Deja Vu #05: SOFTWARE: Latest ZX Spectrum Developments from Samara

SoundTrack: SECTOR/SERIOUS S.G. - GOA-SONG
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(C) M.M.A
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Years go by, life does not stand still, but overcoming all the above factors, Samara programmers are still writing new software for the SPECTRUM with all their might. I will try to introduce you, dear readers, to the latest Samara novelties. By the way, some of what is described below can be found in the magazine's appendix.....

MAXSOFT SCREEN PACKER v1.4
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(C) MAXSOFT/SPEED CO./XTM'98

The new version of the MSP screen compressor was not planned at all, as MAXSOFT had long and actively stated that nothing connected him to the SPECTRUM anymore. But then came another critical moment when there was not a single unbroken program left on Max's "PC" hard drive. I cleverly took advantage of this moment and forced Max to create a new version of MSP. It was initially conceived that it would simply be a slightly fixed version with more detailed information on the packing results (file size in sectors, bytes, how many percent smaller, etc.). However, during the work, MAXSOFT did simply unimaginable things:

- The unpacker was optimized again, and thus, without changing the packing method, it was possible to reduce the size of the output file by another 10-20 bytes (depending on the type of unpacker).

- The ability to unpack images from the LASER COMPACT compressor was introduced.

- A lot of bugs related mainly to working with multiple drives were fixed.

- And finally, a new packing method was introduced using a memory buffer.

The new buffer method gives simply insane results on any graphics, while the standard MSP method was only suitable for specific images (for example - the image from ASO v0.1, which can be found in one of the issues of DEJA VU). A file packed using the buffered method is relocatable(!), and the buffer itself, sized 6912 bytes, is allocated strictly after the packed image.

In short: "Try it - you'll love it!"

File Commander v4.04
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The latest and completely bug-free version of the famous FCommander. I won't list all the innovations (see help), but I'll say the main thing - now you can copy your FC4.04 files without fear, enjoying how it determines and uses the extended memory of your lamp device.

Slide Show
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(C) MONSTER/SAGE GROUP'98

This is a whole disk representing a set of slides in the most modern technological solution - RGB COLOR. The viewing program has a whole range of settings, allowing it to work normally on any SPECTRUM analog. Only the SETUP on the loader contains 3 items; standart (#3d13), turbo, and im2+music. In the latter case, you will experience full immersion, as pleasant music will play during the loading of the next image. In addition to the player, the disk contains a converter that allows you to create your own slide sets. Moreover, you can make slides from .bmp files (IBM PC), standard images, and X-COLOR standard files (extension .Y). And of course, you will find over 35 professionally converted images with a palette of 8 colors per pixel!

WALKER demo v2.0
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ALIEN FACTORY'98

WALKER is an epoch-making game on the AMIGA 600. Those who have seen it know! Those who haven't will soon see the same on their SPECCY in the very near future. The second demo version (the first was almost not distributed) of WALKER from the Samara group ALIEN FACTORY is a clear example of this. It should be recalled that MAX ROMANOV was the first to work on WALKER for ZX. There is an article about the upcoming game in the third issue of ZX-FORMAT. But a lot of time has passed, and WALKER is still there (on A600!). In the fall of 1997, Romanov publicly renounced writing the game, stating that "now I have a good job and a good AMIGA." The Samara version of WALKER will be as close to the original as possible. In the demo version, you can confidently walk (O and P) and control the aim (SINCLAIR JOY). You can also shoot, but not at anyone yet. The control may seem somewhat complicated, but even on AMMY, this game is played with both hands (or two people) - using a mouse and joystick simultaneously! The full version will definitely support KEMPSTON MOUSE, which will make life much easier. If after viewing the demo you have impressions, wishes, curses, or hysterical fits of laughter, write letters to:

443074 Samara, P.O. Box 9966, Munchkaev Maxim

With the note: WALKER

I will definitely pass all your wishes and suggestions to the game's authors-creators. By the way, ALIEN FACTORY faced similar problems as Max Romanov did at the time (see ZXF#3). They also need a person who can create quality sound effects (SFX) on AY - explosions, shots, the footsteps of WALKER, etc. So go ahead! The Samara demo is in the magazine's appendix.

MINER
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Vitamin'98

Another version of this immortal 32-bit game for the old, good 8-bit Spectrum. It doesn't look particularly impressive, but keep in mind that the author has been working on the SPECCY 128 for just over a month. However, the version of the game he has written not only does not lag behind but even sometimes surpasses those samples created by much more experienced people in assembler. The whole question is in the design - just look at how the difficulty level is selected (PENTAGON ONLY!) - and you will understand everything! It should be remembered that for the game to work properly, you need WINDOWS95. In extreme cases, the game will run in a truncated configuration under WIN3.11 with a 32-bit memory access manager. This is progress, baby!

-----------------------------------------The further review of Samara programs will continue with ALEX NOMAN, who will enlighten you in the field of modern modem communication technologies on the SPECTRUM.....
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Hello, DEJA VU magazine editorial staff and readers of this magazine. It has happened! In Samara (at the end of 1997), an electronic network S-Net appeared, built on Hayes-compatible modems connected to the Spectrum according to Mikhail Kondratiev's scheme (you can read more about this in Oberon magazine #04, for instance). And, of course, the first problem we all faced was the lack of any software to work with the modem in the TR-DOS system (Kharkov programs are mainly suitable for working with modems at low speeds, as they do not use modem interrupts, and the software written by Mikhail Kondratiev himself is intended for use in iS-DOS). Thus, we had to start almost from scratch. Literally a week later, a beta version of the terminal program was ready, which many could see in the Fido echo conference ZX.SPECTRUM, and work began on writing a BBS. It is about these programs that I will speak.

S-Terminal v1.0.
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Paul Atrides / Stars of Keladan H.G.

A couple of months have passed since the beta version S-Terminal v0.1 appeared, and I must say that during this time the program has changed significantly:
1) First of all, about the speed of working with the modem: thanks to the internal buffering of the UART 16550A chip and its analogs, maximum speeds of operation and data exchange have been achieved (when working with the USR Sporster 33600 modem, for example, without any problems, glitches, or data loss, it is possible to establish connections at 33600 with a logical channel speed of 115200 baud (!) and this is far from the limit). Can you imagine that these characteristics can be improved with a 57600 modem and a turbocharged Spectrum? :)
2) Support for file protocols XModem, YModem, and ZModem;
3) Support for ANSI terminal;
4) Log file management;
5) A timer that activates upon detecting a carrier frequency on the line.

All of the above has already been implemented and is working. The author's plans include support for extended graphics modes, such as the V.M.G. scheme, graphical modes of Sprinter and Scorpion machines + GMX, and possibly some others that allow organizing printing of 80 characters per line (for compatibility with already existing BBS software for PC).

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BBS
(working title - S-Light BBS)
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Alex Noman / Stars of Keladan H.G.

As of today, the program is in development and does not even have a final name, but a _working_ demo version of the BBS will definitely appear soon. Since BBSs are much less critical about the number of characters in a line, the program has the option to choose between 42/64 characters, and in the future, the same modes as in S-Terminal will probably be supported. Working with the modem is possible at the same high speeds as in the terminal program, and the same file protocols are supported. The degree of readiness of the program at the end of March 1998 is 50%.

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"And what about working with FidoNet and other nets?" - a curious reader of DEJA VU magazine will ask me. And I, believe it or not, am ready to answer this tricky question. :) As of today, there are practically no problems working in Fido from the Spectrum! For this, you need to get:

1) a mailer (mail program);
2) a mail message editor;
3) and, of course, obtain a Fido address.

Regarding the first point, I can't say anything comforting. Today, there is only one mailer for the Spectrum 128, which is part of the terminal program Melon v1.79a (version 1.80 works only on Pentagon 512 (?)). Unfortunately, the mailer is so simple that it has practically no settings. But in any case - it's better than nothing. Soon, as soon as the terminal program is completed, we will write a mailer as well. The situation with the editor is somewhat better, but not by much. The only widely distributed editor is the program Zed (the latest beta version is numbered 1.02b, authored by Dm. Kuznetsov aka Rick Murray). The program is written in C for Spectrum-48 and has an overlay structure. But unfortunately, such a large system contains some errors and works extremely slowly. Eugene Milun (aka Paul Atrides) has rewritten the tosser for Zed, which connects by simply replacing files on the disk. The distribution of this overlay is quite possible, as the author's consent is practically obtained. So you are welcome to Samara ):

That's all for now. Until we meet again on the pages of Russian electronic magazines.

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31.03.98 15.04.98
Alex Noman Unbeliever aka M.M.A

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.