Deja Vu #05: SOFTWARE - Discussion on Demoscene Trends and 4K Intros

SoundTrack: SECTOR OF SSG WAS HERE (RLZ98)
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(C) dAn!!L/PGC/BD
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* * *

A lull in the demo scene! Let's hope this is the calm before the storm! What am I talking about, the reader (admirer) might ask! All about the same... FUNTOP'98 is approaching by leaps and bounds! I hope my premonition won't let me down! Let's be silent so as not to jinx it... So, what's new? The most important thing is that a new direction in demomaking (new on the Spectrum) is developing - it's, of course, 4k Intro, where the coder's mastery truly shines! There will be a 4K Intro compo at FUNTOP, I can assume that the number of participants will be immense, as writing a 4k Intro is much faster than TRACKMO. You can do without a musician and without an artist, which is pleasing... However, as practice from PэCэ shows, there may be an oversaturation of lame and amateurish works... We'll live and see! For the first time in PLAYGEAR's history, we will participate in the competition at FUNTOP in the 4k Intro nomination! Our work is called 3D Lame! Three-dimensional, polygonal graphics in perspective with consideration of light direction. Original algorithms were developed by our leading coder Denis Ivanovich Latyshev (Cardinal). Moreover, I personally hope that there will be a sufficient number of new demos from the leading coders of the world, masters of their craft. Naming their names makes no sense, you already know them all. I also hope that there will be progressiveness and novelty in coding. Of course, we all expect new "Aisha" music, new graphics, etc. If everything goes according to plan, then in the next issue we will tell you how the FUNTOP party went, and of course, we will start reviewing the novelties of the demo scene. But for now, let's look at what has appeared on the scene during this lull...

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Happy new 1998 year (c)1998 GLOBAL Corp.

└√ ┴√

A small real-time work that could be called "fractals with morphing". Four types of fractals are shown - "leaf", "tree", "maze" and "lichen". Transition from one fractal to another through morphing.

@┬√ `├√ А─√ а┼√ └╞√ р╟√ ╔√ ╩√ @╦√ `╠√ А═√ а╬√ └╧√ р╨√ ╥√ ╙√

The demo occupies 28 sectors (8k Intro), vector I=#25, no table!

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Burdensome dream Trackmo (c)1997 K3L

@╘√ `╒√ А╓√ а╫√ └╪√ р┘√ █√ ▄√ @▌√ `▐√ А▀√ ар√ └с√ рт√ ф√ х√ @ц√ `ч√ Аш√ щ√ └ъ√ ры√ э√ ю√

What is interesting about this work? It's that it was created abroad, by the well-known team K3L from the work Insane. It was made specifically for Enlight'97. Let's see what it has:

1. CHESS;
2. Vector "triangles";
3. Smooth scrolling of attributes;

@я√ `Ё√ Аё√ аЄ√ └є√ рЇ√ Ў√ ў√

4. 3-color digital fractal;
5. 3d sin dots tunnel;
6. ATTR plasma;
7. Greetings;
8. Full screen "bagels";
9. Vector balls - shading.

Of course, they are still far from "ours"... But the work is done on a branded machine, which means that the "eurostandard" style is inherent in it - I=#80, Tabl. on.

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Condomed Trackmo (c)1998 E-mage Group

@°√ `∙√ А·√ а√√ └№√ р¤√

The team has always been distinguished by its originality! This time they presented some propaganda of the "anti-AIDS" policy. The plot is roughly as follows: a certain hero named "Richie" dies from AIDS, as I understood... Well, that's basically all I got from it ;-). And the demo looks like this:

└t Intro - from thick toZ└t the inscription is built
┴t and a rotating
Х┴t disk with the inscription
┬t "E-mage", then the face
г┬t of "Richie". Next effect*├t jumping snowflakes from
▒├t these same points, then
8─t also, but in 3D. A poster
┐─t "keep your distance".
F┼t The next effect is called
═┼t "member" ;-)))))),
T╞t again, as in the previous█╞t work, there is a
b╟t mix of digital and AY
music, while
a 3D object flies around, and on the sides, there is an indication of the digital level! Alongside all these effects, original inscriptions are displayed in a unique way. The loading happens in the background, absolutely not slowing down the demo itself (a la AMIGA). The demo continues with vector color morphings. Then comes ATTR. ZOOM - simply awesome! Multicolor plasma CooL! Various pictures - Multicolor. Lastly, greetings - how could we do without them? MUST! (thanks for the greetings). The end of the demo - the inscription "STOP AIDS". All this takes up 792 sectors of release data.

щ╟№ ╔№ )╩№ I╦№ i╠№ Й═№ й╬№ ╔╧№ щ╨№ ╥№ )╙№ I╘№ i╒№ Й╓№ й╫№ ╔╪№ щ┘№ █№ )▄№ I▌№ i▐№ Й▀№ йр№ ╔с№

* * *

Confusion Trackmo (c)1998 ETC Group/RUSH & Style Group

щт№л ф№л )х№л Iц№л iч№л

Astonished by the "Aisha" music! Completely ripped off from the demo "TECNOLOGICAL DEATH" on the Amiga, but ripped off, I must say, with quality! The intro - inscriptions in various ways by the authors of the demo. Next, Full Screen Action (border & Screen) is excellently done, though for Pentagon. The next effect is "APPROACHING MULTICOLOR FRACTAL". A digital image. Ball Mania - we haven't seen balls in a while! Shaggy moving shit - nothing special! Greetings. At the end, music plays under Covox - you can choose the port and it's done wisely!

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That's all. There are no more news today, well, unless you consider it news that Extreme has finally released a corrected and expanded version of their POWER UP, in which you can admire new multicolor plasma and tunnel. You could say that these new effects are the best in the demo - they are that cool!

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.