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1994-03-17
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151 lines
NecroDemo#2: Fire & Earth
(C) 1994, Ed T. Toton III
All Rights Reserved
Info:
A minimum of a 386 is required to run this demo, however a 486-33DX is the
minimum system necessary to view it correctly. Also, certain parts of the
demo will take centuries if you do not have a math coprocessor (which
486DX's have by definition).
EMS is not used, so what you do or don't have installed in that department
doesn't matter, however you will need at least 520,000 bytes of base memory
free, and 640k of XMS free to run the demo. Additionally, the demo will
use about 800k of disk space when fully installed (which can be surprising
considering the ZIP file is only about 140k). The demo takes about 8 minutes
to run through completely.
keys:
<space> = Go to next graphic effect
D = Toggle delays on/off
<esc> = Exit demo
F1 = Toggle color rotation in the plasma
F2 = Toggle window size for plasma, ripples, and
the cellular automata model.
The demo will automatically repeat over and over until you press <ESC>.
The first time you run the demo some files will be created. This will happen
only the first time, as in later runs those files will be loaded from disk.
If you do not have a math coprocessor, this could take quite some time.
Each file, save for the plasma1 files, will fill up 4 standard 80 character
lines with dots each (the plasma1 will fill up 8 such lines). I thought
I would mention that so you can get an idea of how long it will take should
you run it without the coprocessor.
On the NecroBones logo screen, the free memory is displayed. If there is not
enough memory to load the demo with its data and still have 20,000 bytes free,
the demo will not run. (the 20k is used to load the logo, and is deallocated
immediately afterwards).
Overview:
Hello, and welcome to my latest (second) demo, named "Fire and Earth".
Originally it was intended to be a heavily elemental theme, hence the name.
It does still conform to that somewhat (the cellular automata model could,
by a far stretch, be thought to resemble crystal growth, for example).
You may wonder why I re-used the land and wormhole effects I had in my
previous demo, especially when they've been so over-used lately in general.
Right now I'm worrying less about what's impressive, what is good coding,
and what has or hasn't been done. I simply wanted to make something *I*
like, and something that 'feels' complete, and something that is interesting
to watch but without requiring days upon days of work to make.
I haven't tried choreographing the graphics to the music much yet. So far
only the 'blaze' routine (the shaded boxes near the end) are timed to the
music.
This demo is the first program (other than the music editor I created) to
use my new digital sound daemon ('daemon' is one of those buzz-words, it
basically refers to any background process that runs by itself)('daemon' is
merely an alternate spelling for 'demon', and is pronounced the same way).
I have not met a MOD editor/tracker I've liked, nor have I found any info on
the file formats, nor have I found any sample source code to play them. So
after some tinkering and experimentation, I managed to create my own system
using my own file formats, variable mixing rates, and multiple device output
(it is capable of playing the sound through ALL supported sound devices
simultaneously), with up to 16 channel mixing. It also supports playing sound
effects at any pitch (for use in my games).
For the sake of speed, I currently don't have the demo watching the
VGA refresh for palette rotation (which may cause some snow or lines on
slower computers and less sophisticated VGA cards etc). A few of the graphic
effects are running as fast as they can, and since the music code cuts in
from time to time you may see some chop lines (particularly in the plasma).
This could not be helped, at least not in the amount of time I was willing
to devote to the project.
This demo was created entirely in Pascal and Assembly, from scratch, by
me. Except for the PD XMS code, I wrote it all. While I have gotten ideas
from various other programs, no one elses code (except XMS) has been used
(not even indirectly by translation from one language to another). This
includes the graphics, the music system, the music itself, the scrollie
credits, all of it. The entire program (excluding the unit that handles
the music, and some other units containing a few generic functions and
file accessing routines) is slightly over 2000 lines of code.
I have been criticized for itemizing the credits at the end when mine
is the only name under everything. I do that for a good reason. Most demo
groups or game development groups are just that, GROUPS. I don't have the
luxury of splitting up the tasks, focusing on any one thing, etc. I have
to do the artwork, the animation, the music, the coding, and in the case
of games I also have to write the story, do the playtesting, design the
environments and interface, etc. I just want people to understand how
monumental of a task it can be to create such accomplishments single
handedly. So why the "NecroBones" name? Because one must have a catchy
logo and name for people to recognize and actually look for your particular
work. I picked a name that has some significance to me (long story), and
is rather unique in the shareware world.
Well, I hope you like it. Each individual effect took anywhere from about
15 minutes to a couple of hours to perfect, and I managed to throw the music
together in about 15 minutes or so of work. So sit back, relax, and
experience "Fire and Earth"......
Legal shtuffs:
Fire and Earth is FREEWARE, meaning you may copy it and distribute it
freely, as long as you don't charge money for it (except in the case of
shareware vendors charging no more than $3 per disk), and no modifications
of any kind may be made. The demo MUST be distributed in it's original
and unaltered form, with all of it's associated data and files, including
this document. I maintain and hold the copyright, and reserve all rights
accordingly.
No fragment, be it the music, a part of the program, a data file, etc,
may be removed from the rest of the package for seperate use. Upon the music
in particular I am reserving copyrights specifically.
Disclaimer:
Before installing, backup your hard-drive. The program is harmless, but
if by some chance it blows up in your face, burns down your house, or attacks
your cat with a fake pickled trout, or incurrs any other damage (to data or
otherwise), I am not responsible. If you can not accept these terms, delete
this package now and don't use it.
Welp, that's all! Have fun!!!
BTW- as usual, this and many other creations
of mine are available for download on my BBS,
the Sorcerer's Quarters, (410-290-3752),
24 hrs/day, 300 to 14400 baud.
-Ed T. Toton III
"Necromancer"
NecroBones Software.
And no, there is no "VaporStuff Oddities",
nor is there a CD soundtrack available....