STATE OF THE ART v1.2
music by MIDISOFT
(C) VIATOR/AVALON/RUSH I.S.P.A.
More than 10 years have passed since the legendary James Hutchby from O.C.P. released "ART-STUDIO". For 1985, it was a true masterpiece that became an integral part of SPECCY and one of the most popular programs in its history. Over the years, much has changed. The highest quality system programs were written in the CIS countries. But, strangely enough, no one dared to undertake serious developments in the field of graphic editors. We - the AVALON group - decided to fill this gap and take a new step in this direction.
During my time working with SPECCY, I have seen 5-7 graphic editors. Most of them were so primitive and inconvenient that they don't even deserve the attention of users. There are only two high-quality editors - "ART-STUDIO" and "ARTIST-2". "ARTIST-2" is well thought out. It implements many interesting ideas (the ability to view part of the image in real scale, cutting out a window of arbitrary shape, drawing ellipses, etc.), but due to very clumsy execution, this editor is inconvenient and unwieldy. The interface lags, everything is sluggish, and the controls are awkward. For these reasons, most artists on SPECCY (myself included) prefer to work in ART-STUDIO. "ART-STUDIO" has a convenient interface and all the most necessary functions. Previously, this seemed like the limit of dreams, but after looking at editors on AMIGA and PC, you realize that we are still far from perfection. The fact is that all versions of "ART-STUDIO", even its 128k variant, are far from perfect. I worked in "ART-STUDIO" long enough to notice the many shortcomings and inconveniences it has. It is worth mentioning at least the constant activation of the white border in "MAGNIFY" mode.
Work began in the autumn of 1996, when PANDA from the Cherkassy group ETC complained about the lack of a normal graphic editor and asked us to write something acceptable in this regard. We, being so kind and naive :-), agreed to undertake this hopeless, thankless, unrealistic, etc. project. It should be noted that at the time we started working on the editor, our group was much smaller. It did not include geniuses and giants of thought like RUFF, ZNAHAR, and SHADOW. At that time, the project was doomed to failure, as SADMAN and I were simply unable to handle the entire volume of work ahead. At the moment, everything is much more realistic and COOLer! AVALON has become much larger and more professional. Unexpectedly, the project received widespread support and attention. During this time, we received many ideas and suggestions from various people, and it can already be said that this will be a large-scale and promising project. The main task we set for ourselves is to take into account the shortcomings of all existing editors and meet the demands of the largest number of users. At this stage, we are collecting information and trying to learn the opinions of all the strongest artists on SPECCY (SHAMAN, TERROR, KAMIKAZE, PANDA, TRANCER, ROM, and others). In addition, I am a professional artist myself, which is quite important in this case. We will try to take the best from "ART-STUDIO" and "ARTIST II", from editors for AMIGA and PC, but we pay the most attention to USER requests, so if you have interesting ideas on this matter, please let us know. I promise that everyone who contributes useful suggestions will be mentioned in the CREDITS.
The tentative name of the project is STATE OF THE ART- (SOTA) (just don’t think we have a megalomania! :-)
Next, I provide a description of what is planned to be implemented in the editor:
1. INTERFACE
Overall, the interface is similar to "ART-STUDIO", but the main menu is replaced with a pictographic one to save screen space. The size of the icons is chosen to be 2X2 character cells, and we consider it optimal. Anticipating your questions, I will try to explain why we decided to place the menu at the top, like in "A.S.", and not on the side, like in Amiga or PC editors: from my personal experience, I know that it is much more common to draw pictures that occupy all 32 character cells horizontally than all the screen space vertically. On machines with higher screen resolution, pictures that occupy the entire screen are much rarer, so placing the menu on the side is more justified there. All items in the menu and messages in the editor will be in English. This is much more familiar and economical. However, if there are many objections, heart attacks, and tears, we can make it in our native language, but keep in mind that our native language is Ukrainian :-)! A lot of attention is paid to SetUp. Thus, almost all parameters can be changed - cursor speed, acceleration factor, etc. There will be well-thought-out "hot" keys, presumably: CURSOR - movement across the screen in MAGNIFY, EXTEND MODE - view the entire screen, SS + numeric keys - change INK, ENTER + numeric keys - change PAPER, Z, X - change sprites (animation), etc.
CONTROL
Simultaneous control from KEYBOARD: (O,P,Q,A, SPACE, M (SET), N (RESET)); SINCLAIR; KEMPSTON (with availability check). If I am provided with the necessary information, control from KEMPSTON and AY MOUSE will be implemented. Anyone interested in this, please write me a letter immediately (address at the end of the article). The same goes for printer owners. None of the participants in our group have a printer, so we need all the information regarding this DEVICE.
All changes can be saved to disk in SetUp.
2. MAGNIFY MODE
Most of the time working with the graphic editor, the artist spends in MAGNIFY mode. Therefore, we are trying to make it as convenient as possible. A mode of simultaneous display of the real window has been implemented, but if desired, it can be turned off. You can view the entire screen without leaving the zoom mode by pressing a single key. A window with a fragment of the image in real format can be displayed either on the left (TRUE VIDEO) or on the right (INV. VIDEO). In general, there will be no separation into MAGNIFY and normal mode. All editor functions will be implemented in enlarged scale, which has been sorely lacking in all other GFX EDITORS on SPECCY. However, I must admit that in some cases the editor may lag. Although I wrote the scaling to be several times faster than in "A.S.", you understand that enlarging almost the entire screen in real-time with limited memory is quite a slow process. For example, if you are drawing a circle in ELASTIC mode and MAGNIFY mode is enabled, then I (more precisely Z-80A) will have to draw the circle in the buffer and then quickly scale the image to the screen. Of course, on Amiga, in this case, it would be enough to change the screen resolution. A simple but incredibly useful and convenient feature is the ability to change the size of the pencil used for drawing in enlarged scale. By simply pressing keys 1-5, you can select one of five built-in pencils: 1X1, 2X2, 3X3, 1X8, 8X1 pixels. LINE and DOTTEN modes will allow drawing solid lines or every other point. I consider it reasonable to implement zooming only at 2x and 4x. You can share your opinion on this matter. At the same time, in 4x zoom, a grid can be made to delineate character cells, which is also incredibly convenient.
3. REALTIME MAGNIFY
A very original idea was suggested by SOI from the CRYSTAL DREAM group. He suggested making a REALTIME MAGNIFY option, namely a mode similar to the effect from the demos "RPSG128" and "7 REALITY" - editing an image under a magnifying glass. The entire picture is displayed on the screen, and you can move the magnifying glass with the crosshair in the center. The biggest advantage is the ability to constantly see almost the entire screen! However, there are significant problems with attributes. In my opinion, such a mode does not exist on either Amiga or PC. SHADOW has almost finished this function.
4. WINDOWS
Windows in WINDOWS mode can be set with pixel precision or aligned to character cells. In addition to all window processing functions from "ART-STUDIO", thickening, outlining, scrolling, and possibly morphing of two windows will be implemented. If our mathematicians do not let us down, 3D rotation functions will be added. The function of rotating a window around its axis with a possible shift of the rotation center is already active. The LAST WINDOW function will be abolished due to its redundancy, as the last selected window will always be considered current. It is possible to implement the ability to select a window of arbitrary shape, but not as clumsily as in "ARTIST-2", but using closed lines (CONTINUOUS LINES). A large number of options for window overlay: with image erasure under the window, by OR/AND/XOR, by mask.
5. SHAPES
The set of graphic primitives in the SHAPES menu includes, among other things, drawing ellipses and arcs. It would be nice to implement drawing ellipses not only strictly parallel to the horizontal and vertical edges of the screen but also at any angle. We will try to enable the ability to change the density of lines for vector shapes and the pencil with which these lines will be drawn. The speed of work in ELASTIC mode will be increased as much as possible.
6. UTILITES
The package with the editor will include several utility programs: FONT EDITOR, SPRITE GENERATOR, SCREEN COMPRESSOR, and others. Apparently, in order to save memory, they will have to be made loadable (without exiting the editor and without losing the edited image).
FONT_EDITOR
I will list only some (far from all) features: the presence of an UNDO function, fast scrolling of characters in all directions, the ability to mark certain characters and perform further operations only on them, thickening, outlining, etc. Editing both regular FONT and UDG symbols and any character set up to 256 characters long. I don’t know if the ability to edit fonts larger than 1X1 character cell is needed? In my opinion, it is more convenient to read such symbols directly from the screen, like sprites.
SPRITE_GENERATOR
Cutting sprites from screens, creating tables and everything necessary. If one really wants, a sprite compression function can be made.
SCREEN_COMPRESSOR
LAZY/ETC/RUSH wrote a magnificent screen compressor. It wins on average 100-400 bytes per screen over "ASC SCREEN CRASHER"! Additional advantages include a fairly fast decompressor and that it does not disable interrupts when outputting an image. Some lamers do not bother to remove DI at the beginning of the DEPACKER, and users have to "enjoy" the lagging music during decompression. We may implement a function for compressing not only the entire screen but also the window.
7. FILE OPTIONS
A full disk interface has been implemented, allowing for quick viewing of screens on disk. Initially, I wanted to make the standard file storage format not ordinary screen files (6912b.), but packed screens without a decompressor. But, unfortunately, the time for compression turned out to be quite significant, and we will probably not implement this idea. Compressed screens can be saved both with and without a depacker, and then all pictures can be output with one depacker (as with playing music). I can immediately promise that we will not mess around with disk operations, and they will work with all standard versions of TR-DOS. I advise all software manufacturers the same. There is also an idea to allow attaching text messages to files and quickly viewing these messages in the editor. Messages can be in both Russian and English. Why, interestingly, are artists worse than musicians? :-) They also have the right to write comments on their works! It is possible to read screens from tape, as well as from disks in MS-DOS and IS-DOS format.
8. RESIDENT
Work with resident will be implemented, allowing music, timers, etc. to be attached to the editor.
9. PALETTE
INK, PAPER, BRIGHT, FLASH functions are combined together. In addition, there is the possibility of quick changes to the current attributes using "hot" keys. The current attributes are constantly displayed in a specially designated place in the main menu. A very interesting result is obtained by mixing several standard attributes. This way, many non-standard colors can be obtained. This is one of the possible ways to expand the meager palette of SPECCY. Many of the obtained colors (about 128 in total) practically do not flicker (do not blink). The most important thing is that this capability appears with minimal speed and memory costs: The screen becomes longer only by 768b, which occupies the additional attribute area. To obtain the FX of multi-attributes, it is enough to simply transfer 768 bytes of attributes through an interrupt. One area or the other is connected in turn. Such pictures can be displayed even under digitized music without any problems, placing images in two 128 screens. In this case, switching screens will take several dozen cycles.
It is also possible to implement the following:
The ability to animate directly in the screen editing mode. This will eliminate the need to use a sprite editor.
When printing texts on the screen, their sizes can be set from 1X1 to 8X8 character cells.
We can try to implement a "rubber" font mode, which can be scaled pixel by pixel without losing image quality. This can be done by storing the font as formulas (lines, circles), then only the base points for these letters can be scaled. For obvious reasons, all curves will always remain smooth. If thicker letters than one pixel are needed, filling inside the letters will have to be used - this can be quite a slow process.
You may have noticed that both "ART-STUDIO" and "ARTIST-2" have filling issues. Don’t believe it?! Then try to fill the entire screen with a texture where the pixels are quite dense but with spaces between the dots. Then try to fill the entire screen with another texture. Well? I know how to make a filling that will work 100% correctly, but even slower than in "A.S.", possibly several times. Therefore, we will probably have to make two versions of filling - one fast but with possible errors, the other slow but correct. It is also possible to implement a filling function not with a texture but with a window of arbitrary size. The filled area can be scrolled pixel by pixel in all directions.
If we try hard, we can implement BLEND functions. For those who do not know what this is, I explain: BLEND is similar to Morphing. That is, you can choose the initial and final objects and calculate the required number of transformation phases from one to the other, and then place the resulting frames along a specific trajectory. This FX achieves interesting images that take an incredibly long time to draw manually.
Also, an interesting function may be the FOUNTAIN FILL (gradient fill). With it, you can fill a closed contour with a smooth transition from one tone to another. But what is done on AMIGA with a rich palette will have to be done on Spectrum using textures.
We can also try to implement formula graphics functions. By the way, I haven’t seen anything like this on PC or AMIGA. I imagine it like this: the user inputs initial parameters (number of segments, number of phases, X1,Y1, Xn, Yn, etc., and the program builds sine waves, arcs, etc. according to the formulas. It is quite easy to implement more complex vector shapes, such as a ball in INSULT. I have a clear idea of how to implement this, but I am not sure I will be doing it.
Of course, working with nodes like in "COREL DRAW" would be very useful and convenient. When in any image, key points (nodes) could be defined, and then by moving these nodes, the shape of the image could be arbitrarily changed, but again, significant time (not processor time, but my time!) will be required to implement this mode.
Almost everything that exists in editors for "big" machines can be implemented on SPECCY, but one thing is absolutely unrealistic: There is only one thing in PC "COREL DRAW" that cannot be implemented on Spectrum, even with all the desire and skill - step-by-step saving of the image. Namely: for example, at the very beginning of working on a drawing, you drew a circle, then you performed dozens of other actions, wrote a bunch of texts over the circle, and so on, and then, at any moment, you can select this circle and start moving it under the other images, delete it, or, for example, change its color. You can also do UNDO all the way back to the very first step. All this is possible because the screen there is stored not as a sprite as on Spectrum, but as a sequence of formulas. On SPECCY, this is absolutely unrealistic, as 3.5MHz and 128kB are not enough for such luxury. But there is no need to be too upset! Imagine how long a PC would take to reconstruct an image, outputting it from the very first action to the last. If the image on the screen is complex enough, even the most advanced PENTIUM would lag terribly. Of course, for PC users, this is a normal and common phenomenon, but for us, used to working on SPECCY - it is unbearable torture!
All this is far from a complete list of innovations that are planned to be implemented in the program. There are also some ideas that we consider impractical and will probably not engage in their implementation, namely - the ability to edit screens larger than 256 X 192 pixels (this is, of course, very convenient, but I fear we will barely have enough memory even if the screen is of standard size); built-in editors for MULTICOLOR and BORDER pictures. User opinions on the necessity of these functions are interesting.
As an artist, I could not help but pay due attention to the design of the program. I hope you will like the appearance of the editor.
In creating the program, we are trying to use the most advanced demo coding technologies. Whenever possible, the speed of all editor procedures will be increased. Of course, you may think that everything we want to do in SOTA is elementary. So it is, if doing everything separately, but when trying to fit all this into 128kB, when it is necessary to connect all procedures together, that’s when a bunch of huge problems arise. It’s cool, of course, to roll out one effect on all 128 kB in demos. We have to find the most optimal option in terms of SPEED/MEMORY. Therefore, if you think that something could be done faster, think about how much memory it will take. We have already had to allocate memory space where the most time-critical procedures will be decomranched in turn.
At the moment, the interface and some functions have been written, but the bulk of the work is still ahead.
Currently, the editor is being developed by: RUFF, SHADOW, SADMAN, and me (VIATOR).
Useful advice has been given to us by: PANDA, SOI, IMP, SMASH BAND, DIGITAL REALITY, VBI, ROB F.
A huge TNX to all of them!
Personal thanks to LAZY from ETC for the wonderful screen compressor!
We especially want to receive feedback and specific advice from the following artists:
KAMIKAZE
FIL GFX
Bobov Ivan
ROM
TRACER
programmers:
Mednonogov Slava
STALKER
RST-7
ALEM
NICODIM
groups:
PETERS
XL-DESIGN
OUTLAND corp.
BLACK SHARK
NEW
FLASH
GOLDEN DISK
distributors:
INFORMCOM
LOGROSS
MAGIC SOFT
etc.
Contents of the publication: ZX Format #07
- From the Authors
Update on SMUC, distribution issues, and plans for future ZX Format issues. Authors address outdated SMUC info and distribution problems of ZF-6. Upcoming content includes game descriptions and new projects.
- Аторы журнала
Contact information and editorial team details for ZX-Format No.7. Provides mailing and electronic addresses, as well as contact phone numbers. Information on the availability of their website and specific contact instructions.
- Содержание номера
The article provides an overview of notable software releases on the St. Petersburg market for autumn. It also includes detailed descriptions of games, programming tips, and hardware projects. Interviews, philosophical tales, and reader letters enrich the issue.
- Игрушки - Welcome
An overview of software novelties for ZX Spectrum, including games like 'Los Angeles Drugs Bust' and 'Jungle Warfare'. Each game description provides insights into graphics, gameplay, and features. A variety of genres from action to strategy are covered, showcasing the diversity of software offerings.
- Игрушки - Алешкин А.В.
The article describes the game 'TAI-PAN' as an arcade-economic game set in the 19th-century East, focusing on trading and survival amidst pirates and danger. It details the gameplay mechanics, such as trading goods, managing finances, and navigating seas with different ships. Despite its engaging plot and interface, the game didn't achieve much popularity in Russia.
- Игрушки - Soft
A whimsical narrative in a fantastical world where colors converse with the Last, a character recounting tales of ancient humans, coders, and a mysterious past. The story explores themes of language, translation, and the creation of 'the Last' amidst fantastical beings like flying hippos and sea giraffes. It serves as a fictional narrative with humorous elements, blending science fiction with satire.
- Игрушки - Alex ASP
A parody on Tolkien's 'The Lord of the Rings' named 'Bored of the Rings' by Delta 4 is explored. The text references adaptations, humorous adventures of characters like Fordo and Bimbo, and differing versions from Delta 4 over the years. Anticipated prequels and correspondence excerpts with Delta 4's Fergus McNeill are mentioned.
- Игрушки - Гил-Гелад
The article provides a detailed guide on navigating the 3D Construction Kit interface for ZX Spectrum. It explains menu options for file management, game setup, and in-game conditions. Additionally, it covers object creation, editing, and logic implementation within the program.
- Программистам - Дмитрий Рудовский
The article concludes the description of BB commands and provides tips on their usage. It details the usage of the CLOCK command for time and alarm management on ZX Spectrum. Additionally, it explains the SORT command for array sorting and introduces new logical and mathematical functions.
- Программистам - Angel
Introduction to assembly programming for beginners, covering basic concepts and commands. Detailed explanation of processor registers and flags, with examples. Offers practical advice on transitioning from Basic to assembly language.
- Программистам - GreenFort
Discussion on fast calculations in assembler for tasks like vector graphics and astronomy. Describes procedures for binary division and multiplication, with examples for different byte sizes. Highlights the adaptability of these methods for increased precision.
- Программистам - TP, Stinger
Detailed technical description of the Mod file format for music composition on ZX Spectrum, focusing on structure and data offsets for title, instruments, and patterns.
- Программистам - Research
The article describes the capabilities and limitations of the Convert program, focusing on its use for converting images to the BMC format. It includes technical details about the program's functions, such as dithering methods, sprite and screen format output, and the removal of extraneous dots. Additionally, the article briefly discusses the source code of X-Color and its potential applications.
- Обзор
The article discusses the ENLiGHT'97 demo-party held in St. Petersburg on August 24, 1997, featuring platforms like Spectrum, Amiga, and PC. The event attracted around 1100 delegates, leading to overcrowding and technical issues, which caused the cancellation of the second day. Despite these issues, the event was generally enjoyable, and there is hope for another event in 1998.
- Обзор
Review of VideoFAIR exhibition in Manezh with highlights on video and audio equipment. Amiga-service and various companies showcased their technological advancements in video editing and broadcast systems. Notable innovations include 3D laser-scanned displays and professional audio solutions.
- Железо - Nemo
Discussion of KAY technology export to decentralize Spectrum production. Highlights potential benefits and challenges of local manufacturing. Emphasizes quality assurance and support systems.
- Железо
The article describes the development of a new Scorpion motherboard, focusing on enhancing graphics, speed, and compatibility with modern peripherals like IBM keyboards and mice. It introduces the GMX (Graphic Memory Extension) board, designed to upgrade existing Scorpion models to match the capabilities of the new motherboard. The GMX board offers significant improvements in memory, graphics, and processing speed, while maintaining compatibility with ZX Spectrum and Pentagon standards.
- Железо
The article provides a detailed overview of two popular audio amplifiers for ZX Spectrum users in St. Petersburg. It highlights the advantages and specifications of the 2 X 2W low-voltage amplifier and the 2 X 22W car amplifier. The article also includes a price list and ordering instructions through the 'Nemo' company.
- Примьера
The article describes the improvements and features of the Turbo Assembler version 1.1 for ZX Spectrum. It highlights the differences from version 1.0, such as bug fixes, screen size changes, and added features like line editor and syntax checking. It also details the memory allocation and provides a guide on using the editor and compiler functions.
- Примьера - STS
Description of the Riff Tracker MOD-editor for General Sound, its features, and functionalities. Provides detailed instructions on using editing and sample management. Notes on the current version limitations and expected improvements.
- Примьера - Paul Atrides, Alex Noman
Presentation of Oberon Creative Pack, consisting of ZX-WinWord and Sprite Cutter. ZX-WinWord is a text editor combining text and graphics with advanced features. Sprite Cutter allows sprite creation and manipulation in various formats.
- Примьера
Presentation of the second demo version of the game Headball by ZX-Masters, discussing its features and improvements since the first demo. The game offers two-player mode, four levels, three types of projectiles, various options, and computer difficulty settings. Availability of Turbo mode and enhanced synchronization and animation make it unique among other Spectrum games.
- Интервью - Ruster
Interview with Digital Reality about ongoing projects like DOOM and Paradise Lost. Discussion of challenges and progress in game development. Preview of their submissions for the ENLiGHT event.
- Интервью - Ruster
Interview with members of the newly formed group EXTREME. They work on demos for Spectrum and Amiga platforms and discuss their team members and activities. The interview also touches upon the state of the Amiga scene in Moscow.
- Интервью - Борис Прытков
Interview with Samara-based Spectrum enthusiasts discussing their achievements and challenges. Emphasis on community building and publication of Oberon magazine. Efforts to establish a Spectrum network and convert the game WALKER.
- Интервью - Борис Прытков
The article is an interview with members of the group Flash inc. discussing their projects for ZX Spectrum and PC, including a music editor with an innovative interface and a new multicolor graphic editor.
- Интервью - Михаил Акимов
Interview with Moscow-based group Progress discussing their current work on Spectrum demos, plans for future projects on Amiga, and opinions on the Russian demoscene.
- Интервью - Михаил Акимов
Interview with Felix about changes in the tech landscape, the enduring appeal of Amiga despite PC dominance, and his work on 'Winnie the Pooh - 2' for Spectrum.
- Интервью - Ruster
Interview with Slash about the ENLiGHT event, including sponsorship issues, attendee behavior, and the quality of music and demos. Discussion of the current state of the Spectrum and Amiga markets. Commentary on music trackers and the future of hardware development.
- Интервью - Ruster
Interview with V. Mednonogov after ENLiGHT'97 discussing impressions of the event, future of Spectrum, and his current project 'Black Raven'. Mednonogov shares his views on new hardware and software development and the importance of copyright. He also discusses his plans for upcoming projects and the challenges faced in game development.
- Здесь был ты
A satirical guide to gaining power and invisibility using magical rituals and Orbit gum.
- Здесь был ты - Saggitarius
A contemplative novella about a man's existential journey after encountering a mysterious individual offering a device called the Stop Crane. Through flashbacks, the protagonist reflects on his life, uniqueness, and his desire to break free from societal constraints. Ultimately, he faces the moral dilemma of using the Stop Crane to transcend time and existence.
- Почта - Eagle Soft
Critique of ZX-Spectrum software, highlighting the limitations of current programs and recommending the removal of outdated tools. Discussion on the limitations of assembly programs and the need for more efficient assemblers like M80. Evaluation of current music and graphic editors, with a focus on the redundancy of certain applications.
- Почта
Discussion of reader inquiries on ZX Format distribution and content. Responses include details on acquiring issues and technical insights on the KAY-256 computer. The magazine also addresses criticism of its market outlook article.
- Почта
This advertisement highlights XL Design Inc.'s software distribution campaign, offering games like 'Plutonia' and upcoming releases such as 'Mortal Kombat'. Mouse controllers are promoted with humorous selling points and pricing details. Studio LOGROS provides a wide range of software and peripherals, with options for local and remote purchases.
- Разное - Александр Сысоев
The article discusses the creation of an RPG game by the OBERON GROUP, inspired by 'Eye of Beholder'. It describes the game's humorous plot set in a distant galaxy and the battle against invaders on a planet named Agima. The team invites musicians, artists, coders, and scriptwriters for collaboration.
- Разное - Viator
The article describes the development of a new graphics editor called STATE OF THE ART for ZX Spectrum, aiming to improve upon existing editors like ART-STUDIO and ARTIST-2. The team AVALON, inspired by feedback from the SPECCY artist community, incorporates features from editors on Amiga and PC, while also addressing specific user requests. Key features include a user-friendly interface, enhanced magnify mode, advanced shape and window manipulation, and optimized performance.
- Разное
Discussion on enhancing consumer quality of Spectrum computers without altering their technical specifications. Suggestions include improving existing support, developing platform ideology, and structural changes. The article also touches on the potential of electronic books and their commercial viability.
- Amiga Club - Максим Петров
The article describes the author's admiration for the Amiga computer, emphasizing its aesthetic and technical merits compared to other platforms. It explores the author's programming experiences on Amiga, highlighting its efficiency and the impressive capabilities of its new hardware upgrades. The article concludes by reflecting on the unique community and passion of Amiga enthusiasts.