Dedicated to Di-All and all the writers...
The idea to write this article came to me after reading DEJA VU #4 and after a personal acquaintance with the author of the article, which was about defending the pC and had a slight dig at the AMIGA. I apologize in advance to Di-All for what I will discuss below (I tried to tell him, but as always, I was not listened to, and I was too lazy to insist, etc., in general, everyone remained with their own opinion). In general, in light of the recent wanderings of people, one can say this - USER, USE THE MACHINE YOU HAVE. This does not mean that one should not strive for more; it simply means that one should not be ashamed of oneself, one's computer, and generally, what business is it of others what kind of hardware you have. Frankly, all comparisons of PC and AMIGA, pC and SPECCY, pC and MAC are incorrect - these are ABSOLUTELY different machines. They can only be compared among themselves, i.e., A1200 is cooler than A500, Pentagon is better than Scorp in some aspects, and the second Pentium is definitely cooler than XT. Now let's move on to Di-All's article. I don't know where he dug up some information about AMIGA, but, to put it mildly, it's not entirely accurate, or rather, it's completely inaccurate. A million operations per second? That sounds a bit far from the truth. Our good old Z80 has about a million (986 or something like that, I couldn't find the reference) at 3.5 MHz, while the A1200 is typically equipped with an MC68020, which has a frequency range from 12.5 to 33.33 MHz, so clearly, there's no million here. Well, that's just by the way. What can I say to all pC users, without exception, who see nothing but their PC and shout from the rooftops that everything else is garbage or, at best, agree that AMIGA was a decent computer, but that's all in the past. Guys, you are wrong, and I am wrong for once again starting this whole conversation. There are no better or worse computers - there are just different ones. I remembered a joke:
Students ask their teacher.
- Teacher, is it true that DAO is in every program?
- True, - replies the teacher.
- And in porn games?
- Yes, and in porn games.
- And in the calculator program?
- Yes, in it too.
- And in MS-DOS?
The teacher sighed heavily and said nothing.
There is no smoke without fire. So think about it. But, as they say, money decides everything, and in the case of PCs, money decided everything. As everyone knows, the average American buys what is advertised. As you can imagine, at that time in the States, the main office machines were systems based on eight-bit processors (i8080 and Z80), and a well-conducted advertising campaign allowed the PC to emerge on the scene. But honestly, if Lotus hadn't released its 1-2-3, we might have a completely different picture now. The development of the PC as a home computer began around 1990-91, at that time the corporate market became saturated, and the home market was just beginning to develop. In Europe, the SPECCY was slowly fading (the last branded games are dated 1992), COMMODORE had some difficulties and shortsighted management. Russia opened the Iron Curtain, and with a bribe to a certain official, PCs flooded in (by the way, they were primarily purchased for offices). In the States, Apple also had its problems, the situation was very favorable, and suddenly we got what we got. First of all, PC gamers and those wishing to profit from this significantly raised the status of the PC. All "professional" programs gained their power only now, having inflated immensely. All the bells and whistles that are now in PCs in offices are completely unnecessary. I can give an example from life. I have a woman accountant at work, not young anymore, but she works on a computer. So, she doesn't particularly like WORD and Write, but she works well in Lexicon. Why, you may ask - because it is more convenient for her there. All the fancy features of Word are unnecessary for her. And if someone too smart hadn't said that the DOS version of 1C accounting is worse and less convenient than the Windows version, she would still be using the old DOS programs on the three. What am I getting at is that AMIGA will always be cooler than PCs because it was one of the first multimedia computers. And PC users should not criticize AMIGA, MAC, NeXT, but rather put up a monument to them. Because there is very little of their own on PCs. Di-All says how cool multitasking works for him and vaguely mentions multitasking on AMIGA. What can I say, I can only answer with his own words: "to judge a machine, you need to work on it," not look at AMIGA at S0N's place for five minutes with bias. Now about the demos. So what if there are 3000 of them, that doesn't mean anything. PC demos from 97-98 look similar to AMIGA demos from 92-94. Moreover, a PC demo can run at its own will (....). And as for the 128-byte demo, well, that's not a problem. The demos I've seen (of that size) were variations on the theme of AGA plasma. The principle is very simple: throw some junk on the screen, and then cyclically change the palette, that's all. So there's nothing to be proud of here. The main criticism of AMIGA from PC users is that there are no 3D GAMES on it, and those that exist lag and don't resemble DOOM at all. Well, what can you say to them, they didn't look closely - that's one. Look at yourselves - that's two. (doom real 3d, yeah right!) What can one say when all sorts of p..ty effects in real-time mode on PCs are achieved with the help of 3D accelerators. These effects can be achieved without an accelerator (for example, The Reap and I don't remember which others, and I'm too lazy to search for links), purely by programming means. Also, regarding the development of AMIGA. Take the PC magazine "Computerra" #20 from 20.05.98, and on page 10, we see a message about AMIGA overcoming the crisis and that a new version of the system and a new machine for it are in development. In general, this magazine should be read regularly by both PC users and everyone else, as there is sometimes good material (for example, in the issue dedicated to shareware products, there was mention of some editor that is cooler than Photoshop and, as is typical for this type of software, smaller in size and less resource-intensive. There is a lot of other useful information to dig up there. For instance, the topic of brand-name computers is very well covered. Probably, everyone knows that "left" parts do not fit brand-name computers. This is one of the strategies of companies; it is much more profitable for them for you to buy a new computer instead of upgrading the old one, as money has been spent on the development of new models, and they need to recoup it before the model becomes outdated, which will happen very soon. As for the warranty, supposedly ensured by the presence of a loud name on the case... Have you heard the term OEM partner? This is when a product from an unknown company proudly bears the name of IBM or HP or someone else. The practice of OEM partnerships is very widespread. So I am not going to pay extra bucks just for a name. Buying, say, a red assembly machine, I know what I'm getting into, but I also know that I can always upgrade it. I am not against progress, but I am against this kind of progress. Just a few months ago, a P166MMX was sufficient for home use, and now a P200MMX is already the minimum, and a fully packed second Pentium can already be found for about 5000-7000 rubles (I recently saw an Ager's computer of medium configuration, i.e., nothing cool except the case, and this parasite costs 12 million old rubles!!!). In general, now I observe a very interesting picture (at least in the city of Kemerovo): there has been a wave of sales of old computers (by PC standards). So, you can get a P120 for 3200 rubles or even less. I observed a similar picture in Rybinsk in the spring-summer of 97, but there it was all sorts of DANDY and other similar nonsense. What does this indicate? That everyone has played enough and now they don't know what to do with it. Just playing mindless games can be done on consoles, and for something serious, many people simply lack the inclination. Very few people conduct business on their machines. What do you tell acquaintances, or not very familiar people, when they ask why you need a computer at home? Just to have it? Of course, that's also an answer, but is it true that you think that way? Many people are very rational; they won't ask you why you need a TV, a painting, or any of the established household items, but the question "why" always follows if they find out that you have something that doesn't fit the usual set of items. Many perceive the computer as a toy and approach it precisely from this perspective. And what is a computer for you? When you resolve this question, you will easily be able to determine WHAT kind of computer you need. And there will be no hesitation in choosing which is cooler, pC - MAC or AMMY. Try to feel your computer. Although it's just hardware, each has its own temperament. My Pentagon really doesn't like it when I get nervous or angry (including at it), it starts glitching for no apparent reason. And in defense of my theories and ideas, I'll give a simple example. Recently, a disk (for PC) called "Alice's World" was released, and all the graphics there were made on a MAC, that's one example. In the French city of Bourges, studios use NeXT, that's a second example. As you understand, a recording studio is quite a wealthy establishment, and if they needed it, they would have long since replaced their NeXTs with something else (especially since they haven't been produced for a long time). I hope you will think about what you will do next. But the life of any person changes if he has worked with a computer deeper than an ordinary user...
Send wishes and feedback about this opus to the editorial office of DEJA UV.
P.S. Please do not hold a grudge against me; my opinion will not change because of this.
P.P.S. Remember SPECCY, it lives!
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.