SoundTrack: COMPOSED BY DJ.DARKMAN/SERIOUS
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(C) Viator of AVALON
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Project for the rescue and development of the scene.
(continued...)
1. HOW IT ALL STARTED...
For those who do not remember or have not heard what this is about, I will provide a brief overview of the project and its main idea: I do not claim any rights to any merits in the development of SPECCY and the scene in the CIS. Everything said here and in the first part is intended only to stimulate such development... So... It all started about a year ago, roughly in February-March 1997. Driven by the desire to help the scene and unite all its inhabitants, I wrote an article that I called "Save Our Speccy". Its overall meaning is that if we want to preserve the scene, it is necessary to unite all "writing" people into a single association that would engage in the global distribution of their works. The text became part of our synopsis "OPERA...", which began to spread at the turn of 1997 and 1998. The article was just a draft, a general idea, and its main goal was to draw the scene's attention to this problem. Which was subsequently achieved. I was pleased and even a little surprised that the ideas expressed in it were actively supported by the "inhabitants" of the scene. I received quite a few letters with feedback and suggestions for cooperation. In addition, discussions on this topic intensified in FIDO and ZX networks. At the same time, the organization of the Amazing Soft Making association was underway. Which was also planned as one of the ways to implement the project... Now (late February 1998) I decided to gather and summarize the incoming information and tell everyone about my point of view on the development of the project. This is what the subsequent text is dedicated to. Whether you are a scene person or a progressive user, I recommend that you read everything carefully and thoughtfully, as everything written here also concerns you personally. Perhaps these ideas will have a very beneficial effect on the entire computer scene and on you personally... So... Safe travels!
2. CURRENT SITUATION IN THE SCENE
Many new and strong teams are constantly emerging, ready to write excellent software in unlimited quantities. Or is it not so? :-) The overall level of programs is steadily rising. This applies not only to the demo scene but also to all emerging software. Or is everything different? :-) The main incentive is still art for the sake of art and the thrill of competition. Or am I wrong again? :-) There is a very favorable unification and cooperation between different platforms. The former confrontation is being replaced by the merging of various platforms. Groups are not moving to more powerful machines but are working together on them. Just look at how the SPECCY and AMMY scenes now consist almost of the same groups! I absolutely agree with the opinion expressed in the pages of the magazine "DEJA VU #02" by A. Strelnikov: "...we do not have AMIGA, PC or SPECTRUM - but COMPUTERS". After all, the "inhabitants" of all these platforms have practically the same tasks and problems. Therefore, the association and such a project are relevant for everyone at once. In this regard, it would be logical to change the name of the project to Save Our Scene. And again you disagree with me? :-) Now about some negative scene features: Disunity of all producers and users. Lack of regular information about the current state of affairs in the scene. Even far from everyone who has access to networks (and the overwhelming majority does not have it at all) is provided with timely information about existing groups and their activities. Having dozens and even hundreds of electronic magazines and newspapers, the scene cannot give the user a general picture of affairs. Most demos, novelties for new games, etc. do not come to the attention of all users. No one is able to find and reread this mountain of information. It would be much more convenient to have, in addition to all other publications, one publication entirely dedicated to the projects being created. Well, you will definitely agree with this! :-)
3. WHAT THE "INHABITANTS" OF THE SCENE PROPOSE TO DO
In general, in the letters and calls received (thanks to everyone!), there was a desire to support the idea. Everyone was interested in what they could do to implement the project. Everyone considers the creation of a distribution network and community, both for software producers and users, to be extremely necessary. Everyone wants to write new programs and receive their well-deserved reward. And everyone is interested in the questions "HOW TO JOIN THE ASSOCIATION?" and "WHAT EXACTLY WILL IT REPRESENT?". Here is an excerpt from a letter from ALOS'a junior'a from the SPARK group (I think many know their demo version of the game "GORODKI"): "We need to create such an organization! The thing is, we are in the same pit as many people doing something for SPECTRUM! Right now, for example, work on "GORODKI" is stalled because there is no incentive. Nobody wants to do it just for fun, neither BRAINMAN, nor FOX, nor A-GraPh, nor I. But if we knew that we would earn something, the game would have been done at a high level long ago." There are many similar responses. Almost every group activates its activities thanks to the payment for their work. Unfortunately, I do not have the opportunity to participate in the discussion of the project online, but thanks to the help of friends from the scene, in particular SQUIZER from X-PROJECT, I have received a fairly complete picture of the ongoing discussions there. Some of the opinions expressed can be disagreed with 100%, but I understand that everyone participating in the discussion is only striving to help SPECCY, and in the process of discussion, the most ideal option can be chosen. So, the most concrete proposals were put forward by Andrei Savchenko and Sergey Novikov. In general, they propose to distribute software via computer networks, where each user sends a fixed amount to the company's account and regularly receives all new arrivals. All programs are sent to them via the network. The money received is shared among all authors whose works are distributed by the association. Piracy and non-participation in the association (indifference to the fate of the scene) are proposed to be eradicated under the threat that all such "comrades" will be deprived of the right to publish in electronic publications, participate in competitions, and be ignored by the scene. It is also worth mentioning the activities of ASM, which can be directed for the benefit of the entire project: The Amazing Software Making Association, one of the organizers of which I am, has a similar project orientation. However, so far, it lacks globality and active activity. In addition, it focuses more on helping to create programs than on their distribution. (Help consists of coordinating joint projects of many groups and participants, and supplying missing materials for programs). I believe that it can enter the overall project of scene development as one of the coordinating centers of activity, helping to release new programs that will be distributed by the general scene association.
4. MY COMMENTS ON THIS PROJECT
I agree with most of the words expressed about the project. And I am very grateful to everyone who is involved in it. And here are some things I would like to clarify and discuss with you... Distributing software via the network is very convenient, economical, and fast, but we must also take into account the fact that many users do not have network access. This especially applies to spectrum emulators. Therefore, I think it would be advisable to distribute programs in parallel, both through electronic networks and by mail; in the latter case, the contribution amount will be slightly higher due to shipping and diskette costs. The attempt to curb illegal distribution of programs by limiting the violator's rights in the scene is useful, but it must be acknowledged that usually, violators do not strive to participate in competitions and publish their thoughts in electronic publications. The overwhelming majority of illegal users have never participated in the active life of the scene. Therefore, the main incentive to participate in the project, to buy programs from it, should be the obvious benefits provided by the project. Thus, all groups should be attracted by the natural opportunity to collaborate and earn a decent payment for their work, and respected users should have the opportunity for fast and regular access to all the best programs "from the first hand" and the feeling that their money goes directly to the authors. I really liked the proposals of the aforementioned Sergey Novikov and Andrei Savichev to not distribute programs separately but to send out monthly collections for fixed contributions. Indeed, it is easier and faster to send everyone standard collections of programs than to create confusion with orders, various prices, and other nonsense. Thus, anyone can simultaneously receive all the scene "newness" for the month. The only division that I recommend introducing is dividing all software into three categories: games, systems, demos. Naturally, each at its own price. This way, we can avoid user dissatisfaction regarding being offered completely unnecessary items. Those who want will subscribe to all three categories at once, while others will choose only what interests them. I believe that even the "demos" category will have quite a few fans. :-) Authors will receive rewards from the general fund. At the same time, the amount of payment directly depends on the scale and quality of the product. And, of course, on how many participants the project will have. Regarding the fact that you will receive collections without knowing their exact content, somewhat buying a "cat in a bag", one can say the following - in any case, it will be the best that comes out in the scene. Also, you will always have an idea of the content of the programs from the advertising publications of the project. And in general, the creators of software are not masochists and do not intend to cut the branch they are sitting on - they are primarily interested in creating only quality works and in the most compressed time. :-) No one wants to write endless databases and spreadsheets; it is much more interesting to write games, videos, demos :-) :-) :-) ! So far, no specific proposals have been made regarding who will take on the organization and coordination of the project. Of course, one person cannot handle this alone. And in general, everything is in your own hands! Whether you support this idea or not will determine the success of the venture and, to a large extent, the fate of the scene in the CIS! So, here are the first concrete proposals:
5. CONCRETE PROPOSALS
One way or another, someone needs to take everything into their own hands. To be honest, I do not have a particular desire to do this, but fearing that no one will dare to take on such responsibilities, I agree to coordinate the establishment of the association in support of the scene at this stage. You disagree? You want and can do everything better? - In that case, I will gladly agree for you to be the coordinator of SOS! After all, I am an artist, a coder, and a bit of a publicist :-), not a producer or manager. But someone has to take the first step, not just stand still, expressing contradictory opinions but doing nothing. So. I propose to participate in writing the charter and discussing all the nuances. First of all, I ask you, yes, YOU! To send me (if you thought $10, you mistook me for someone else :-) a simple application stating that you or your group is ready to participate in SOS. You can send it in any form you like, or you can use a questionnaire format:
1. NAME/SURNAME/NICKNAME/GROUP:
2. EXACT AND DETAILED ADDRESS + PHONE:
3. ACTIVITY IN THE SCENE:
4. IS SUCH A PROJECT AS SOS NEEDED?
5. WHAT DO YOU WANT TO RECEIVE BY PARTICIPATING IN THE PROJECT (NEW PROGRAMS OR/AND DISTRIBUTION OF YOUR OWN PROJECTS):
6. YOUR OBJECTIVE OPINION ON THE ACCEPTABLE PRICE FOR A MONTHLY COMPILATION OF PROGRAMS FOR EACH OF THE NOMINATIONS (GAMES, SYSTEMS, DEMOS). PLEASE INDICATE THE AMOUNT YOU ARE WILLING TO PAY AND BE REASONABLE. INDICATE THE AMOUNT IN US DOLLARS:
7. PROGRAMS OF WHICH PLATFORMS DO YOU WANT TO ACQUIRE/CREATE:
8. IF YOU INTEND TO DISTRIBUTE YOUR WORKS THROUGH THE ASSOCIATION, DO YOU GUARANTEE THEIR HIGH QUALITY AND WHAT APPROXIMATE AMOUNTS FOR YOUR WORKS (LIST) DO YOU WANT TO RECEIVE:
9. WHAT WOULD YOU LIKE TO WISH AND SUGGEST TO THE Save Our Scene PROJECT:
10. DO YOU BELIEVE IN THE REALITY OF THE PROJECT (YES/NO): I - YES!
This will be the best way to determine all aspects of the project's development. And, most importantly, it will give a clear picture of the current state of affairs. This is not yet official registration. It can only be conducted once the charter is ready and all nuances are discussed. This is just the first step towards the goal! Of course, I cannot guarantee that the requests of all who write will be satisfied, but your opinion will definitely be taken into account and will influence the final results. Also, I cannot promise that I will respond to all letters - this is physically impossible. Therefore, if you send a response on disks, I do not guarantee that I will return them to you! I apologize in advance! Send your responses in any convenient form for you; you can answer the questionnaire not briefly, but rather in the most detailed and comprehensive way (on both sides of the sheet or on double-sided disks :-)).
Now some more nuances:
I believe it would be advisable to include ASM in the project, as I have already suggested. In addition to distribution, it is necessary to help the authors themselves create their projects. A preliminary charter of the ASM association is attached to this text. I am interested in your opinion on this matter. By the way, some of the points in the beta charter of ASM can also be used as a basis for SOS.
Important and controversial aspects that need to be discussed include: aligning the association's activities with the laws in force in the CIS, the method of transferring money from users to producers and from producers to authors, the best ways to send programs both by mail and through electronic networks, criteria for selecting software and assessing the amount paid to authors, what producers of the association will receive for their work, and much more...
One way or another, the project needs to be advertised and familiarized with users. Even our demo "HALLUCINATIONS IN OPERA" can be considered a promotional product. After all, thanks to it, many became interested in the project and inspired me to continue this idea, instilling optimism in me! THANKS! Therefore, all your actions to develop the project are extremely desirable - from writing promotional demos to simply discussing this topic with friends. Act right now! Just because we live in countries with dull-headed governments and a gloomy economic situation does not mean that we cannot do everything to make our favorite business thrive! :-)
And one more thing... If you are ready to engage directly in the activities of the association, if you value the scene and want to act for its benefit and yours as a producer of the project - contact me. I will pass you the results of the survey, the charter projects, and other materials! After all, I am only ready to collect material at the initial stage. Everyone who wishes should know what they can do right now.
Please, if discussions about the project are held in networks and electronic publications - if possible, inform me about them.
Please!
How to contact me:
250005 Ukraine,
Chernigiv,
Kyivska St.,
house 6, apt. 34
To Onishchenko Viktor / VIATOR
tel. (04622) 5-36-08
(Please - call on holidays or weekends :-) .
How to contact the producer of ASM:
335040 Ukraine, Crimea,
Sevastopol,
Khrjukina St.,
house 3, apt. 44
To Kasychenko Anatoliy / MIGHTY
tel. (0692) 57-57-80
Now I gladly send greetings and thanks to those who have already shown interest in the project! :
MIGHTY/SMASH
GRUNGE/SMASH
SOI/CRYSTAL DREAM
SQUIZER/X-PROJECT
ALOS JUNIOR/SPARK
SERGEY NOVIKOV (SPIRIT/DR)
ANDREY SAVICHEV
ALEXANDER GOFMAN
ETERNITY INDUSTRY
BEERMANS
OUTLAND
BYTEX
ENTIRE
FL VBI
SILICON BRAINS
Of course, all RUSH & ASM and all others!
This text is intended for mass distribution and use. Its publication in electronic publications is welcomed!
See you on the A/BOX platform!!! Just kidding!
Although in every joke there is a share... of hope. :-)
Act right now!!!
GOOD LUCK!
February 25, 1998.
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.