SoundTrack: COMPOSED BY DJ.DARKMAN/SERIOUS
Edition: Ze Pagan/PGC/BD
... This article is a sort of continuation of the material published in the modern newspaper BUZZ 14. We found it quite interesting and educational, as it sheds light on those mysterious little words that the gentlemen demomakers generously feed us (and you);). Thanks to the dictionary below, you will finally understand who is who...
Glossary
========
The definitions given below primarily relate to the demo scene. The terms in parentheses indicate the words from which the term originated or another variant of the term.
Musician (music artist) - musician - a person who writes music for demos, intros, music disks, etc.
Coder (code) - uh... programmer. In a rather narrow sense of the word - primarily uses assembler.
Graphician (gfx artist) - artist - draws pictures, logos, fonts, etc.
Swapper (swap) - engages in the distribution of software (of their group or not - it doesn't matter) through regular (non-electronic) mail (packages, letters, etc.).
Fixer (fix) - deals with fixing software to ensure its proper functioning. For example, fixes other people's bugs.
Organizer (organize) - organizer, ideological inspirer of the team, perhaps ;) .
Cracker (crack) - engages in hacking software to remove protection/some limitations.
Crew, Group - team - a group of people united by an idea (or an organizer) to implement some project(s), for example, writing demos, hacking/distributing software, or something else.
Demo (in general) - a program written to showcase the capabilities of the team in programming, graphics, music, design. It does not aim to make a profit. More precisely:
demo (demonstration) - size over 100k; intro (introduction) - size no more than 100k. Conditionally, it can be divided into:
1) Invitation intro - intro written to invite people to some party. Contains a description of the competition conditions, the equipment used, deadlines, location, etc.
2) BBS intro - represents an advertisement for a BBS. Usually small in size, with some way of appearing text and 1-2 effects, and sometimes music (often Adlib). They strive to stuff it into archives that pass through BBS.
3) Crack intro - an intro written in honor of the group's/cracker's hack of something. It can be said almost the same as for BBS intro.
4) intro - roughly speaking, a small demo. These are, for example, those intros that participate in competitions. Formally, they do not differ from demos except for their size.
Trackmo (TRACKING deMO) - on PC/Amiga - demo or intro in which all action (i.e., image) is tightly tied to the music in such a way that it is watched in one breath. The music is usually techno (easiest to synchronize). On Commodore 64, this refers to a demo that does not require human intervention during playback (pressing space to continue, etc.).
Dentro (DEmo-INTRO) - demo preview. Released to spark interest in a demo that is not ready yet but is expected. Sometimes it is just a set of pictures (slideshow) with music and a list of effects that can be seen in the demo.
SlideShow - pictures (drawn or rendered) shown to music.
Music Disk - a set of several melodies by the group's musician(s), beautifully decorated with pictures/effects/text.
Diskmag (Disk Magazine) - electronic magazine. It differs from a simple text file by the presence of music/graphics, and some video effects. That is, the appearance of the magazine is almost as important as its content.
Logo - a small drawing (smaller than the screen) representing a symbol/emblem of something. Usually, it is a stylized name of the team or project.
Compo (competition) - competition/contest (see also 'Party').
Party - an organized gathering of people for some purpose. For example, demo parties - for viewing demos that are often written specifically for such events. Usually organized by some team with the involvement of sponsors. Parties are most often held in Scandinavian countries.
Distribution Site (dSite, DistSite) - BBS (ftp) where you can download all the latest releases of the team(s) that this BBS represents.
Gradient Filling (заливка градиентом) - filling a contour with a smooth change of brightness/color.
Fractal (фрактал, фрактальный)
1. A self-similar set that forms similar images upon any magnification, the most famous being the Koch curve, Sierpiński curve, Mandelbrot set.
2. The Mandelbrot set, as the most famous special case in Julia set theory.
3. Any pictures/landscapes/images whose formation uses a random number generator, for example: plasma, voxel landscapes. Although, in a broad sense, all this is the same ;).
Voxel (Volume piXEL) - a spatial element, a volumetric pixel. Voxel technology implies breaking space into separate elements (usually by planes parallel to OXY, OXZ, OYZ) and considering these elements as indivisible.
Texture Mapping - a method of overlaying images, transparency, roughness, etc., on a surface to give realism.
Environment Mapping - overlaying a map of the surrounding environment, causing shiny (mirror) objects to reflect everything around them. When the object's position changes, the reflection also changes, enhancing this effect.
bump map - bump map; glow map - glow map, shine map.
Motion Blur, Delayed Vectors - related concepts. Essentially, the effect of blurring an image during (rapid) movement. The term Delayed Vectors is more often applied to WireFrame objects.
Fading - a smooth change in brightness (of a part of) an image.
Shading (затенение, закраска) - methods that allow reproducing an object differently depending on the position of light sources.
Facet (flat) shading - the faces of a polyhedron are shaded each with one color considering the orientation in space concerning the light source and observer. The object looks similar to a crystal.
Gouraud shading - a method of gradient shading with smooth color transitions: different colors are assigned to the corners of each polyhedron, and then their interpolation is conducted within the surface.
Phong shading - a method of gradient shading, where the normal to the surface of the polyhedron is interpolated, and then shading is done, creating a color play effect (highlights) and providing a more natural image than the Gouraud method (however, it usually works slower).
Nix Shading - this method is a variant of Phong shading, and the texture is a 256x256 table. The only difference is that the normal is interpolated not in polar coordinates but in a coordinate system that has no name. This interpolation gives the same error as in polar coordinates. But Nix solved the problem of rotating objects in all directions: rotating normals in Cartesian coordinates and converting to polar directly during shading.
Splines (сплайны) - types of mathematical models used to represent smooth curves (passing through given points).
Scaling (масштабирование) - increasing or decreasing the image or object.
Shade Bobs - an effect achieved when moving across the screen along an arbitrary trajectory of a pattern (for example, a circle or square), while at each point of movement, summing the already present color with the color in the pattern, ignoring overflows. Notably, if you move in the opposite direction but subtract the color, you will return to a black screen.
Wireframe - representation of image models in the form of a "wireframe" made of connecting segments.
Zoom (in/out) - zooming in (zoom, zoom in) / zooming out (zoom out) of an object.
Transparency - transparency.
Transparent Vectors - a method of depicting a transparent object.
Morphing - a smooth "transformation" of one object (image) into another by establishing a one-to-one correspondence of each element of the original object (image) to the final one and smoothly changing into each other. Morphing consists of a mixture of three separate algorithms: warping, tweening, and dissolving.
Warping - a mathematical trick that stretches and compresses an image as if it were drawn on rubber. Warping is defined by points or lines.
Tweening, short for in-betweening, - interpolation of two images to achieve smooth animation. Tweening is usually performed on points, lines, or polygons. Tweening is convenient to use when warping is oriented towards lines in a specific implementation. By tweening the positions of the control lines, one can smoothly distort the image. Even with just warping and tweening, one can create photorealistic animation from a single photograph.
Dissolving, or cross-dissolving, - as they said in Hollywood when one scene was darkened while another was "lightened." A double exposure was made in the middle. It works like this: if the entire image is covered with a grid, then warping changes the shape of each quadrilateral, tweening moves the grid, and dissolving changes a piece of the image within the quadrilateral. When all three effects are applied together, morphing is achieved.
Raytracing - a method of constructing a realistic image of an object based on its geometric (mathematical) model. For each element of the image, an imaginary ray is projected from the viewpoint to determine how a part of the model should be reproduced for that point on the display.
Rendering - creating an image based on one representation of the object using one of the methods of synthesizing realistic images (for example, Raytracing, Gouraud Shading) (information about surface, volumetric parameters, etc.).
Anti-aliasing - eliminating the roughness/steppiness of the image contour.
Bump Mapping - a method of displaying a bumpy surface.
Frame Buffer - a specially allocated area of memory where an image (frame) is stored in a form ready for display on the screen.
S-Buffer - the same as Z-Buffer, only instead of an individual pixel, a segment of a horizontal (or vertical, if more convenient) scan line is taken as a unit of the image. It stands for Span-Buffer (sometimes also called Segment-Buffer).
Clipping - cutting off parts of an image that go beyond the boundaries of the area.
Modeling - the process of describing the shape, movement of an object, and the structure of its surface.
Sprite (эльф) - a small (significantly smaller than the screen) graphical object formed in hardware that can be displayed/moved in any graphical/text mode. One can draw an analogy - as if a transparent film with a drawing on it was laid over the screen. Usually, there are also means for detecting sprite collisions (sprite to sprite collision), collisions of a sprite with an image (sprite to background collision), a sprite can also be placed in front of or behind an image or another sprite (sprite priority). In most systems, there is a limit on the number of sprites visible on the screen simultaneously. This limit is generally surmountable.
Areas of application:
- moving objects;
- overlaying one image onto another;
- increasing the resolution/number of colors of an image;
- scrolling.
Animation (анимация) - sequentially displaying on the screen stored in memory/on disk packed/unpacked images.
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.