have in there. It's a
- good resource for linear blitting.
-
- See ya later.
-
- Jason Nunn - jsno@topend.org.au
-
-
- =-------------------------------------------[Review of Impulse Tracker]--[GD]-=
-
- _____Introduction
-
- Impulse Tracker has been called "Scream Tracker 4" by many people, and for
- many reasons. The similarities in appearance and operation are what make
- this tracker very similar to the well-known tracking program from Psi of
- Future Crew. However, its advanced features make it more than just a clone.
-
- Impulse Tracker's most interesting feature is the use of 'New Note Actions'
- which allow a composer to manipulate 'overwritten' notes. It also adds the
- power of Volume Envelopes while maintaining its mouse-free interface.
-
- The coder, Jeffrey Lim, wanted to produce a tracker that people would use,
- so he maintained the Scream Tracker interface instead of inventing a new
- one, while adding some excellent features of his own.
-
- _____Features
-
- New Note Actions let a composer do more than interrupt a note by playing a
- new note in the same channel. The previously played note in a channel can
- be faded, cut off, or even continued as if nothing had happened in the
- channel. This is done using the New Note Actions and virtual channels.
-
- The program supports 64 actual channels (but only 32 on a Gravis family
- soundcard) and up to 256 virtual channels. These virtual channels can not
- be written to with sample and effect data as regular channels can, but they
- are used to handle the New Note Actions (NNAs). Notes that are to be faded
- or continued depending on the NNA used, are swapped out to the virtual
- channels.
-
- Volume envelopes are also offered in this program. The volume envelope
- editing window is on the Instrument Page (F4), on the lower right. When in
- edit mode, volume points can be raised or lowered, and shifted left and
- right along the graph. Envelope points can also be added or deleted as
- desired.
-
- Impulse Tracker also has a Global Volume setting for each sample.
- Therefore, if a user wants to replace a sample after having entered many
- different volumes throughout the song, the volume can easily be adjusted by
- lowering the global volume to match the previous sample's volume.
-
- Pattern length is selectable as well, with a default of 64 rows, and a
- range of between 32 and 200 rows per pattern. This is a nice alternative to
- using the old Cxx (pattern break) effect, especially when composing in an
- odd time signature requiring an alternate pattern length.
-
- _____Interface
-
- The author has attempted to recreate the Scream Tracker 3 interface that is
- preferred by many die-hard Scream Tracker users. This allows for a smooth
- transition between the programs. Even the colors can be matched from the
- Palette Editing Page (CTRL-F12) by selecting the 'Gold' color scheme.
-
- The pattern editor is like that of Scream Trackers, allowing for fast and
- easy operation. Being that this is the section of the program where
- composers will spend their most time, ease of use is of great importance.
-
- The sample page is a bit different compared to the Scream Tracker layout.
- The note tuning column (C4SPD in Scream Tracker) has been moved from its
- original location next to the sampletext, to the editing window for loop
- and sustain points. This makes tuning samples more difficult than in Scream
- Tracker. The tuning value represents the pitch at C-5 (note C, 5th octave).
- The full range of notes allowed in Impulse Tracker is C-0 to B-9 .
-
- Also, with the new interface on the sample page, it is not possible to play
- multiple samples at once. This was useful for doing things such as voicing
- chords before tracking, and tuning samples.
-
- _____Online Help
-
- A scrolling window containing help text is a feature that moves away from
- the boring multi-screen help section in Scream Tracker. Cursor arrow keys
- will scroll the help window vertically. The 'global' key for the help
- screen is F1, unlike Scream Tracker's F10 key.
-
- However, some sort of indicator should be displayed to let the user know
- that there is more information and to use the cursor keys to scroll.
-
- _____Sound Features
-
- Impulse Tracker will work with any SoundBlaster or Gravis family soundcard.
- It also can play on the PC speaker, for those who don't own a soundcard.
-
- Surround sound is supported on the SoundBlaster Pro and SoundBlaster 16
- soundcards. It is not available on Gravis soundcards.
-
- Stereo panning is controlled visually instead of with hex-characters to
- indicate pan position. Small blocks are used to mark the pan position of
- each channel. They can easily be shifted to Left, Middle, Right, or
- Surround by using the L, M, R, and S keys, respectively. The pan positions
- can also be adjusted using the cursor arrow keys.
-
- _____Module Support
-
- If you want to develop routines for playing .IT modules in your sound
- library, you can refer to the included file ITTECH.DOC which explains the
- different file formats associated with Impulse Tracker. This file is very
- similar in layout to the TECH.DOC provided with Scream Tracker 3.
-
- In case you're switching from another tracker, and hate to waste all those
- unfinished songs you were working on, don't let compatibility stop you.
- Impulse Tracker can import songs in the MOD, S3M, and MTM formats.
-
- The newest version of Impulse Tracker now saves in .S3M provided the user
- doesn't use any non-compatible Impulse Tracker features, such as
- instruments, ping-pong loops, etc. There is a section in the documentation
- explaining what features are not compatible with the S3M saving option.
-
- _____Conclusion
-
- Impulse Tracker is a program which underwent many hours of conception,
- design, and implementation. The author continues to improve it, with the
- help of users' bug reports and ideas.
-
- With the number of users interested in using Impulse Tracker to develop
- their music, it should only be a matter of time before the format is widely
- supported.
-
- The latest version of Impulse Tracker is on ftp.cdrom.com in the directory
- /demos/music/programs/trackers . Updates of the program are uploaded to the
- directory /demos/incoming/music/programs . The filename will be it???.zip
- where ??? is the current version number. A worldwide web page will soon be
- available also.
-
- You can send email to the author of Impulse Tracker at the following
- address: pulse@smug.student.adelaide.edu.au . Write 'Impulse Tracker' as
- the subject.
-
- GD / Hornet - gd@ftp.cdrom.com
-
-
- =---------------------------------[The Party 1995 Intros Reviewed]--[Phoenix]-=
-
- [This is part 2 of "The Party 1995 xxx Reviewed." Refer to DemoNews.112
- for more information and a little disclaimer.]
-
- Name : Lola Effects: **
- Group : Amable Design : ***
- Filename: amb_lola.zip Music : **+
- Country : Germany Overall: **+
- Place : Not shown
-
- [ ] Low, booming intro music [x] Phong blob
- [ ] Member names in intro [x] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Don't quite know why this wasn't shown but.. has decent design, kind of
- Orange-inspired. Not many effects, I like the pic of the happy African
- dude. :)
-
- Name : Poison Effects: **
- Group : Zden & Moshe Design : ***
- Filename: poison.zip Music : ***
- Country : Slovakia Overall: **+
- Place : Not shown?
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [x] Techno music (very much so!)
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- This is pretty much a techno-based intro. It's in black and white, and
- very flashy with lots of fast-moving lines. A must for hard techno-fans
- (those who were keeping up everyone try to sleep raving at the Party for
- instance :), otherwise probably not worth getting.
-
- Name : Just-ice Effects: **
- Group : Spirit Design : **
- Filename: just-ice.zip Music : **
- Country : ? Overall: **
- Place : 20th
-
- [x] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [ ] Techno music
- [x] Lens flare [ ] chrmface.3ds
- [x] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Amazingly, this is the first Spirit intro NOT to have any toruses. But it
- turns out they can't do much besides them. :)
-
- Name : Louise Effects: **
- Group : Karma Design : ***
- Filename: k-louise.zip Music : **
- Country : France Overall: **+
- Place : 13th
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [x] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Well, another Orange-wanna-be group forms on the scene, kludged from French
- groups Eclipse, Kloon, and Zuul Design. They were the only group at TP5 to
- learn from Stars by Nooon that naked cartoon chicks = votes. So this intro
- has that, plus the techno music, plus a neat background, and some
- blurry-outlined vectors, hard to describe. Nothing amazing but worth a
- peek.
-
- Name : The Royal Family Effects: **
- Group : Orange Design : ***
- Filename: royal.zip Music : **+
- Country : Finland Overall: ***
- Place : 9th
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [x] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- I wonder about Postman Pat's infatuation with England.. anyway what's so
- unusual about this intro is the fact that it's all _video clips_, like
- Complex's "Message from the Cosmic Brothers". Of course, to fit it in 64k,
- some changes had to be made, like mono-color, and very low resolution (less
- noticable because of a TV-snow fill method). So I gave it 3 stars for what
- P.P. accomplished.
-
- Name : Unreadable Effects: ***
- Group : The Coexistence Design : **
- Filename: tc_unr.zip Music : **
- Country : Germany Overall: **+
- Place : 8th
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [x] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [x] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- It starts off saying "No donuts (LGM dejavu?), no ducks (phew), no
- optimization (of course not), not Just art (though I wish it would've been
- instead :)". The best effect is a plasma zoom. That's followed by an
- attempt to mimic the reflected cube & lit tunnel Cubic wurfel-modes. They
- threw in a lemming for good sport, and at the end it says "intro finished -
- system crashed". Well, it doesn't hurt to be honest. :)
-
- Name : TP5 Intro Effects: ***
- Group : Cascada Design : **+
- Filename: cda_tp5i.zip Music : ****
- Country : Sweden Overall: ***
- Place : 5th
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [ ] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Yay, another all-blanks production. Well, it was a real rush job so they
- didn't have time to include the usual demo effects, heh. But it's still not
- bad. The music was made at the party by Zodiak and Necros, and The Edge's
- code includes a phong pillar scene and a flat shaded cube with full
- shadows. Then the shadow becomes a bigger cube and they spin around, it
- actually looks nice.
-
- Name : The Sea Robot of Love Effects: ****+
- Group : Orange Design : ****
- Filename: okean.zip Music : **** (a P.O.V. thing :)
- Country : Finland Overall: ****
- Place : 3rd
-
- [ ] Low, booming intro music [ ] Phong blob
- [ ] Member names in intro [ ] Techno music
- [ ] Lens flare [ ] chrmface.3ds
- [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Wow, none of the blanks are filled. The music by Dune is not quite the
- usual techno music. As you could see by the stars, I _really_ liked this
- intro. It was just snow-blurred enough to give it a TV-like feel
- (something Orange has been working on for a while now), and the whole thing
- is smooth and artistic, with mostly meshed vectors.
-
- Name : Illumination Effects: ***+
- Group : Yodel Design : ***
- Filename: ydl_illu.zip Music : ***
- Country : Sweden Overall: ***
- Place : 2nd
-
- [ ] Low, booming intro music [x] Phong blob
- [ ] Member names in intro [x] Techno music
- [x] Lens flare [ ] chrmface.3ds
- [x] Colorful tunnel [x] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- This intro is quite short, but nice. It has faked 18-bit color through
- vertical bars rather than horizontal. Features stuff checked in the boxes
- above plus some nice tetrahedral prisms. IMO didn't quite deserve 2nd
- place.
-
- Name : Lasse Reinbong Effects: ****
- Group : Cubic Team & $een Design : **+
- Filename: ctslasse.zip Music : **
- Country : Germany Overall: ***
- Place : 1st
-
- [ ] Low, booming intro music [x] Phong blob
- [ ] Member names in intro [x] Techno music
- [ ] Lens flare [x] chrmface.3ds
- [x] Colorful tunnel [x] duck.3ds or dolphin.3ds
- [ ] Group Logo in corner
-
- Well, this intro has all the standard effects, 3ds objects, plasma,
- rotations, rippling, etc. What probably got it voted 1st place was
- the harming of the all-too-familiar 3d objects :).
-
- _____Conclusion
-
- There you have it. I hope my review of the TP5 demos and intros wasn't too
- cynical. But one thing can be said: lack of originality. I hope to see
- some more innovative ideas at Juhla 3 or even Oz96. Until then, we can
- always flash back with the Freedom CDROM. :)
-
- Phoenix / Kosmic - vossa@rpi.edu
-
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