.Start.of.DemoNews.113..............................................Size:62,040 ______/\___________________________ __ ________________ ___ /\_______ \____ \ ________ _ _ ______ \ / \| \ ________ | \/ ______/ / | \ _) \ \_/ \ | \ / \ \ _) \ | \______ \ / | \ \ | \ | \ / \ \ /~\ \ / \ \_____ /_______/___| /________/ \____\_____/_______/_________/________/ \_____/ |____/ | Subscribers : 1894 DemoNews Issue #113 - January 22, 1996 | Last Week : 1863 ------------- | Change : +31 DemoNews is a newsletter for the demo scene. | Archive Size : 1718M It is produced by Hornet at the site ftp.cdrom.com. | Last Week : 1628M Our demo archive is located under /pub/demos. | Remaining : 1237M | =-[Contents]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Line Section ------ ------------------------------------------------------------------- 33 Calendar 56 Top Downloads 111 Uploads 278 Articles 280 Introduction................................Snowman 366 The Party 1995 Review by Hornet.............Stony 651 Applied VESA................................JsNO 994 Review of Impulse Tracker...................GD 1126 The Party 1995 Intros Reviewed..............Phoenix 1316 Subscribing 1331 Closing =-[Calendar]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Date Event Location Description --------- ----------------------- --------- --------------------------------- 28 Jan 96 General Probe 2 Party Poland info: /party/1996/GP96 mail: s146630@ire.pw.edu.pl 1 Feb 96 8086 Compo Deadline [n/a] info: /hornet/8086 mail: trixter@ftp.cdrom.com 17 Feb 96 Awakening U.S.A. mail: norg@cyberspace.com --CANCELED-- 29 Mar 96 Mekka Germany mail: PV80090@PH80090.HH.eunet.de www : www.xs4all.nl /~blahh/RAW/Parties /Invitations/Mekka.html 31 May 96 Naid Canada mail: naid@autoroute.net More information is at http://hagar.arts.kuleuven.ac.be/~sdog/party.html =-[Top Downloads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to a new section in DemoNews, entitled "Top Downloads." Dan used to produce such a list clear back in 1993. In perspective, our archive was getting about 0.5 gigs downloaded a month, whereas now we get around 50-60 gigs. How times change. The perl script generating this list may not be providing completely correct statistics. I'd tell you why, but that would be boring. Please note that the files listed below do not include the path. If you use our archive enough, you'll know the two places to look. Please don't write me asking where to get these at... maybe it's time for you to use a handy search function on our ALLFILES.TXT? Times File Description ----- ------------ -------------------------------------------------------- 132 acdu0196.zip NO NO NO! Our top downloaded file was an ANSI pack! :( 96 caero.zip Caero, a TP95 demo from EMF and Plant (demo) 93 luminati.zip Lumination by Tran and Baseheaed (demo) 86 dragon.zip Dragon by GooRoo and Khyron (demo) 85 nooon_st.zip Stars by Noon (demo) 84 ft204.zip Fast Tracker v2.04 (music) 81 cp16.zip Cubic Player v1.6 (music) 77 ftj_ymca.zip Caero, (final version) by EMF and Plant (demo) 45 scrmt321.zip Scream Tracker 3.21 (music) Phear ST3 and FT2 being downloaded 130 times together. Ever more evidence of the music scene's growth. How many of those 84 FT2 downloaders do you think will register? Notice that if you put the old and final versions of Caero together, it is our number 1 download this week. What I have just presented to you is completely false, but interesting. Below is the actual top 10 download list for the week. Times File Description ----- ----------------------------------- --------------------------------- 312 /ALLFILES.ZIP Our good friend :) 301 /00dir.txt A mistake, now removed 248 /ALLFILES.TXT Our good friend's phat brother 205 /music/programs/players/00index.txt Looking for cmod30b3.zip? cp17? 188 /00mags.txt A misplaced soul, since removed 184 /music/programs/trackers/00index.txt Velvet Tracker anyone? 153 /incoming/demos/dragon.txt I liked the demo better 132 /incoming/ansi/acdu0196.zip Doh! 96 /alpha/1995/c/caero.zip ftj_bonk.zip! 93 /incoming/demos/luminati.zip Non-satanic demo by Tran,Basehead Now you see why I presented the first list rather than the latter one. In the future, I'll only present the legitimate downloads (no .txt files). I also probably won't have much other textual information in here. Anyway, that's a little taste of what people around the world downloaded this week. =-[Uploads]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =----------------------------------------------------------[File Information]-= All files listed below are on ftp.cdrom.com under /pub/demos. Please keep in mind that all ratings are subjective. If your file transfers are too slow, there are several alternatives: Use our European mirror at ftp://ftp.uni-paderborn.de/pub/pc-demos Try getting files from the web at http://www.cdrom.com/pub/demos See /hornet/demonews/101-120/demonews.102 for details about ftpmail. You may also wish to check out a couple of other good demo sites: ftp://ftp.arosnet.se/e:\demo maintained by Zodiak / Cascada ftp://hagar.arts.kuleuven.ac.be/demos maintained by Sleeping Dog / Natives =-------------------------------------------------------------[Demos:General]-= Location /demos/alpha Size Rated Description =-------------------------------- ---- ----- ---------------------------------= /1995/s/serenity.zip 44 *+ Serenity by Immortal Syndicate /1995/s/snowxmas.zip 190 **+ Xmas 1995 by Snow /1995/x/xmas.zip 40 **+ Merry Xmas by Mr. Skitzo and Narq Enlight '95 Demos (ENL95:demo:) /alpha/1995/g/glitchfx.zip 935 ** 01: Glitch by Queue Members Group Enlight '95 8k Intros (ENL95:in8k:) /alpha/1995/r/remix2.zip 7 ***+ 01: Remix 2 by Future Hackers /alpha/1995/m/m_harm.zip 8 ** 02: Mostly Harmless by TMA /alpha/1995/p/pentium.zip 3 ** 03: Pentium by DDT /alpha/1995/0-9/6567.zip 9 ** 04: 6567 by Roi The Party '95 64k Intros (TP95:in64:) /1995/c/ctslasse.zip 64 ****+ 01: Lasse Reinbong by Cubic Team /1995/y/ydl_illu.zip 45 **+ 02: Illumination by Yodel /1995/c/cda_tp5i.zip 63 ***+ 05: Intro by Cascada /1995/t/tc_unr.zip 77 ***+ 08: Unreadable by The Coexistence /1995/k/k-louise.zip 64 **+ 13: Louise by Karma /1995/c/charf.zip 62 **+ 17: Charity by Symptom /1995/p/purmagic.zip 61 **+ 19: Purple Magic by Qurex /1995/j/just-ice.zip 60 *** 20: Just-Ice by Spirit /1995/a/amb_lola.zip 66 *** ??: Lola by Amable /1995/m/maqcolor.zip 47 * ??: 24-Bits Intro by Masqwe /1995/n/nocomm.zip 61 **+ ??: No Comment by Vic and Emzet /1995/o/okean.zip 63 **** ??: Sea Robot of Love by Orange /1995/p/poison.zip 67 **+ ??: Poison by Stupid ASCII Slayers /1995/r/royal.zip 64 ***+ ??: The Royal Family by Orange =-------------------------------------------------------------[Music:General]-= Location /demos/music Size Rated Description =-------------------------------- ---- ----- ---------------------------------= Digital Symposium '95 Music (DS95:mmul:) /songs/1995/mod/p/pugwash.zip 59 *+ 02: Pugwash by Babbage /songs/1995/mod/h/hw-djan.zip 214 ** 03: Django by Hollywood /songs/1995/mod/r/remembnc.zip 166 *** 04: Rememberance by Elfman /songs/1995/mod/s/suburbia.zip 81 ***+ 04: Suburbia by Screech /songs/1995/mod/r/rustyjnk.zip 282 *** 05: Rusty Junk Box by Aquafresh /songs/1995/s3m/s/speed-up.zip 216 ***+ 06: Speed-Up by Witchunter /songs/1995/mod/k/kickback.zip 243 ** 06: Kick Back by Dooba /songs/1995/mod/f/funkyt.zip 126 ***+ 06: Funky Trousers by Style /songs/1995/mod/d/datacity.zip 145 **+ 07: Data City by Stuart Collier /songs/1995/mod/g/grasshop.zip 219 ** 07: Grashopers are Green by Reflex /songs/1995/xm/h/heartach.zip 129 *** ??: Heartache by DD /songs/1995/xm/b/brdr_rmx.zip 122 *** ??: Border of Insanity by Popz =--------------------------------------------------------[Music:Non-Reviewed]-= Location /demos/music Size Description =-------------------------------- ---- ---------------------------------------= /programs/misc/awefxw11.zip 23 AWE32 FX Workshop v1.1 /programs/misc/awereset.zip 8 AWE32 Reset for Cubic Player 1.6 /programs/players/pp.zip 22 PolyPlay PTM player /programs/players/wzone1.zip 745 [1/2] WildZone v1.0 /programs/players/wzone2.zip 857 [2/2] WildZone v1.0 =----------------------------------------------------------[Graphics:General]-= Location /demos/graphics Size Rated Description =-------------------------------- ---- ----- ---------------------------------= /disks/1995/msqpp1.arj 1406 ****+ P&P Gfx disk by Masque [1/2] /disks/1995/msqpp2.arj 529 ****+ P&P Gfx disk by Masque [2/2] /disks/1995/ppfix.zip 40 [n/a] P&P Gfx disk by Masque FIX /images/1995/j/jh-ozone.zip 138 * Ozone Logo by Joe Hova /images/1995/m/mk-ritua.zip 422 *** Ritual Emag ad by Mr. Krinkle /images/1995/n/natqueen.zip 109 *+ Queen of Rain by Balex-T/Natives /images/1995/s/ss-smp.zip 936 **+ Various images by Schizosynth /images/1995/s/ss-smp1.zip 692 **+ Various images by Schizosynth Digital Symposium '95 Graphics (DS95:grfx:) /images/1995/b/babbage.lha 202 ** 03: Babbage by Nerve Axis /images/1995/d/darkdcs.lha 38 **+ 04: Dark by DCS /images/1995/c/cyanide.lha 49 *+ 05: Cyanide by Maniacs /images/1995/m/maffia.lha 192 ** 06: Maffia by Nerve Axis /images/1995/b/bliss.lha 22 **+ 07: Bliss by Nerve Axis Odyssey 1995 Graphics (OD95:grfx:) /images/1995/o/oddy.zip 233 ***+ ??: Atrophy by Schizosynth Summer Encounter 1995 Graphics (SE95:grfx:) /images/1995/n/nogravit.zip 197 **+ ??: No Gravity by Vivaldee /images/1995/r/robozone.zip 76 ** ??: Robozone by Ziax =-----------------------------------------------------[Graphics:Non-Reviewed]-= Location /demos/graphics Size Description =-------------------------------- ---- ---------------------------------------= /people/z/zapper.gif 74 Zapper / Force 10 /programs/convert/alch162.zip 405 Image Alchemy v1.62 by Handmade Software /programs/convert/crop.lzh 35 Image Cropper by Skip Sauls /programs/convert/emailasc.zip 174 ASCII Art Maker by Don Kreusberg /programs/convert/slpcxraw.zip 43 Pcx2Raw conversion by Jinx /programs/drivers/sck-v203.zip 12 SVGA driver by Cyberdancer /programs/editors/akm-md36.zip 162 Master Draw v3.6 by Arkham /programs/editors/anim8_11.zip 174 ANIM8 v1.1 sprite editor by Majestick /programs/editors/icspred1.lzh 47 32x32x256 sprite editor by YC /programs/editors/mdraw.zip 50 MDraw sprite editor by Matt Miller /programs/editors/ripaint.zip 2192 Rip Paint Editor by Telegrafix /programs/editors/sam001.zip 34 Sprite Animator v0.01 by Sliq /programs/editors/spriv103.zip 24 Spriter v1.03 by Discordis /programs/editors/winplasd.zip 340 WinPlas v2.0 demo by ? /programs/fractal/dst_frac.zip 12 Fractal Trace Version 1.0 by Gougoutt /programs/mode/dp400.zip 1 320x400x256 DP2e patch by Pelusa /programs/mode/dpx11.zip 15 Any X-mode DP2e patch by BArtist /programs/mode/dpxt102.zip 5 Some X-modes DP2e patch by Eclipse /programs/mode/squash.zip 6 TSR makes 1:1 aspect by Shayde/Reality /programs/players/disp187.zip 836 Display v1.87 image viewer/convertor /programs/players/e_fast22.zip 346 Fast FLI/FLC player by Eclipse /programs/players/fastlite.zip 25 Fastlite FLI/FLC player by Eclipse /programs/players/formula3.zip 1340 Multimedia designer by Harrow Software /programs/players/vpic61e.zip 251 VPic image viewer by Bob Montgomery /programs/vector/3dedb09.lzh 133 3D polygon editor by ? /programs/vector/akm-mm10.zip 85 Master Modeler 1.0 by Arkham /programs/vector/veced300.zip 330 3D vector editor by Grey Cat/Core =----------------------------------------------------------------------[Code]-= Location /demos/code Size Rated Lang Description =-------------------------------- ---- ----- ---- ----------------------------= /graph/copper/copper.zip 15 + ---P Simple Copper Bars /graph/examples/presamp.zip 85 *** A--- Creating optimial palette /graph/library/mpvga10.zip 84 *** A-C- linear 320x200 w/pages /graph/tutor/tut20.zip 19 ***+ A--P Denthor's VGA Tutorial #20 /graph/water/water.zip 14 *** A--- ASM vers. of Iguana's water /hardware/cputest2.zip 10 *** A--P Identify CPU type /sound/m32pre3.zip 611 **** --C- MIDAS v0.50 pre-release #3 /sound/mikxmas.zip 267 **** --C- Mikmod 2.10 Watcom fixes /sound/mxmp10.zip 69 **** A-C- 6K .XM GUS player (Cubic) /tutorial/kmagv2.zip 54 ** ---P King Mag #2 (demos and TPas) =----------------------------------------------------[Miscellaneous:Reviewed]-= Location /demos Size Rated Description =-------------------------------- ---- ----- ---------------------------------= /mags/1995/cntrs003.zip 1448 ****+ Contrast #3 /mags/1995/insight1.zip 1082 ***+ Insight #1 =------------------------------------------------[Miscellaneous:Non-Reviewed]-= Location /demos Size Description =-------------------------------- ---- ---------------------------------------= /hornet/demonews/demonews.111 45 DemoNews 111 /info/traxw/traxweek.039 25 TraxWeekly 39 =-[Articles]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =---------------------------------------------------[Introduction]--[Snowman]-= Hello all, and welcome to DemoNews issue 113. Boy it feels good to be writing one of these again. It's been over a month since my last DemoNews introduction. Plentiful thank you's fly to Diablo for filling in with an issue during the interim. I've moved from Ohio to California and have had a bit of difficulty "getting back into the groove." I am now officially employed by Walnut Creek CDROM, who own and maintain the ftp.cdrom.com server. Attention, this is a Hornet production. Time to wake up... By now you've all heard about The Party 5. The rave band in the sleeping hall, the unshown demos and intros, the spontaneous unannounced graphics compo, etc. This week, Hornet (Stony / Hornet to be exact) presents his review of this party. I don't plan on including many more articles about this party in future issues. It's a dead issue now. ftp.cdrom.com has undergone a massive upgrade. The system is now running with a P6, 256 megs of ram, and 72 gigs online storage. Our own /demos archive has been moved to a more vacant mount and so we have a little more breathing room. Watching 500 users online with the processor 50% idle is a rather awe-inspiring experience. I actually got to see the new server before it went in, and got to actually touch the old server as it was being dragged out... hehehe.. Hornet is now going to officially produce the NAID '96 CD. Walnut Creek has unseated Gravis as the primary sponsor of this party, and I for one am happy to be a part of the whole thing. We hope to have a /demo CD of some sort ready to go before this party starts. I had the opportunity to watch David Greenman, principal architect of FreeBSD, install the operating system on my computer last week. FreeBSD is a PC unix-based operating system somewhat like Linux. As to which is better, you'd just have to watch my coworkers fight about it. :) BTW: My coworkers laugh at me for using DOS/4DOS, except for Matt (coder of WadEdit and a 4DOS user himself). Jason Nunn, coder for the Music Contest 3 intro, developer of the FunkTracker and Unis669 trackers, and contributor to DemoNews, is leaving. He still might write a bloody article now and then, but other duties in his life call. On a related note, welcome KiwiDog / Hornet. KD (Chris Hargrove) comes to us from the Terraformers and will be helping to manage the ever-increasing workload our site seems to generate. Recently I spent two days at the MacWorld Expo in San Francisco, vending Walnut Creek warez. Even though it was a Mac show (training mission for yours truly), I got the chance to see some PC-related stuff. I spoke to a man from Intel for about 15 minutes who claimed to have a couple P7 prototypes in his lab. Iomega was the buzzing company and I sat through a goofy presentation. The woman giving it was from the deep south and kept saying "Use our new Jazz drive, 'cause its 'yer stuuuuff!" The MacHeads found her amusing. I also got to talk to the author of "Tricks of the Mac Game Programming Gurus" (anyone remember "Tricks of the Game Programming Gurus" for PC?). Anyway, I said (oh so confidently) "Do you have stuff in there about gouraud and phong shading?" He said "No, graphics resource gathering is in the second book." I didn't understand. We went through about 3 identical question/answer sessions like this one until I finally figured it out... the guy couldn't comprehend that someone had actually approximated phong shading real-time, not as still-frame. Doh! I also spoke to a former student of Ellie Quigley's (author of "Perl by Example", a book I swear by). But enough of that... :) I went to a party last week with some people from Sun MicroSystems, a gentleman who was responsible for fixing bugs in the Solaris OS, and a guy who writes 3D simulators for NASA. California certainly is a much more active area than Ohio and I hope to get a first-hand glimpse of technology that might shape the future demo scene. On a side note, Diablo's team of reviewers have been naughty lately and he is looking to expand by a couple more. As long as you haven't recently written for TraxWeekly, feel free to mail us at the address below. Hornet now welcomes you to a new year in the demo scene. Remember, ftp.cdrom.com is your warm fuzzy home, DemoNews your irregular e-tome of info..fo..fo-MATION, and our group an ever-friendly collection of people who would like to get greeted more in demos. Take care. Snowman / Hornet - r3cgm@ftp.cdrom.com =----------------------------------[The Party 1995 Review by Hornet]--[Stony]-= [NOTE: In order for this report to fit DemoNews, it had to be reformatted a bit. The original can be found at /party/1995/TP95/report.zip] Review of The Party 5 27-29 December 1995 (this time a short review done by Stony / Hornet) _____Tuesday, 26 December (The Beginning) This time the report is done by Stony since Meriadoc decided to skip this party since he has too many things to do for school. After having brunch with my family and girlfriend I packed all my stuff together and went to TyZM with whom I leave to Denmark. This year we, of course, went with Reality (including Lowlife/Axis, Raver/Effect PC and Dope/Spaceballs) again as we did last year. We left at TyZM's place at 16:30. _____Wednesday, 27 December (The Arrival) We arrived at 06:45 in Frederica (Denmark) after a long night of fun and without sleep. We entered the Partyplace at 08:00 since they asked $15 more if we entered before... sounds commercial to me. After putting up a small network we are now playing a bit and of course typing this small report. I have had several power-downs now since some people wanna hit the switch... I have seen some familiar faces... more should arrive later since some groups do leave [for the party] today. The big screen... well better say small... people back in the hall can hardly see it. The hall is also much smaller than it was last year in Herning. Hope we can follow all compos well enough. Groups who haven't reserved probably don't have a place left for them. TNT also arrived at about 10 'o clock. It is snowing outside. Phone is expensive, strange thing. (16:43) Well.. we are playing network Command & Conquer, quite a nice game, lost two times already :(. Nothing special going on, we are waiting for a compo. The weather is very nice outside so I'll take a look this eve. Most of the people from the bus are asleep or are somewhere in town. (19:00) Going to get some Pizza this eve. Too much light in the hall to see good quality on the big screen. Most of the people are in now as far as I can see (well... The Raver/Effect PC, noticed that New Order still hasn't arrived). No films are shown this time, at least I haven't seen anything of it. (22:48) Just returned from the Pizza Man... pwoaak.. this was the most horrible Pizza I have ever eaten (actually half). Now they are showing a short film about Somewhere in Holland as it was held in Roosendaal (Holland) last year. Still too much light and too much playing of Command & Conquer :). _____Thursday, 28 December (02:15) The 4 Channel Music Compo just started, I can't hear a thing since a lot of noise is coming from everywhere. At the moment a rave party is going on so people had to move out of the sleeping hall since the rave party is being held there... weird too.. (10:04) I just woke up since I have been to bed for 6 hours, nothing special has happened. Most people are waiting for the compos to begin. I hope some nice demos (and of course intros) will show up. (11:30) The fast intro compo just started, they don't announce it, it just starts. Still too much light everywhere so you must be in front of the screen or else you won't see a thing. (13:20) We just noticed that the graphics compo started, sh*t why can't they announce it ?!? I missed the first 8, what I have seen till now is quite good, also some rendered are present. About 75 graphics have been shown. The gfx compo will be shown again tonight because of the daylight. The graphics I'll vote for: 1) 55) Wooooooww!! Two ladies with tattoos... a winner! Danny Rules! 2) 36) A woman turning her head around towards to the viewer by Angelo/Axis. 3) 50) Lady with blue hair, nice one! A funny one to mention is Pamela Anderson a.k.a. Silicon Valley :) Lots of ladies are in the pictures this Party. (19:00) Just returned from the McDonalds, one of the main sponsors of this party. We had some fun, Dutch people aren't allowed anymore now :) The C64 compo just started, lot of people running to the big screen to see what the good old C64 still can do. The demos are really good! If people are as enthusiastic as they are with these demos then we have good demos for a change! (21:00) The wild compo is started and the animation are really great, some animations done by PC are a bit sturdy... too bad... maybe there should have been a better player for the PC. Amiga animations are really great. (23:00) Went to the toilet a few minutes ago... well.. too bad that some people don't know how to behave. All walls are under graffiti and stickers. And those guys who do that keep complaining about entrance ?! Party 4 CD is also available ($35) and is full of stuff, not bad. _____Friday, 29 December (00:45) The PC demo compo... A lot of entries... Wooooowww.... d/l those demos!! There are really good demos showing lots of really fast effects and nice 3D views! Seems that after a long period of bad stuff the good stuff is coming... complete 3D 'animations' showing very fast!! Not all demos have been shown!! Demos from Acme and Logic Design for example, seems as if the dutch are being boycotted... (04:30) Dutch sceners are mad! Why you think?! Because a lot of Dutch productions haven't been shown, lot of trouble with the organizers. A list has been made for signing for 'The Party 5 Suxx', lot of people have signed. Hope things will be solved. Too bad that this all ruins the party. (10:25) Well.. the Party is almost at its end, lot of people are going home already, I don't know what time we'll leave. (14:00) The party has ended, the results are in... Danny/Spaceballs won the gfx-compo. EMF won the PC demo-compo for the results of the other get on to our FTP site. _____Other People's Opinions (Villain / Reality,TST,TPG,TUE,HSE,NO,???...) Well, so here we are, at the great 'Party 5' in Denmark. This is my first Party (Denmark that is), and so far I think it isn't really worth the long trip over here. We were driving all night to be here in time and when we came here, we had to pay an extra 25 Guilders for entering the party- place, which we (of course, Dutch as we are) didn't do. This was the first of many disappointments for me. But then again there is always a bright side to things. I met (again) a lot of new people here, and I finally got the change to defeat Stony in Command&Conquer (loser ;) Well, so far so good, we will sit out this party, but it isn't quite what I expected it to be (I didn't even get a *REAL* Party bracelet, instead we got some paper thingie *SNIF*). Ok, this will do for me for now, I hereby give the keyboard to this guy (read: Raver) next to me with his PlayStation Logo behind his Windows'95 (AAAAAAAAAAAAAAAAAAAAAAAAAAAA). Greets, stuph, enzo, _____Other People's Opinions (The Raver / Effect PC) I hope I can type something here because I have gotten no chance yet to sleep, and will not get any the next hours because some *sswipes (read organization) decided to keep the Rave party in the sleeping hall. (Well, at least The Fox 2 will do some music at it!) We are going to eat some real food soon, the cheese I have taken with me is getting some weird color! aaaaargh. (it smells they say!!) I would also like to say something about the whristbands! they s*ck. It is some paper thing taped around my whrist and it's annoying me! ok enough talk. cya _____Other People's Opinions (Dope / Spaceballs, Organizer of SIH '96) My feet hurt. My eyelids are heavy. The walls under my eyes have reached the bottom part of my chin... I WANNA SLEEP! But I can't because some nerd (read: organizer) has placed a RAVE party in the sleeping hall :-(... Picture that: you want to sleep and the hall is constantly filled with at least 150 decibells. I spoke with the organization today for about 1.5 hours and they couldn't give another explanation then that the rave party was supposed to be in another hall. I don't care... My feet hurt! _____Other People's Opinions (Harmony) Hello Dope, are you having fun...........? So... this is supposed to be the party... I'm having a really good time. I wish that we had more days than just 2.5. It is so crowded! Again, lots of people I know and lots of people I met. It's a pity that the screen isn't as big as expected. Last night I almost didn't get any sleep, there was a rave-party goin' on in the sleeping hall!!!!!!!!!!!!!!!!!!!!!!!! I woke up after half an hour finding my fingers in my ears! That was horrible. I found out that Denmark looks lovely being covered with snow... I haven't seen that much snow in a very long time. Well...I liked the compo's that I've already seen. I think that that cola-crash was quite a mess and the wild was wonderful! Well, as you see I'm not so tired as my brother, though I didn't get much more sleep as he did. I leave yo'all here, 'cause I have some things to do. I wish you all a very happy new year and see you at SIH '96 !!! _____Other People's Opinions (Walyx / TNT) Well, this is the first time at a party outside of Holland. Seems to be that there were a lot of groups to have a demo ready, but weren't shown on the big screen. I don't know, but I think that they deserved to be shown on the screen too. About the screen, it was a little dark and not that big, furthermore the screen could be placed a little bit higher. And after all, in the beginning, the first night, there was a great RAVE party, for those who like it, I didn't! I wanted to sleep. _____Other People's Opinions (Twynn / TNT) Hello... well, don't expect too much text here, because I'm quite sleepy.. I think this wasn't a really great party.. I mean, I also visited the Party '92 and it was much much better then.. They hadn't got silly rave-parties in sleeping-halls till about 04.00 am.. I really can't imagine that somebody can think of organizing this. But I guess that the whole organization sucked!! I mean.. why were all the dutch demo's disqualified?? (well, maybe analogue came through but that's maybe because they are not completely Dutch!). Well, that's it for now... _____Saturday, 30 December (back to Stony) (16:45) Here I am sitting behind my new keyboard since my party keyboard is broken, I went in a rush to the nearest computer shop to get myself a new one. I arrived back home at 04:00 this morning after a 12 hour trip with a lot of fun and without sleep. I was in the same bus with The Wizz / Reality, Dope / Spaceballs, 'God', Harmony / Ind, The Raver / Effect PC, Lowlife / Axis and Tyzm / Ind. The Raver, Harmony, Tyzm and I stayed awake with Turbo and Red Bull, some powerdrinks. We had a lot of fun and were totally broken when we arrived back home. _____Conclusion I have had a lot of fun during the Party 5, too bad that the organization this year wasn't quite well. Last year the Party was much better. I hope these guys do better next year. Most releases for the compos were very good, the productions are worth the d/l so get on to Hornet FTP now ! _____Last Word I want to thank The Wizz for organizing the bus-trip again, thanks to all other people present in the busses for the fun we had. See ya guys in February on our Party meeting. Take care dudes. This report is quite different from the last ones, no reviewing has been done on any productions. For any remarks just mail me. With regards. Stony / Hornet and Trance - pvanmun0@pi.net =------------------------------------------------------[Applied VESA]--[JsNO]-= _____Introduction With the advent of faster machines, and succession of VESA standards, demos written for VESA modes are now very much viable. This article will be discussing how you would go about making a VESA demo and to provide you with some code that I used in my Oz96 entry. If you are a Real Mode coder, then read no further. The code I am providing is writing for 386 P-mode. If you intend on applying following ideas in real-mode, then I send my best wishes to you, but adhere to this warning. You are now creating a demo that will require approximately 6-8 times the resources both in memory and in CPU (assuming a 640x480 demo). Implementing a P-mode demo for VESA will be far less painless. _____How VESA Came About The IBM VGA standard was made by the one company - IBM. This made life very simple, as hardware communication was standard across different brands. You could code a demo for your machine, and you know it will work on every other machine that had an IBM VGA card. When the SVGA extension flowered, many companies took it upon themselves to create their very own hardware standards. I'm not really sure on the finer details of how SVGA developed, and why IBM never took the initiative of designing the initial SVGA extension, or why companies were even given the opportunity to develop SVGA in the first place, but these companies did. The result was many brands of SVGA cards, all with their own special port layouts. There developed a problem here, as the application designer now had to write code to talk to a whole range of SVGA cards on the market. The solution was to make a common standard. However, instead of an expensive (and possibly disastrous) hardware reform, it took place as a software reform. The VESA standard describes a set of functions (implemented in software) that an application program will use in order to get the graphics card to do desired tasks. Each company would make their own VESA driver that offered the above common functions. An application now would be much more simpler, as it only had to talk to a VESA driver, which all had common interfaces. It is the VESA driver that converts the common VESA communication to the diverse hardware that is out on the market. The complexity is removed from our program and is placed into the driver. Hence, a brilliant software solution to a complex hardware problem. Also, could you image having to support all the different cards on the market?. Imagine having to buy all the different type of cards, and then writing code for all those of them. It would be a nightmare, not to mention the endless debugging you would have to for each card. If the VESA standard hadn't come along, I would have never considered writing a demo in 640x480x256c. _____Implementation The implementation I am going to describe is for 640x480 256 colour. You can go for higher modes, but I don't think we have the computing power these days to do it. We might have to wait another 2 years or so before 1024x768 (or truecolour 640x480) fully animated demos come out. So anyway, the implementation I came up with is to first allocate a 640x480 buffer of memory. mov edx,SCREEN_X*SCREEN_Y mov eax,0EE42h int 31h mov [Rendbuff],edx This buffer of memory is where the painting/blittering/rendering code will do all of it's writing. Once rendering has finished, the data from this buffer would then be copied to the visible screen. The logic around this comes in two forms: a) video memory is very slow. Therefore is a far quicker to do all your fiddly rendering to a memory buffer first. b) If you are operating in a Banking type mode, then your rendering algorithms will be a lot simpler, as they won't have to take into account the bank positions of the screen. Also, far less port communication will be done, as copying will be done in a single blow. So, now we have a rendered buffer, we now have to communicate this to the screen. So now do we do this?. Well, for a start, we must understand the way VESA operates, and what features we actually have available to us. _____Banking Communication Back in the dim dark days of VESA 1.x, the only way we could talk to any graphics card was by Banked calls. The idea around banked talking is that the screen is split up into so called "banks". To paint graphics to a given part of a the screen, one would select a bank, and then paint graphics to the usual A00000h video area. The reason for this is simple. In Real mode, we only have conventional memory, in which we only have the common old 64k (A000:0000) screen memory available to us. Banked mode allows us to talk to the entire range of screen addresses with a single 64k chunk of memory. mov edx,BANK_WE_WANT_TO_SELECT ;copy part of render buffer mov esi,[Rendbuff] ;to bank X mov edi,[VideoPtr] mov ecx,10000h/4 rep movsd This was a very elegant solution to get around the "Real mode" thing. But-of-course, this idea is nothing new. Similar ideas are implemented with VGA 640x480x16 and various CGA modes. To set a bank, we set the following registers and perform the following INT call: edx = BANK_WE_WANT_TO_SELECT mov edx,[edx*4+BankSetTable] xor ebx,ebx mov eax,4f05h int 10h The BankSetTable reference you see in the above code is just a table that provides a quick look up. From card to card, the values in this table are different and quite intensive to calculate. To calculate the table contents, we apply the following algorithm: BankSetTable dd 128 dup (?) movzx eax,[esi+ModeInfoBlock.WinSize] movzx ebx,[esi+ModeInfoBlock.WinGranularity] xor edx,edx div ebx xor edx,edx xor ecx,ecx @@loop02: mov [ecx*4+BankSetTable],edx add edx,eax inc ecx cmp ecx,length BankSetTable jb @@loop02 In English, we feed the algo two factors, The Window (or Bank) size in kilobytes (ie 64k) and the Window granularity (a better word would be alignment) which tells the way in which the banking is positioned on the screen. To calculate our bank factor we perform a simple divide: BANK_FACTOR = WINDOW_SIZE / WINDOW_GRADULARITY Each bank X 's value, will be X * BANK_FACTOR. We simply then put these values into a table. For quiche eaters in mind, a less confusing (but slower) version of the above concept would come in the form of: procedure set_bank(bank : word); var bank_factor : word; begin bank_factor := bank * (ModeInfoBlock.WinSize / ModeInfoBlock.WinGranularity); asm mov dx,[bank_factor] xor bx,bx mov ax,4f05h int 10h end; end; As we tend to do lots of bank calls when using this mode, you can understand why I prefer to put the bank values into a small table. _____Linear Communication With VESA 2.00 standard and above, we can perform linear communication. This method is dead easy. The VESA driver supplies the video memory address, and you just copy the data straight to that address area. Easy, fast, convenient, no mess, no worries. ;) You could even blit directly to that address and bypass buffering, but I seriously wouldn't recommend it. _____Applying Page Flipping Just like you're normal run-of-the-mill MODEX demos, we need to perform page flipping in order to make our graphics glitter free. We do this by writing a Interrupt Service routine (ISR), to keep track of when we can "flip" to a fleshly updated invisible page. I won't bore you with the details on how to do this. This was an area covered by Trixter in Demonews #111. So i refer you to that article on how it's done. All I want to discuss here is how to set the screen offset address through the VESA driver. As follows: edx = THE START ADDRESS AT LINE X xor ecx,ecx xor ebx,ebx mov eax,4f07h int 10h So if you want the start the screen to begin on line X, you set EDX to this line number. _____VESA 2.0 (Vbe2.0) P-mode Calling VESA 2.00 also offers direct P-mode calling. Conventionally, communication to the VESA driver was done through the INT 10h interrupt service (as you're probably already have seen). What VESA 2.0 allows you to do is call the various VESA functions directly when in P-mode. As the VESA driver is running in real mode, it will cost you a state switch, plus the usual interrupt overhead maintenance. Interrupt calling from a real mode program to a real mode service isn't so bad. But from a P-mode program it can become quite costly, and will chronically degrade your demo's performance. To use this service, you can read the address positions of each function provided by the VESA information block, then call those functions directly, with the same parameters as with their INT counterparts... Well, almost the same. There is a difference in parameters of the Real mode VESA "set offset address" function, and the P-mode "set offset address" function (Funct. 4707h). The INT version sets the start offset by line values and pixel positions (X,Y type thing). CX should contain the desired pixel position in a given scan line, hence giving you sideways movement, and DX should contain the first displayed scan line giving you up/down movement. mov ecx, X movement in pixels mov edx, Y movement in pixels xor ebx,ebx mov eax,4f07h int 10h With the P-mode function however, we have to set up the DX:CX as an actual offset. For standardisation purposes, My code communicates the INT parameter type. When we want to use the P-mode services, the parameters are converted from the INT type to the new P-mode type. Hence: SCREEN_X = 640 (in our case) CX = X DX = Y ----converted to---> DX:CX offset mov eax,SCREEN_X/4 mul edx mov ecx,eax mov edx,eax and ecx,0ffffh shr edx,16 The stepping isn't byte by byte, rather double word shifts. As a result we have to divide SCREEN_X by 4. I can't seem to find an attribute in the VESA information block that would define such a factor. The VESA 2.0 documentation points to a "colour depth" value??, but, this area was very poorly documented and left a lot of unanswered questions.. For now though, 4 seems to be a universal memory alignment, and seems to work across all computer/cards. Whether or not this value varies around computers I don't know.. but this is the best I can come up with for now. _____Using the Code The code i'll show you is a combination of Adam Seychells VBE2.0 library, my initial VBE1.2 library and a bit of code generously donated by Tran's "Hell" demo. I merged them all to get this current code. The following text describes this code: The first piece of code you'll need is.. mov bl,00b call CheckVbeMode jc @@init_error This function will return CF=N if your card supports the 101h (640x480x256c) mode. It also accepts two bits in the BL register. Now you don't really have to know much about this, as you would normally set BL to 0. I've put this is here for debugging reasons, so that I can override Linear mode and P-mode calling detection. If CF=N, we can then put the card into hires 640x480x256c mode and initiate the background screen flipping code: call setvbemode call set_IRQ00 Once we have done this, we can how begin our demo. call my_main_demo_routine For our purposes, your demo routine may look something like this: proc my_main_demo_routine @@paint: call [sync_screen] call key_pressed2 jnc @@paint call get_key ret endp This would be a typical "scene" in your demo that would do some sort of animation or rendering to the [RendBuff] buffer (For example, it could be the initial logo screen, or a 3D mapper etc). Once you have finished all rendering, the [sync_screen] routine will then be called. This will copy the data in the [RendBuff] buffer to the current invisible screen (if isn't making any sense, then refer to Trixters article on page flipping DM#111). In between, traces, there are time windows where we can flip without causing glitching to appear. The flag [byte sync_screen_flag] will go low every time a window is current. When this happens, the [sync_screen] routine will flip the screen, making the invisible part (the screen we just updated) visible. There will be occasions when you want to paint a static image on to the screen. Applying this image in a timed manner may not be necessary. Therefore you can use this routine. call [update_screen] This routine is the same as the last, except it's not timed. There are no [byte sync_screen_flag] wait code in this routine. To, exit out of hires mode, and to halt our background flipper, do: call reset_IRQ00 mov eax,3 int 10h and that's all there is to it. My R2SR demo source code, it provides an excellent example on how to do a SVGA demo (NB/ the code will only be available after the Oz96 results are released). You may also like to have a look at some of the bit blitters and 3D mappers i have in there. It's a good resource for linear blitting. See ya later. Jason Nunn - jsno@topend.org.au =-------------------------------------------[Review of Impulse Tracker]--[GD]-= _____Introduction Impulse Tracker has been called "Scream Tracker 4" by many people, and for many reasons. The similarities in appearance and operation are what make this tracker very similar to the well-known tracking program from Psi of Future Crew. However, its advanced features make it more than just a clone. Impulse Tracker's most interesting feature is the use of 'New Note Actions' which allow a composer to manipulate 'overwritten' notes. It also adds the power of Volume Envelopes while maintaining its mouse-free interface. The coder, Jeffrey Lim, wanted to produce a tracker that people would use, so he maintained the Scream Tracker interface instead of inventing a new one, while adding some excellent features of his own. _____Features New Note Actions let a composer do more than interrupt a note by playing a new note in the same channel. The previously played note in a channel can be faded, cut off, or even continued as if nothing had happened in the channel. This is done using the New Note Actions and virtual channels. The program supports 64 actual channels (but only 32 on a Gravis family soundcard) and up to 256 virtual channels. These virtual channels can not be written to with sample and effect data as regular channels can, but they are used to handle the New Note Actions (NNAs). Notes that are to be faded or continued depending on the NNA used, are swapped out to the virtual channels. Volume envelopes are also offered in this program. The volume envelope editing window is on the Instrument Page (F4), on the lower right. When in edit mode, volume points can be raised or lowered, and shifted left and right along the graph. Envelope points can also be added or deleted as desired. Impulse Tracker also has a Global Volume setting for each sample. Therefore, if a user wants to replace a sample after having entered many different volumes throughout the song, the volume can easily be adjusted by lowering the global volume to match the previous sample's volume. Pattern length is selectable as well, with a default of 64 rows, and a range of between 32 and 200 rows per pattern. This is a nice alternative to using the old Cxx (pattern break) effect, especially when composing in an odd time signature requiring an alternate pattern length. _____Interface The author has attempted to recreate the Scream Tracker 3 interface that is preferred by many die-hard Scream Tracker users. This allows for a smooth transition between the programs. Even the colors can be matched from the Palette Editing Page (CTRL-F12) by selecting the 'Gold' color scheme. The pattern editor is like that of Scream Trackers, allowing for fast and easy operation. Being that this is the section of the program where composers will spend their most time, ease of use is of great importance. The sample page is a bit different compared to the Scream Tracker layout. The note tuning column (C4SPD in Scream Tracker) has been moved from its original location next to the sampletext, to the editing window for loop and sustain points. This makes tuning samples more difficult than in Scream Tracker. The tuning value represents the pitch at C-5 (note C, 5th octave). The full range of notes allowed in Impulse Tracker is C-0 to B-9 . Also, with the new interface on the sample page, it is not possible to play multiple samples at once. This was useful for doing things such as voicing chords before tracking, and tuning samples. _____Online Help A scrolling window containing help text is a feature that moves away from the boring multi-screen help section in Scream Tracker. Cursor arrow keys will scroll the help window vertically. The 'global' key for the help screen is F1, unlike Scream Tracker's F10 key. However, some sort of indicator should be displayed to let the user know that there is more information and to use the cursor keys to scroll. _____Sound Features Impulse Tracker will work with any SoundBlaster or Gravis family soundcard. It also can play on the PC speaker, for those who don't own a soundcard. Surround sound is supported on the SoundBlaster Pro and SoundBlaster 16 soundcards. It is not available on Gravis soundcards. Stereo panning is controlled visually instead of with hex-characters to indicate pan position. Small blocks are used to mark the pan position of each channel. They can easily be shifted to Left, Middle, Right, or Surround by using the L, M, R, and S keys, respectively. The pan positions can also be adjusted using the cursor arrow keys. _____Module Support If you want to develop routines for playing .IT modules in your sound library, you can refer to the included file ITTECH.DOC which explains the different file formats associated with Impulse Tracker. This file is very similar in layout to the TECH.DOC provided with Scream Tracker 3. In case you're switching from another tracker, and hate to waste all those unfinished songs you were working on, don't let compatibility stop you. Impulse Tracker can import songs in the MOD, S3M, and MTM formats. The newest version of Impulse Tracker now saves in .S3M provided the user doesn't use any non-compatible Impulse Tracker features, such as instruments, ping-pong loops, etc. There is a section in the documentation explaining what features are not compatible with the S3M saving option. _____Conclusion Impulse Tracker is a program which underwent many hours of conception, design, and implementation. The author continues to improve it, with the help of users' bug reports and ideas. With the number of users interested in using Impulse Tracker to develop their music, it should only be a matter of time before the format is widely supported. The latest version of Impulse Tracker is on ftp.cdrom.com in the directory /demos/music/programs/trackers . Updates of the program are uploaded to the directory /demos/incoming/music/programs . The filename will be it???.zip where ??? is the current version number. A worldwide web page will soon be available also. You can send email to the author of Impulse Tracker at the following address: pulse@smug.student.adelaide.edu.au . Write 'Impulse Tracker' as the subject. GD / Hornet - gd@ftp.cdrom.com =---------------------------------[The Party 1995 Intros Reviewed]--[Phoenix]-= [This is part 2 of "The Party 1995 xxx Reviewed." Refer to DemoNews.112 for more information and a little disclaimer.] Name : Lola Effects: ** Group : Amable Design : *** Filename: amb_lola.zip Music : **+ Country : Germany Overall: **+ Place : Not shown [ ] Low, booming intro music [x] Phong blob [ ] Member names in intro [x] Techno music [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner Don't quite know why this wasn't shown but.. has decent design, kind of Orange-inspired. Not many effects, I like the pic of the happy African dude. :) Name : Poison Effects: ** Group : Zden & Moshe Design : *** Filename: poison.zip Music : *** Country : Slovakia Overall: **+ Place : Not shown? [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [x] Techno music (very much so!) [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner This is pretty much a techno-based intro. It's in black and white, and very flashy with lots of fast-moving lines. A must for hard techno-fans (those who were keeping up everyone try to sleep raving at the Party for instance :), otherwise probably not worth getting. Name : Just-ice Effects: ** Group : Spirit Design : ** Filename: just-ice.zip Music : ** Country : ? Overall: ** Place : 20th [x] Low, booming intro music [ ] Phong blob [ ] Member names in intro [ ] Techno music [x] Lens flare [ ] chrmface.3ds [x] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner Amazingly, this is the first Spirit intro NOT to have any toruses. But it turns out they can't do much besides them. :) Name : Louise Effects: ** Group : Karma Design : *** Filename: k-louise.zip Music : ** Country : France Overall: **+ Place : 13th [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [x] Techno music [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner Well, another Orange-wanna-be group forms on the scene, kludged from French groups Eclipse, Kloon, and Zuul Design. They were the only group at TP5 to learn from Stars by Nooon that naked cartoon chicks = votes. So this intro has that, plus the techno music, plus a neat background, and some blurry-outlined vectors, hard to describe. Nothing amazing but worth a peek. Name : The Royal Family Effects: ** Group : Orange Design : *** Filename: royal.zip Music : **+ Country : Finland Overall: *** Place : 9th [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [x] Techno music [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner I wonder about Postman Pat's infatuation with England.. anyway what's so unusual about this intro is the fact that it's all _video clips_, like Complex's "Message from the Cosmic Brothers". Of course, to fit it in 64k, some changes had to be made, like mono-color, and very low resolution (less noticable because of a TV-snow fill method). So I gave it 3 stars for what P.P. accomplished. Name : Unreadable Effects: *** Group : The Coexistence Design : ** Filename: tc_unr.zip Music : ** Country : Germany Overall: **+ Place : 8th [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [x] Techno music [ ] Lens flare [ ] chrmface.3ds [x] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner It starts off saying "No donuts (LGM dejavu?), no ducks (phew), no optimization (of course not), not Just art (though I wish it would've been instead :)". The best effect is a plasma zoom. That's followed by an attempt to mimic the reflected cube & lit tunnel Cubic wurfel-modes. They threw in a lemming for good sport, and at the end it says "intro finished - system crashed". Well, it doesn't hurt to be honest. :) Name : TP5 Intro Effects: *** Group : Cascada Design : **+ Filename: cda_tp5i.zip Music : **** Country : Sweden Overall: *** Place : 5th [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [ ] Techno music [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner Yay, another all-blanks production. Well, it was a real rush job so they didn't have time to include the usual demo effects, heh. But it's still not bad. The music was made at the party by Zodiak and Necros, and The Edge's code includes a phong pillar scene and a flat shaded cube with full shadows. Then the shadow becomes a bigger cube and they spin around, it actually looks nice. Name : The Sea Robot of Love Effects: ****+ Group : Orange Design : **** Filename: okean.zip Music : **** (a P.O.V. thing :) Country : Finland Overall: **** Place : 3rd [ ] Low, booming intro music [ ] Phong blob [ ] Member names in intro [ ] Techno music [ ] Lens flare [ ] chrmface.3ds [ ] Colorful tunnel [ ] duck.3ds or dolphin.3ds [ ] Group Logo in corner Wow, none of the blanks are filled. The music by Dune is not quite the usual techno music. As you could see by the stars, I _really_ liked this intro. It was just snow-blurred enough to give it a TV-like feel (something Orange has been working on for a while now), and the whole thing is smooth and artistic, with mostly meshed vectors. Name : Illumination Effects: ***+ Group : Yodel Design : *** Filename: ydl_illu.zip Music : *** Country : Sweden Overall: *** Place : 2nd [ ] Low, booming intro music [x] Phong blob [ ] Member names in intro [x] Techno music [x] Lens flare [ ] chrmface.3ds [x] Colorful tunnel [x] duck.3ds or dolphin.3ds [ ] Group Logo in corner This intro is quite short, but nice. It has faked 18-bit color through vertical bars rather than horizontal. Features stuff checked in the boxes above plus some nice tetrahedral prisms. IMO didn't quite deserve 2nd place. Name : Lasse Reinbong Effects: **** Group : Cubic Team & $een Design : **+ Filename: ctslasse.zip Music : ** Country : Germany Overall: *** Place : 1st [ ] Low, booming intro music [x] Phong blob [ ] Member names in intro [x] Techno music [ ] Lens flare [x] chrmface.3ds [x] Colorful tunnel [x] duck.3ds or dolphin.3ds [ ] Group Logo in corner Well, this intro has all the standard effects, 3ds objects, plasma, rotations, rippling, etc. What probably got it voted 1st place was the harming of the all-too-familiar 3d objects :). _____Conclusion There you have it. I hope my review of the TP5 demos and intros wasn't too cynical. But one thing can be said: lack of originality. I hope to see some more innovative ideas at Juhla 3 or even Oz96. Until then, we can always flash back with the Freedom CDROM. :) Phoenix / Kosmic - vossa@rpi.edu =-[Subscribing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _____How to subscribe to DemoNews Mail to : listserver@unseen.aztec.co.za Body : subscribe demuan-list [first_name] [last_name] The listserver will send DemoNews to your e-mail's return address. _____Back Issues Older issues of DemoNews can be located under /demos/hornet/demonews. Newly released issues of DemoNews are posted to /demos/incoming/news. =-[Closing]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= For questions and comments, you can contact us at r3cgm@ftp.cdrom.com Your mail will be forwarded to the appropriate individual. ...........................................................End.of.DemoNews.113.