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-
- 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....
-