Deja Vu #05: Honor Roll: Issues and Critiques in ZX Spectrum Magazines

span>SoundTrack: COMPOSITION BY RLA/CRG 1998  
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(C) CAV Inc. /AURYN/CPU
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About different things....

I recently read some publications and was surprised by certain things. I'll start with those publications that I couldn't read on my Pentagon. They include: Publick Spirit and ZX-Element. I did manage to read the latter under an emulator. What connects these two publications is the mouse. Many publications now have mouse support. But it doesn't work correctly everywhere (or rather, it doesn't work at all). After all, how many times have we said, if you enable auto-detection of some device, check how it works. And if you're not sure, do a SETUP to work normally, disabling that device altogether! Of course, I understand that there will be people who will fix these publications, but what impression will simple users have after trying to read a new magazine and being greatly disappointed.

And this kind of thing has happened more than once. This raises a question to our esteemed coders: what the hell are you doing? And you still ask for money for your programs. And then you wonder why no one is eager to pay you. Or let's take, for example, the new commander included with ZX-Element. Again, comrades have dived into the ROM. I will never reflash the ROM. And you can read #1F in other ways. Comrades from Belarus urge everyone to adhere to standards, taking into account machines with separate memory fields and unstable data buses, but what are they doing themselves?!

I can be countered, of course, that they needed to intercept #1F to track errors, and they didn't do it any other way because in the machines used in Belarus, the TR-DOS firmware is, to put it mildly, non-standard. There is some reason in this, but you can catch disk errors (all of them) using the standard entry into TR-DOS; complete information about this (including the driver) was in ADVENTURER #5 or #6. So, does it mean that no one reads anything? In general, reading various publications, I am amazed by the ignorance of some people. It feels like they got stuck at the level of 1994 and know nothing. I, damn it, try to read every publication dedicated to SPECCY (what I will do with it later is another question). And don't tell me that users don't know how to get new programs and publications. Almost everyone knows the address of INFORCOM, and other addresses can also be dug up from scrolls and help files. All well-known publications and groups publish addresses for correspondence. And the ADVERTISING section should be read sometimes. This is your chance to announce yourself to the world. Do you think these publications wouldn't be happy to have a new author? And don't be shy about your literacy (if you saw the source code of my articles....) The more you write, the more interesting and diverse information will appear. After all, the possibilities of SPECCY are certainly not exhausted yet. And the possibility of coding is definitely! You know how people are amazed when they see a working SPECCY, around 1993-94, when I show them new programs and demos. They DO NOT BELIEVE that this is a SPECTRUM. Let me give you an example. At work, my system administrator saw a SPECCY, though it was a cassette-48 and it was a long time ago (at least she saw it). And when I showed her demos from ENLIGHT '97 under an emulator (the emulator was just awesome; you can't tell it apart from the standard Pentagon of 1993), she was in shock. If there had been a sound card too, the shock would have probably been even greater. From my observations, those who have been with SPECCY for a long time never forget it. So, in Rybinsk, Auryn gathered under its banner (the ADVENTURER magazine) almost everyone who wanted to do something on SPECCY. You should be proud that you use SPECCY. I won't say how convenient it is to work on it and so on, or that WIN-95 must die (yes, that's for sure; I can freeze the system in a minute, or even less, especially when you launch about four programs, and generally, it depends on the phases of the moon :-)). So, again, the article turned out not very good; I guess I'm getting old...
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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.