Deja Vu #05: Honor Roll: Activities and Future Projects of Eternity Industry

SoundTrack: (C)SECTOR/SERIOUS S.G./DEJA VU  
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(C) Demiurge Ash/Eternity Industry, 1998
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At the request of dAn!!La, I will tell here about our team and our projects, both completed and only conceived.

"Now he saw Eternity as it really was - a cesspool of entrenched psychoses, a tangled ball of human lives, mercilessly torn from context."
Isaac Asimov, "The End of Eternity".

Our team is quite large, uniting all the best forces of the city of Kovrov, both on Spectrum and on PC. Amiga is not yet observed in the city, but there are already those who wish to acquire this "girlfriend." The group was formed in October 1997 and has already managed to do quite a bit:

- Our informational combat leaflet - "Buzz" is quite popular. 14 issues have already been released. The editor of this newspaper is D-Man.
- Advanced Nether Earth, our favorite game, has been released. This version is simply packed with music and graphics. The entire Eternity Industry team participated in its development. I hope dAn!!L will find it possible to include it in the appendix to this issue of Deja Vu.
- Spy has quality disketted several games, attaching some pretty cool intros to them.
- 13 graphic works by Demiurge Ash were included in the SlideShow titled: Demiurge Ash: His first Slide Show. Perhaps, soon the second part of this project and the first SlideShow by Paracels will be released (we have two _cool_ artists in our group!).
- As a small joke, Spy and Paracels (Prodigy fans) released a little joke-track "Climbatize." D-Man and Syrus also participated in this project.
- As for PC works, I won't elaborate much; I will only say that mainly special effects are created there, but there are plans to create an arcade game and a large trackmo.

Now it's time to present the complete list of our group's members:

ZX D!v!s!0№ :
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Demiurge Ash .....................
.................... Organizer/Coder/Gfx Artist
Senat ............................
................ Coder/Adviser/3D-Maker
D-Man (ex-DYK) ...................
.................... Swapper/Some Coder
Syrus (ex-Mr.Alex) ...............
........... Musician/Coder/Sharp Critic
Paracels ..........................
................ Gfx Artist/Coder/Xorer
Spy (ex-Archy) ...................
....................... Coder/Optimizer
Crazy ............................
.............. Beta-tester/Gamer/Critic

P( D!v!s!0№ :
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Pyrodex (ex-Acid Rain) ...........
................ Main Coder/Algoritmist
DarkLion ..........................
........................ Coder/Transfer
Digital Brain ....................
................................. Coder
Hexmaster ........................
......................... Coder/Muzaker

But our main works are still ahead. Right now, intense work is underway on the following projects:

- "12 Secret Books" - a role-playing game with numerous situational locations, which will take up an entire disk even when packed. A multitude of weapons, magic. Crowds of monsters, wizards. Piles of ancient manuscripts. A system of missions and secret parts. Coming soon demo mission. Compared to the already released 12ТКdemo, it is twice as elaborate. This project is attracting new people. It turns out to be something between Ultima, Might&Magic, and Diablo.
- "Lust Poker" - this is a reworking of a rather well-known poker. Again, a lot of music, hand-drawing gfx, digital fx. A special part - slide show. A bit of sharp animation. The guys from MegaCode are involved in the work.
- "Mandarin" - a track-based copier from our Paracels - a master of VG.
- "МegaBoot" - Senat and Paracels are writing a new boot with extraordinary features: viewing texts, images, listening to music, etc.
- "Black Fury" - mini joke-demo. Animation transferred from PC. Black&White. We will add a bit of special effects and off we go.
- Senat writes effects that then get into our intros.
- Syrus pushes cool tunes that again get into our works. But we still lack music...

In addition to everything listed above, we participate in projects of other groups, both in graphics and in codes. I think it's worth listing the groups and people whose works we participate in one way or another, either helping us in our projects or vice versa:

- Megacode (Exploder & Sat)
- Phantom Family (Andrew Fer & otherz)
- Playgear Company (dAn!!L & otherz)
- Auryn / CyberPunxUnity
- Serzh Soft
- Stryker & Amigo

Many thanks and big greetings to all of them from the pages of this magazine.

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For those wishing to contact us:
601908, Vladimir region,
Kovrov-8, house 16, apartment 73.
To Shirokov Alexey.
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`¤¤( I N D U S T R Y )¤¤'
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Contents of the publication: Deja Vu #05

  • Аперативчик - Max
    Detailed instructions on managing the DEJA VU interface, highlighting different input methods and navigation commands. Explanation of the new and old interfaces for enhanced user experience. Discussion on additional features like frame scrolling and music management.
  • Аперативчик - Max
    Discussion on supporting machines with more than 128k memory, leading to separate shells for 128k and 256k systems. Testing was mainly done on Scorpion and Profi, with functionality on other models anticipated. Article includes guidance on unpacking source files and insights on using improved algorithms.
  • Тема - M.M.A
    This article explores the theory behind digitizing sound on ZX Spectrum, focusing on sampling and quantization processes. It provides practical insights into converting sound files using specific hardware and software. Additionally, it offers methods to enhance sound quality while working within the hardware limitations.
  • Theme
    The article discusses the Save Our Scene initiative aimed at uniting Spectrum users and developers to promote software distribution and enhance the scene's development.
  • Charter of the Amazing Soft Making Association
    Discussion of the founding charter of the Amazing Soft Making association, detailing its goals, membership criteria, and operational principles.
  • Theory of Magazine Creation
    The article provides a detailed guide for aspiring magazine creators, focusing on technical aspects such as interface design, memory management, text formatting, and music integration for ZX Spectrum publications.
  • Solder Drop
    The article provides a personal account of purchasing and using the General Sound device for ZX Spectrum, detailing installation and sound performance. It discusses the initial issues encountered and praises the enhanced audio experience in compatible games. The author encourages further software adaptation for the device and reflects on multimedia capabilities with simultaneous hardware use.
  • Solder Drop
    The article discusses the capabilities of Sound Forge 4.0c for professional audio processing on PCs, highlighting its extensive features such as sound editing, effects, and restoration tools.
  • SOFTWARE
    The article reviews the latest software developments for the ZX Spectrum from Samara, including updates to MAXSOFT SCREEN PACKER, File Commander, and new applications like S-Terminal.
  • SOFTWARE - Card!nal
    Review and walkthrough of the logical graphic adventure game 'Operation R.R.' with detailed level instructions. Discussion on game elements like music choice and graphic design. Mentions new coder MAX/CYBERAX/BINARY DIMENSION's involvement.
  • SOFTWARE
    Discussion on the current state and evolution of the demoscene, highlighting the rise of 4K intros and upcoming competitions like FUNTOP'98.
  • CODING
    Article discusses assembly language coding techniques for optimizing screen scrolling on ZX Spectrum, featuring example code and performance analysis.
  • CODING - RLA
    The article explores stack manipulation techniques during second type interrupts for graphical effects on ZX Spectrum. It discusses solutions for preserving data integrity when interrupts disrupt graphical operations. Practical examples are provided to handle stack issues efficiently.
  • CODING
    The article describes the MS-PACK packer and its DEPACKER, detailing usage scenarios and providing BASIC and assembly code examples for handling packed files. It emphasizes optimizing performance by allowing unpacking with interrupts enabled and separating the DEPACKER from packed files. Additionally, it includes insights on programming techniques for loading and executing BASIC files on ZX Spectrum.
  • CODING
    The article discusses various coding techniques for ZX Spectrum, focusing on sprite rendering, rotation algorithms, and optimization methods to enhance performance.
  • ANOTHER WORLD
    Discussion on the evolution of multimedia technologies and their impact on various fields, including education and entertainment. It covers advances in computer hardware and software that have facilitated the integration of audio, video, and text. The article reflects on past developments and speculates on the future of multimedia systems.
  • ANOTHER WORLD
    Comparison of PC and Amiga systems highlighting performance, software costs, and user experience with multimedia capabilities.
  • Honor Roll
    Interview with PROGRESS discusses their creative journey on ZX Spectrum and AMIGA, addressing challenges in demomaking and the current state of the scene.
  • Honor Roll
    The article details the activities and future projects of the Eternity Industry team, based in Kovrov, including successful releases and collaborations with other groups.
  • Honor Roll
    Discussion of the Artcomp'98 festival, focusing on its mail-in format and guidelines for various competitions, including demo, graphics, and music categories.
  • Honor Roll
    The article provides a glossary of terms used in the demo scene, explaining roles such as musician, coder, and graphician, as well as different types of demos and effects. It serves as a useful resource for understanding the terminology and dynamics of the community. This is a descriptive piece aimed at educating readers about the jargon of the demo scene.
  • Honor Roll
    The article discusses the issues with mouse support in various ZX Spectrum magazines and the frustrations of users when encountering compatibility problems. It critiques developers for not adhering to standards, leading to poor user experiences. The author expresses the importance of consistent improvements in software for the ZX Spectrum community.
  • Honor Board
    The article discusses the process of creating tricolor images for ZX Spectrum using Photoshop and a simplified approach. It outlines how to divide an image into RGB channels and convert them for use on the Spectrum. Additionally, it provides tips on how to manage the files for optimal results.
  • Honor Roll
    The article discusses the comparison and perspectives on various computer systems, particularly emphasizing the strengths of AMIGA over PC and advocating for appreciation of all machines.
  • Seven and a Half
    Article discusses the humorous absurdities and peculiarities of military training and academia, blending satire with real anecdotes and witty observations.
  • Seven and a Half
    The article provides a satirical manual on programming methodologies, mocking the rigidity of formal programming practices and advocating for a more creative approach to coding.
  • Seven and a Half
    Instructions on safe sex practices, including guidelines on eligibility, preparation, and actions during and after the sexual session, along with handling emergency situations.
  • Seven and a Half
    The article discusses a call for a talented artist in Krasnodar for a ZX Spectrum group, raises concerns about the unethical practices of Scorpion regarding software rights, and critiques a video review of E'97.
  • Seven and a Half
    The article 'Семь и 1/2' narrates a humorous picnic adventure involving the editorial team of Deja Vu, highlighting their camaraderie and mishaps while preparing a barbecue.
  • Trial of the Pen
    The article is a humorous take on the fictional adventures of Winnie the Pooh as he interacts with computers and friends, discussing the absurdities of technology and daily life.
  • First Pen
    The article discusses the new section in Deja Vu dedicated to fantasy and science fiction literature, featuring book reviews and reader participation in content creation.
  • Advertisement
    The article is an advertisement section from Deja Vu #05, promoting collaborations with designers and musicians for future issues, and offering various software and hardware for ZX Spectrum.
  • News
    The article announces the launch of a new magazine, AMIGA RULES, focused on the AMIGA computer, addressing the lack of quality Russian-language publications. It aims to provide information on programming, hardware, software, and gaming, while fostering a community among AMIGA enthusiasts. The magazine will include contributions from readers and regular updates on the AMIGA scene.