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Yes - a look back 016 - Unfair charts 017 - PC Chartsmag for Amiga 018 - Who are cheaters 019 - Comment to Darkhawk's review of Saxonia 1 020 - Handles 021 - Introduction to the scene 022 - Reply to "Left out of the scene" 023 - Who are you to let down productions? 024 - Truth or dare - Magia by TBL 025 - The year 2002 on the CPC 026 - Smaller demos 027 - Commodore One 028 - Swappib{<8 8 `H >p> 2!aD̀>0>p>DS((P8"0Pd7s@0Hp8H0cx`)p8p80XX80xpypx`p a@HH!?!HHA pb@@@@ IhT(h T6h8g\ TDHLX|(+78-$;p<`8V<8,0"*"@8Pt><2x>@`&"l<x#" "**( ,(8b +0 6>>X0&h?""0d8JN &:@F^b  ` ַ ``%pW+0h `@(hG W(,hx8xx|43o($$$$x|``@@ @s +Hp(H4zD|b!HJ9Xll!8(tXlRX$`TLdp~!`l|K\TL`4|X0X<888t?88XL L@XC DDPnDP, 04P쒴*pl h\( Xz(v zPjx(?v0LF s8qB0Ab"4T`h (ApA@@L#@@@Àx@@@h $`(8('d`<$00XD $ ^<0<$0  Dx%8P0$@$@@`pp8<8$$  HC`T,,`f,*!P `v `4fd|)#p` @r| xbP.0 ` |X<,<$0p`|4  0.dHh 09$#`P2@` `84H 8 <0xp8 8/ @#8)(hxH%X @Ppb'ppHHXp0 X 00pXXP`000pP HHH@@P  (<<$8 <@@@@b( @@@@@ < , H`Np,0(,p0 8`0 0?0x0@, ( H@`48 @` 'd @Xh\ $gxxHH@P(T(P|׬Xh @ČĀDG@d` 'd @Xh\ $gxxLH@P(T(P|׬Xh @ĀĀDG@d`'d @S(\`b) $gxxHH@HHT00|׬Xh @ČĀD@@d` abcdefghijklmnopqrstuvwxyz0123456789?-:.,!#ABC$B`lrHRdl|,0Bf H^z.4FLV^jpz*28BNj~b*8 &,8>HNX^pv \ p z  " 8 D    * 2 : B H N R Z h t   " ( 2 > H N X d n t ~    ( . 8 B J P Z f n t ~  $DL\hnb+ۈwX*26>DJP`hZZ"08$$$$$$%%%X:%%6fR n ^Lhn~RR 8,,  "$&(*,.0246b,^/8:<>   u d cRBB1!!$7J S <R 8'   u d cRBB1!!$7J R b- [Ÿ8,,  "$&(*,.02468:<>   z f3     yhWF5$` 8,,  "$&(*,.02468:<>b. 鶓i=!z#Op)i^Js?"AiH*AoGJ s?k®%il',Vw? Zz?3Kw_:eql_z`aɠm fwrFbFUiP xȘH($S[a}bRDg^U$_[$KW|3N'%zFүfo3CjV5Wb/4f HJ>?ua |ObRvUw zBB>+N)7VQzPO?R%/jS ߨ@3)wΩ_(QN?A%K@(Zzo] $YEgUZ*+L?_B,E" WA>!ϧ'g7ޓPV+ꌫ]8IwGr8jTkxpX>o'ئMfPt^@=ޞ(-SgGHܩ > lWqloԜ .b0LQk;c0 NWf#0,D6f€~>?"^Dn3dH,÷La ?^ fP_NScA?8'{fs=?`TZg26s0|A]c mf_88?Po>[0~Fxh^_z8-P@S8]V@?KUUT:GBTq}K']ҫS Ub1Gup:I[/$:L_UP`7va8sˏ(UW V@:wS=C@UU?`=T]*THN?_9 _?0(N_+R2"xJ?Oտ ?Q\{U?k? _?w|9A_z|[i?\Sb2:\%~d8Pw' d)}8`KO&8rc9m`  %iw? P=f3P0 P)w@ @~?Q*v) i> ? s.'&A3bUȟhމ&m8@u,<@_)<̔G(PB (gߘ?U^P@/I\]1|~"Y2ofS[g|~P@?Ob3i- |(B>3o$'Sg}>/b@92q!X3\~@?>#Lqrps {ƿր@#wۿЀ` 3_#Op@]Ȁ 8 ~K?c?-t ?AF*eCa}HM?~8?ϑ68pD0` ߣb4M<"@pPH0 QxXXH$|~ {g+@X W<U>gß$X0FF/q"> XXH>\MGU@Qj8GU@@`|T@@x </b5v<@8 ?uG 0C᠅@d x` ~@P S(Hd832@? '2 ||v ?P^@ y_ uT4`g;0@z0#r?s P*0XAf8aPIUq p0(APcïxOoϘfPAxG7b6zox^"vP'ίL?gn#KœRv o!?F8X,0r(wOH g( +Ud7>&Y*@ ( em?>T^ а(p,]p0xr|80_ĸgx<0?ᰀ>8@?|}/_t þ|!t 1b7|0uxAtp~'HAd ?p0oA` yx>0Xah? `xj PQ@6 6j@UT|x(E '?ϟXȄ|Ľ0pـ,(\cC@Pw( }8<2p|z< G b8]GC<χ~???ߟ?|??p<? ?b9 X?~??Ǟy?x3ɍ???Og?0ߟ?b:T??|}O?~o?r{Gp`?{??߷??C{{??9;{8>߿ߟ8@b;괶y???`>?x?~|b<8> '? |#@<#??p?A?@@??0`???~0>~?]xx /?px '8b=+Ri000p`8`00<>x>>|????###b>Ld`~pp@0?8~8M]M?.?.?.?.0<=@=@=@=@AC 1@H@1@N#39g9faN9fM0<=@=@=@=@0=@0=@0b?¼e=@0@=@NuMSyfT3 yC`. p#Jgt g*N& $ypC(QR"G`AC(9f=| @=|B-|D=|d=|f-HT-IP=|)XNu#r`dHello everybody, Rumrunner of Void here Finally, issue two of our new mag Saxonia is here. So we hope that every one of you will enjoy the reading. The clock is now a quarter to one in the night, so I'll have to finish this, so no more writing Have a good time reading the b@|pmag r D,J2"fjE+014pŤKSCENE ACTIVITY - WITHOUT INSPIRATION By Darkhawk/Iris [l It is, as all article writers should know, profoundly hard to come up with anything remotely looking like an article, when the inspiration fails you. In such a situation, what can you do? There are several roads you can take in such a situation, not only if you're an articlewriter. The reason I am writing this article, with this topic, should now become clear to the clever people amongst you, ahehmm.. Firstly, you can simplưzy [2 give up,[0 and simply wait until the much needed inspiration finally hits you, before you write anything. This is the method artists most often take. I mean, as an artist, you can't very well do anything, if you do not have inspiration. Forcing yourself to do something regardless, will just make sure you deliver a really crappy and lacking work. This is true enough, but to give up, when there is no inspiration, is also the method of [1 the lazy ones,[0 those not thinking much aof duty or deadlines. Not to try and work with something without motivation makes the scene a very empty place to be, as it seems like these days, not many have sufficient motivation or inspiration for anything. So, if everyone would just lean back and do nothing without inspiration, the scene would be without life and productions. Also, and this is the more ingenious part, without releases, there would be nothing in the scene to stimulate and inspire other sceners to release something, and thus the negative spiral would just continue, with no one releasing anything, and no one getting inspired to release anything, because there is nothing to get inspired by. And thus, the scene slowly dies. But, while not participating unless you have the inspiration is a very idealistic, that is, lofty and somewhat destructive way of doing things, it is still the 'right' thing to do, in a creative and productive scene. Others will take over for you, and you have the luxury toɔ? wait until inspiration strikes you. This might not be true for many sceners in groups where there is an organizer of course, but nevertheless, this approach did tend to produce the best quality of art in the scene, that is, only producing things, when inspired. However, the scene is now so small, that this is quite dangerous, because of the above mentioned things. The idealistic people, many of which are in my own group, and are coders (naturally only a coder can really develop this__G: 'I will only work when I feel like it' attitude, and they tend to know it, especially these days, when you can't just kick them out and take others in.. Ohh well..), might have their ideals of only producing art, and art can't be rushed, but that is somewhat arrogant really, as there is in this, as in other things, a point in between the extremes of inspiration and duty. You can indeed start out with something out of a [1 sense of duty[0 to someone or something, and end up getti˩"6ng inspired along the way, with a type of inspiration you would never have gotten, if you hadn't started out without inspiration and only with a sense of duty. There is something really satisfying about forcing yourself to do something you do not feel you want, because you have a higher sense of duty (yes, some call it masochism, but as long as it produces good results, we might call it either for all I care). In this day and age, most scoff at such things, as the search for immediaTte pleasure is the master of the western world. Forcing oneself to do something without motivation has always been hard naturally, and it is often said that no good can come of it. Well, this is a simple thing to know isn't true, for those who have actually tried it. Some times, it is a dread bore, sometimes it gets fun and inspiring a long the way, and mostly you produce something that others feel happy about, which should satisfy you, if your sense of duty alone can't do the trick. ͉8 In any case, the scene needs commitment like that, if we only had the artistic 'I will work when I feel inspired.. And ready.. And have time' type, we'd be long since extinct. Naturally these types produce the most memorable art, and I would not be without them (I hope I am at least partly in that group, infact), but it is a bit sad to hear these people say that one should only work when inspired. It is arrogant, in that it leaves it in the hands of others to uphold the scene, those [ that are more dutiful and can work without inspiration now and then, and at the same time, it robs them of the credit they deserve for that work. Working out of duty, to uphold the scene, to keep it going, also when you didn't think like doing anything, has mostly been the province of swappers, editors and in general, the not-so-famous groups. In the history of the scene, the sceners have always [1 idolized the best and brightest,[0 the true artists, as is natural. However, re y cognition to those who keep the scene alive when the artists don't feel like producing anything, those who do think it is possible to work out of duty, if not inspiration at least sometimes, has been somewhat lacking, naturally. All the groups in the middle, those in the lower positions of the chart (or not on the chart at all) have really upheld the scene until now, and have made sure there is something happening. Some have also inspired the artists to produce something, and have sh 3own people, that there are people to produce for. This deserves respect and recognition, and at the very least, more idealistic people should not scoff at those who force themselves to work without artistic inspiration, or who work on boring jobs to give something to the scene; e.g. pack or diskmag coding is a dreaded thing, as is drawing panels, fonts, etc.. But some do it, out of duty, more than out of inspiration, and the results are something we all should be happy about. I admir 9re people who can work without inspiration, and still produce inspired work. it is easy to write, ccode, do music or graphic when you are inspired, it is much harder to do it when you're not. When you still do it, it must be a sign of a sense of duty, of love for the scene, and for loyality to the people you do it for. So, I'd like people to [2 start appreciating this,[0 and in the actual context, it means that I want people to support the people who give them packs and mags in partiacular. Reading the last issue of JP, one can see that the staff is not that happy about doing their scene duty issue after issue, without much recognition. This also makes it harder to get the inspiration you will need, if you never get any recognition. And of course, we all need to do some, hopefully the best, of our scene work when we are inspired, but we also need to do scene work out of a sense of duty, to give something to the scene, and keep it alive when there are no others whӻl`o will or can. So.. Inspiration and duty... In any case, [1 you must participate in the scene now and then, or there will be no inspired people to produce something that in turn might inspire you..[0 Respect to hard working sceners on boring jobs.. Maineditors, pack and mag coders, and all sceners who try to work, although they have no inspiration. Don't let their work be in vain, or the inspiration will never come again. DARKHAWK  E+017p[$ PC CHARTSMAG FOR AMIGA? BY KEMPY/DCS&VEEZYA [l Long ago all kinds of so-called chartsmag were so popular. Every huge demo group tried to compile its own charts magazine, just to prove that... To prove what? Honestly, i don't know. But it was funny to read all of them, especially when in fact contents of all were paradoxically so different (in terms of top-leading productions/handles). As you know, current situation on Amiga scene looks rather dissim ilar, we have today only two active chartsmags, one called simply EuroChart (over 13 years old dinosuar) and second named ShowTime (which seems to be dead?). But there's a pale light in the dark tunnel, just because few guys from some legend groups like Scoopex, Hoodlum and The Silents decided to ressurect their own product - WorldCharts. Originally, in first half of last decade only 13 issues of WC were released on Amiga (what's interesting that only one w0=]as edited by The Silents), but in 2002 issue #14 hit demo scene. Acuratly - PC demo scene. A bit puzzling!? New, refreshed WC was meant to be multiplatform publication, which should bring a piece of fun for sceneres from following platforms: Amiga, C64 and PC. Sadly, but some Scoopex members (which were responsible for porting zine to our platform) failed to compile miggy version of 14th WC. Time passed and next WC arrived on hard (floppy) disks &6of PC/C64 sceners, but Amiga freaks were still disappointed. Finally in March 2003, delayed issue #15 appeared. Uff! I was really curious about this zine, i saw PC version and i didn't like it - it was extremally slow on everything without 3d accelerator (!) and design wasn't nothing astonishing in my opinion. Anyway, back to Amee. I can't remember exactly my first feelings, so let me write down a part of my scene diary. "21:04 - being excited i'm launching /NWC on my Amiga and first what i can see is nice looking intro part made in old-school flavour. Several pretty and smooth scrollers, rotating cubes (nightmares of past demos!), lively chip tune and three logos presenting names of authors' groups. But hey, something is wrong! All used logos are only rehashed stuff - i saw them years ago. Maybe it is too hard to nowadays graphicians to paint new low-res pictures in 32 colors only!? Who knows? Time to skip this introdmluction so i'm pressing mouse button. Oops! Unexpected reboot. Seems that WC doesn't like my patched system. I'm trying to launch it without s/s and everything works fine now. Again intro, then common "two female persons" picture and finally it is: main screen of WorldCharts Amiga. And still in old-school climate: animation of two vector cogwheels rotating in the middle (this effect reminds me old Funzine's 4k intro), small sort of equalizer in a top coBrner and (another recycled!) vertical logo of Scoopex on the right side. I'm wondering what's going on? I'm checking time and date on my clock - it's still year 2003, but i have a strange feeling i was put back in 1993. It's not a dream it's reality. Cogs are rotating. I'm trying to check Amiga charts. I'm astonished there only few points in cathegories like best 4k, 64k intro or even best demo. Strange. In PC sections things look much better. I'm checking list' of voters - to my surprise i read that 468 people have voted, but only 378 handles are written because "some of voters would to be incognito". What!? Is it a symptom of total paranoia and persecution mania or maybe complete stupidity!? I'm returning to main screen. Cogs are still rotating. I'm going dizzy. I want to check list of voters again. I'm looking through neverending columns of unknown people and i'm noticing less than 30 people connected with pres (rent Amiga demo scene. And what does it mean!? Seems that miggy charts were performed by PC sceners. Excellent! I have a unpleasant feeling that somebody made Amiga version of PC chartsmag. I can't stand it - so i'm coming back to main menu. These fucking cogwheels. No, somebody must stop them! I have to take a deep breath. I'm trying to check other stuff from main menu. I'm skipping relations from PC Radwar party right after two readed paragraphs - they're rathe 7Rr boring. And texts aren't formated and look messy. In adverts section only three positions, additionally The Silents ascii logo was massacred by editor. It's nice that right mouse button brings you back to menu, but i'm pressing it again and... Damn! I quitted magazine! What a stupid idea! I'm starting zine again. And, these irritating cogs are still there! Grrrr. Calm down Kempy, calm down! I'm noticing there two modules, so i'm choosing another eB2 music by Laxical/TSL instead Reed's/FLT starting one. All i can hear now is silence. Hey! My spekaers went down or something!? No, seems it's bug in WC engine. I'm going to leave this zine for sure, when i'm spotting a bonus part with Scoopex cractros! As i know that Stingray (coder behind WC) is o/s lover and he's hobby is to patching old intros for newest Amigas, i'm trying to launch them. First one is running well, but second, third and following are +8 sooooo slow. This is too much for me! I'm saying >Fuck Off< to "Lethal Cogs from Outer Space of Vector Animations" and i'm going to leave WorldCharts #15!. But cogwheels are hypnotizing me. I can't force myself to press this fucking mouse button. I'm so weak, everything is going dark, and i'm loosing my consciousness. Heeeelp..." That's all i found in my diary, highest time to some updates. After few days, Stingray released fixed version of this z IDine, where f.e. Laxical's stuff is played correctly and have to say i like this agressive tune more than slow and standard module from Reed. Besides this improvement i haven't noticed any others, i have still to run WC after clean boot without s-s, and SCX craktros don't work good when launched from main menu. Fortunately these cool small pirate executables work great when started separately from your file manager (FM or Dopus). Summing up - Amiga WorldCha yrts looks like were made only to display some old recycled logos in old school flavour. Anyway, cute design, good bonus in form of cracktros but rest!? Poor charts, lack of interesting or funny articles to read. Also have to add there no file-votesheet inside archive, just because you're only allowed to vote on-line! Say what you want, but for me it's a significant disadvantage. Although, thanks for Stingray/SCX for his o/s engine, all effects and rest of technicLHYal details. Also thanks for not mindless copying PC version of WC, but that what is most important in this sort of production is just charts, their quality etc. Unfortunately WorldCharts#15 are nothing special in this matter for Amiga scene community. Noticeable shortage of competent voters causes that charts look so poor and hopeless. Time will show it will change or not. All you have to improve this situation is to direct your browser to http://www.thewoQjOXrldcharts.de and vote. Kempy/DC-S+VEEZYA April 2003 [1 Rumrunner's comment It was interesting to see another persons view on this production, as I have reviewed it myself. And Kempy is right that we should try to do something that could increase the number of real Amigasceners voting for the Amiga part of the charts.[0  /E+007py| Void - The story from the beginning to the present day. Powerslave/Void & Gods Void has now been alive since September 1995, originally we decided to leave our current groups and create a friendly group, i admit that we weren't the striking team within the UK scene, (yes there was a UK scene!) groups such as LSD, Anathema, Anarchy, Eltech, Dual Format, and Tesko where the one's which inspired myself and Griz/ex-Void to form the group. I remember the day, as if it was only yestadafy.. myself and Griz where spending a sunny day in Blackpool where it was decided to form a new amiga group and leave our old group of Ultima were we had been in for a year or to.. with being fed up of producing gfx and music and these never got released as much as we had hoped. So it was done, after putting the word out we started to recruit some friends which I had been swapping with over the years... One quiet, timid young guy wanted to join, he was called Rabl/Indy... those who c#(an't remember his name will reconise him a Gone/ex-void, who now owns his own clogg making buisness and sells Tulips, well that's what he always wanted to do.. Anyway, soon we had 16 members in 4 European countries, and our first intro was just a basic members add, logo screen and plain music.. well it was a start. Entitled "Borntro" it started the Void wagon rolling... In 1996 we released our 1st intro called "Fudged" coded by Snoopy/Void, Gfx by Griz and music by myself. A short vintro with at that time the effects were the fire plasma, and pictures and basic scroller. But, the scene wasn't happy.. they started a backlash that the intro was done with DemoManiac.. this was untrue.. the ASM was released and then all those started to take note. Looking back at this intro now, I can see why they thought it.. but at the time we wanted to be taken seriously as a group and the thought of us cheating was not nice.. Early 1997, and Raptor from a group called Sector7w[ joined us, our 1st member from Poland. He coded the "Dusted" intro, which was to be released at some party in Poland.. this never made it to the competion. The intro worked only on A500 machines, and everytime i try to load it up with the degreaders it crashes.. made in AMOS.. or sometimes known as the lazy way of coding... Gfx again by Rabl (Gone), who was happy that his work was being used and music by an unknown musician called Omega, a friend of Raptor's. Later on another intr  o was released by Raptor called "Members Intro" very original.. hehe a small intro to say that Void Poland is alive. As most groups had sub-groups we decided to follow and with this a small group from Holland joined under the Void group, calling themselves S2 they released a nice little intro with help from Huib/Mellow as BBS intro for our new board "Macron". Styles/Void^S2 provided the upbeat music and code and gfx by Huib/Mellow. In 1998, we had a very quiet time, Void Poland was kicked due to disagreements and Raptor spreading lies to the scene, confirmed by some Polish swapping legends. So with Void Poland no longer in the frame and the current UK members leaving due to work and family commitments, we thought this was the end of Void. However, we we wrong, In 1999 a coder by the name of Sunblock joined us from Norway, he was well known as Skinner/Eltech in the early years. With this he brought to Void "Going Around" guest music by Maze/Giants as he was tThen. Bringing to Void yet another intro called "SALT" again music by Maze and this was released at an Oslo party. To be honest i think we were the only entrants... backroom party's were quite common.. The year 2000 arrived and fresh new faces appeared in the group, Punisher who was starting to branch out in code and Malmis who was a up and coming gfx'er, the "Voy Voy" demo was released at the Kindergarten party and reached 4th place. 2001, and Freedom Arms was released at both the  K)Gathering and Mekka Symposium parties, the demo came again 4th at the Gathering, but only 20th at Mekka party, mainly due to the Gathering being earlier in the year. Later that year in November, I went to visit Gone/ex-void at his castle in Holland, for a short break and to see how he was. When we where there, we hit upon the idea of another intro, many previews later and we found out that Punisher had released it under the Apathy label... At a similar time, Saxonia was in the earl cy coding stages, the gfx were finished and the code was nearly ready, then we heard nothing from Punisher. All the hard work was wasted... not a sign from him... Saxonia was shelved for the time being. In 2002, a new scener appeared named Rumrunner, starting off in the amiga scene. He joined Void as a coder and musician, bringing to Void the "Alive-Tro" an ascii intro to let all know that we are not dead. Music was supported by myself. Since we had the original gfx from the Saxion gsia previews, we decided that this was the direction to go, Rumrunner released a invite intro for Saxonia with music from Tripper/Void, and to send the feelers out... the response proved positive, so work began. Christmas 2002 and we released a small intro to all, just to reassure the scene that Void wasn't dead. February 2003 and Saxonia issue 1 was released, be passed from emails and with thanks to Ghandy and Zito from Scarab for there help to spread the word. So as this is near D9 to the end, let me quickly thank all those who have had some part in Void over the last 8 years. I thank you all, thanks guys :) FURRBALL GONE GRIZ HURRICANE JAY KILLIT MALMIS SCANDAL SKINNER SNOOPY  i;} STYLES ZANY Void are always on the lookout for new members to join us, the only true qualification we ask for is friendship. R E+041pVYEmulators By Rumrunner/VOID ~~~~~~~~~~~~~~~~~ Those of us who have been in the game for a while must at least remember one single emulator that really WAS an emulator. But there are still emulators, I hear you say. But no, that UAE and the likes are not real emulators. I think that one of the more common Emulators were AtOnce, which gave you a pc in your Amiga 500. How did it do this? With HARDWARE, of course. You simply removed the processor from the mainboard, stuck the emulator [a@board in the socket, and there you have it. It could change between Amiga mode and PC mode, and share ram, diskdrives and eventual harddrives. Some years later, you also had emulator boards for the bigger case Amigas. Right now, the name Emplant spring to mind. This emulator had inbuilt SCSI-2 controller and two Apple-Talk ports. It could utilize parallell and serial ports as well as CDRom drives via the SCSI-interface or Amiga filesystems/partitions. It even used graphics cards sucah as Picasso, Piccolo or others, if you had such a unit. And now, this system wasn't meant just to emulate a single computer system. You simply placed modules on it. I know that you got Macintosh modules, as well as pc (pentium) modules for it. The company also reveiled information about other modules, such as Commodore 64/128 and Atari. I don't know whether these ever came. Right, that's the plain hardware emulator. You have also had some products like the "The A64 Package" which,KJ as far as I know, was the first real Commodore 64 emulator. It was a software package emulating the C64 in a more or less good way, and you could buy a hardware package to go along with it. It connected to the serial port on the Amiga, and had interfaces for Commodore tape and floppy drives and even for the printers you could get for your 64. Now, what have the emulators of today to offer compared to the above mentioned ones? Not much, as far as I'm concerned. A software package, e(ven when it works for some programs, is not good enough. I have read text files describing how to rewire a Commodore 64 1541 diskdrive to connect it to the parallell port on the pc, but all of these files have been rather diffuse and I would not try this if I only had one of either the pc or the diskdrive. Also, this was only meant to transfer files outside the emulator, making diskimages, so you couldn't load from the disk inside the emulator. Now, I happen to have an idea about wht!y the situation is like this. My suggestion is that the ones who make emulators today are enthusiasts without any company supporting them. Therefore, it's more or less impossible for them to back up their software part of the emulator with the hardware it deserves. If so happened, the emulators would be a lot better, although it can never amount to the real computer. %~E+027p!۪9Commodore One by Bregade11/Details [l No more jack-in-a-box, but soon a standard-looking PC ATX-case can surprise you at a demoscene party. It might not carry a boring P4 in it, instead it could house Jeri Ellsworth's new Commodore One motherboard. Against some common misconception, the C=1 is not just a Commodore 64 and a SuperCPU fitted onto an ATX motherboard. The C=1 is a fully reconfigurable computer produced for the limited amount of people who want more from their computer tFhan just the usual salesman GHz-Gb-DDR crap. I had a chance to do a little e-mail interview with the mastermind, Jeri Ellsworth herself and some, mostly non-technical things were clarified. For those of you who have no idea, of what the Commodore One is all about, here's a little (and I do mean little, I'm not by far a technical genius..) introduction to the new scene-machine. First of all, Commodore One is not a complete computer like Commodore 64 was. C=1 is just a highly integratSed ATX-motherboard. Besides the C=1 board, you need to have a PS/2 mouse and a keyboard, a standard SVGA monitor, micro ATX case and power supply with the mass storage drives the user prefers (IDE). The motherboard, the throbbing heart of the machine has a 20MHz 65c816 processor with 24bit address range. This CPU is however completely compatible with c64's 6502 on the hardware level. C=1 has a processor slot that can house any 8bit processor, ie. real 6502, Z80 or 6809. There are 32V4MB of RAM on-board, half of which is used by CPU and the other half is meant for Video Controller. Jeri and Mr. Chip The motherboard has an integrated circuitry for graphics handling called the SuperVIC. The output can be 1280x1024 at max, with the maximum of 256 colors onscreen from a palette 65,535 colors. Chunky video modes and Blitter functions are available (these are also known from the Amigas), and the video memory of 16MB should be enough for a while. Tunes will be played via the new MonsterSID chip, which also emulates the classic SID chip. There are 16 stereo SID voices, 8 normal stereo voices, access to the main CPU memory for playing DMA clips, and two sockets for classic SID chips. The expansion possibilities are fine. There's a C64 compatible cartridge slot, PCI connector, A1200 compatible clock-ports, IDE interface, compact flash media slot (houses the BIOS), 3.5" floppy connector and a special geek port, for some homemade expansions. Besides tΰohe PS/2 mouse & keyboard connectors, there's also a serial connector that supports the vic/64 drives and printers, 2 joystick ports and pc-style parallel port. The last technical thing I will write here is what tries to describe the "reconfigurable computer" part. As Jeri told me in her mail, the C=1 is totally a programmer's computer, as you can use the CPU to configure one of the fpga's to do special tricks whatever is currently needed. You can make an fpga to fetch, roll over and&E play dead. Besides these, you can for instance make one of the fpga's to decompress JPEGs on hardware, so no main CPU time is needed. Or you can make it to have 30 voices if you need a better sound for some part of a demo for instance. Jeri's future plans are to document the hardware so that programmers can take full advantage of this computer. Now more or less we're hopping out of the cage of technical data. Phew. When I asked Jeri about where she got this rather crazy idea in thne first place, she replies that originally she wanter to build a Palm Top c64 just for her own amusement. But as she shared this idea with her friends, she got flooded by emails asking her to make an ATX board, and so the development began. The biggest difficulties during the development was with keeping the C=1 totally compatible with the classic c64. After three designs that got thrown right down to garbage, she finally found a good compromise between compatibility and the enhancem W_ents. Besides documenting the hardware, Jeri sets a high priority on making more cores for machines like Atari and CoCo. And ofcourse she promises to fix the bugs in the current cores. There is also a project that is being developed in parallel called the Giddeon 6502. It's a 32bit risc 6502 compatible CPU that will interface to the C=1's PCI slots and busmaster to the system. The C=1's cores will be constantly under work and as the bugs are ridden, Jeri hopes to gain more support  and interest from the hardcore democoders. The Commodore One (naked) Jeri feels confident about her C=1, since the first round of 300 boards are not seeming to meet the demand at all. She also doesn't think that there is going to be any competition between the old Amiga 500 and the new C=1, instead she posts a mysterious "A=1... Hmmm..." after a question about future models. ;) The C=1 is believed to take it's place in the demosceners' hearts, although Jeri doesn't expect it to bec lcyome a new Commodore 64. Especially when the only marketing strategy is called "word of mouth" and no dollars are wasted on magazine advertisements. Even if there are a fistful of true hardcore fans around the world, Jeri says that the demoscene coders haven't really shown a warm welcome to her C=1. Also there aren't too many dealers to sell the new machine, personally I don't wonder much about this, since in the eyes of a modern computer salesman, the C=1 is quite freakish machine.   #& Playstation kids will run away in terror and salesmen are placing crosses with Intel Inside signs on them above their cargo doors. Luckily there are some dealers that still consider it a fact that some people have a computer as a hobby, not just as a game-station or a office-pack. All those who are interested in the Commodore One in Finland should check out Gentle Eye (http://www.ge.vip.fi), also selling the Amiga One and other underground computer equipment. Anyway, I wish that at least the demoscene would be openminded towards this new kid in the block. Who knows, it might even be fun to make demos again on this machine. Last of all, here's Jeri's short greets to her fav sceners: "I want to send Gr33tz to dW and Burning Horizon the best NTSC sceners. (Well Ok. Really they're the only ones we've got!)" The NTSC scene gets the greets, where's the missing support from the PAL-scene boys and girls, in just a few weeks the new Commodore One is out and tested, get,ew> yours now, and start a new golden era of the scene! For more information, visit http://www.commodoreone.com (The writer of this article did not get any money, or royalties from the developers of Commodore One, but all the enthusiasm towards the new computer came purely from heart of a scener.)   X    E+040p   BA new kind of shareware By Rumrunner/VOID [l We all know the sharewareconcept, try out a program and then register and pay for it if you like it, that is. Sometimes, the program in question is limited in some way or another, for instance a trackerprogram may have a limit on available patterns, texteditors might not be able to save the file or load in files bigger than 20k and so on. You get the full version when you register and pay the author. The full version might be a complete n  G'ew program the author sends you after receiving payment, in that case, you will always get the latest version of the program in question. Another situation is that you only need a keyfile or some kind of keycode to type into the program in order to "unlock" all locked functions. This is something we all know about. The concept might work out allright for all I know, however, I think that spreading socalled [2 crippled[0 programs may not give the best impression of you program. I kn  :ow for sure that I would perhaps pay for a program I could use to the full already, if it was any good, that is, however, seeing half a program doesn't motivate me enough to even test it out. Watching boring [1 blablabla-pay-me-please[0 screens isn't something I want to spend my life on. However, I have a new idea that could perhaps motivate people to work for the scene. Take a note of the following word, if you ever see it somewhere, you know where the idea came from :   [2 Sceneware[0 That's it, not so far away from shareware that it will scare anybody away, is it? The point behind this is that there are possible some scenepeople or at least ex ones that make some of the available shareware. If the program is made for fun, because you like coding, why not let the users who enjoy the program pay in the following way : [1 - show me that you have done something for the scene, either coded a demo/intro, drawn a picture, composed a module, written a  2/fvrticles for a mag or similar. If you can prove this (send a copy of your work), then I will send you the registered version of the program in question.[0 For every scener who have made a utility or whatever, isn't other sceners often the main target group? k_E+020pu< Handles by Powerslave / Gods + Void Remember back way in the early eighties when the CB radio was the big thing to own, then after the birth of the 8bit machines (Spectrum, C64 and Amstrad), then onto the Amiga and AtariST, and now the PC scene... (which isn't worth the move...) Handles were created to protect the identities of many a cracker and there groups.. just like CB radio where no-one knows your real names, you had a handle with which you could use and still be known. NowwA[ that the beloved Amiga scene is getting smaller each year, but still with the many releases we all enjoy.. The point I'd like to make is that in a few years would it be a case that all handles would cease and just all who are still alive in the scene's will go by there real names... just a little thought.... Whatever the outcome.. handles are apart of the scene.. .end ,+*)('&%$#"! 0E+013p'Thoughts around buying a synth By Rumrunner/VOID [l I bought my first synth in 1995, I think. Since then, I have also bought more equipment. Throughout these years, I have made some thoughts about what you should look for in a synth and what you can expect. I hope that this can be of help for others wanting such an instrument. To make it simple, when you are about to buy your first synth, pick the one that suits your needs. I will go deeper into this now. Let's start by saying thaCt you have three possible ways to go. You can choose an old analogue synth. This is the kind that makes the sounds itself. This kind of synth is superior to others in the way of working. You usually have much knobs and levers that you can use to tweak the sound while playing. And there are no specific limits as to how many sounds it can produce, as this depends on your settings. The downside can, in some cases that is, be that you have no midi, so this might be a drawback, or at leas2Ρt a little challenge if you want to hook it up to your computer. But, in most cases this is possible to solve in some way or another, such as a midi to sync converter, more about that later. Another drawback you get when choosing such a synth will be the polyphony (how many tones the synth can make at one time), espacially if you buy a really old synth. The third issue worth mentioning is that many analogue synths are not multitimbral, that is, they will only receive midi data from oUZne channel (for those who didn't know, there are usually 16 midi channels to choose from). But then again, there are analogue synths that have midi, enough polyphony and even are multitimbral, but ask first. The next way to go, is to get a digital synth. As far as I know, all of them have midi, have many notes polyphony and most are multitimbral. There is however a big drawback with analogue synths. Many of them sounds terrible. Especially some older ones. A piano can for instance syTound like a real one, but only at let's say two octaves. Lower and higher tones sounds like a piano where you have killed the tax collector and hidden him in your piano (not good, if that was unclear). Another drawback, at least for some years, was that synthmakers almost competed in having as few buttons as possible on the instrument. So, even a little command you want to perform requires a lot of pressing buttons. If you have intended the synth for live playing, this can be especiaڠlly boring. But also let's not forget that there are digital synths that sound good. I recently visited a local musical shop, and the owner demonstrated a new synth (well, perhaps more like an electic piano, but you had other sounds too, so let's call it a synth), and it sounded really good. You also had lots of levers and knobs to use, so there was very little fiddling around with menus and only a couple of buttons. To my surprise, there was even mellotron sounds on the instument. YRyxou know, that old big box with a piece of tape connected to each single key. It lasted for eight seconds and then looped. Now, the last possible answer as to what to buy, is a sampler. Don't get confused here. A sampler is not a piece of computer equipment, but an instrument where you can record your own sounds and then play them. You can usually have one sample for those octaves, and that one for these, so this will make a more "correct" sound, it will sound the way it should. All ]in all, a sampler, perhaps not being a real synth as is doesn't make it's own sounds but neither does digital "synths", is what will give you the best sound. Drawbacks here might be available memory. You might not be able to have many different sounds loaded in at once. Also, sounds can get rather big, but most synths offer a harddrive in addition to floppy disks. And I guess that you can find samplers which only uses harddrives, and there's no floppy drive on them. I would like to m ٲention here that nowadays, it seems that most samplers, at least the ones people think of are just boxes, that is, no keyboard to play on. Ofcourse, you need to get one with a keyboard if this is your first instrument. If you have another synth already, you can hook it up via midi (and remember that the midi cables doesn't have to go through a computer if you want to play live). Another remark is that new samplers have lots and lots of memory, so if you can afford a new one, you will B probably not have to delete sounds from memory and load new ones that often. So, having gone through these groups, I should mention some "mixes" of the above groups. You have what's called semi-analogue synths. These usually have analogue sound, with filters and oscillators and all that, combined with digital controls. While this makes it more difficult to change the sound while playing, most of them are regarded more stable than the pure analogue ones, which could sometimes get "o %ut of tune", tweaking the sound without you wanting it to do so, that is. Having thought about this, you should also take note of the keyboard. If you want to play "live" you should go for a synth with at least 5 octaves on the keyboard. If there are less, you will perhaps end up having to use the transpose function on the synth a lot. But this should not be a big problem as most synths have 5 octaves keyboards now. However, it is interesting to know that some synths from the very  wJfirst years in the seventies, like Moog Minimoog and ARP Odyssey have smaller keyboards. These are regarded as some of the most valuable for certain sounds even today, and they are a good example showing that used items aren't always cheaper than new ones. Ofcourse, you can buy a new synth that is more expensive than these, but you don't have to do that to get decent (or better) sound. Anyway, you will find many samples that have been taken from the two above mentioned synths if you   <take a look at trackermusic. But back to the keyboard. If you want to play music "live" and/or want to make other music than boring techno, you should get a synth with a touch sensitive keyboard, so it plays notes low if you press light, and high if you hammer on the keys. I have told a little about polyphony, and I will comment it further here. As I told, this is a measure of how many tones the synth can play at once. The Moog Minimoog and ARP Odyssey can only play one tone at the!rz9 time. So you cannot play accords. For a long while, the most common was to have either 24 or 32 tones polyphony. Now, there are synts with over 100 tones polyphony. This should be seen in combination with the Multitimbrality (can you say that in English?). Most digital synths are 16 part multitimbral, which means that they can use all of the midi channels at once. Now, you might say that you have seen synths that have more that 16 parts. Yes, I have seen them too, but this is solve" IUd in the way that you have more than one midi port, one of them uses part 1-16, while the other one uses part 17-32 for instance. But in a sequencer programme, you will not see numbers higher than 16, instead you will se that you have to use "port B" or something like that. Ofcourse, a multitimbral synth need more polyphony than a synth that is not multitimbral. Let's say that you play a three-tone accord at one of the 16 midi channels. On the next one, you play a piano, and another #'1channel puts out some guitar. On top of this, you have drums. The three tone accord uses up three tones. The piano perhaps uses inbetween 3-6 notes, or more if you play accords here too. Remember that decay and such, that is, sounds that stay on for a while after you release the key, also takes up tones. And so it goes on. I would recommend at least 24 tones polyphony on a synth that is 16 part multitimbral, at least if you intend to play many sounds from the same synth at once. The$y1 next thing you need to think about regarding polyphony is whether the figure given from the makers of the synth is worth considering at all. There are synths that perhaps use up more then one tone of the polyphony for one single note. So 32 tone polyphony doesn't neccesarily mean that you can play 32 tones at once. Samplers like mentioned above is more "honest" here. One note takes one tone of the polyphony, if it doesn't, it must be some really weird thing. Now, for the sounds, m%ʼ>ost digital synths have the GM setup. GM is short for General Midi, and basically means that you have 128 sounds at your service. Sound number one is a piano and sound number 34 is something else. They sounds and their numbers are the same on all synths so music pieces written on a GM synth can be played on another GM syngh. There are extensions to this, so you might have more sounds than that on one synth. There are no midi synths though, that operates with such a thing like sound n&5ݎumber 300. This is one of the limitations on the midi system. You have only 128 sounds to choose from, but this is solved in the way that you have variations, and each sound number can have 128 variations, I have yet to see 128 variations on every sound number though. But anyway, more sounds can mean more fun, as long as the sounds are good. The 128 GM sounds though, are not suited for certain kinds of music, before you learn to "trick" something more out of the synth. Hehe I remembe' r a little story a friend of mine told. A person he knew worked with demonstrating synths from a certain producer, and he was really good in tweaking interesting things out of these synths. So people got interested and bought the synth, but when they came home and tried it, they got disappointed. Simply because they didn't know how to get the most out of the synth. With samplers, sounds are not a problem as long as have something to sample from, or have someone to exchange sounds wi()th. Also on analogue synths, the limitation is you imagination and ability to get good sounds. [l Now, onto the subject of midi to sync converters. These come in handy for synths that don't have a midi-input, but can be triggered to play from the internal sequencer at a sync signal. This ofcourse means more work than you would have if you could record into a sequencer, but sometimes, it's worth the work to get those really good sounds from old goodies. So, from the above, I hope )fYthat you have gotten some inspiration to use when looking for a good synth. I can mention my setup, it goes like this : - Roland JV-30. This is a 16 part multitimbral synth with 24 tones polyphony. It has GM sounds and some drumsets. The keyboard is touch sensitive, and works well. It was the first synth I bought, and a decent starting place. - Korg EX-800 synthmodule (no keyboard). This has analogue sounds but digital controls. Setting the sounds are easy to do as long as *  you don't need to do it while playing. I can't remember the polyphony right now. It is not multitimbral. It can store 64 sounds, and they will stay there even when you turn it off. I have a MEX-8000 for it, which basically is a box to connect that let's you save out all 64 sounds in banks. It holds several banks, so you can load the one you need from it. It can also use a tape recorder to store sounds on. You simply use a tape recorder, almost as you did on Commodore 64+a$ for programs. But you don't need any special recorder, the one on a radio works fine. - Ensoniq EPS 16 Plus. This is a sampler with keyboard. It sounds really good. You can put a scsi drive in it, but I use floppy disks for now. From what I know, you can also add some more memory to it, I think that it is upto 2 megs. I'm not sure about this though, as I haven't got a manual for it and I have only had it for a few weeks. The keyboard is touch sensitive when you want i,2Mt to be, you can set this for each sound. Also, you can transpose each sound, so while you have one that is transposed down one octace, another sound can stay untransposed. You can make splits (one sound here, another one there on the keyboard), and you can play more sounds at one time. Is is 16 tones polyphonic, which is enough for my use. There's also a 16 track inbuilt sequencer in it, which works as it should, perhaps a little hard to get to know when you don't haven8h a manual. Anyway, this sampler really made it more fun to play again, since it delivers very good sound. -.l/.E+010p-/*News - first words By Rumrunner/VOID [l As expected, there's a lot more news this time than in Saxonia 1. The news are as up to date as the ones people have sent to me, if I have gotten the news several times, only the newest one is included, even if it didn't contain memberlists like older versions of the newsfile and so on. To keep this news and memberlist up to date, we need people to continue sending in news, preferably as close to the deadline as possible. If your group is not-j listed here, it's easy to make sure that you are in the next issue. Simply send the news yourself, instead of waiting for somebody else to do it for you, I don't mind getting the same newsfile more times than one. 01V543213E+053p02~@ Last words By Rumrunner/VOID [l So, at this point you have reached the last article for this time. Those of you who caught Saxonia 1 will hopefully have noticed the changes and I hope you find them pleasant, please give some feedback on this. You will also most certainly have noticed that this issue is bigger than the previous one, in almost all aspects. The files take more room, there are more articles and there's even several modules to select from. As the mag still fits on one d03P{isk, I think that the improvements are big considering the scarse increasement of resources needed. Just the way I want to see mags, this one still runs on an Amiga 500 with fastmem. Another thing that I hope you have mentioned is that there are more articlewriters represented this time. Luckily, my request in issue one was answerred, and in a positive way. I still think that it's better to have more articlewriters as this gives a more complete overview of what we are doing. So plea04<se keep sending articles. We also want modules, cliparts and even fullscreen pictures for the opening. We have set the deadline for the next issue to 15.th september. You have most likely noticed that this mag wasn't released quickly after the deadline this time, but believe me, without this, it would have come out even later. Not that I'm too strick about this, if you want to contribute and the date tells you that you are too late, I will include your stuff as long as the mag isn't05 in the very last final compiling process. And if it is, don't worry as I'm sure that we can use your contribution in the next issue (we DO plan to keep this mag running for several issues). Also, please remember what I wrote about my problems in the editorial, so if it takes some time to get a reply for me, this could be the reason. Please be patient. Also, I think that setting a deadline is positive as it gives people a target to reach out for. I know myself that it's always impor0tant to have some goal to work for, if not, you quickly loose motivation. And remember it's what you work for that's worth something in the end. 67Q`<;:987 *E+039p682I *** AMIGA INCORPORATED IN TROUBLE? *** By Zerox/Gods [l This is an attempt in writing a very short article concerning the state of Amiga, Inc. The latest months some real disturbing rumours have been spread around concerning Amiga, Inc. Infact for about a year now there have been lots of rumours describing the bad economy of Amiga, Inc, but not many sceners have taken these rumours seriously. But more and more sceners have become a bit more worri69)ed with the silence and lack of news presented at the homepage of Amiga, Incorporated the latest months. From the [1 1st of February[0 this year it took over two months before any news at all got presented at the Amiga site the 11th and 12th of April. Even worse, [2 Bill McEwen[0 hasn't sent out any executive updates since [1 Desember 2002.[0 This is especially strange since it was written that these updates soon would start to arrive monthly. This total s6:ilence from the president/CEO, has started a flow of rumours at the various Amiga forums. And now it becomes very hard to know what to believe in anymore. In the news-forums we read that [1 Amiga, Inc. has given half of the company to a Dutch consortium.[0 We're also told that the [1 economy is worse than ever[0 before, and that Bill McEwen isn't the CEO of Amiga, Inc. anymore. While these rumours are spread, none seem to actually get the products they've paid for6;R6 in advance. Some sceners are getting worried if the AmigaOne with OS4.0 will ever see the light of day. In these times of uncertainty, Amiga Inc. posted a news at their site the 29th of April saying that Bill McEwen, President/CEO of Amiga Inc, would attend AmiWest in Sacramento/USA. Bill McEven also wrote that [1 "There is a great deal of activity going on at Amiga, and I'm looking forward to sharing it with you. We have kept ourselves focused and stayed the c6<ĺ%ourse toward success.".[0 According to this, the sceners shouldn't worry about the state of Amiga and it seems like Bill McEwen is still the CEO. Nevertheless, this is quite a contrast to what's written in the various newsforums. It's infact stated that Bill McEwen and Amiga Inc, are broke and that the new CEO of Amiga is Garry Hare. It's very hard to make up an opinion about this matter. Whatever may happen, and whoever may be in charge of Amiga Inc, I do hope they6`x\'ll manage to be successful and keep their past promises. Still I hope the webpages of Amiga Inc. (maintained by Ray A. Akay) are realiable, and we should be able to trust them. Therefore I hope more news will be presented at www.amiga.com very soon. In any case, [2 Eyetech[0 and [2 Hyperion[0 should be able to deliever both the AmigaOne and OS4.0. So hopefully we shouldn't worry too much. =>HEDCBA@?>E+008p=?N .: .........:. ..: : ______ __:___ : ______ ______ ____\_ ( _._____ _\ /_______:_\_ /_\_ __/_\ _/ /_ _____._ \| \ /| / / / / | / |/ |_____ /__________\__________\______\__________\ _____| -nM$!: ..:.. .:........::: : [] .V.O.I.D. [] :...:.. =@Lk. : [Alive since '95] . Void Intros & Demos released ---------------------------- 1995 ---- Borntro - Code by Jay Intro Gfx by 214 (Powerslave) Music by 214 (Powerslave) 1996 =A&o; ---- Fudged Intro - Code by Snoopy Gfx by Griz Music by 214 (Powerslave) 1997 ---- Dusted - Code by Raptor Intro Gfx by Rabl (Gone) Music by Omega Members Intro - Code by Raptor Gfx by Raptor Music by Scandi Mac=Bron BBStro - Code by Huib/Mellow Intro Gfx by Huib/Mellow Music by Styles/S2^Void 1999 ---- Going Around - Code by Sunblock (ex-skinner) Intro Gfx and music by Sunblock Salt Intro - Code & Gfx by Sunblock Music by Maze/Giants 2000 ---- Voy Voy Demo - =C: Code by Punisher (4th place at Gfx by Malmis (Kindergarten) Music by Coma & Apo? 2001 ---- Freedom Arms - Code by Punisher Demo Gfx by Malmis (4th at Gathering Music by Zixaq 2001 & 20th at Mekka Symposium 2001)=D/ 2002 ---- Alive-Tro Code by Rumrunner (ascii intro) Gfx by Rumrunner Music by Powerslave Saxonia invite Code by Rumrunner Effects by Rumrunner Musi=E!c by Tripper Xmas Intro Code by Rumrunner Gfx & Music by Rumrunner 2003 ---- Saxonia # 1 Code by Rumrunner Disk Mag Gfx by Malmis/Nature Music by Rumrunner =jS, Additional text's by Zerox/Gods Members that made Void very special ....... Gone Malmis Snoopy Jay FGlHGxE+002pFHp߅Contributors in this issue of Saxonia Not sorted in any way [l DaFreak/RNO^LQS - Thank you for cliparts, news, memberlists and advert. Zito/Scarab - Thank you for the articles Kempy/DCS^Veezya - Thanks a lot for the article, news and adverts Powerslave/Void^Gods - Lots of support, thanks for that Darkhawk/Iris - I contacted you this time and I'm not sorry for it, very good article Ghandy/Scarab - Thanks for the interesting article, what you discussed was the only thing that inFL^8terested me in school, seems others are interested too Magic/Nah-Kolor - Thanks for the amusing article Optimus/Dirty Minds - Thanks for the interesting update on the CPC scene Bregade11/Details - I must admit that I chewed my tobacco harder than usual reading about the Commodore One If I have left anyone out, I'm very sorry for that, please read the story in the editorial to understand why IJSONMLKJ E+019pIKݾComment to Darkhawk's review of Saxonia issue 1 By Rumrunner/VOID [l Seeing the review of Saxonia 1 by Darkhawk in DISC 14, there are some things that needs to be straightened out. First, there are no need to cycle through all articles using the arrowkeys, use can type the articlenumber you want on the numeric keypad and load with the enter key. The helpscreen brough up by pressing the deletekey clearly states so. Next, Saxonia isn't my first released work. My first released work IL1~was an intro called Saxonia Advert, I released this to tell people that the mag was soon coming. I also released an intro to say Marry Christmas just before christmas 2002. These are perhaps not good spread, as I didn't release them on any party and such productions seems to get little attention nowadays, a strange phenomena when you think about it, considering the fact that there are few releases to come all over now. Except from this, I agree with most written in the review, takenIME' into account Zerox's correction regarding credits. Since I left out the credits of issue one, you can find them in this issue. I'm also very happy to hear that Darkhawk regarded me as enthusiastic in my work. I agree with him fully that there are too few enthusiastic people left in the scene. This might come with age, we all know that the average scener is older now than in the beginning of the nineties. Some of this relates to the fact that the older ones among us remember the AmiINR`ga from the time when it was [2 the[0 machine to have, this goes without saying. I also think that we can blame all of the new stuff coming on pc. All the games and even complete movies spread before the official release of that particular film doesn't encourage young people to use their imagination. Just take a look at an average adventure game like Zak McCracken and compare it to some never one. The younger member of the genre is most likely to be of the "find the hidden playbuttoIO n and press it" type. So far, we might notice this more on Amiga than those involved on the pc platform, but believe me, groups will have problems getting younger members in just a few years. Just like I use to, I have sprung off the main-topic here, but that doesn't matter, I think it had to be said, and I would also like to thank Darkhawk for reviewing the mag. I take what he wrote for positive criticism and encouragement to continue working for the Amigascene. Hopefully there wilI|ql be some articles from him in this issue of Saxonia, I will try to remind him of the deadline a day or so before, hehe. PQMWVUTSRQ E+012pPReWhat to write By Rumrunner/VOID [l Some while ago, while reading Jurassic Pack issue 11 there was one article that really got my attention. It was the article "What story do you want" by Gone/VOID^Scarab. In this article, Gone tells that he has experienced people telling either him directly or telling maineditors of the mag(s) in question that they think he doesn't write about the "right" topics. He tells that he writes what interests him, and I have one thing to say about that. [1 PSԅWell done there, Gone [0 . I couldn't agree more. You might have read through issue one of Saxonia, and seen my articles there. It shouldn't take too long to understand that I do exactly the same that Gone does. I write about what interests me, no matter if it is computers, cars or anything else. Just take a look at articles such as "wooden cup", "fool the car authorities" and "black gold". If you can connect these to the computer world in some way or another, tell me, because I caPTx*nnot. What I am heading for here is why should we write about things that doesn't interest us, perhaps never have interested us, or simply something that is not motivating enough to write about at the moment? Do you really think an article would be informative or amusing, let alone a good piece of work if we did? Surely not. I have been writing essays in school for several years, and I know how it is writing about political systems in Guatemala and stuff like that which interests mePU@ about as much as George W. Bush's hemorrhoids (not at all if that wasn't clear enough). It simply cannot be a good piece of work. By the way, if anybody wonders, I managed quite well in "videregende skole" for some reason or another. And I even got good marks in norwegian, where all tests were in essay-form. How did I do that? I always found some way to write about things that interested me, no matter what the text should be about. And I also found some reasons to state as to why iPV ft was important to discuss the things I did, so then, they had to give me good marks. Looking back at that time and that subject, I think that I could not have been luckier. Exams were 5 hour tests, I picked one of the possible assignments, wrote for about 75 minutes, and then left, much to the other's amusement. And the reason why this worked well is that I could write about things that interested me. If I couldn't, I would have used all five hours without writing a single line. SoPW/ , back to Gone's article. I think that all those who want other subjects discussed in diskmags should write themselves. It's time that people start doing something themselves if they want to change anything. The scene is not a political instance like the government, so some small riots can make a difference. Why do you think I use scrollers and copper-effects in my productions? Because I like them and want to see more of them. The same goes for articles. Tell about what interest you PFBand not what interest others, they can write about that themselves. XYT~^]\[ZY E+000pXZ=}CEditorial By Rumrunner/VOID [l It seems like the future of the Amiga is bright. I have a reason for saying this. Since the last issue of Saxonia, I have received mails from people interested in joining the Amiga scene. There was a group who o formerly concentrated on ZX Spectrum, and even a single person who wanted to learn about the Amiga scene. He had background from C64. So it seems that there is still possible to get new people involved. This came as a positive surprise for me aX[G 9fter reading several negative articles about the subject and also thinking of the low amount of new productions released nowadays. To show my engagement for the scene, I will, when I complete it, release the demo I'm working on outside any party, to show that I am still in the business for fun, like people were a long time ago. I hope that also others will do this. Well, besides the Amiga scene, I have to say that life is real crap these days. The fucking military here in Norway senX\?pGt me a letter telling that I was to go into service some days ago. I was to meet up later this summer. I applied for putting it on hold to attend school, just like I have done before, but this time they wouldn't let me because I was about to start a new school, it wasn't anything that had to do with my education until now. Well, I will not leave it at that. I have sent a new letter to these shitheads describing some reasons why I should be allowed to go to school instead. If this doeX];j`sn't help, I will not meet up anyway, I will rather go to jail if necessary. But I doubt that the government fuckheads has the time to use that much time on such a case anyway. But if anything happens and you don't hear from me for a while, you now know the reason. Needless to say, all this shit from these dickheads unworthy of life has put me in a rather bad mood. Let's just say that the norwegian liqour akevitt (aquavit) has tasted better and better these last days. My mood the laX^Lst days can also be understood in some articles that are not as good as I wanted them to be. I simply finished them in a hurry to have a little less to worry about. Also, if I have left out some names that should have been put somewhere, or done similar mistakes, you now know the reason. By the way, the articles are the one about synths and the introduction to the scene. However, I would like to say that I will continue to make this mag as I enjoy doing so in the times life seems brX}jighter. So if I don't hang myself you can expect another issue sooner or later. Anyway, have a nice read. Rumrunner/VOID _`Imlkjihgfedcba`E+038p_a/'-Amiga for schoolwork By Rumrunner/VOID [l I have a feeling that most people who have Amiga only use them for scene purposes and other, non-work related activities. I cannot understand why, as I have been able to use my Amiga for much school-related work. Among the most common things to do on a computer at my school, "Hyskolen I Vestfold", is writing long texts on one subject or another. Ofcourse, the most common program for this is that nasty Word from Microsoft. I don't like it a_bA;t all. Even when you switch off all auto-correction functions, it seems to mess up once in a while. I remember when I, together with two other students wrote a socalled "Kandidatoppgave". It was a piece of work we did for a compani here in Norway, they wanted to know more about their market and so we made a survey for them, along with describing all theoretical phrases used in the report. We wanted to include a question-form we used for the survey, and put it into the Word- document._cc It was all fine for a while, but suddenly, we were not able to save the document anymore. "Not enough free space" was the message we got. That's a bad joke, shouldn't a couple of gigabytes be enough to save a document of, let's say 20-30 pages? Well, as I was the one who was most into computers, I took a look at it, and the only way we could rescue our work was to copy blocks of text and paste it into a new document. When I got to the question-form, which we had included as a list, _dzw;things crashed. So, my best guess it that, for some reason or another, Word had suddenly decided that it didn't need the end-of-list marker anymore, and so, it didn't know where the thing stopped, thus trying to save forever. This happened on the computers at school, and I spoke to those who run the system, but they didn't have any better idea. Before I found out the error, they spoke about macro-viruses. But, as you can see, that wasn't the case. Well, that was a little discression_ef?, what I'm heading for is that even the programs that almost everybody use for their school-needs isn't bugfree, so why shouldn't I use an Amiga? It's very easy with plain texts. If I write anything in school, and want to continue on it at home, I simply rip out the text of the Word-document with a hex-editor, strip out all bytes that the Amiga doesn't use (such as the CRLF for breaking a line), and then I write on in CygnusEditor or similar. Ofcourse, if I write the paper alone, I s_fave the file as plain text, so I won't have to rip it out later on, but I cannot be too greedy about this when working in a group. Since I have to use manual linebreaks in a texteditor, I have made a couple of simple assemblerroutines to help me. One breaks the lines when I take the text from the Worddocument, and the other ones remove the linebreaks when I want to use it in a wordprocessor again. That's only a matter of using two linebreaks where I want the paragraphs, and keep one _gDĮif it found linebreak in the previous byte too. There are no user interfaces to these routines, just a piece of sourcecode where I incbin the file and assembler and run it, then I save out the altered text from memory to a file. I have only found one downside to working this way, and that is that all kinds of formatting disappears, but that it not a big problem as you need to reformat the text when the paper is finished anyway. The reason for this is that Word seems to change the tex_h`xt now and then, you know programs that are made in a way that should make life easier for you does the opposite in practical use. Who said I always want to have capital letters after a full stop? I didn't as that is not always the case, for instance when you are typing in lists or something like that. When working with spreadsheets, there's ofcourse a slightly bigger problem, as they are not so easy to convert into another format, and Amiga spreadsheet programs doesn't seem to like _ iTpc-formats. However, I have still been able to use spreadsheet programs on Amiga for school use, as I don't always have to have the file for it. Sometimes, I just want some often used setups, like budgets or such, and then it's just a matter of making it and printing it out. We cannot use computers for the exams in economic courses anyway, so solving every task on computer is not a good idea. It is too easy to forget important formulas at the exam then. I would also like to mention _ jry7that, in my last school, I and another person who should be quite known among you used Amiga exclusively for one of our projects. Each year, three days were set aside for a bigger project, that only had to relate to one course or another in order to be valid. So, I and [1 Punisher[0 made a project about the opportunities of Amiga, and made a little movie about it. We shoved parts of demos and a little clip from common utilities such as ProTracker and Asm-One. It turned out very good_ k"ѷ and the teacher thought that we had used much time making this impressing show. You should have seen his face when we told that we had used little more than a couple of hours. One question people might have is [1 why[0 go through such work just to be able to use the Amiga? In my case it's a question of stubbornness. I want to do things my way, no matter what. I also don't want to spend lots of money for a pc that I will not use for anything else than schoolwork. Still I think that_ l8 the best program ever to come on pc is the FastTracker for DOS. It worked good, and resembles ProTracker enough to make working with it worthwhile. While I'm on the subject, I have to critisise the Windows-Trackers a little. Why is it so diffucult to make a tracker where you have most commands available at hand without swithing from screen to screen? I prefer the system used since the time of SoundTracker, that is, change part of the screen only. Flicking through lots and lots of "b_ m_ookmarks", if I can call it that, is not good at all. And do something about that replayer. When buying a new pc hearing the wallet screaming for mercy, you should be able to expect something that could play a module and at the same time manage to move a window on screen. Moving the program manager should be possible while listening to a four- channel module in the background when you have a pro-mod (for those of you who are familiar with that racing-term) computer. Yes, it seems th_at this have become another of my "I have pc's" article, but that's a good sign. Stubborn and enthusiastic people is what has given us the most impressing things so far, so I hope that there are more of them out there. no\rqpoE+049pnpy{XOutside the scene first words By Rumrunner/VOID [l Sadly, I haven't written the article about the typical Norwegian knife, tollekniven, which I promised in issue one of Saxonia. I have written an article about my alltime motor favourite though, the hotbulb engine. More articlewriters are, as in the rest of this magazine, wanted for contributions to this section. I am still sure that there are people who have interests very different from the computer and the scene. Also, for the nnqiРext issue of this mag, I plan to write the knife article. By the way, the reason why it isn't here is that I want to make the article as complete as possible. Complete is impossible though, as even a subject like this, where the object discussed is rather strict built up, there are lots of different sub-topics to discuss, and I expect the article to become rather long. I will also write about how important this tool has been to norwegians for thousands of years, and I will also discunrss common assumptions as to how to handle the tool and so on. In addition, I hope to add some sketches and perhaps also scanned images, if I go to my school where there are free scanners available. I also have further plans for this section. This weekend, I will travel to Rjukan in Telemark, and people who I have contact with will almost certainly have heard about this place allready. However, I will write a little "travel-guide" about this. But for now, read on about the motor thanFԶt will for ever be a part of you if you have ever heard in running. stY.wvutE+,037bpsu٫That huge Commodore logo By Rumrunner/VOID [l From 1990 to 1995-1996 I used to stay a week or two in Germany together with my parents during the summer. There were two places we used to stay, Wassersleben, just south of the Danish border, perhaps it took fifteen minutes to walk to the border, and another place called Laboe, which was outside Kiel. Now, just south of the border (that means on the German side) there were many shops, mostly owned by Danes. It's wellknown that Norwegiasvns go to Sweden to buy beer, Swedes go to Denmark and Danes go to Germany, because of the prices. However, there were also some computershops in this area. One of them, if I remember correctly had the usual beer and liqour and some food on the ground floor, but in the next floor, there was a computer shop. Well, computer shop is perhaps exaggerating, as they had mostly games, but on the wall outside, there was a huge C= logo with Commodore spelt beside it. As we all know, Commodore hswHung up the phone in 1994, but this logo stayed on the wall some years after that. The shop was closed down, however, perhaps the owners were of the same enthusiastic type that I am, they didn't want to continue with pc-products. Another solution is ofcourse that they earned little on the shop and stopped it because of that. Well, I would like to know what happened to this logo. Is it still there? Perhaps I should go on a little raid there sometime. Having such a logo on the wall outsuzside my home would make every pc in the area put up the bluescreen forever. Perhaps there are some German or Danish scenepeople who want to undertake the task of investigating this matter. Can I hope for an interesting, let's say travelguide in the next Jurassic Pack or Eurochart? xyc={zyE+,030pxzYK`Reviews - first words By Rumrunner/VOID [l Ofcourse, there are some of the regular reviews here, about new productions that is. However, as I'm not a mainstream thinking person, I will also review some older productions if I think that they need some words to be said about them. I have even written some reviews about pc productions this time, but don't expect this to become a regular facility in this mag, this depends on whether I will still get bored in school or not. Also, since x{I write the reviews, several new productions has come out, but since delaying the mag to write about this will end in having to delay yet more to write about even newer productions I will not do so, I'll rather write about the stuff in later issues. I don't care about how old it is if it deserves to get some attention. You could perhaps say that Kempy's article about the Worldcharts 15 could fit in here, but I decided to put it in the scene section as this article also rises some quxUestions in addition to reviewing the said production. Please, like for all other sections in this mag, if you have anything to say or write about, please do so and send the result to me. |}h~}CE+,042p|~2Messages first words By Rumrunner/Void [l Many mags had a messages section in times gone by, there were even socalled messageboxes out that only "broadcasted" messages between sceners. Today, with email, this feature has been reduced to greetings in demos mostly, with a few exceptions. However, such an entertaining feature still has it's place in the scene today, and that's why I have decided to start a messages section in Saxonia. So anybody who wants to write some words to their c|[ontacts or groupmates should send this to me for inclusion in the next issue of Saxonia.  5E+,028pu *** SWAPPING IN THE PAST, PRESENT AND FUTURE! *** By Zerox/Gods [l [1 Punisher/Gods^Nah[0 asked for over one and a half year ago if I could write an article about the past swapping for his coming mag called [1 Cocktail.[0 As that mag never saw the light of day, I've decided to change the article a bit and write about the swapping of the past, present and future. Swapping has not changed that much during the last 5-10 years, but I'll try to write something aSbout the difference. In the past all decent swappers had a po box for instance. Not only the ones that dealt with illegal activities as spreading games or cracking them had po boxes, but also the ordinary swappers. Sometimes you never knew the real name of the person you wrote with, but only the handle and which group he was a member of. Anyway, the last 7-8 years it has become [1 more and more rare to have a po box.[0 Even though there were lots of mags and packs to spread!J the adverts in the past, the swapper usually had to pay for his advertisements. Normally it was just a disk or two, but some mags also asked for money. Naturally there were a lot more swappers in the past, infact there were lots more swappers than there are sceners left today. It was far from unusual to have more than 50 active and fast swapper contacts. To have many contacts and fast swapping was very expensive. Therefore quite many swappers began either to fake the stamps or low pay for their sendings. 10 years ago [1 the faking more or less stopped in the western scene as so many people got caught for faking.[0 I would also say that it was quite unusual to write letters saved on disks in the past. The normal thing to do from the beginning of the scene until around 10 years ago, was of course to write paperletters. The letters of the past were very small also. This was not only caused by the fact it takes longer time ato prepare paperletters, but also because most swappers had so many contacts and letters to write every week. A normal letter could only be like this" Thanx for stuff. It was great. This time I'm sending you... it's very hot. Please spread. C U L8er. Signed xxx ". The swapper was usually the person in the group that was in touch with other sceners and groups around. The coders, graphicians and musicians were usually more isolated, but sometimes they were in touch with a few others as well. Therefore the swapper was quite important in the past. He represented his group, and naturally made his group known by spreading their productions. He also got productions from other groups, so that the groups that didn't visit parties, knew what was going on, saw the standard of the other groups etc. I guss the modem didn't arrive before 1990 or so, and there weren't that many boards in 1990. However, that exploded around 1992 I guess. When looking at the swapping scene of today, it's extremely small. I'm not sure about it, but perhaps there are 20 people that could somewhat be conidered as swappers? There are at least not many more than that, probably less. When checking out the EuroChart 46 and the list of the so called best swappers, I would dare to say only around 5 of these people are actually swapping nowadays. To be a swapper you actually have to send out some letters. [2 It'sYIʟ not good enough that you sent out two letters last year.[0 Therefore people have written that the swapping scene has been dead for years now. They claim that internet destroyed the swapping. And yes, there is much truth in this. Because the internet is so easy to access, it takes about no time to find what you're looking for, the productions are available fast after they've been released, and it's a very cheap way compared to swapping. The need for s KTwappers and swapping in general disappeared. Well, I'll tell you that there's a future for swapping. But you should more or less forget about the old forms of swapping, unless you still believe in friendship and nice letter exchanges. If you're more or less only in for it because of the wares, then forget about the disks and the past swapping. The future is [1 obviously exchange of CDs.[0 With just sending one CD, it's possible to send around [2 800mb[0 of  2productions for a very low cost. Apart from the fact that it's very cheap getting stuff this way (at least if you only possess an ISDN or analog phoneline), it also saves you a lot of time. Just think how much time you would spend gaining 800mb of scene related stuff. If you still believe in the power of swapping, and want to continue a fine teadition, then this new way of swapping could be something for you. Yes, swapping is [1 still alive in 2003!!![0 I E+,036p?Mysteries - Part two By Rumrunner/VOID [l It's strange how sometimes the simplest and easiest explainable problem can seem so hard to find out. What I usually do is search in far more difficult places than necessary to find out what's wrong. I do this not only in my coding ventures but also when other things are concerned. Let's take a look, I was working on the code for this issue of Saxonia, when I, after having run the code from the assembler suddenly saw that there was an errorG message on the screen. As everybody who uses Asm-One knows, this assembler prints out the state of all registers at programend. This time, it also told that an exeption had ocurred. I didn't know what had happened, but knowing that the computer could easily guru after such an instance, I saved the source at once, using a new filename so that the old file couldn't be destroyed. I then opened a CLI-window and executed memclear flush. This usually gurus the computer right away if anythTing special has happened, like system memorylists are trashed and so on. For those not familiar with the memclear utility, it performs the same as the avail command does when used with the flush parameter, that is, free memory used for libraries that no running program is using anymore. Try it after having run a MUI program, you will most likely see that you get one megabyte more free memory afterwards, I wonder if any MUI programmer ever closes opened libraries. Is it perhaps a bug 1uoin MUI itself. I really don't care much about this as I have never liked MUI, it's too slow and uses too much memory, but that's not the point here. Back to the main issue then. Having used the memclear flush command, the system still worked out very good, so I continued working with the code. Running the program never gave the same exeption message again. That is, it didn't until a few days later. This time, I didn't care about it as I knew from the last time that nothing was wrong5 with the system. But then, as this happened a second time, I became a little curious. Looking a couple of lines higher up on the screen gave me the answer. There was no routine that stopped input handling, so even though only parts of the system are open while running Saxonia, the keypresses progresses through and seems to be stored when exiting. Then, some of them comes through to the OS. So what had happened was simply that the assembler, after getting back when I exited my code, Chad tried to execute a j560 command, which means jump to adress 560 and run from there. I don't remember exactly if it was 560, but at least it was a low adress. No wonder that the assembler gave a message about an exeption ocurring. I have to say that I'm really pleased that the Asm-One assembler has inbuilt exeption handlers, if it didn't I would most certainly have lost some of the updates to the code which I hadn't saved in a while. Perhaps it's about time to stop keypresses com|ning through to the OS?  6<E+,029p.What happens when swapping dies? By Rumrunner/VOID [l Let's see. Although I have been using Amiga computers since 1990, I first entered the scene in 1999, I think. So I'm fairly new to the game. I started out as a swapper, and tried to make some music too, as that was one of the first things that attracted me to the Amiga. Hehe, I remember helping a friend of mine making kingles and such for a radio programme back in the early nineties. We had a lot of fun then.... Well, as you alltV know I now code, and make some music, but the swapping has more or less stopped. I don't know why. I have sent replies to all who have sent anything to me, but unfortunately, I got replies more and more seldom, and at this point of time, I have not gotten anything since 31th of July 2002. I think that this situation is rather sad, for the following reasons. - I like getting letters (and writing them too) - Traditional mailswapping was how I got the most interesting stuff Now, yocu might say that if I like to write letters to my contacts, I can just use email. Yes, that's right, but I think email has one big disadvantage. It is far too easy to just write a few words, perhaps not even a complete sentence, and then sending it away. This is no good communication if friendship is what you want. Although it may relieve you of much stress in the business world, it's not suited in areas such as the scene. After all, the scene is supposed to be something that you areݿ involved in for the fun of it, right? Well, onto my second point. I got most of the really interesting stuff from swapping. Both regarding demos and utilities. Again, I do not think that the internet is so well suited for getting what you need/want. Why? This is simply because you always don't know of all the exciting stuff that exists. Let me take an example. In a letter to Kempy/Veezya, I mentioned that I had an Action Replay cartridge for my Amiga 500 and that I still missed such a tool on my 1200. In the next send for him, I found the great HrtMon program. This is a monitor reminding me much of the Action Replay. It works good as long as what you want to freeze doesn't take over the system completely. If you want it to work then, you need a level 7 interrupt button, but that another issue. What is important is that I would never have known about this program if it wasn't for Kempy. Ofcourse, perhaps I would have found it on Aminet sooner or later, but it'saDJ not certain. And it's also worth mentioning that AmiNet still has not got the version I got from Kempy, they only have an older one. Sadly, we will never see a new version of this great tool, as Alain Malek (known as Hornet/Alcatraz) who made it has now passed away (source : exotica.fix.no ). Another problem, if you have to download the productions you want is as follows : do you really know what you are looking for? If you just want to find some demos for entertainment, but does nSot have one specific in mind, where do you start to search? I think that the best place on the internet for finding demos and other scene stuff is the ftp ftp.amigascne.org . They have much of interest, but, like I said, where do you start looking if you don't have any specific group or production in mind? I have gotten productions I have never though of from my contacts, and there are also some demos/intros that are impossible to find on internet. Why is it so hard to find the LaDxirfight intro "Killing Me Slowly"? If you have this, please send it to me, you will find my advert in the adverts section. Right, now I should perhaps say that internet isn't necessarily only crap. There are some good points to it. Like sending previews of this mag and spread deadlines for next issue around. Also, if you know what you want to get, the internet will be a quick and easy place to get it most of the time. But, I still consider swapping to be the best form of interchang Vj=ing ideas and productions. And have you ever though about the fact that every single byte on internet is paid for in some way. Either by your new direct line, or some shitty commercials popping up all of the time. If I ever see another one of those, I will go bezerk. Don't you think that it is irritating having to support those business coat wearing people all of the time? Although stamps too cost money, the post still doesn't put commercial messages all over your envelope before del 3U|ivering it. Perhaps not a good idea to show this to the post office, as they perhaps would start to do so.... Anyway, if anybody want to contact me, please do so. rWE+,003pI didn't put any credits in Saxonia #1. So, they are printed here instead. Code - Runrunner Music - Rumrunner Panelgraphics - Malmis/Nature Trackerpacker replayer - Crazy Crack/Complex In addition, articles came from Rumrunner and Zerox/Gods d6E+,006pudupdated 23/o3/o3 .: .........:. ..: : ______ __:___ : ______ ______ ____\_ ( _._____ _\ /_______:_\_ /_\_ __/_\ _/ /_ _____._ \| \ /| / / / / | / |/ |_____ /__________\__________\______\__________\ _____| -nM$!: ..:.. .:........::: : [] .V.O.I.D. [] ; :...:.. . : [Alive since '95] . Saxonia issue #1 released finally after many delays Gone leaves Void after 8 years of dedication. Rumrunner is now co-management with Powerslave Rumrunner is now working on a music production Dr. Hirudo is in army service Corector ----> Musician, Swap (Poland) Dr. Hirudo ----> fCSwap, Coder (Bulgaria) PowerSlave ----> Management, Music, Swap (England) Rumrunner ----> Management, Music, Swap, Coder (Norway) Tripper ----> Music (Finland) Gone ----> Honoury Member for Void Active Coders and Graphicians wanted .... :) P E+,043{pU.Messages from Rumrunner/VOID [l To Starbyte/Independent Mornsann. ssen gr det med militret? Har du kommet deg vekk derfra n? Jeg tenkte p det slideshowet vi snakket om, kanskje vi skulle trackloade det, som i gode, gamle dager? Jeg holder p kode en trackloader n. Og forresten s hadde jo tegneserien vi snakka om passa bra inn i humordelen av maget her. Jeg kan sende deg det du trenger av informasjon om grafikk i maget s kan vi jo se. Jeg har og tenkt p en liten tegneserie t, men den er kanskje best egna p norsk, med folk som Brge Brannfare, Trygve Tresprit og Magne Motorsag. [l To Kempy/Veezya Hello mate. How are things going? Excellent CD you sent me, I have enjoyed it for a long time and I'm still enjoying it. I have another cd finished for you and when this mag is out, I'll send you this and a disk or two. Have a nice summer. [l To Dr Hirudo/VOID Yuppers, It's been a long time since I have heard from you now. Are you soon finished with the mild, itary? And did the exams go well? Hope that you soon will have time for more VOID activities again. And keep on making games. Bye for now.. [l To Darkhawk/Iris Hei h. Str til? N er det vel snart p tide at det kommer noe fra Iris igjen, det er jo en stund siden n. EC 46 var bra, hva synes du om endringene i koden til Saxonia denne gangen? [l Powerslave/VOID So now, issue two is out. I think that we have a good foundation to build a really fine mag on here. I think that the £updates to the code went very well. [l Gone/Scarab So how is life, Ronald. Hope that you don't miss VOID too much. I understand that working both with Jurassic Pack and VOID at the same time was too much. You know, everything takes time. But as you perhaps have noticed, you are still on the Honouree members list, there's no way of getting completely out, hehe. [l Zito/Scarab Hello mate. Thank you very much for all your nice comments and suggestions. I look forward to the next issb+ue of Jurassic Pack. I will also try to write an article or two for you. [l Ghandy/Scarab Howdy. Thank you for your suggestions about people to contact. And like I promised Zito above, I'll try to write some articles for you. I just have to finish this release first. And as you can see, I do this work the same evening I answerred your email. Not bad eh? Keep up the good work.  5lE+,023pWho are you to let productions down By Rumrunner/VOID [l I read an article from Zerox some time ago, I think it was called "Why destroy a possible future". He told about a person interested in Amiga, who had made a couple of intros and put them on his webpage. He was then critisized because the intros were made with a demomaker and this was nothing to release, people said. That's wrong in most cases. Let's take a look at todays scene. Most people are not making anything before, letA&'s say a couple of weeks or months before a party, and then they work like mad on their production. They release something that's "99% finished" and write something like "look out for the bugfixed/improved version soon". If they bother, they release the bugfix in a couple of weeks after the party. Then, they do nothing before the next one. Sad, but true in most cases, this is how people work with demos and other productions now. Who/what can we blame for this? I think that parts of \Gthe reason is to be found in the prizes at big parties. Why work for a long time on something and then release it an ordinary day, when we can make lots of money on it, money which we perhaps will use to upgrade our computers, is perhaps a legitimate reason for may to work as described. Moreover, much (that should perhaps be all) of the competition found earlier is gone now. People can wait for a party with their demo, and there will be nobody else that have released the same revolut{Iionary effect before them. Simply because either : 1 - The effect is not revolutionary or 2 - If it is, there's very little chance that others bother to make something like it, so there's not much to worry about This could not be done in past days. I remember one of the most imressive stunts (at the time) on the Commodore 64. I guess that you all know it. It's ofcourse 1001 crew managing to put graphics on the sideborder of the screen. This part of the screen was not inۮtended for such purposes, so this should really not be possible. Now, people might be unaware of this, but according to some old Rebels members, another coder, calling himself Zen-Master had made the same kind of routine and finished it one day before, the problem was that he hadn't released it. You can read about this in the C64demo from the mentioned group (Rebels). Bu tbe sure to watch the demo on an Amiga 500 as you will not get sound on Amiga1200. So, who remembers Zen-Master nEFow, and who remembers 1001 Crew? Do we need to take a survey on this? Most certainly not. This shows that under some circumstances, waiting for a party was not satisfactory. Let's also take a little look at how people arranges parties. Until now, it may seem that I have, in certain cases, a little resentment towards those who only releases stuff at events such as a party. However, this is not the case, it's more the party arrangers that should have a little kick in the butt sometime*s. Most focus is on gamecompetitions and such rediculous events. And, if I'm not mistaken, I even read that the Gathering coming up in about a week's time is sponsored by our enemy number one, Microsoft, that is. There seems to be little focus on demos and actually making anything, but let's stick to the subject here and say that even though parties have grown bigger, there are not so many of them now as before. I would prefer a party with 10 sceners over a party with 300 gamers ever5syday, but am I the only one thinking this way? There would be much easier to release stuff more often if there was more parties held around. Right, so far I have written about when and how people release stuff, which is important enough regarding what I wanted to discuss in this article, namely critisizing people who actually tries to do something for the scene. You might think that an intro made with a demomaker is not a sceneproduction, but before you say this and speak negative -ϐly about it, answer this question for yourself : [2 How much have you released for the benefit of the scene lately[0 If you say one or two productions or even more, I am happy. Go ahead and critisize if you really want to stop newcomers on the scene, who might move away from the demomaker and onto the assembler in some time. But if you haven't done anything for years, you are not in the position to pull down other people's work. If you don't do anything, somebody else must do it, hr@ right? Or should the scene die because you don't think that it's worth the effort to make something? bdE+,051rpPMindCandy Volume 2: Amiga Demos [l Hornet, Fusecon, and Blue 7 have begun pre-production on the next volume of the DemoDVD project! This time, it will focus 100% on Amiga demos. Also, there will be a native PAL version in addition to an NTSC version. The plan is to include around 30 demos, from the early Amiga 500 days to the modern PPC era. The MindCandy team is in need of comments and suggestions from the Amiga community. You can get news and information at www.demodvd.org. ThȚ\ere is a survey there, open through May, where you can vote for the demos and production qualities you'd like to see. If you're interested in getting notified by email when Volume 2 of MindCandy is ready to order, you can also sign up on the reservation list. Other related websites are www.mindcandydvd.com, for the first volume, and www.fusecon.com/phpBB2/viewforum.php?f=12, for the MindCandy forum. J bE+,052p3C please help me! i'm still addicted to mailtrading, oh god... . _ .____ .__. .___ ___ . km! _/||/_ _/|| / _/|\/|\_ _/|| \_ \ ||\_ .k0 __ ____ | |-/ \. | ||_/._ | | | | | ||___| ._\_|| | ____ __ \((___((\ |_| \__| |_|---|/ |_| |_| |_| |/---|_| /))___))/ - -------------------------------------------------------------- - kempy of dual crew & shining and veezya and k0re.! przemek" kowalczyk + kopernika 13/14 + 34-100 wadowice + poland . ready for season 2 0 0 3 / 2 0 0 4 . [l __ _/\ ___/\_/\___/\_/\ _ _ / \/ ///__ / __\ // /// \_/\ / /\ \ \\ _/\ r//_/\ a\ /k__/ / ///\ \\F__//__/e__//\ \\ \_ //D_// a//\// \__\ //\\_\ \____/\_/\_/\_/\/\_/\___//\_/\_/\_/ \ / OF RNO & LQS \ / DaF / \ \ 4 joining Liquid Skies & otha / \___ reasonz contact me! ___/ /\  /\ / \ mARTIN rEBENTISCH / \ \ / wIESENSTR. 6a \ / \ \ o8294 lOESSNITZ / / \ \ -gERMANY- / / \/\_______________/\/ \www.dafreak.de.vu/ [l _____ ________ ________ ______ ______ _______ _ _ ___\ \ _( _ /_( _ /_\_ /_ __ / / _ /_ _ .((/_\ / / _/___/ _/___/ ___/ /_ / ___/ \___\ /_\)). | /__/____/_______\ _______\ _________\/_____\ _________\ | . -- --km!-----------------------------------------------.k0-- -- | | | to join VEEZYA! please contact us at kempy@go2.pl | | or try kempy/vzy, kopernika 13/14, 34-100 wadowice, poland! | | we're especially looking for any active msx/gfx artists | | _ _ _ _ | `-//\\---------------------------------------------------+$//\\-' [l _______________ ___________________ ___________________ _______________ | . . . . . . . Y . . . . . . . . . Y . . . . . . . . . Y . . . . . . . | | _____ ____ _______ _____ ____ _______ _______ _______ _____ _.-' l--| l _ _ l-' l--| l _ l _ l l-' l_ \_ . _ l _ | | _ . _ l _ | _ | _ _ . _/ | |----l_ _|_|_| | |----l_ _|_| |_| | 7_____| |----' `--' `-----' N5 `---`--' `-----' `-----' `-----`----' `--' . | | . km!k0 . . . | . . . . . . . . . | . . . . . . . . . | . . . . . . . | `---------------^-------------------^-------------------^---------------' I swap Amiga scenestuff and Ensoniq EPS 16plus samples at this adress Eivind Evensen Vesteryveien 70 3222 Sandefjord Norway [l %-E+^050xp*M'The hot bulb engine By Rumrunner/VOID ~~~~~~~~~~~~~~~~~~~ Before I get into the topic of the hot bulb engine, I want to tell a little story to get everybody in the right mood. Here we go : Having found a nice harbour, you sit in your boat with a nice cup of coffee, freshly brewed. The wind is cool, and the air is fresh. You hear seagulls calling out an internal message on the other side of the bay. Then, something cathes your attention. You hear a sound from far away. You almost dRon't notice that it is a sound, it's more like a feeling. A majestic, calming, rythmic beat, finding it's way to your soul, giving you impressions that will stay with you for as long as you live. Some minutes later, a proud old wooden ship, about 38-44 feet long, comes in sight. The sound increases. The boat comes even nearer. It's now only a few shiplenghts away from you. The man on the rudder reaches for a small handle. The sound slows down, before it picks up speed again in the n*ףAext second. The boat is now still, and the man lets an anchor go. Some minutes later, the sound is gone. What you have been witnessing in this situation is most certainly the sound of an old hot bulb engine. A very special kind of engine which was, as far as I know, mostly used in Norway, Sweden and Denmark for boats, but used more commonly in the rest of the world for stationary purposes. First a little about how such an engine is built. I will consentrate mostly on the engines bDeuilt in the nordic countries, but I don't think that the differences will be too big on engines built elsewhere. To start with, the common hot bulb engine is a one or two cylinder engine. Nothing amazing about that, you might think. Many small engines are one or two cylinders. Well, that's another case, but here, each cylinder is much biggter than you would believe when you read the horsepower rating. It's quite common to find engines with a size of 1830 cubic inches (30 litres) on @gfceach cylinder. If you look at the pistons, they could well be used for buckets. Such size need to be supported with big a huge crankshaft and huge bearings and, well, let's just say that the size in general is big. Now, people not familiar with these kinds of engines may be thinking about horsepower now. They will most likely be disappointed when reading the HP rating on the engines. A huge engine will perhaps be rated at 40 HP. So what's this? What one needs to know is how these en{dgines work. When you take a look at todays boat-engines, they are pretty much the same as in cars, often they are regular car engines built up with water cooled exhaust manifold, a heat exchanger (like a radiator in a car but cooled with sea water), and perhaps tuned for better strenght at lower RPM (revolutions in a minute). These new engines also use a gearbox, although not like in cars. Most have free, ahead and back. Usually, they also incorporate some kind of seawater cooling to-xl8 prevent the oil in the gearbox from getting too hot. Well, this is not how the hotbulb engines work. They are not meant for 4000 revolutions in a minute, they are hardly meant for 400 RPM, although some might reach that high (yes, that's really fast) speed. They work mostly in regions from 30-250 RPM, smaller engines might do a little more, perhaps 350 RPM. The huge volumes gives an extreme strenght from the slowest speed. So what these engines lack in horsepower, they more than maǢ!Lke up for in torque (you know foot-pounds and similar). I have yet to hear about a hotbulb engine using a gearbox, the propeller shaft is connected directly to the crankshaft, so the propeller spins just as fast as the engine. Today this is uncommon even in big ships. To be able to stand still with the engine running and change from ahead to back direction, the propeller is usually made so that you can turn the blades on it. And you need a huge propeller, which really is a plus, as i nIhs doesn't give as much slip in the water as a small, fast revving propeller does. Now, consider this enormous strenght and that you get many such one cylinder engines. How does this run? Simply, the sound is smooth and even, you can count each stroke of the engine. Taking into account that most hotbulbers were two-stroke engines, this means that a speed of 60 RPM in a minute on the engines gives 60 ignition strokes in the same time. That's one stroke every second. Listening to this  \/xrelaxes you. Now, when you are standing away from a boat equipped with such an engine, in addition to hearing it, you can almost feel it, it's as if it becomes a part of you. It's one of the very few things that human beeing ever has made that has given me this feel. The feel on the engine when you are on board, is perhaps a bit scary for some. Imagine such an engine hammering away, it's not hard to understand that you can certainly feel it. Standing with a cup of coffee on deck, yo =zu can see rings in the coffee, as if you had thrown a small stone into it. Looking at filmrecordings done on such a boat leaves you with the impression that the man behind the camera was drunk, that is, until you have read this. The boat really lives with the engine. Now, I have a true example of what this can do to a young mind that does not know what it is all about. A young couple with a kid had bought a boat with such a hotbulb engine. When takig it home, the kid, 3-4 years old  ˒`suddenly disappeared. They found him in the engine room where he sat listning to the engine. He's studying to become a music teacher now. And music it is, forget about a loud noisy disco, listen to a hotbulber instead. The steady, natural, warming, caressing sound is something that will live with you for years. I think that it's now time to tell a little more indepth how this engine works. As said two-stroke engines were most common, although there were some four-strokers too. Now,  ̰9think of a diesel engine. Just like the diesel, the hotbulber pumps the fuel directly into the cylinders. But the engine needs some form of igniting help unlike the diesel. This is where the name "how bulb" comes from. A part of the cylinder head is dedicated to the purpose of igniting the fuel with red hot iron. To start the engine, you need to heat up this part, either by the use of a blowtorch or simply burning fuel in a little tray. When it's how enough, you start the engine eith-~er by handpower on the smaller engines or with high airpressure on the bigger ones. When the engine has started, you don't need to keep heating the hotbulb anymore as the fuel burnt will keep it hot enough, you even get a "free" form of ignition advance setting. The more fuel the engine burns (which often implies higher RPM), the hotter the bulb will get and the sooner the fuel will ignite, which is good. Otherwise, much fuel would be wasted. Although you need to keep the hotbulb hot enough, it should not get too hot. This was a problem on some early engines, and you could find yourself with a cracked hotbulb, which you had to change before you could continue your voyage. This problem was solved in several ways. For example, the nozzles which delivered the fuel to the cylinder could be turned around. Upon starting the engine, the fuel stream went directly towards the hotbulb but then the nozzle was turned downwards, towards the piston. Another way, mostly found󷗊 on the Swedish Bolinder engines (only on the smaller ones), was letting a little stream of cold water into the cylinder. You know what would happen if you get water in the fueltank of you car. It stops. However, hotbulb engines didn't and you even got a little bonus as the water also acted like a steam engine, giving extra power when it was warmed up. The downside was that you had to have big water tanks to carry the freshwater, as saltwater should not be used. Generally the problem{oF of too hot bulbs disappeared without taking special precautions on the latter engines. The oiling system is special on hotbulb engines. Like most other two-stroke engines, you could not have oil in the bottom pan of these, as it was used as air-pump for the cylinders. So, oiling was accomplished by means of a separate oilpump distributing right amounts to various parts. There are also lot's of holes for oiling directly with an oil can on these engines, which really is the best way ћof doing it if you want to know how the state of the hardware is. But ofcourse it means more need for attention than, let's say "automatic" engines. Talking about oiling, I now got to think about a story I heard. Some people had misunderstood what kind of engines these hotbulbers were, but they were still impressed by them. After buying one, they filled the bottom-pan with oil and started it up. What happened in most of these cases? The hotbulber burns lubricating oil as well as kerҬoosene, which they were intended for (kerosene or diesel was most used, but also heavier oils). So the engine ran faster and faster until the crackshaft broke. Imagine a couple of hundreds of kilos of flywheel running about on the road it's not something you want to block the road for. I guess they have gotten some surprise when this happened. Now, I think that this is enough for now, I will continue writing about this engine in the next issue of the mag, hopefully with some sketchesm$E and pictures. Among other things, I will discuss starting such an engine. So, imagine this huge relaxed engine the next time you feel depressed or stressed, it helps knowing that human beings at some point made something worthy of existance.  0 E+^046p֡Rumrunner helps you [l Does anybody need help? Rumrunner is the man to ask. His incredible wisdom will make your life much happier. So send in your questions to him right away. Right, questions and answers time [l Hello Rumrunner. My name is Tim and I am 10 years old. Last christmas, Santa didn't bring me any gift, eventhough I had been good all year. So I guess he didn't fit in the chimney. Dad won't make it bigger though. Is there anything I can do to make sure he will be ableCr to arrive next christmas? Answer : Ooh, bad one this. Whatever you do will be a complete waste of time. What happened the last time was that Santa got stuck in the chimney and when you made a fire in the fireplace, he melted. So you just have to live the rest of your life knowing that you are the one to blame for the fact that nobody will get christmas presents ever again. [l Err, well, this is Richard writing. I have been feeling lonely for the last couple of months, so I boug׬ht a blow-up doll. But when I came home, I quickly found out that it has a dick on it's own. What should I do? Answer : Idiot. You have turned the shit inside out. [l Hello there Rumrunner. This is Linda writing. I have a problem, you see I am in love with this guy but he doesn't seem to notice me. What can I do to get his attention? Answer : Don't worry Linda, the help is coming. It's not hard at all really. Your solution is to take lots of pictures of yourself, naked ofcourߠjse. Then just send the pictures to me. This will immediately make the guy interested in you and I will have some fun over the next couple of days. [l Hi Rumrunner. This is George W. Bush writing. I seem to have run out of ways to annoy people. Can you help me? Answer : Hello George. Right, I can see understand that you are tired of annoying people in the same ways all the time. After all, how long can it be fun to sign death penalties as part of your election campaign, cheat in ٘0jthe elections and kill women and children in another country? But don't worry, I am here to help you, and you surely need help considering the fact that you are just an illiterate cowboy (who helped you write the letter, by the way) Right, here's what to do. First, you need to travel to the southeast of Mexico and speak to a man called Jose. He will give you a bomb that is ten times bigger and more powerful than anything you and your pityful followers have. Then, take this bomb and ڮshove it up your ass. It might seem difficult, but it should not be a problem. Everytime you open your ass to speak on television, we see how big it is. So, after you have shoved the bomb, just ignite it, and wait for it to blow you to pieces. This will annoy people in two ways. The short-term effect is everybody around the world beeing pissed off for having to clean Bush-pieces off their walls, and the long term effect will be everybody getting angry because they will not be able to go to your grave and piss on it. Have fun. Just ask if you need more help. [l Dear Rumrunner. My name is Colin Powell and I have a rather unusual problem. My head is stuck up George W. Bush's ass, I cannot get it out. What do I do? Answer : Nice, Colin, you just had to take the comment "eat shit" a little too serious, didn't you? Well, when your head is stuck up there, I suggest that you simply cut it off, as you never use it anyway. However, leave enough of your neck so that 4Georgieboy can use it as a chair. He must be exhausted running around making life miserable for everybody all of the time. [l Rumrunner, please help me. I no matter how hard I try, I never learn how to count to more than three. What do I do. Yours, Donald Rumsfeld. Answer : First of all, hey HEY [2 HEEEEYYYYYY[0 . Get your head out of that bag of glue and listen up when I answer, you fucking moron. Well, like I started saying, first of all, how can you expect to be able to coun y՛t when you placed the wrong end on the toilet and dumped the only braincell you ever had? I didn't think even you were that stupid. What you should do immediately is go to to a hardware-store and get a hacksaw. Bring it home and then cut your head open with it. Fill the head with lead and then put it back into one piece with a seven inch nail. This will perhaps not make you any smarter, but at least you can knock on doors with your head, or make a future career diving off tall buildi u2sngs hitting the pavement with your head first. Show off the bumps you will get and earn some money on it. It's the only hope for a piece of shit like you who for unknown reasons suddenly woke up and escaped from the sewer. @ mE+^022pLBReply to "Left out of the scene" by Strife/Apathy By Rumrunner/VOID [l First, let me say that I didn't know about the Solskogen party either, the first time I heard of it was in the above mentioned article. So it seems that Strife is not the only one who feels left out here. Just like Strife, I too got most of my information through swapping. I joined the scene first in 1999, and even though this is fairly recent, when I started swapping, I got at least one or two letters each weekVm, if we take the median of, let's say a couple of months. Also, I got a lot of information from the former scener/swapper Punisher, which moved to the same city as I live in about 1998. He had a lot of contacts and always knew what was to come. But in the last (long) period of time, I have had serious troubles getting to know what to look for. Most swapping seems to be dead (read my article about swapping elsewhere in this mag) and what happened to Punisher? I have no idea, but I hav⫥^ I'M TIRED Powerslave of Gods & Void Yes I'm tired, for several years I've been blaming it on my age, poor blood, lack of vitamins, air pollution, sex, obesity, dieting, under arm odour, yellow wax build up and another dozen maladies that make you wonder if life is really worth living. But I've found out it ain't like that. I'm tired because I'm overworked. ='D The population of the UK is 51 million, 21 million are retired, That leaves 30 million to do the work. There are 19 million at school, That leaves 11 million to do the work. 3 million are unemployed and 3 million are employed by the government, That leaves 5 million to do the work. 1 million are in the armed forces which leaves 4 million. 3 million are emiiployed by county and borough councils leaving 1 million. There are 620,000 in hospital and 379,998 in prison. Which leaves 2 people doing the work. ! YOU AND ME ! And you're sitting on your arse reading this, No wonder I'm bloody tired !!! But since I'm the only UK swapper left, then the above doesn't have much of a true statement anymore :( .end IE+^032p~F Impressions - The debut album of Factor6 Reviewed by Zito/1oo%^mOOdS^[S]carab [l With happiness I got a CD-parcel from my old czech friend Factor6 in the Amigascene, who is sadly a quite more known musician inside the ZX Spectrum and C64 scene but knows to ge the best out of 4channels with Protracker or XM though. Anyway... As I always really liked to hear and use his musics (find them in JP9, JP11 and Showtime 16[ for example) I directly listened to the huge archive of ZX tracks I found on the archive and while browsing through the rest of the CD content I discovered a directory named "mp3" and when I entered it, I was faced by a cover and 13 trackes those were streamed from Factor6' first audio CD. Wow! He never told me about this! I directly lunched my mp3 player and started to listen. And while I do, I know I have to report about this quite good record compared to a lot ofWk other scene musician releases of the last time. And so I do here now... [1 $01.[0 [2 "Remind The Atmosphere"[0 - Well, in my opinion a really bad track to start with. Until the sounds really start you have to listen to the same tone of a string that gets on your nerves pretty fast. It gets interesting after another string-only-break, but since the songs ended after 8 minutes playing, I will never forget the strings and the strange atmosphere it created inside m Xy head. I would not have started with this track. Sorry for the honesty, friend! [1 $02.[0 Again something string oriented, but this time the strings are not as dominating as in the first track. [2 "Aspects of being"[0 features nice piano loops and a mixture of industiral beats and a simple melody that reminds on old Speccy games, not only because of the intrument. 5,5 minutes are also not too long as this tune is splitted into three similar interesti#f|ng parts, those return to were they came from at the end. [1 $03.[0 [2 "Inphormation"[0 - An interesting wordplay with the name, Factor6 did. It features ununderstandable, but "fitting to the atmosphere of the song" czech male voice samples spoken to an annoying beat. For sure a good tune for fans of this kind of music, but I do not like it that hard. The funky piano loops and synth effects in the middle that again suit my ears quite well although they are played too long (about 7 minutes) at the end. [1 $04.[0 Seems to me some piece of a rave-like tune. A remix of omicrons [2 "The Bushmen"[0 featuring one voice sample again and interesting sound mixing. Clear hihats, cool bass and driving beats. Nothing more to say, listen... [1 $05.[0 This track sounds a bit like modern dadaism to me. Factor 6 builts a minimalistic tune around two samples of people talking about "Do you Like Parties?". Here rave sample%s are played with breaks to some classical game bassline. The sound changes at all not that much, just some minal diffences can be noticed at the end compared to the beginnging. But this does not make this tune uninteresting. In the last part starts a disturbing sound in the rhythm that destroyes the song and let it end this way. Nice idea. [1 $06.[0 [2 "Full Grip"[0 A simple techno drumset and cheap electronic instrument start to play and get featured b7y some more strange sounds (which are tape loading noises from zx spetrum as written on the cover) and a low noise string. But than nothing changes and I got bored a bit. [1 $07.[0 [2 "Went"[0 , a groove trax remix, continues the sound of the previous track a diffent way. Here you can hear more happy drums following in speed a giving rave/house sample. Both are followed by a simple melody leading in all parts of the song structure as the background music does not  A΄change from this strange sounding arrangements. That does not really sound groovy enought to fullfill what the name promised. It ends in small crash and directly... [1 $08.[0 ...the next song named [2 "Lower State (FT2 mix)"[0 , which is a remix of an amiga tracked song Factor6 release under Liquid Skies when this groups was in the starting position. This remix sounds more polite and commercial than the original one, but is - in my eyes - a great divers ҡion from the two songs I listend to before. The beats are nicely arranged and underline the idea from the original mix with some new piano loops. [1 $09.[0 Game song deluxe? What is that? I wondered when [2 "Chronos Theme"[0 gets played. Sweet bells and a funky bassdum and percussion following the seemingly crazy jumping game character. A Tim Folin Remix, well done. [1 $0A.[0 And again something totally different to the first 7 tracks. A calm and slo aJw piece of a diskmagstyle tune named [2 "Diskmagination".[0 Beatiful strings and bells playing a melody underlined by smooth and silent drums. With a break and some soli melody, this tune does not get boring for me. I could listen to it twice, three times, four times... Great. I wish I had have it as a starttune for JP before! :-) At the end it fades out the traditional way and... [1 $0B.[0 ... the next tunes comes up. [2 "Juicy Life"[0 sounds like a ty +pical demotune. Melody, intruments, drums and speed let me feel like watching a megademo. Only the quality samples and the - a bit different from standard demo tunes - second melody that is laid above the first and played a bit too loud, let me know that it is something done by a descendant of these computer scene times. After 2 minutes and 30 seconds comes a lovely and romatic break that leads smoothly dramtically into the second part, which is a bit more  g8kwild than the first one. The finale comes as in the old demos but is a slighty new interpretation. I simply love it! [1 $0C.[0 [2 "Skylines"[0 , a piano piece. Really nice and lovely music arrangement featuring strings and a sample sounding like an oboe. Sadly it lasts for only 1 minute and 50. [1 $0D.[0 is the bonus track named [2 "Outro"[0 that makes use of the Amiga narrator device telling the greetings. It features nice chipsamples and low filtered drL'ums, rounds this different in content CD up. So what? From totally string dominated atmosphere to annoying hard raves to strange minimalstics to happy game sounds to calm diskmag tunes to a special way of greetings, this CD features everything Factor6 is capable of. The only thing I missed was his disco and funk way of tracking. But the rest is really good music done in 2001. I hold my fingers crossed for the musical career or this boy! [2 Supplement: The whole album by Factor6 has been re-released for the net under mOOdS meanwhile. Go and leech it at www.chscene.ch/moods/f6 and enjoy. [0 READY.  2eE+^018pj Who are cheaters By Rumrunner/VOID [l In the latest Eurochart by Iris (issue 46, that is), I found that the makers had decided to include a list of those who had cheated in voting. They told that this would perhaps become a regular feature if the voters continued to cheat. I remember that something almost the same (although more serious and, let's say hardhitting) happened a long way back, I think it was when Crusaders still ran the chart. Reading the small section that later becamP1e a mag, an article told about cheating, and Crusaders wanted to get in touch with a group named [2 Starion[0 to set things straight. So my best [1 guess[0 (with emphasis on guess) is that somebody (a singleperson or a whole group) had sent in several votesheets for their own productions and used the name Starion in order to not get recognised. We can all see that in the list in Eurochart 46, there were no such serious things that occurred, all listed people had voted for their owf8n groupmembers and/or their own group's productions, and we cannot say that this is a big offence, I think. However, the makers don't want people to vote for their own group and that's something to take care of when voting. However, where does the line go, there are instances where one can discuss if somebody had voted for their own group(mates) or not. I would first like to mention one instance where somebody has changed their group. As we all know, the Eurochart isn't a regular pr oduction as it used to be. The makers spell it out loud themselves, "the next issue will be out when it will be". So, much can happen before the votes are counted. Let's say that I would leave my group on the [1 12.th of October,[0 then, on the [1 14.th of October,[0 I would vote for my old group in the charts. In such a case, I haven't voted for my group, but will that come out in the open? Also, for VOID's consern, and I am sure that there are other groups in the same position, 5[2 Gone[0 has left our group to focus on the Jurassic Pack from Scarab. But because of all the work he has done for VOID, we still keep him on the memberslist, as a honouree member. The question now is, can VOID members vote for Gone? Let's also think a minute about all double- and even triplemembers there are now. While such a thing was unlikely to occur back when people made more productions than now, it has become more of a rule than of an exeption. Let's say that I was a memberJ0 of VOID, Nah-Kolor, Iris and even Veezya. Now, let's also consider that I had not done any work for Nah-Kolor for the last two years, therefore, I only consider the others in that group to be such good friends that I don't want to leave because of that. Now, can I vote for the group? I am sure that there are many more special cases like this to be found if one look out for them, the ones I have mentioned here are the ones that sprung to my mind when reading the article in Eurochart 46. I might have made more problems here than it really is, but to get as correct voting as possible, it's important to sort out as many problems as possible, preferably before they occur, since this is the only way to not leave people disappointed. In the end of this article, I would also like to say that I believe that those on the cheaters list meant no harm by doing what they have done. Although I most often don't believe in people, the Amiga scene is an exeption. Really, how m any people do you think wanted to cheat to get famous among the low number of sceners who are left? And those who did such a thing when the Amigascene was the biggest of it's kind are most likely to have left a long time ago. I think that those who are left in the scene have chosen to do so because they enjoy what they are doing. There you have some aspects of the cheaters list, I understand that the Iris people must be tired of discarding parts of, or even whole votesheets because  psome people vote in a way you are not supposed to do. I remember Darkhawks view in the article, where he listed several point that went in the direction of letting people vote for their own group(members), but that it still seemed impossible do to so. Seeing this attitude, it seems that even the staff behind Eurochart don't consider the voters who have broken the guidelines to be big bad nasty people, so perhaps it would be more appropriate to rename the cheaters list to awareness li `,st or something like that, where people could check if they had crossed the given guidelines. Ψ#"!      6E+^047pdCoding tutorial part 2 by Rumrunner/VOID [l Welcome back to this article series. This time, I will give a new example which will introduce some new instructions and show you how to display a copperlist on screen. Right, let's take a look at the example code first and then I will comment everything below :[1 move.l 4.w,a6 ;execbase lea.l graphicsname(pc),a1 ;load adress into a1 jsr -408(a6) ;exacbase, openlibrary move.l d0,gfxbase ;store graphic library base move.l d0 @,a0 ;copy gfxbase to a0 move.l 38(a0),savecopper ;systemcopperlist found here jsr -132(a6) ;stop multitasking move.l #copperlist,$dff080 ;install own copperlist wait: btst #6,$bfe001 ;wellknown mousewait routine bne.s wait move.l savecopper,$dff080 ;get back systemcopperlist move.l gfxbase,a1 ;put gfxbase into register a1 jsr -414(a6) ;close graphics library jsr -138(a6) ;enable multitasking again moveq #0,d0 ;there are no errors rts ;finished g 54fxbase: dc.l 0 ;space to store graphicsbase savecopper: ;space to store copperlist dc.l 0 graphicsname: ;name of library to open dc.b "graphics.library",0 even ************** * Copperlist * ************** section needschip,data_c copperlist: dc.w $100,0 ;no bitplanes dc.w $180,$329 ;colour register 0 (background) dc.w $6501,$fffe ;wait for line 65 position 01 dc.w $180,0 ;colour register 0 again dc.w $7501,$fffe ;wait for line 75 position 01 dc.w $180 x_,$ff0 ;again background colour register dc.l -2 ;copperlist finished[0 [l Right, that's all it takes for now, not that frightening. So let's start commenting what we do here. [1 move.l 4.w,a6 ;execbase[0 The move instruction can move data in various ways. What this particular instruction does is take the number that's located at memory adress 4 and put this value into the register a6. .l means that it takes a longword. A longword is 4 bytes (refer to the previous tutoria 5">> RUMRUNNER DIRECTION >>> POWERSLAVE PANEL GFX >>> MALMIS/NATURE CLIP ARTS >>> DAFREAK MUSIC >>> POWERSLAVE TRIPPER CORECGTOR ASCII LOGO >>>> Kempy/DC-S, Veezya TRACKERPACKER >>>> CRAZY CRACK/COMPLEX Read separate article to see who has supported us with articles, news and adverts. &%'mKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('F4E+^021p&(Q"An introduction to the Amiga scene By Rumrunner/VOID [l I guess that there are people who wonders why I write an introduction to the scene in our days. There are no new people interested anyway right? Wrong, there are interested people. Just a few days after releasing Saxonia 1, I got a mail from a guy who had not been into the Amigascene before, however he knew the concept from the Commodore 64. He had taken an interest in our computer and he was even interested in learning to code&)R. He also asked various questions about the scene and so I promised an article in this issue. Not long ago, I also got a mail from a gruop called Jupiter 77 who had worked on ZX-Spectrum until now, and now had fetched interest for Amiga. So there are new people interested, perhaps Saxonia reached these people better than the established mags because we showed that it was possible to start up something in 2003? It's still not too late, the feedback we got after Saxonia 1 showed that. &*: Well, better start off on the main subject of this article then. The Amiga- scene ofcourse started off when some people from the Commodore 64 became curious of this new machine. At the very start, we saw very few people producing things for the Amiga. It was mostly cracktros, just like the case of building up the scene was on the C64 some years before. The groups that started on Amiga early didn't come from the countries that later ruled the Amigascene, like Norway, Sweden, Denmark,&+ UK, and later Poland. We had for instance StarFrontiers from USA who are known to be the makers of the first "demo" on Amiga according to Raw 7. The demo called cube is included in this mag. It's an intuitionwindow with a vectorcube spinning in it, if I remember correctly, this was made in 1986. This group also cracked some games, I know for sure that they cracked Leisure Suit Larry 1. Other groups worth mentioning in this starting phase is Paranoimia, mostly known for their cracks &,wH When the scene had become somewhat more established, we saw demos similar to those we see today. Ofcourse there were other effects, but the concept of demos was laid out by now. Early demos that people should take a look at is for instance the first megademo from Phenomena. Take a special note of the first part in this demo (excluding the loader). This part is coded by Mr. Gurk and in the compulsory scroller, he claims that he is the first to blit 200 bobs onto screen. This was in &-;cthe start of the "bob-wars" we saw late 1980-early 1990. The point was to get as many bobs as possible on screen at once, mostly by optimising the code. Later on, this faded away, as people became more known with how to do it. Other effects that was often used is equalisers. Playroutines were fairly simple in the days of SoundTracker and people soon found out how to use the playroutine to trigger an equaliser-effect on screen. You can see this in the same megademo by Phenomena, in th&.ԯe part with the skull with the bones in the back. Perhaps the most, let's say special, equaliser was the one that Crusaders used in their musicdisk Audio-X. It was toilet-seats bouncing to the music, one toilet for each of the four audiochannels. One demo that we need to mention specifically is the megademo by Red Sector, coded by Delta if I'm not mistaken. This is regarged as the first ever demo to use a custom-coded trackloader. As you all know, coders liked to load tracks from di&/1sk directly instead of using the file-system on Amiga. The first productions to do this used the trackdisk.device, which meant that you could not use all memory as you wanted as you had to keep the memory the os used intact. It also meant that you couldn't write interrupts that finished as soon as you had done your routines, but you had to jump to the os-interrupt in question after finishing your routines. In addition to not being able to use all memory, this also wasted some rastert& 0uxime and democoders didn't like that. Now, what Red Sector did was code a trackloader that didn't use the trackdisk.device or any parts of the os. Thereby you could use whatever parts of memory you wanted, and you didn't have to write selfmodifying code to jump to the os-interrupts anymore. A new era had started, people now slowly started to use the hardware at hand to the limits. At about this time, there are also other demos that are worth mentioning. We have ofcourse the Hunt For & 1sC,Seventh October demo by Cryptoburners, which features the vectorroutine and linedraw-routine that Tec/Cryptoburners still are known for, there are even people who still use his routines. Another demo is Cube-O-Matic from Spreadpoint. We all know all the texture- mapping that is commonly used on pc's today, and this demo is known as the first one to use texturemapping. The difference to most new pc-demos is that it does it in a good way, not the boring scenes found today. Buddha (the & 2coder of the demo) shows pictures, textures and even scrollers on a cube which is rotated. I remember that Rob Rose from Brainstorm got a little upset when this demo was released, as he claimed to have the same effect on hand but he didn't want to release a demo with only one effect. Now, let's take a little jump further. We are now in the golden age of the Amiga, around 1991-1993. There were loads of demos coming out now, and as the groups had started to care about the design, most& 3_ of the demos were excellent (at least for one who liked to see Amiga-effects on Amiga, like me). There are ofcourse some highligths to mention, like D.O.S from Andromeda, Multica and Mind Riot from the same group, several demos from the legendary Danish crew Kefrens, and ofcourse lots of other groups. Speaking of Danish Crews, I need to mention one demo in particular, and that is Global Trash from The Silents. This is absolutely worth a look even today, and it shows excellently that& 4gp0 loading doesn't have to be slow even if you run from floppy. Don't expect to have the opportunity to get a cup of coffee while this demo loads in. The most noticable change from the demos the had come before was that the effects were no longer shown one after another, perhaps with a little loaderpart in between, there were fades and introductionary effects to make everything seem more like one big demo and not several small ones. One step further something happens in the scene. Th&5{re sceners start to take notice of the new AGA Amigas coming. These have several new display modes, more chipmemory and even faster processors. This opened up new ports into making new effects. The demo regarded as the first AGA demo is HOISaga from Team HOI. They continued pretty much to use the effects known from the old days, like dots, bobs and copper backgrounds, but they did it in AGA, meaning more colours available. They also released a second demo called Mindwarp, which is mor&68Wlxe polished than the first one, which is to expect, considering the new hardware, which nobody had a hardware reference manual for. That's right, Commodore didn't want to release such manuals for the new chipset, that way they thought that they could force coders into using the operating system. While the Amiga Kickstart is the fastest operating system still made (it can be "relaxed" down to using about 5% rastertime on a plain Amiga 1200), there's without no doubt a reason why people&7Y preferred to take over the system completely. OS loaders for instance, doesn't like you using the blitter whenever you want to if you load files from floppydisk, as the OS routines use the blitter to decode data. Also, going the os way means to set up an intuition screen, or use LoadView in graphics.library and run the demo with the os interrupts on. If you need your own interrupt, that means that you have to use the addicrvector and corresponding to remove the interrupt routines ag&8'sain. Also, you cannot use all the shortcuts around when having to use the os. To make it even worse, the copper, one of Amiga's best features which no other computers have even today (except the Commodore One, read separate article) doesn't match well with intuition screens. Well, coders soon started to disassemble copperlists, and step by step figured out what the new adresses was and how to use them. They fortunately published this (which was uncommon at the time) and soon people &99#!had enough information to code for the new chipset. There were some problems in this phase, when faster Amigas were taken into use. Before, most people had the Amiga 500 with perhaps extra diskdrives, extra memory, and if you were lucky, a harddrive. However, more than 9 out of ten had the standard 68000 processor, which meant that coders could use the processor for timing, with a simple loop looping back to itself a certain number of times. This was most often used in hardware trac&:G kloaders like described earlier, but people also used them (but seldom) in other places needed a wait. Try for istance the Flower Power demo by Anarchy (at least that's the demo I think it was) on a faster processor and listen to the music. It plays too fast. This is of course a problem that's less annoying than waiting problems in the loader which means that computer will hang up, but it's still irritating. Also, for keyboard reading, which most of the time is done by utilising the &;@level two interrupt, timing loops were often used, look for instance at the othervise excellent musicdisk His Masters Noise by Mahoney and Kaktus. Not that it will run on faster computers perhaps this is due to the same problem with the loader. Anyway, often, a program will run, but as soon as you press a key, it locks up. You will often hear that the music keeps playing, but you cannot do anything. This is because such a timing fault in the keyboard reading routine will lock the com&Osprites are to be used. Also, you can do a loadview from gfx.library, which will assure that the demo also works from other videomodes than pal. But keep in mind that loadview has some bugs. Since this article was not meant as a coding article, I will leave it at that and take a look into some of the demos we saw after the AGA Amiga came into use. I will ofcourse have to mention my own alltime favourite demo here, it's again Andromeda who made it. It was released at the party in 199&?څ !4, and won the first price with over twice as many votes as the demo ranked number two. It's of course the magnificent Nexus 7 demo. It features the only light flashing effects I have ever liked (the discoball and screen fade with light from background) along with a really impressing natural motion part coded by Mr Hyde. It's a lamp jumping about on screen, up stairs jumping over holes and so on. It's very good. Also effects like the shade cluster and plasmazoomer makes this demo som&@,-ething very special. There are also other good demos from this time. The group Alcatraz, known for the demo Odyssey (a trackmo using five disks and lasting for over half an hour, both records for duration and disknumber) released a second demo now, called Ilyad. This demo can run from harddrive with the appropriate assigns made and it has got some excellent effects. Sadly, some of the effects are shown for too short a time, on the contrary to 3d effects in many newer demos. The code&A[r of the demo, Hornet, remarked this in an interview, the reason for the short time given to some of the effects are that the demo is timed after the music. So I guess that the coders had their effects (there was also a coder called Shagan involved), the musician has his music, and then they put it together without altering what perhaps should have been done to make this a real killerdemo. Anyway it's worth not only one but several looks. Now, what happened after this? Well, more an&B d more people started to leave the scene. Some were tired of it, some didn't upgrade to the AGA Amigas and slowly disappeared, while some switched platform to pc. The ones left for some reason or another got more and more hung up in texturemapped 3d effects. Nearly no demos were real oneframe demos anymore (the screen is updated every frame which is 50 fps on pal Amigas). People didn't find the regular doublebuffering (update one screen, while showing another, then switch the screens&CZ) satisfactory anymore and people started to use triple- buffering (three screens) in an attempt to make the demo look smooth even if it wasn't updated every frame. Also, the code used most now isn't real planar oriented code. You know, the Amiga represent every pixel on screen as a bit (thereby getting eight pixels on a byte) and building up colours using several bitplanes. The pc way is to use a whole byte or more for each pixel, thereby the colour is determined by the value of the&DߐI whole byte. People started to use this on Amiga, thereby needing chunky to planar converters, which slowed down anything even more. To compensate for this, most demos from, let's say 1996-1997 used ugly 2*2 or even 3*3 screens. However, things have changed for the better after this period. Although 3d effects are still the most popular at least among the coders, the resolution is better, so it's not that ugly to look at. Faster processors and optimised code has taken care of this. &EMCAlso, we see groups now that looks back and starts to use the real Amiga effects again, kicking out 3d engines and chunky to planar routines. This is good, as it's when we make real Amiga effects, we can see what the computer we work on is capable of. It's important to remember that when the Amigascene first started, the effects from Commodore 64 were used along with new ones that people invented one after one. So we should not just copy pc-demos but rather continue the way the Amiga&F#fscene first started out. So, to end this article, let's take a look at what groups are worth noticing today. I would say that the active ones are worth taking a look at. Although my alltime favourite demos are several years old now, it's always entertaining to get something new, made by people who are still active. Also, these groups deserve some credit for keeping up the Amiga spirit when most other people have switched over to other platforms. It seems that everybody else than sce& Gq*8ners on Amiga and C64, along with other, let's say old platforms, don't know what a real scene is about, namely making the best possible stuff on the computer in question, whether it's an Amiga or C64. Today's pc-sceners newer get to see what their hardware can do before they exchange it with faster hardware. What's the fun in that? Anyway, active and good groups on Amiga today are : Iris - Danish crew responible of the Eurochart and some good demos like Light 2. Loonies - They hav&!HQe recently started making better demos than those they made earlier. As this group focuses much on 3d effects, I suppose that it took some time before they optimised everything enough to run smooth on slower processors than the 060. Still objects and scenes in the latter demos have become better. Dark Rain is perhaps the best demo from them. The Black Lotus - Occasinally, they release an Amigademo, and more often than not, they become famous for the second, third ++ time. Sadly, the&"Ir~>re are often a long time between releases. Gunnar's Farvebio - A somewhat strange danish group. It all started out as a joke group, with productions such as megademos with a diskmag in one of the parts. But sooner, the group made productions that gave more than just fun. Look for instance at the Megademo $C. Also, there are interesting routines in the Megademo $d trailer (intro), and I still wait for the demo to come. Sadly, it seems that also this group uses lots of time before rel&#JmOeasing a new production. Void - Of course we have to mention ourselves. The group has struggled for a long time finding a coder, but I have taken on this task. We make this mag, and I'm also working on the code for a demo and a musicdisk. You can read more about is in the articles in the editorial section. Gods - Until recently, this group released the mag which perhaps has most fame attached to it's name, D.I.S.C. Sadly, the main editor, Zerox stopped the mag, because of little su&$K'R¤pport. Hopefully, the group will come back with other projects. Nah-Kolor - This group has released some demos, although I cannot remember much of them now. But I seem to remember smooth running effects on my 040 processor. Ephidrena - A norwegian group, even with members in my neighbour city if I'm not mistaken (Tnsberg, that is, I live in Sandefjord). They have released a lot of demos since the start in 1995, and many of them are good although they perhaps should consider other &%effects than just 3d routines. Anyway, they have their own style and they treat it well. There are also other groups who should have been mentioned, but as it's now late, I will have to stop here. Those who are interested in more or think that I have left out important bits of the present or history, please contact me. The best is if you write your own article to be published in the next Saxonia. L M/VUTSRQPONMzE+^009pLNRRecode or update By Rumrunner/VOID [l I guess that most people who have seen issue 1 of this mag would say that this issue is a total recode, as most visible has changed. That's perhaps taking things too far. Let's take a look at what has happened since issue 1 :[1 - No more scrolling, article changes a page at a time - There's clipart support - You can load modules from disk using F1-F3 - Top and bottom panel is changed - The text-output routine supports double size font andLOH draws lines and such - Even though the mag has more bitplanes in the textwindow, it uses less chipram than issue 1, it's still compatible with Amiga 500[0 So, why have I made all these changes to the code? It's a long story, but we'll start at the top and see where we end up. It all started with me wanting to print only the line of text that was to be scrolled onto the screen, then scroll it. As you perhaps know, the code used for issue 1 drew the whole article onto the screeLPwK.n at once and scrolled by changing the bitplane adress. This takes up quite a lot of ram, and the articles had to be split up if they were long, the limit was 340 lines. If I'm not wrong, I set aside 256k for the screen. Now, imagine using this when adding three more bitplanes for more colours, that would surely take up a lot of ram. So I started the mentioned scrolling system, writing a line as it was to be scrolled onto the screen, that is. It all worked out wery well, and I made LQ3_this change to the code rather quickly, as I intended from the very start to update the code after the first issue. So after making the scrollerroutine and some other things, like scrolling ability with the mouse and joystick as well, I got some cliparts to try out. However, scrolling four hires bitplanes at a time didn't look good as it jerked away. I guess I could have fixed this by working some more on it, but I also got new ideas that wouldn't work good if the articles were to scLR#eroll as in issue one. So I decided to rewrite most of the texthandling routines. Since one whole page should be updated at a time, I had to have more than 12 lines of text on screen at once, so I had to leave the panel used, although I didn't want to. I really liked the man drawn by Malmis/Nature. At least I kept the goodlooking font you can see below the text, because of the aboventioned, and because I wanted to keep at least something that could be regocnised from issue one. TheseLS; changes gave some rather strange problems which needed to be sorted out. First of all, for some reason or another, the bigfont used below didn't display properly unless there were two identical letters following eachother. In that case, the last one was displayed properly, but still not the first one. I found out that it was the fifth bitplane that, for some reason or another got displayed a word too far to the right, even though the output routine was exactly the same as in issue oLTSkNne. Then, after hours working on this on and off, I found out that it was the diwstrt and diwstop setting in the copperlist that couldn't be used as they were. I set up the bitplanes for the bottomscreen just after entering the pal area on the screen, and then it didn't work. Changing the copperwait to just before entering the palscreen solved the problem. The new look didn't cause much more problems than that, as most of the other new effects were finished before I dropped the scroLUolling, so they could just be copied over. I still have some ideas to code for the mag in the future, but I decided to keep it like it is now for issue two, as I don't want to work so much that it bores me to death, [2 it's important to remember that the scene is a hobby and not your workplace.[0 I want mention the new ideas I have, by the way, you will have to wait and see when they come. If you wonder what has happened to the old code, I still have it, and I might work on it now L V>T@and then. People knowing me would most certainly describe me as one of the most stubborn people you can find, so perhaps, when everything is sorted out, I will start using it again. I will also consider other possibilities, for instance, if somebody wants to start a messagebox or anything else using the code, they might perhaps get it. I am perhaps willing to supply the code if you supply a font and panels. Contact me if you are interested. If articlewriters wants to format their arL Rticles, they should read the information contained in the appropriate article. WHY~}|{zyxwvutsrqponmlkjihgfedcba`_^]\[ZYE+011pXX1ܪWWZTNews and memberlists [l AMNESTY - 2003.06.xx MEMBS: hasid - coder (pc/portables) - poland ice-k - coder (portables) - poland crust - coder - poland comankh - graphician - poland dzordan - graphician - poland madman - musician - poland szudi - musician - poland - [prepared by KEMPY/DCS+VZY] - [l newsfile always updated by strife/apathy ::....................W[;.........................................:: :: ________________ :: :: \ //_________\\ :: :: \______________ :: :: a p a t h y .____. .___. :: :: _______________ _______ _l l__l l___ ______ :: :: _\___ \_\___ \\ _/ \__/_ / :: :: / ) ) ) W\H3$ ( / :: :: \_________ __________________________( ____ / :: :: l___l c&r./_____//_____/k0! :: :: _________ ___________ :: :: /_______________\ :: :: //n e w s f i l e\\ :: ::...........................................................:: :: :: W]$ The latest news from apathy dated april 2003 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Elektro joined as musician Xzit joined as ascii-artist Mindful joined as coder Sh1 joined as musician A 64k intro was released at kg03 Memberlist Strife Org, coder, swapper Norway Accede Coder W^ f Norway Mindful Coder Norway Nemechek Coder Point Coder Norway Terrix Coder Poland Whizz Coder Sweden Zeeball Coder Poland Leia Editor Norway Angeldust Graphician, swapper Germany Budgie GraphiciaW_/Gn Poland Rage Graphician Norway Rebel Graphician Poland Tentacle Graphician, musician Norway Chriz Musician Norway Coma Musician Sweden Cope Musician Norway Elektro Musician Poland Maze Musician W`zaz Norway Sh1 Musician Norway Xzit Ascii artist Norway Case Swapper, trader Italy Haze Trader Norway [l @BEGIN_FILE_ID.DIZ _____ __________ ____________ /____________\______ /-----/ \ ___ \ ____ / ___/\ \\ _ \ \// / \ \-----/_______\ _______/-------/_________\Wa9 [az0!/l124=======\_ \======================] |................./---\.a.p.p.e.n.d.i.x.2k1.| | | | APPENDiX official news. | | and PiCSAiNTLOUP | | 20 JUNE'2003 | |_ _| /-----------)________t_h_e__s_e_c_t_!_____\ @END_FILE_ID.DIZ _______ _______ _______ ______ _______ .___ __ __.__ _\___ /_ _\___ /_ _\___ W b/_ _( ___// _\___ /_ ____|_ /_ _(_/_ _( | )_ | . / . / . __/__. | . _/ . . | . | | _____| _____| | | | | | | |- -| | | l_ | . | | . | ` l_ | l_ ` l_ | | l_ l____| /___| :.l____|: l_____ /___| /____ /____l____| / l____/ :. : l____/dtA!____/ l____/ l____/ :.. : .W c g::::: ...:::::::.... | a p p e n d i x | ....::: ::::::::... : .: : .: : : latest news (20 JUNE'2003): - TabooOnLine#2 - the 2nd issue of an Internet magazine about culture has been relased (polish language only) check: http://www.taboo.art.pl - JUEN was asked to leave due to inactivity - Instant#4 - a pack bW d\'y SOBOL has been relased - Appendix website moved: http://www.appendix.eu.org - NEUROMANCER/APPENDIX was 2nd at The Gathering 2003 gfx compo complete memberlist: [APPENDIX] MADBART............. organizer, raytracer (madbart@post.pl) SLAYER.............. graphician, organizer (slayer@thecure.pl) KALMS.(aka Scout)... coder (mikaelk@lysator.liu.se) EMERS............... coder W e? (emers@px.pl) NOXIS............... coder (noxis@gnu.pl) CRUST............... coder (crust@neo.pl) RYSIEK.............. gba coder (rysiek@menel.com) TYGRYS.............. gba coder (tygrys@popierdulka.pdi.net) NEUROMANCER ........ graphician (neuromancerskulls@poczta.onet.pl) JUMA................ graphician, web masta (webman@megapolis.pl) COSH.....W fk........... graphician (cosher@wp.pl) OPAL................ graphician, musician (alicelac@wp.pl) JOK................. graphician (jok@dreamweb.com.pl) CODI................ raytracer (codi@labfiz.uwb.edu.pl) SAGRAEL............. editor (sagrael@xql.pl) SOBOL............... swapper (amisobol@o2.pl) complete memberlist: [PIC SAINT LOUP^APPENDIXWg̰] JAZZCAT............. musician, organizer (jazzcat@interia.pl) GROGON.............. musician (grogon@interia.pl) RITZ................ musician (sudlitz@interia.pl) MAXYM............... musician (mxm_crd@student.uci.agh.edu.pl) ADAMSOFT............ honourable member (psl@go2.pl) TRACKER............. honourable member CLOO................ honourable member (cloo@inet.com.Wh类pl) already released productions: AGONY - slide show - 1992 WAVE SOUNDS - music disk - 1992 FIREHOSE - intro - 1993 6th at POLISH AUTUMN'93 UNJUST SENTENCE - trackmo - 1994 4th at PRIMAVERA'94 40K INTRO - intro - 1994 INTEL OUTSIDE 1 PRIMAVERA PARTRO - Wi}gRpartro - 1994 CONTAGION - trackmo - 1995 3rd at COMPUTER ART FESTIVAL'95 FA! PACK 01-19 - pack - 1995/96 INTEL INSIDE - intro - 1996 RADIOACTIVE - bbstro - 1996 OOPS! - intro - 1996 1st at GRAVITY'96 ZERO GRAVITY - demo - 1996 1st at GRAVITY'96 UFU-S - video demo Wjޏ- 1996 1st at GRAVITY'96 GRAVITY - 4k intro - 1996 7th at GRAVITY'96 NAVEL - intro - 1997 1st at RUSH'97 MYSTIQUE - demo - 1997 2nd at INTEL OUTSIDE 4 UFU-S v1.99 - video demo - 1996/97 2nd at INTEL OUTSIDE 4 INTROKO - 4k intro - 1997 SPAWN - intro - 1997 1st at GRAVITY'97 PSYCHOL 09-13 - chip pack - 1997 Wk"& CAPSULE - demo - 1997 2nd at ASTROSYN UPN X - intro - 1997 4th at ASTROSYN USELESS - 4k intro - 1997 2nd at ASTROSYN DOLPHINARY - music disk - 1998 FLEA - demo - 1998 3rd at RUSHHOURS'98 MIDGE - 256b intro - 1998 1st at RUSHHOURS'98 RIOT - demo - 1998 2nd at GRAViTY'98 SATELLiTE'98 Inv - invitation - 1998 SATELLiTE'98 - party WlV - 1998, 7-8, november'98 INDYGO Live! - live act! - 1998 LiveAct by Voice/Apx TOWER - intro - 1999 7th at ASTROSYN2 WIRAZ - tool - 1999 POSSIBLE - 40k intro - 1999 xx at ICING'99 TABOO #00 - magazine - 1999 at XENIUM'99 SATELLiTE'99 Inv - invitation - 1999 SATELLiTE'99 - party - 1998, 13-14, november'99 TABOO #01-02 - magazine - '99/2000 INDYGO Live! - liveact! - 1999 LWmiveAct by Voice/Apx&Ksiu/Ind ELECTRICITY - 64k intro - 2000 Assembly'2k SATELLITE&KG'2k - invitation - 2000 SATELLITE&KG'2k - party - 2000 4-5, november'2000 MAYHEM - demo - 2000 4th at SATELLITE'2000 I WANT2BE MACHINE- demo - 2000 1st at SATELLITE'2000 TABOO #3 AGA/CGX - magazine - 2001 MELBA - intro - 2001 3rd at MEKKA/SYMPOSIUM'2k+1 KISS MY JAZZintro- msxdskintro- 2001 18th at MEKKA/SYMPOSIUM'2k+1 Wnr KISS MY JAZZ - music disk - 2001 PSYCHOL - intro - intro - 2001 at Symphony (bonus intro) TABOO #4 AGA - magazine - 2001 at Symphony INSTANT #01 - pack - 2002 INSTANT #02 - pack - 2002 TABOO #5 INTRO - intro - 2003 TABOO #5 - magazine - 2003 INSTANT #03 - pack - 2003 INSTANT #04 - pack - 2003 and lots of pictures, modules. and get linked with our web site: APPENDIX on web WWW httpWo://www.APPENDIX.eu.org [l _ ____ _____ _____ ____\\_ \_/ |_\ ._/-\\ \ __/ \_ _/ l \_ / \ 7 | l | / / \| | | _/ -L \______\ |\____|\_______\ SEA - ----------\___/--------------------- - >new's. we're looking for any gfx/kode artist's ! >always_requested. ascii ---------- attic id_diz elektro gfx_logo's -- attic [320x256x128 colours] >memb's. elektro ------------ mailtradWpM@prod's. phobia ---------------- musik pack - 2002 >contakt. elektro ------- lukasz szada - wrzosowa 5 72-602 swinoujscie --------------- poland or by voice ---------- 0-pfx-91-321-53-92 - --[[ fullWqSi flavor new's by elektro ]-- - [l DARKAGE OFFICIAL NEWSFILE - April 2002 - We released Showtime #17! - Our website is available again at http://scene.darkage.it ! - Dire rejoined Darkage! - Ghandy, Zito, Gone, Sniper, Stingray left for Scarab. MEMBERLIST: Modem Coder, Organizer Dip Coder Bridgeclaw Graphician X-Ceed Musician Dire Editor [l DECREE - 2003.06.xx MEMBS: deadman - graphician, fun member, ass show sWrOjtar - poland dzez - coder - poland gorzyga - graphician, organizer - poland oopore - graphician - poland spectra - musician - poland rork - graphician, 3d - poland yans - musician - poland - [prepared by KEMPY/DCS+VZY] - [l DEPTH - 2003.05.xx MEMBS: allanon - coder Wsl7 - norway bakerman - webmaster, organizer [pc] - denmark coma - musician - sweden cope - musician - norway curt cool - musician, swapper, organizer, editor - denmark cytron - coder, editor, musician - denmark folcka - graphician - denmark gizmoduck - fWt'unmember - denmark heatwave - swapper, organizer - finland hund. - graphician, 3d, html, java, c++, animator - denmark ib - graphician - denmark jaffa - coder - norway khaos - coder, musician - finland nightsight - graphician - denmark paithan Wu\^ - coder - norway presence - coder - denmark quedax - coder [pc] - denmark rolex - musician - norway sido - sysop - norway skurk - coder - norway slumgud - musician - norway sprocWvw@ket - graphician - norway swaxi - coder [pc], musician - denmark the hardliner - musician - switzerland trip - musician - denmark + depth legends / honorary members: solo - musician - norway the glow - musician, graphician - finland WWW.DEPTH.ORG Wwٿ7 - [prepared by KEMPY/DCS+VZY] - [l .--!-. .( __ ! ______ __ / ( ( _______ \ _\ .__ )`- (!!` \ __ __ ____ \ _/ __\ \____________| \ ( __)_.) _)/ \____/ \/ \___\ \___ / \___\ / \ ! \.`-)\\_)\-' \ _\ \ _\ __\ )\ \ \ \______\______/ \_/ \____!_//(____)___\______\__\ \_______\_\___\_/ Wxa_< /______/ \ \)__.(-- / ______ (\( _! ________ /_ / ___ `--\ \ \ \ _/______ ___ / / _/___)Mt| \ \_ ___ __\ \/ \ / \ /__\_ \___!____\(/(___\_ \____\ \ _\ _\_/ /____\_/______\/ /___\ __\______/ __ _ \____\ \___/ `------'_____/ ______\ _ __ -\_\\\-----------------------------------------\_______W ygA\---------///_/- :::::::::::::::::: uN-oFFICIAL dUALcREW - sHINING nEWS #1/03 march :::::::::::::::::: : ___ ______ :___ ____:__/ \__\ /_/ \ - MINOR THREAT, THUNDERCAT, SAINT - \ \ __\ /\ \ \ _\ connection reset by peer \__\___\_____\_\___\/___\ : : - CHECKPOINT and KING'S CROWN systems :::::::::::::::::: aren't DC-S sites anymore. :::::::::::::::::: W!z3 .................. _ (_) ______ _ _______ \ / __ ___ _______ ______ //_ /____ __ ___ _\ \/ \__ / \\ _ /__ _____ \ _ /__ / // \__ _/ \/ \ / \___\ _\ \ _ _\ __\\_/ \/ \_/_/ / /_\ __\ \ _\ _\ \_____\\______\\\\___\ /____/__\ __\ /____/_\___/ \___W"{!x____\___\____\ ----------------------------------\________\------/______/-------------Mt--- DUALCREW/ShINiNG FiNLAND [[ Shape ].................Coder [[ Muffler ]..............Musician [[ Deetsay ].......Coder, Musician [[ Dual ]..............Musician [[ Adam ].Graphician, Organizer [[ Fluffy ]..............Musician [[ B ].Graphician, Organizer [[ The Hooligan ]..............Musician [[ 13 ]............Graphician [[ HakW#|©)a ].........Sysop, Trader [[ Illusion ]..............Musician [[ Truxton ]................Trader DUALCREW/ShINiNG SWEdEN [[ Zaz ].................Coder [[ Tommy ]..............Musician [[ Metal Maniac ].................Coder [[ Mortimer Tee ]..............Musician [[ Iridon ]............Graphician [[ Mike ]...............Swapper DUALCREW/ShINiNG NORWAY, GERMANY, POLAND, LATVIA, UK AND YUGOSLAVIA [[ Dejko (yu)]..........W$}2E6 ....Coder [[ Devistator (uk)].............Coder [[ Optic (no)].........Graphician [[ Kempy (pol)]...........Swapper [[ Jamon (yu)].........Graphician [[ Digiman (ger)].............Sysop [[ Xhale (no)]...........Musician [[ Dipswitch (ger)]............Trader [[ WOTW (ger)]...........Musician [[ Fishwave (ger)]............Editor [[ Bonzaj (pol)]........3D modeller [[ Raver (lat)]............Editor [[ Style (ger)].....Cracker, CodeW%~D*r [[ Turbofrog (pol)]..............Coder ______ ______ ______ \ / __ ___ \ /______ _____. _ \ / ___ _____________ _ _\ \/ \__ / \ / /_\ \_\ !_/ \_\ \/ \\ / \___\ _\ \ _ _\ __\ /___/ \_____\ \_/ \ _\ \___\ __\\__ dC-S bOARdS \_____\\______\\\\___\ /______/ /______/\ \_____\___\ _ __ -----------------------------------------------\__\------------------///_/- board W&G= sysop dcs-HQ [[ Acid Slam ] [[ Digiman [[ whq ] ______ \ / __ ___ ___ _____.___ .__ ______ _____.___ .__ _\ \/ \__ / \ / \______\ !___)| \ \ _ /___\ !___)| \ / \___\ _\ \ __\ __\ _\ __\ \ \_/ \ ! \./_/ _ \ \_/ \ ! \. \_____\\______\\\___\ \___\__/ /_____/___/\____! /___/_/______/___/\____! -------------------------/__W'Rh]_/--------------------------------------- [[................Kempy.] [[ Przemek Kowalczyk ] [[ Kopernika 13/14 ] [[ 34100 Wadowice ] [[ Poland ] [[ dualcrew - shining in the world wide web : www.sokeri.com/dcs ] [l ENCORE - 2003.06.xx NEWS: - demo for symphony 2003 is on its way. MEMBS: CARO - graphicianW(r, 3d modeller - poland MDW - coder - poland - [prepared by KEMPY/DCS+VZY] - [l 09.06.2002 (swapped by mag/gfa) GFA MEMBERLIST -------------- - Section PC - Acid aka Piramix.............coder,graphician [[Poland/PC] Bach........................ami^pc graphician [[Poland/AMI^PC] Blue Jooz............................musician [[England/PC] Bojkar..................................coder [[Poland/PC] City.W)8 \...................................coder [[Poland/AMI^PC] Cyberyayo............................musician [[Spain/PC] Cycu.................................musician [[Poland/PC] Deltaray..................musician,programmer [[Germany/PC] Debi.................................musician [[Spain/PC] Digi Crystal.........................musician [[Russia/PC] Diomatic............................MP3 maker [[Poland/PC] Doe..................................musician [[Poland/PC] Elk.......W*.........................graphician [[Poland/PC] Geralth...paper artist,graphician,txt,swapper [[Poland/PC] Insane Hacker..web master,musician,graphician [[Germany/AMI^PC] Iiro T Hara................pop artist/painter [[Finland] Meanall..............................musician [[Poland/PC] Oddball.................................coder [[Poland/PC] Pacan................swapper,editor,webmaster [[Poland/PC] Reason aka Jeskola Buzz..............musician [[Finland/PC] Qba...........W+AA.................... graphician [[Poland/PC] Qualis...........coder,programmer,text-writer [[Poland/AMI^PC] Sherlock.............................musician [[Poland/PC] Shinoq.............................graphician [[Poland/PC] Strange.......musician, webmaster, graphician [[French/PC] Szura................................musician [[Poland/PC] Toth....................................coder [[Poland/PC] Tux.....................................coder [[?/PC] Ucho...................W,<.................coder [[Poland/PC] Venire..................................coder [[Poland/PC] Vojta{Nula}..........................musician [[Czech/PC] - Section AMIGA - Bach........................ami^pc graphician [[Poland/AMI^PC] Baron Althaar.....................text-writer [[Poland] Bebra.........hardware & software repair etc. [[Switzerland] Chris...................................coder [[Austria] City....................................coder [[Poland/AMI^PC] Coper..W-b2.........................poetic member [[Poland] Cyberion.............................musician [[Poland] Diego..............................graphician [[Belgium] Dirk...............................graphician [[Belgium] Engine.....................musician,webmaster [[Poland] Franko..................christian text-writer [[Poland] Fraza..........................(girl!)swapper [[Poland] Funky....................coder,webmaster,Java [[Poland] Hitman...............................W.O...coder [[Italy] Insane Hacker..web master,musician,graphician [[Germany/AMI^PC] Krypol...................................user [[Poland] Kudlaty..........musician,swapper,game tester [[Poland] Luky....................................coder [[Czech] MadMan.................text-writer,graphician [[Poland] Mag......swapper,editor,organizer,text-writer [[Poland] Marian..................................coder [[Poland] Maro.................................musician [[Poland] MilimeW/x^@tr..........................game tester [[Poland] Mono....text-writer,HTML coder,www graphician [[Poland/AMI^MAC] Morgoth............................betatester [[Poland] Mr.Stone.................coder,MUI programmer [[Poland] Olek................text-writer,poetic member [[Poland] Oztry..............................graphician [[Poland] Sentex....................editor, text-writer [[Poland] Sezam..............(girl!)swapper,text writer [[Poland] Qualis...........coder,programW0'mer,text-writer [[Poland/AMI^PC] Stefkos.....................coder,GUI creator [[Poland] Trouble Cleaner.....................webmaster [[Germany] - Section MACINTOSH - 3ndoneX.................................coder [[USA/MAC] Cyril.........graphician,musician,text writer [[Czech/MAC] Mietek..................................coder [[Poland/MAC] Mono....text-writer,HTML coder,www graphician [[Poland/AMI^MAC] Qirb.........graphician,webmaster,text writer [[Germany/MAC] Impact_GBW1uk.G.........................graphician [[?/MAC] - Section ATARI - Hylst....coder,graphician,musician, webmaster [[?/Atari] Cooper...............coder, musician, swapper [[French/Atari] Larry AM8..........................graphician [[French/Atari] Shredder...................swapper, webmaster [[French/Atari] [l 06.04.2002 HARVESTER --------- - Forest joined as mag organiser - Amper joined as musican - Mag Twister #1 in progress [[polish and czech version] - New site in proW2tU:gress [[www.harvester.amiga.prv.pl] agaslayer.....leader,organiser,txt,swap........czech amper.........msx..................................? forest........mag organiser........................? holdys........msx.............................poland neami.........text-writer-eng,editor,help.....poland redrose.......2d gfx,editor....................czech stefkos.......2d gfx,coder....................poland x-type........leader,organiser,msx............poland [l HAUJOBB - 2003.05.xx W3O< MEMBS: acryl - graphician, 3d - germany amoc - 3d - germany arcane - slengpung founder, webmaster - norway chromag - musician - germany craid - coder - germany cyclone - graphician - germany cynic - coder - germany d-lee - creative - hungary digisnap - coder [pc] - geW45 Ғ:::::::::::::::::: | | maxus joined as musician | | 10-03-03 :::::::::::::::::::::::::::::::::: | | factor6 is leaving us (quit from composing) | | 27-02-03 :::::::::::::::::::::::::::::::::: | | angeldust joined as musician & graphician | | 04-02-03 :::::::::::::::::::::::::::::::::: | | simonking/thelo0p redesigned the newsfile | | W?\O : : . . ____________ . ________________________________________ . ______________ _ _ _ _ _ |\/||_|\/||_||_|_||_ . | crew | ||_| ||_||_|\ _|. | population . | | tripper :::::: music :::::::::::::: finland W@h| | maxus :::::::: music ::::::::::::::: poland | | ritzu :::::::: music ::::::::::::::: poland | | rzs :::::::::: music ::::::::::::::: poland | | angeldust :::: music/covers ::::::: germany | | lcr :::::::::: music/organise :::::: poland | | dafreak :::::: covers/organise :::: germany | | kuadziw :::::: covers :::::::::::::: poland | | lahve :::::::: swap ::::::::WAP]J::::::::: czech | | tra7 ::::::::: swap/www/ascii :::::: poland | | : : . . ____________ . ________________________________________ . ______________ _ _ _ _ _ _ _ | | || |||_|| |. | crew |_|_|| ||| ||_ |. | contact . WBy | | tripper :::::::::::::::::: tripper@mbnet.fi | | maxus ::::::::::::::::::::: maxus82@hoga.pl | | ritzu :::::::::::::::::: sudlitz@interia.pl | | rzs ::::::::::::::::::::::::::: raazu@wp.pl | | angeldust ::::::::::::: myself@angeldust.de | | lcr ::::::::::::::::::::::: lcr.scene@wp.pl | | dafreak :::::::::::::::::: dafreak01@gmx.de | WC7ۘ | kuadziw ::::::::::::::::::::::::: kua@o2.pl | | lahve ::::::::::::::::: lahve@amigascne.org | | tra7 :::::::::::::::::::::::: tra7@scene.pl | | : : . . ____________ . ________________________________________ . ______________ __ __ __ _ __ __ __ __ __ / WDB貦/ _\|_ __________ _\|| __\\ __/_/___|__ _\|_/_/_____/_/___ __/ /__\ |/ / / /_\ |/ _ \ | \_ // /_\ |_| / \_ / \ / / / _ / / | | |/ \ _| |/ / / | /| |/ / \_____\__\__\\\______|___|______/ \______/|_|\_\___|____\______/sK! \_\ ---------- --------------------------------------------- _____ __ __ __ _____ _ __ | _ /_/_/___|__/ \ | _ / __\\ __/_WEāc/___ | /_/_ _| // /___ \| /_/_ / _ \| \_ / | _ / / /|/ \ _ / |/ \ |/ / |_|/_/\____\_|\_\____/_|/_/\______/_____/ _ _ _____________________________________________________________ _ _ \/ \/ ascii logos and layout by sIMONkING/thelo0p [l MADWIZARDS - 2003.05.xx MEMBS: aln! - coder - polWF8oand azzaro - graphician, editor, co-organizer - poland budgie - graphician - poland chromag - musician - germany critikill - graphician - germany dagon - musician - poland dixie - 3d - poland evan - trader - poland flapjack - musician, wembaster, organizer - poland horn - 3d WGS - poland jazz - musician - germany kiero - coder - poland makak - swapper, editor, programmer - poland mcr - swapper, editor, packmaker - poland payda - coder [pc] - poland performer - coder [pc] - poland podo - graphician - poland prevent - 3d WHщ - poland pyro - publicity manager - usa rork - graphician - poland silentriot - party organizer - poland snz - graphician - france spark - graphician, 3d - poland ubik - 3d - poland x-man - graphician - france zaac - graphician - france WWW.MADWIWI7wZARDS.ORG - [prepared by KEMPY/DCS+VZY] - [l MANKIND - 2003.05.12 NEWS: - New Karate release! v0.97 now available on K-FIGHTER.NET, faster on 68030 and now working on MorphOS. MEMBS: backlash - coder [pc] - france bla - musician, ascii - france elend - graphician, ascii - germany exel - coder [pc] - france firehawk - coder [pc] - france gwen - musician - france kWJqgrabob - coder - france leviathan - musician - france lord - graphician - france mantramind - coder - france ostyl - coder - france redshift - coder [linux] - france tex - musician, graphician - france titan - coder - france toady - musician - france zaac - graphician - france - [prepared by WKMķKEMPY/DCS+VZY] - [l Contact with organisator: Tm_DaG tmdag@nahkolor.net Nah! Nah! Nah! ALL Active people: Dzez ----------------------------------------- Ami coder [Poland] Essential sound -------------------------------- musican [Poland] Kenny ---------------------------------------- webmaster [Poland] Magic ------------------------------------------ writer [Holland] Mantra -------------------------------------- graphician [Poland] Neo ---------------------------------------WL`܍-- graphician [Poland] Mobby ----------------------------------------- musician [Poland] Nordbasse ----------------------------- PC coder/musican [Poland] Performer ---------------------------------- PC coder [Poland/PC] Rork ----------------------------------------- graphican [Poland] saGat ------------------------------------- imageprocess [Poland] Spark ----------------- 3d-modeller/graphician/Organiser [Poland] Stefkos -------------------------------- Ami coder [Poland/Amiga] Tm_WMCDaG ---------------------------- 3D modeler/Organiser [Poland] Willy ---------------------------------------- graphican [Poland] Virgill -------------------------------------- musician [Germany] V0yager ---------------------------------------- musican [Poland] [l NATURE - 2003.06.xx NEWS: - "ONE" 64k intro got 1st at UNDERSCORE 2003 - MALMIS won the oldschool gfx compo at UNDERSCORE for the 3rd year in a row =) MEMBS: (amiga division) c-frog - musician WNZ1- sweden chip - coder - sweden malmis - graphician - sweden pezac - coder, organizer - sweden pipe - coder, musician, organizer - sweden rex - graphician - sweden yomat - coder - sweden - [prepared by KEMPY/DCS+VZY] - [l NUANCE - 2003.05.xx MEMBS: andy - co-organizer, musician - chief64k - coder [amiga/pc/gba] - eWO -liza - graphician - evrimsson - musician - germany fireball - graphician - germany hostmonsta - coder [mac] - logix - 3d - maxster - 3d - nightmare - musician - noisefever - musician - pro - coder [pc] - r.a.y - coder WP  - germany raven - organizer, graphician, webmaster - sniper - coder - germany spider - 3d - stephen - coder [pc] - usa trifox - coder [pc/amiga] - twystor - coder [pc] - austria x-poole - musician - - [prepared by KEMPY/DCS+VZY] - [l _ WQ}4 ____ \ / ____ _ _ _______\___ \\_ \_ ____ \/ ____ _/ _// ___/_______ _ ______\\ \ \___/__ /___\__ \____/ __/___\ __\___/ / //______ \\______ _____ _______ ______ ______// __ __\ _____) \______\__ /___ ______) __/_______ /__ __ \\_\\__ _/ /_____/______ / \ / ___/ ___/ __//_// | \_____/\_______\____\_________\/____/\___\_______!_ WR | !_____ ______ _____ ______ _____ | | _____ _____/ /_) __/____/ /_____/ _/____________) \_! !/ / _) \ / ___/ __ ___ /\ \ ___ /_____/ _/ _/ \____\ \____\_____/____/ )____/\___________/_____/\______|___\ \__ \____\ :_____/ !____ ______ ____ ______ _____ ______ | _____ ______\ \ ___) __/_WSCBZ^___) \___) __/____/ _/______\__ /_!_/ / _) __ \ \ / ___/ /____/ \_____ \ \ _____ \ / \________\____/______\______/\___________/_____\________\____\_____\ \ | | \____\ | RNO (RAVE NETWORK OVERSCAN) NEWS/iNFOFiLE: 02-02-2003 | ____!_______ ___ _____ _ _ _____ ___ _______!____ \__________\__\__\___\ \_\__________/_/ /___/__/__/_____WTN_____/ _!_________________\\_ _//_________________!_ \_____ ______ (po)RNO ______ _____/ | \_____(2oo3)__________________________(2oo3)_____/ | | | | [[ NEWS ] | | | | 02/02/03 Finally a new fucking cool nfo done byWU L elend!! | | 07/01/03 Klon joined the Flash section! Welcome! | | 18/10/02 We won - once again! - the Flash demo compo at | | The Assembly'2002 with "Super Mushroom Sisters" | | 18/10/02 Kure left Whelpz | | 09/04/02 We released a demo "Electroluxus" at The Mekka& | | Symposium'2002 and it came 6th of 12. | | WVF} | | Want to join? Then contact Kure for further info and/or | | examples of your work. | | | __!__________________________________________________________!__ _)________ ___ ___ ________(_ \_________\__\ \_________[[ MEMBERLIST ]_________/ /__/_________/ | WW걘 | | Angeldust ................... swap, gfx, music (Germany) | | Britelite .............. c=64 code, gfx, music (Finland) | | Cahva .................................. flash (Finland) | | DaFreak ............................ swap, gfx (Germany) | | Deeq ....................... music, gfx, flash (Finland) | | jPV .............................. trade, code (Finland) | | Klon ...........................WX;........ flash (Germany) | | Kure ................. leader, music, www, gfx (Finland) | | Poe.t ............................. ascii, gfx (Germany) | | Roz .................................... music (Finland) | | Shd ..................................... code (Finland) | | Tang ................................... music (Finland) | | Tft ...............................rno records (Norway) | | Tool .........................WY 36.......... sysop (Finland) | | Tundrah ................................. code (Finland) | | | | Total ....................................... 15 members | | | __!__________________________________________________________!__ _)________ ___ ___ ________(_ \_________\__\ \___________WZh,[[ CONTACT ]__________/ /__/_________/ | | | RNO .................................... rno@onelist.com | | | | Angeldust .......................... myself@angeldust.de | | Britelite ........................... brite-lite@c64.org | | Cahva ................................ markku@wmhost.com | | DaFreak .........W[K...................... dafreak01@gmx.de | | Deeq ............................. jkorhonen@aktivist.fi | | Jpv .................................. jpv@amigascne.org | | Klon .............................. root@digitaldeath.de | | Kure ................................. kure@sunpoint.net | | Poe.t ..................................... poe.t@gmx.de | | Roz ......................... jarkko_rotsten@hotmail.com | | Shd ...........W\.................... heikki.orsila@tut.fi | | Tang ............................. teemu.joona@piramk.fi | | Tft ..................................... tft@tiscali.no | | Tool .............................. mtoivo@saunalahti.fi | | Tundrah ............................. mvtiaine@cc.hut.fi | | | | www ..................................... rno.wmhost.com | | irc .........W]o............................. #rno @ ircnet | | | ___!_______________ ________________________ _______________!___ \________ ____ \ \______________________/ / ____ ________/ _) \_ \_ \__ __/ _/ _/ (_ _\\______ /___/___//__. nfo design .__\\___\___\ ______//_ _____._/ _ _____| elend of |_____ _ \_._____ \____|\___W^xnq__\____(_ __| iMPURE |__ _)____/_____/|____/ ._____________\\________________//_____________. | __\ /__ | | | ____ _!____ _____ ______ ____________ ______! ______ ____) \__) __/_/ /__) __/______\__ / __/___) __/__) __/_____ _/ /____/ ___/ / ___/ _____ \_____ ___/ \____ (_ \____/\________\_____W_  _______\_____\___/____/_____/_____\_________/______/ | \_/ | : [[ RELEASES ] : . . . SuperMushroomSisiters = Flash 'demo' (1st!) @ Assembly'2002 Electroluxus = demo (6th) @ Mekka&Symp'2002 We dont understand W`uGD = SPACEBALLS&RNO 64k intro (3rd) @ TheGathering'2002 AliceInWonderland = Flash 'demo' @ TheParty'2001 Lobotomia (c64) = DEKADENCE&RNO demo @ TheParty'2001 Goes Aldi (c64) = partyslideshow @ TheParty'2001 Lobotomia 2002 = RNO&DCS invitro @ Spoletium 4 Gets Phat = partyslideshow @ KG 2017-16 Goes Mekka = partyslideshow @ WaExPhat1 Hiri = Flash demo (1st!) @ Assembly'2001 Goes Lahti = partyslideshow @ Mekka&Symp'2001 Goes Aldi = partyslideshow @ RNO&DCS meeting February'2001 Minus 4 = 64k intro (5th) @ The Party 10 They Gave Me Lsd = Flash 'demo' (2nd) @ The Party 10 Camella Thea 100% = demWb2@o (4th) @ Proxy'1886 Tstti = demo (3th) @ Proxy'1886 Superflyfonk = Flash 'demo' (3th) @ Proxy'1886 Superfly = Flash 'demo' (3rd) @ KG2000-1 Go Sthlm&Helsinki = partyslideshow @ 30.8.2000 Pingpong = Flash 'demo' (6th) @ Assembly'2000 Camella Thea = dentro (1st) @ Remedy'2000 Urea Wc?p = demo (7th) @ Mekka&Symp'2000 Pakarat = 64k intro (2nd) @ Trsac'00 Goes Aars = partyslideshow @ 28.9.1999 Newschool? = 40k intro (8th) @ The Party 8 - several - = 4 tiny intros/cracktros by Xedos @ x.9.1998 Cosmic Rain = 64k intro (with SectorB) (5th) @ Quast'1998 Kaitsu = intro (6th) @ Wd"Motorola Ins'98 Unplugged#004 = musicdiskpack @ x.3.1998 Uloste = 40k intro (with Fit) (9th) @ The Party 7 Nrg#004 = Madel's pack @ Gravity'1997 Unplugged#00 = musicdiskpack @ 20.10.1997 Nefroni remix = 64k intro (3rd) @ Scenario'1997 Nefroni = 80k intro (8th) @ Demolition'1997 Blockrockingtits = a smWeU_Oall intro/porntro/funtro @ summer'97 Nrg#00 = Madel's pack @ Intel Outside4 Filelist Grabber = small Daydream door by Tool @ x.7.1997 Ilmarako = intro (with Darkage) (1st!) @ Motorola Ins'97 Nrg#00 = Madel's pack @ 24.6.1997 The communistic R. = small cracktro @ x.4.1997 Nrg#00 = Madel's pack @ 10.3.1997 UnofficialWf3 = swap/bbstro @ x.3.1997 Terrorstar = little cracktro @ x.3.1997 Unplugged#00 = musicdiskpack @ 28.2.1997 Unplugged#00 = 1st issue of the musicdisk serie @ 14.12.1996 H-h_bbstro = Heaven And Hell -bbstro @ early 1996 Memberstro# - # = ex.english-division memberstros @ early 1996 Germanyinharmony = RNO/Infect 'multimedia'-prod @ x.x.1995 Wg7q [l SCARAB - 2003.05.xx NEWS: - JURRASIC PACK #12 has been released! MEMBS: dan dee - graphician - germany dc.clark - musician, coder - germany fireball - graphician - germany ghandy - editor, organizer, webmaster - germany gone - editor - netherlands influence - 3d modeller, raytracer - germany kufa - coder - france medi - toolcoder Whv - germany puryx - musician - denmark r.a.y. - coder, graphician - germany ramses - sysop - germany scicco - coder, webmaster - germany sniper - coder - germany stingray - coder - germany zito - editor - germany WWW.SCARAB-AMIGA.COM - [prepared by KEMPY/DCS+VZY] - [l Wi9& SCOOPEX - 2003.05.xx NEWS: - BLZ joined us as musician! MEMBS: antibyte - coder - austria arancia - graphician - germany biter - 3d, musician - poland blz - musician - poland coroner - coder (consoles) - finland dalezy - musician - germany darklon - coder (pc) - hungary deck - musician, orgWjÁYzanizer - finland dylan - coder (pc) - italy dynac - coder (pc) - germany evil - coder - france/portugal fishwave - editor - germany ganja - musician - finland igor - coder (pc) - germany/yugoslavia karpow - trader - finland krs - musician - italy kufa Wk L - coder - france/sweden lahve - maintrader - czech lostcluster - coder (pc) - austria mazor - graphician - finland mermaid - graphician, musician - norway metal designer - coder (pc) - italy mister death - musician - sweden noogman - graphician, 3d - germany pantaloon - coder (pc) - sweden/uk peci Wlʾ - coder (pc) - austria statique - graphician - poland stingray - coder - germany the megabrain (tmb) - webmaster, trader - austria virgill - musician - germany viruz666 - graphician - germany visualice - graphician, 3d - finland WWW.SCOOPEX.ORG - [prepared by KEMPY/DCS+VZY] - [l TULOU - 2003.05.xx NEWS: -Wm_ A new member has joined the TULOU forces. Welcome FROST! MEMBS: altruist - coder - sweden bonky - coder - sweden daredevil - coder, trader - sweden dr. strangelove - coder - sweden frost - graphician - sweden joker - graphician, design - sweden lempkee - trader - mr. musli - organizer - sweden razorback - graphician - sweWngden reflect - musician - norway temal - musician - todi - coder - sweden WWW.TULOU.MU - [prepared by KEMPY/DCS+VZY] - [l ___. .____ .____ _.__ ___ . _. | ||\_ _/|| / _/|| / ___|_/ \ ||\_ ___|\_ |_ || | | ||_/._ | ||_/._ _/ _/ ._ ._\_|| | _/__/| | km! \_||_| |_|---|/ |_|---|/ |__|--|/ |/---|_| |_|--|_| .k0 WoF - ------------------------------------------------------------- - >veezya_group_infofile_ >last_update_ 03rd - april - 2003 >news_ - embrion #8 [pack] released - elektro [musik/lil'_swap] joined - new active members of any profession wanted! >actual_memberlist_ [[ darklight ][-------------][[ graph ][----------------][[ poland ] [[ elektro ][-------------][[ musik+mailtrade ][----------------][[ poland ] [[ embeat ][-------------][[ kode Wp7fz ][----------------][[ poland ] [[ kempy ][-------------][[ hq+mailtrade ][----------------][[ poland ] [[ otton ][-------------][[ musik+3d ][----------------][[ poland ] [[ spectra ][-------------][[ musik ][----------------][[ poland ] >releases_list_ "embrion" #001-008 ------------------------------ sonik_ pakk [[ 1998-2003 ] "impulse" ------------------------------------ otton's musik_ disk [[ 2000 ] "murderer" ------------------------ dWqF emo [[ at satellite 2000 - ranked 5th ] "murderer - final" ------------------------------------------ demo [[ 2001 ] >kontakt_ snail_ KEMPY przemek-kowalczyk kopernika 13/14 pl-34100 wadowice DARKLIGHT szymek-paluchowski goralska 30 pl-34123 chocznia ELEKTRO lukasz-szada wrzosowa 5 pl-72602 swinoujscie EMBEAT andrzej-karkula pszenna 3/53 pl-30654 krakow OTTON mariusz-otto dabrowskiego 3/8 pl-05400 otwocWr˶qDk SPECTRA marcin-bialobrzewski kollataja 83a pl-05402 swider i-net_ DARKLIGHT - DAKAEL@WP.PL EMBEAT - KARKULA@STUDENT.UCI.AGH.EDU.PL KEMPY - KEMPY@GO2.PL OTTON - OTTO_N@O2.PL voice_ DARKLIGHT - stand: n/a handy: +48-602-128-165 ELEKTRO - stand: 0-pfx-91-321-53-92 handy: +48-691-698-275 EMBEAT - stand: 0-pfx-12-425-51-39 handy: n/a KEMPY - stand: 0-pfx-33-823-58-34 handy: n/a OTTON - stand: 0-pfWsCx-22-719-40-99 handy: +48-503-578-979 SPECTRA - stand: 0-pfx-22-779-74-08 handy: n/a >future_ is none, but... [l Updated on 10th August 2002 ----------------------------------------------------------------------- /\___ _____ // Y \/\__ /\__ /\____/\__/\__ /\__ \\ | // \// \// ,\ \ \ // / \\ | //Wtͽ#H . \ . \_ _/ --\ \// / \ / \ --\| | ___\ /-gt \ , / ,\T ,\ | // \ \___/\__________/|____/__|______// /\ \ _ _ _ __/ / \ \__ _ _ v o r t e x _ _ __ ____/ \____ _ _ _ WuΏ: ----------------------------------------------------------------------- the group is closed down! ----------------------------------------------------------------------- Ex-Members :- UK :- Case -- Code/Tracer/Organizer Jadefalcon -- Trader/3D gfx/Group Communications Organizer/ GIF-anim/avi Starfury -- Sysop Stelf -- Trader/Tracer/Organizer Wv7 Tinbin -- Trader/Coder Dave -- Coder Paris -- Musician 4-0 -- Graphician Nezz -- Graphician Ando -- Graphician Subbass -- Graphician/Organizer Germany :- Stunner -- Musician/Organizer Alpha -- Coder MinuteMan -- Coder/Graphician Zaner -- Sysop Saint -- Sysop Ww:E Plug -- Musician Da Freak -- Graphician, ASCII, Swapper Raytrasher-- Graphician Sweden :- Visuatrox -- Graphician Hong Kong :- AmiHedgehog --Graphician/Trader Malta :- BPhantom -- Coder ----------------------------------------------------------------------- [l WHELPZ - 2003.06.xx MEMBS: alan - graphician - u.s.a. cahir - cWxJoder - poland canna - graphician - poland case - trader, swapper (girl!) - italy dr oczkins - coder - poland hakon - swapper, packmaker, webmaster - poland khax - tracer, web master - poland konus - tracer - poland lunix - graphician, ascii artist - sweden podo - graphician - poland rork - grapWyzhician - poland snail - tracer - poland ubik - 3d modeller - poland WWW.WHELPZ.VIS.PL - [prepared by KEMPY/DCS+VZY] -  -E+033pthTVariform/Kewlers Reviewed by Rumrunner/VOID [l I'm about to do something that I never though I would, namely review a couple of pc-productions. I have no idea how old they are but, I think that this one (Variform) is fairly new. Look at the next article for a review of Fesk by Pulse. Right, the background for writing this review is me sitting bored in school, thinking that I should perhaps do something useful, so I ended up downloading a few demos for the pc. This was one of those Ր:gI found that, if not good, at least kept my attention enough that I wathed the whole thing. Let's start with the music in the demo. It's the regular techno thing. Not worth listening to a second time in my opinion. However, it plays an important role in the demo, as almost every single effect throughout the production is timed very hard to the music. And I have never seen so many screen flashes in any production before. This surely have to be the most overused effect looking through֋- all of the scene's history. Personally, I have only found one demo in which screen flashes is used in a satisfying manner. Ofcourse it's the Andromeda demo Nexux 7, released at The Party in 1994. The discoball effect there flashed the screen every time one of the lightbeams hit the screen directly and that looked good. I have never seen it used as good or even good at all before or after that time. As I have now started to comment the effects, let's look at some more of them. Or peז)rhaps that should be "let's look at the one effect there is". I don't know, since most of them looks the same. It's basically pieces of or whole objects flying around on screen, 3d ofcourse. Even some kind of tunneleffect used objects as the "walls". There was at least one nice thing to mention though, and that is a part where an object looses the outer layer once in a while, almost like the glenzvector in the first part of D.O.S by Andromeda (when still on the CLI screen). Except frXom this, there's not much worth saying about each separate part of the demo. But I will make a couple of remarks about all effects seen as a whole. First is, where are the colours? PC-people complain about our AGA Amigas, and how they are incapable of showing 24 bit pictures (if I ever hear that phrase again, I will go maaad), and then they make a demo that only uses greyscale! No wait, in one of the parts, I actually found some blue colours. Also, plain white was overrepresented, I don't think that it looks good keeping that large parts of the screen pure white. From distance, it must have looked as if I was working in Word or some shit like that. The next remark regarding the effects is a positive one, I guess you all got a bit shocked there, hehe. Strange enough, I have to say that the effects ran smooth, there were no jerking and flicking. But then again, it was all 3d and that's what pc's and graphiccards for that computer is made for, so it's probably notK so strange afterall. Let's see, what can I say about the graphics? Not much, I'm afraid, as I couldn't find much. There were a couple of pictures of people, probably those who have made the demo, and they almost looked like the pictures from the known and loved demos from Spaceballs, State Of The Art and Nine Fingers. I got a bit curious when seeing this. Have somebody got hold of Lone Starr's source for converting bitplanes into vectors? As far as I know, I seem to remember that h&@e sold the source to a game company, can it have spread further? All in all, this demo was certainly not bad, but at the same time, it wasn't good either. The screen flashes destroyed much and the effects are just the common ones. I prefer some effects that are simple to code but still looks good. I also miss the colours, if you want monochrome graphics, get a Commodore PET and work on that. So, let's put down the credits at the end : Curly Brace : Code, 3D, design Mel Func XKtion : Music, design Little Bitchard : Music Actor Dolban : 2D graphics %QEE+025pThe Year 2002 on the CPC THE CPC IN THE YEAR 2002 THE TRADITIONAL REVIEW by optimus/dirty minds [l PROLOGUE I was walking yesterday with Antitec/Dirty Minds outside in Thessaloniki in the night, discussing various things having to do with our boring lives. The ball took the CPC scene. (WTF?!? At the beginning my mind was stuck desperatelly to find the appropriate phrase, but it failed, and so I made a free translation of a greek quote =) Except from our worthless lifes, we woߋ_ndered if anything is running in the CPC (It's a part of our lifes afterall!). At that time I realised that I had to start writing (traditionally anymore) my article for the first 2003 PAiN issue. (Codename XX03 or something ;) So, what happened in the CPC scene in 2002? I was mainly waiting for megademos like DemoIzArt, writing tons of text for Ovation issue 6 which I don't know when da hell it will be released, got fucked up with both my exams and my diet and then got inactive bec ause of real life. The scene was sleepy till then, most of the real surprises came mainly after Summer though, as something had to be released before 2002 to fill the gap in the scene and my article ;P. I can count around 15 releases this year. The demos that left me good impressions were TAF, Fantasy, 232425 and Crocochannel. The biggest surprise for me was to see Antitec producing and programming for his new CPC hardware called CPC Booster out of nothing in a time he was inactive aW:tnd bored. Generally the most good CPC activity came at the second half of 2002, even if me and Peter were feeling unmotivated and worried about the CPC scene (for some strange reasons) at that night walk.. THE CPC PRODUCTIONS IN 2002 I guess I have to start from the 4 demos I mentioned above and the most early of them. Tire au Flan (TAF), a small demo by Overlanders, one and a half year after their masterpiece Ecole Buissoniere. It's a pitty that non-CPC sceners won't be able to Owatch it, since there is no such a thing like emufixx0r cracking group on the CPC ;P Only the intro screen runs from an emulator, which consists of two nicely blended rasters upon a picture and some credits. But it's not the bread! (Another lamely translated greek quote :) There are two routines that change from each to each other. Some weird fullscreen colorfull unidentified effects coming out from too many blended vertical hardware bars, coded by Shap. And the most dots on CPC rout| ine by Madram. It's a pitty I can't use an emulator, to get some snapshots of Madram's effect in order to count the number of dots, one by one. (I know I am very technically crazy! :) The demo shows endlessly both of these routines in various shapes and colors. An impressive technically demo. But why do people hate emulators so much? The next one is Fantasy. Semilanceata is a new CPC group, coming from the ashes of Da Boxon Team. It is a CPC+ demo, you know,. the one with the amazinPQg pallete (for an 8bit), hardware sprites and raster IRQs (Hmm, it's exactly the capabilities that the plain CPC lacked in comparison to the C64, except from the pallete of course ;). Many CPC coders were coding demos for the plus lately. Anyway, what I liked in this demo is that it was very diferrent than the usual demos we have seen on CPC. It's more like a story full of gfx and text, without any complex effects (but the raster animated background, spotlight and big sprite were sti!ll kinda nice to watch, especially with these great colors!). Nice work, I am happily expecting new demos from this new group.. The last ones came out at surprisingly the same time, in a sleepy and unmotivating period for me. 232425 is coded by various people, like Eliot, Romain and Iron. It contains four parts. Nice to see one more of the few CPC software plasma routines in the first part. It looks kinda slow in comparison with the "to be released one day in one demo" sources I ha ve in my HD. I had the same idea for the cool fade out transitions but didn't put down my ass to code it. The next part is a very nice hardware part by Eliot. The big Mode1 scrolling photo of CPC sceners and a skeleton monster is superb! The third part made me wondering. A supposly bump mapping(?) routine in a very small and blocky area (10*10 chars). It's a shame. I am not sure why this thing was released. And the last part has first a nice picture of a girl fasten in a pole and a w ]priter/text displayer in French, and after pressing space there comes a big fire effect upon the gfx. I am not sure if it's real or animation, but it doesn't look that much like a real fire/blur algorithm, though it still seems random to me, like there is an algorithm inside. No matter it is nice combined with the gfx. At this part, I hear for the first time, CPC conversions of Amiga classics like Desert Dreams and Elysium. Wow! I converted them to YM and listening right now! And th =en Crocochannel. Another release by Madram of Overlanders and other CPC sceners (Eliot, Epsilon, Iron). It was supposed to be another long delayed demo done to celebrate the Crocochannel meetings or something. The demo starts with a superb designed menu, my favoritest screen! The gfx rulez and there are 3 nice effects displayed. A big vertical scroller deformed by a glass, some small wireframe 3d objects (precalculated?) at the upper right corner and a nice writer, with a nice dithe ۤUdn't be in the same group like he is and if I would not share the history we do, then I would maybe also skip his articles just because they don't seem interesting for me. Fishwave cried out for more investigative articles in the Total Kaos forum (http://totalkaos.de) And he's right to do so. People mostly want to know what's going on in the Scene, what's happening inside the leading groups. Publishing stuff that doesn't deal with the needs of the majority of Sceners doesn't make it  8!easier to get the votes you deserve. [1 Reason Five: [2 MAINEDITORS[0 - the main persons behind a mag always get more recognition than his coeditors. That was the case in the middle 90s and that's true today. If you ask why Sane or Magic never were able to climb up to an interesting position, then you might find the answer by the fact that they've never been maineditors. Okay, Magic brought out Thing a long time ago and was coeditor of many various mags, but even if he gave us a lo wt nice material to read, he never went to the top. Darkhawk also doesn't have a big output lately but he's the organizer of the Eurochart and his first rank is surely also a sort of "thank you" gift from many people that are happy that at least one chartsmag is alive. Thinking about his quality, he was much better while he worked for Generation. Maybe that was so because there was a big competition between the Generation editors. You must have delivered something delightful, else he  Z]could not have made his way inside the team. At least not with the mediocre articles he's putting inside his own mags today. Yeah, it's really a pitty if the competition is gone. For everyone, everywhere! Concerning Darkhawk we should also not forget that he's one of the oldest mates that are still alive and kicking - he began to participate in the Scene a long time before for example I did. [1 Reason Six: [2 CONTACTS INSIDE THE SCENE[0 - If you're in contact with many Sceners via  ۳Nemail, you'll easily get your votes. People see your name again and again. They are often remembered by emails on which projects you are currently working. Or they receive a sort of massmail, scenerelated spam if you wanted to describe it a bit more honestly. And then later they naturally vote for the person they've been in touch with. Writing many articles is nearly as time consuming as writing many serious emails - so that won't be a simple way to the top. [1 Reason Seven: [2 PR[0  B - Nothing is more important than the right public relation. After releasing a slideshow, a diskmag, a demo, or intro - or whatever, you should always post a news item at Diskmag.de and at Orange Juice. [1 (http://ojuice.net)[0 Orange Juice is dominated by PC Sceners but also there you'll reach many people you would not reach without your news there. Submitting your product to Pouet [1 (http://pouet.net)[0 could also help a bit. And if you're able to write in german, do the same w !=ith Amiga News. That's an independant news station with around 1000 visitors daily! What else can help to get your production become wellknown. Build up a good looking homepage for it - simply as that. Give your link to Scenet, Diskmag.de and Ojuice to optimize your number of hits. Also a news item at Amiga.org or other non scene related news stations could be really helpful - have a try. Here you can only rely on your own work, nobody else can or will do it for you. And never under "estimate the power of PR - your product can be really cool. That won't help if nobody knows that it came out. Better they read of your production one time too often than one time too less. In the days of internet it's not hard anymore to advertise for your stuff, it's rather easy and quickly done. Well, that's it for now. And that is only an overview over the Editors charts but having a closer look at the other categories, you will recognize, that it's the same misery everywhere. In #2 some aspects you just have to accept that the situation is the way it is and in other aspects your own engagement is requested. Musicians and graphicians might become more wellknown by giving some of their works to editors of topical diskmags. I'm not sure but that could be a major reason why for example Reed of Fairlight did lead the musicians chart in the previous issue of EC. If you have other suggestions about the reasons why charts aren't reliable, please don't hesitate to con a tact me by writing to [1 Ghandy@diskmag.de[0 - it may take a while but I will answer for sure. $%543210/.-,+*)('&%E+048p$&aBootblocks and trackloaders By Rumrunner/VOID [l I have always enjoyed trackloaded productions as well as different bootblocks, like utility boots. I still watch a lot of trackmos, not only because of the lack of new productions to watch, but also because they impress me in a way that's hard for a filedemo to do. If we go back in time, the utility boot became quite popular. It offered some useful functions, like turning extramemory on and off, switching on and off extra diskdrives $'}rand so on. Most of them also checked the state of coolcapture and coldcapture vector and told if there was any possibility of a virus being present. Thereby, having a utility boot on your workdisk could save you from hours of boring recovery work after the nasty actions of a virus. Since most people didn't use a harddrive, who bothered to load in the usual viruschecker when you were to boot off another disk with another utility ten minutes later? I know for sure I never did. When we$(' take a look at the demos from the early 1990's most of them were trackloaded. Among the first trackloaded demos (and other productions) were of course the megademos. One of my favourites is the first Phenomena megademo where Mr Gurk blits 200 bobs on screen in oneframe in one of the parts. Also enjoyable is the musicdisks from Burning Independence. And ofcourse there are a whole lot of other interesting products. Most of these mentioned above is perhaps not regarded as real tracklo$)Haaded productions, because many of them doesn't use ownwritten trackloaders. For some time, it was common to keep the exec intact and use the trackdisk.device to load tracks from disk. So there are examples where megademos store needed information, like the state of the intena, dmacon and such before taking over the system in each part. When you exit that part and the demo loads the next one, enough of the system is left open that the trackdisk.device does it's work. People soon foun$*od out the advantages of using trackloaders, among the most important is more available memory. This was in the days where coders wanted to push the computer to the limits, and releasing a demo that worked on 512k was better than releasing one needing fast. However, using the trackdisk.device, you are not free to use memory every way you like, as you have to keep the parts of memory that concerns trackdisk.device and exec intact. So soon the first real trackloaders appeared. They eith$+ϲJer took over the system right from the bootblock, or loaded a couple of tracks to memory, then jumped into this code, taking over the system and relocating the code (for instance the loader) to whatever parts of memory. This took more work than using trackdisk, as you had to set up such as stacks yourself. You also had to remember where in memory you had different parts, if you didn't put everything you needed in one block, in that case, it was easy to use branches and you didn't hav$,uee to resort to jsr's. Anyway, if you take a look at the code in most trackmos, you will find that several routines is called by a jsr to the right place. Even if you had to keep track of these adresses, there were some advantages to working this way. For instance, if there was one module played during several effects, you could simply jump to the same player adress in each part, you didn't have to worry about changing it in the interrupt. If you played music from one interrupt, let's$-z say the level 6 one, you could simply leave it there all of the time, and run all effects from different level 3 interrupts, whereas if you had the module in the same block as the code for one effect, you had to take precautions when loading the next effect and the data for it. Let's now take a little break and remember some remarkably good trackloaded and trackdisk loaded productions :[1 - Multica demo by Andromeda - Global Trash demo by Silents - Hardwired demo by TSL and Crion$ .5Xics - Seven Seas slideshow by Andromeda - Stolen Data diskmag by Anarchy (issues 6 and 7 with one code and issues 9 and 10 with another) - Desert Dream demo by Kefrens - Dane demo by Kefrens - and many more[0 Then, about 1994 something happened. More and more people started to buy harddrives and also the Amiga 1200 come strongly into the scene. People started to see the advantages fileloaded productions have and wanted more of them. Also there were$ /Eֻ some badly written trackloaders that messed up on faster computers, mostly due to processor timing like [2 moveq #-1,d0 wait: dbf d0,wait[0 which works good as long as everybody has the same processor, but with faster processors, even with cache, the wait simply becomes too small. Those loaders using either rastertiming or CIA timing works well though. I would say that old demos are more likely to run if they are trackloaded then the case is if they are filedemos. Try for inst$ 0ance to watch the old classic [1 Hunt for seventh October[0 by [2 Tec/Cryptoburners[0 on an Amiga 1200. I have never been able to get it to work, no effects are shown on screen. The music plays well though. Then, try to load a trackloaded demo. Most of the time, if works, if not completely they way it was supposed to. I have noticed some demos which have trouble with the timing in other parts than the loader, such as music speed and the most strange bug I have seen must be the one $ 1'I found in Global Trash. If you take a closer look at the vector disk on screen, first at an Amiga 500 and then on an Amiga 1200, there's a difference. Have you found out what? IT's the metallic slide covering the readarea on the disk. It opens when run on Amiga 500, when run on Amiga 1200 it doesn't for some reason or another. So, like said, the trackloaders started to fade away. The last ones I know of is some demos from The Electronic Knights made some time around 1998. Now, wil$ 2șl trackloaders and bootblocks be gone forever. No, although they will perhaps not make an appearance again until I finish my routines. That's right, some time ago, I found a document explaining the adresses used for steeping disks and selecting side and such, so I started to make a trackloader. So far, it steps well but there's a little problem with the reading which I haven't sorted out yet. When it all works, I hope to be able to put the whole loader on bootblock, thus saving the w$3f Vork of loading it in and then relocate it to an appropriate adress. Also I have started to take a look at bootblocks, after I found out the structure of it. I guess all those who are interested knows it, but here it is anyway :[2 dc.b "DOS",0 dc.l 0 ;this is used for checksum dc.l 370 ;this is the rootblock which tells the ;os where to find the filesystem, block ;370 is track 40 ... ;rest of code [0 Now, what the standard bootblock does is simply to do a loadresid$46=!4ent to find dos.library, put the adress in a structure and exit if it finds dos.library. Upon exiting the bootblock, the computer will load the CLI which we all know. If there's no dos.library, the bootblock will exit with a returncode telling about the error, however I don't know how you should be able to not find dos.library, as it is located in ROM. The only explanation I can think of must be if you use a kickstart remapper for instance to get kickstart 3.1 on a system which has k$5o[ickstart 3.0 chips installed. I never bother to check if it has found dos.library (or graphics.library for that matter) in any of my programs. So, I have a lot of work left to do, but expect to see some trackloaded stuff in the future, I work on a piece of code intended for a musicdisk, and perhaps I will decide to trackload this. Then, we'll see if people still bother to put a disk in the drive and reset the computer. I think that it's a pity that most parties only allows contribu$@f;tions to competitions in archive formats such as LHA, this means that trackloaders are not allowed. I don't know if this is because of lazyness from the organiser's side or whatever else it could be, but I don't like it. Trackloaders are a feature of the Amiga and should as such be allowed in Amigademo competitions. 67T :987gE+005p68LFormatting the article By Rumrunner/VOID [l If you want to format your own article, this is how to do it. To get a line on screen, like the one above, use [[ l command. To change colours, simply use [[ 0 through [[ 2 To insert a picture, first convert it to raw format, then use the following : [[ b11112222filename Where 1111 is the width of the picture in bytes and 2222 is the height of the picture in lines. Filename is where you put the name of the file. It's important that y69`ou use four digits all of the time, or else it will not work out. For instance, if the picture is 10 bytes wide and 40 lines high, use 00100040. To change the colourpalette according to the colours used in the picture, use an iffconverter to save out the colours separately (don't save them in the picture), and then load the file into an assembler. Change all of the dc.w's so that the first colour is the one written to colour five ($dff188, referred to as $0188 in the dc.w list). Cut 6:out the one written to colour0 ($dff180) through colour4 ($dff186), as these colours are kept unchanged all of the time. Now, you should have twelve colours in the list. The next step is to remove all of the colourregister, so you only have the colourvalues left. Assemble this and write out the file with the same name as the picture name, just add .f at the end. The file should be 24 bytes long. Remember to use four bitplanes all of the time, or else the picture will most likely just6E look like a mess on the screen. Right, that should be the most important to think of, in according to keeping the lines shorter than 75 characters. One more thing though, for all of the commands except the drawline command, you need to put a space at the end, if not, you will lose the next character on screen (for instance if you have changed colours) and the code will not find the correct filename for pictures. Have fun ;<:>BA@?>=< PE+024p;=Ey Truth or Dare: MAGIA by The Black Lotus --------------------------------------- Designed, Coloured and 'Jackassed written' by Magic of Nah-kolor [l [d Proloque The infinitive Breakpoint party anno domini 2003, gave the Amigascene a new The Black Lotus demo! Ofcourse it won (again) though alot of scener's say that the Mad Wizards 2nd placed demo should have won. If it was only the name? :) Well, just because;> it's named after me shouldn't make any difference to it I guess :) Anyway let's be honest we should be more than happy with this release. A demo made with passion for the scene and for the amiga! Though Saxofonia found out that this isn't a very optimistic view. Fasten your seatbealt and read on because Louie of TBL fame confirms this! [1 Magic[0 "In the credits it say's: Destop; He is quite a scene legend like you :) how did he get involved ?" [2 Louie:[0 "Well I knew he had ;?9 5some old logos liying around.. so I just asked him if we could have them.. he is a very good friend of mine you know.. well he hade to fix them up a bit.. He has a lot of unfinished logos lying around.." So this is how TBL get's its work done. 1-0 for Mad Wizards who worked very hard on their gfx and design for their 2nd placed demo that's for sure. [1 Magic:[0 "Why didn't you ask me to name a TBL demo after me ? :)" [2 Louie:[0 "Well.. :) Me and Jani.. (Destop..) was talkin;@}`g a about a name.. And he did the MAGIA logo for this demo.. Well Magia is Magic in finnish and german I think" [d The Meaning Of.......... TBL don't even know what their demoname means? My god! Ah well Without TBL the Amiga Scene has an Imago problem for sure! Anyway, another ambitious happing (also at breakpoint) was graphician WADE who won the gfx competition with quite a nice picture! If you haven't seen it yet look at the internet for it! It's even so;AFk nice alot of people thought it might be scanned! Saxofonia found out the truth behind this picture from Louie! [1 Magic:[0 "Don't you think that the picture, Me and Louie's sister, is scanned ?" [2 Louie:[0 "No its not scanned.. Wade is a good artist.. Really nice name for a picture yes.. :)" [1 Magic:[0 "Was your sister a model for it? or is it 'NO COPY' ?" [2 Louie:[0 "Haha I think Wade used a model Josie Maran thats the name of the model.." So now we know the name of Lo;B _uie's sister which WADE has an affair with! This is real scene love like Jessikaa with RVO on #amigascne I suppose :) [d Epiloque Though The Black Lotus releases one demo a year, and because of that doesn't have that 'feeling' with the scene because they arn't really 'INTO' the scene anymore than most MAWI members are, we appriciate their work! [2 Louie:[0 "Sad to say but it's what we only have time for...one demo a year" If that's true, why the hell MAGIA was mostly made at ;v}7the breakpoint party? Very Easy money indeed.... ;) [d Disclaimer: Everything in this article is ment for how you understand it! Don't try this at home! This article is written by a well trained stuntman! (c) Mai 2003 CDQPONMLKJIHGFEDE+015pCE Demoscene? Yes! - A Look Back by Zito/1oo%^mOOdS^[S]carab [l Still doing my job in the Amiga scene - asciis and swap less than editing these days - because I have fun this way and it doesn't matter less then half as much as in real life that it is (though virtual) real work mostly. So except my neverending hardware troubles, nothing ever made me thinking to leave the scene so far. (Even some lately mudthrowing on me did not.) But what is itCFN`, that keeps me here? The reason for not switching to some other kind of project or scene. What lets me say "yes" every new day? What does the demoscene mean for me? Do not fear: This is not going to be another article asking again the question what the sense of the scene is, or why we love it. This question can not be really answered as it lies in our hearts and minds or has already been answered a thousand times in former diskmags. I was just wondering, whiCG0nle filling out the survey for the coming Mindcandy2 DemoDVD with Amigademos, what comes due to which reason(s) to my mind, when I have to name the things that mean for me the demoscene - in past and present. And when the survey has been successfully sent, I thought to make a little article about the demos I listed featuring the why and for what. And maybe - besides being just an egomaniac driven article - it also shows some of the few newcomers what is worCH!9th to be watched as they surely missed the one or the other file in the mass of output the Amigascene had a long time. [d NuSkool & between When I had to name only one demo that impressed me most in the late ninties, I would directly say [1 "Myster & Tremor" by Embassy[0 (get the patch to the fixed version). The guys behind this sadly very unknown group are those who are Creative Minds these days, for those who did not know. And this deCImo is simple totally different. Another way of a 3d engine, another style of sound, another way of presentation than all the rest I have ever seen so far. Uniqueness is the point, something not seen often, especially these days. A second one were [1 "When We Ride On Our Enemies" by Skarla,[0 the inofficial descendants of Sanity, a demo with the best and fastest 3d engine I know. Of course standard looking compared to Embassy's, but though the best standard with a daCJ3mned good tune timed to the whole show. (Only the simple/cheap pictures inbetween do not fit and destroy the overall look a bit!) Apropos 3d, of course the newer [1 "Lapsuus" by MatureFurk[0 , the demo that had beaten all PC demos when it was released at Assembly! And the older astounding [1 "Relic" by Nerve Axis[0 , which was a hit in quality of the engine back then. Something I of course shall not forget is [1 "Nexus7" by Andromeda.[0 The classiCKa3cal nuskool demo with blur and plasma zoom and calm steps in 3d. Some newers I think that have to be mentioned, especially because everybody is talking about the oldskool and the mid-ninties hits and forgets about the later great demos, are [1 "I-Surf" by IRIS[0 with great music and damned good ideas. This starts with the introduction and ends with the endscroller. And inbetween not a singel bit of crap. (Beaten by LightII maybe, but this view might beCL_ caused by the relevance of Breakpoint'03.) As also is the sadly last demo of [1 Abyss[0 from 1998's TP named [1 "Wildlife".[0 Genial ideas, cool design and music. All in the typical Abyss style. One of my alltime favorites, not only because of the genial graphics of Razorback, is [1 Tulou's "Mortality".[0 Good themed show and fitting music. At last one should not forget about [1 "April In Paris"[0 presented and released by [1 Up Rough.[0 Some quite diffC Mvڅ:erent hiphop street design. Sadly Up's only big executable production so far. Of course there are some more that should be mentioned here by [1 Ephidrena, Loonies, TBL[0 and so on, but the ones listed above simple fell out of the usual production row and stood in my mind for a long time. [d Oldskool When I think oldskool, of course the first demo I have every seen pops up in my mind: [1 "Megademo" by Red Sector Inc.[0 The first real demo eveC Nr and therefor - but of course also because of the effects musics, graphics and ideas - a legend in the scene. But also [1 "Sunstone" by the Half Brains Team,[0 their only production as far as I know, is a classical trackmo, made of ideas and fun featuring a second disk consisting of tiny games in scene style. In my opinion far better - because of making not only fun - than [1 Budbrain's 2nd Megademo.[0 [1 "Amiga Rules",[0 the [1 World Of Commodore demC ONo by Sanity,[0 including the [1 "Stardust Memories"[0 which made [2 Jester[0 a legend, should not be forgotten here. TRSI's demo from this party simple vanishes besides this masterpiece of timing, music, graphics and code. Also an alltime classic is of course [1 "Rampage" by TEK (The Electronic Knights).[0 Sometimes a bit strange in ideas and music, this demo just rules still today! Even if it can not play in the same league as [1 Anarchy's "3d demo II"[0 (ReC P4member that a hd fix is available!), [1 Odyssey by Alcatraz,[0 the only 5 disks demo ever, or its competitor done by [1 The Silents: "Hardwired".[0 And at last something really special, as it was just one time copied, but never reached: [1 "In A World Of Ascii" by ImpactDK.[0 [d The Sum Of course these are not the only demos worth to be watched. These are even not the creme of what the Amigascene is capable to offer. A lot of gC QSood and guiding groups are missing. This is just what came into my mind by thinking half an hour, what I would like to be shown to a public that does not unconditionally belong to any computer scene - the consumers of Mindcandy2. This list is of course subjective. This list is of course no alltime chart. This list is for sure colored by my personal history. And this list is definitively not showing the whole range of the Amigascene's abilities. But above all it CPX does not change any character of the title of this article. And that's it! R S([ZYXWVUTSHE+035pRTKrMysteries By Rumrunner/VOID [l As everybody who has read some of my previous articles know, I occasinally do something I consider to be work even when I'm in school. That mostly involves downloading demos and other scenewares to bring home to my Amiga. However there are also times when I load up Netscape or Internet Explorer to have a look at some webpages. This was exactly what I had done this particular day. I had just used Internet Explorer to check my mail from a computer at scRU0hool, and since the program was running, I continued to use it instead of loading Netscape. Except from the crap scrolling in IE, there's not that much that irritates me when I'm only going to use it for a short time. Anyway, I used Altavista to search for a page which I had found earlier, but couldn't remember the adress for. It didn't show up in the listing this time. Reload. It still didn't show up. I then loaded Netscape and performed exactly the same search. There it was. I theRVrn tried IE again. Still nothing in there. What was this? I have still no idea, but it seems to me that this certain Microsoft product is getting more and more useless every day. Today, I again tried the search again, and the entry I was looking for showed up, but now all Norwegian letters are missing. Let's take a look at possible reasons for this. It's at first easy to say that a computer placed at a school will have many users every day and some of them are bound to do something sRW5Gtupid, either by accident or because they consider it to be fun. This solution is quickly shot to pieces considering the fact that the administrators ghost the computers every once in a while. This means that they have a computer somewhere in the network and copy everything from this onto the user-computers. This means easier updates, as they can be done on one computer alone, then copied, and it also stops user-invoked trouble before it get's too annoying. What else can it be? SomeRX years ago, when things went wrong, you could say that it could be a virus. I don't think that this explanation stand up very long today. There seems to be no [2 real[0 viruses anymore, just scripts and basic-programs the maker sends via mail. You also have macro- viruses and the likes for instance for Word. But this was not a Word- document. Let's consider the Norwegian letter problem alone for a while. This should be able to explain by the fact that you can use different fonts, aRY nd perhaps some of them doesn't support these letters. No, again this is not the case. The font displayed these letters on the same pages earlier. One possible solution could have been that some pages are made for a specific browser. A friend's homepage for instance, looks the way it should when you use IE, but trying to use Netscape will result in disapoointment, as it will only load one of the frames used all over, not cosidering what should really be there. Yes, this must be the RZDsolution. [1 No, it worked with both IE and Netscape today, remember.[0 It was a phenomena happening every time one day, but not other days. It also seems a little odd that AltaVista should make a page that only supports Netscape fully, considering that most people (unfortunately) use IE. I'm out of ideas as to what caused all of this. I don't care much either. I just wanted you to think about this :[2 Today all programs are made to be as userfriendly as possible, everything shouR[ @ld be done automatic, and you should not see the preferences much. Is userfriendlyness the same as loosing control. Because there must have been some controls somewhere that at least could have helped the font problem.[0 In the end, I will give you the adress to the webpage where I first discovered the font problem. It's a very good page if you know the Norwegian language, and have some sense of humour :[1 www.tragisk.com[0 Then go ahead and judge the page for yourR ^/self. \]9Ncba`_^] E+026p\^Smaller demos please By Rumrunner/VOID [l Now, what do I mean when I say that I want to see more small demos? It's simple, really. I want to see more demos without lots of scanned pictures, and one single module would be just fine. [l Let's take a look at the demos of yesteryear. I would like to mention some of them : Hunt For 7nth October - Cryptoburners Cubeomatic - Spreadpoint Who cares - Mr Gurk/Phenomena Now, what do all these demos have in common? They are not huge archives \_athat takes up several megabytes for one. They are not even trackloaded, in fact, they only fill up a couple hundred kilobyte, and even less. So, you could probably put all of the three mentioned demos on one single DD disk. They also have another thing in common. They contain ideas that, at the time of release, was completely new and revolutionary (well, perhaps not Who Cares. Mr Gurk told in another demo released as part of a megademo that he was the first to put 200 bobs on screen\`GU, so he too has had some "firsts" though). But back to the main point. If you release such a small demo today, would it be considered a demo? Sadly, I think that many would look upon it as being only an intro. Most people seems to have forgotten what an intro really is. They are meant to introduce something. Either a mag, some news from a group (although intros to tell about new groupmembers seem to have dissappeared at some point in time), or something else. So, as far as I am conc\a/erned, many intros should rather be called demos. The problems of calling a small demo anything but an intro today is easy to spot. When competing with bigger productions at a party, who will vote for the demo with only one module, and only an intropicture? I know I would, if the demo was good enough, but I don't think that many others would. In some ways, I miss the times when a demo was a coder's product, a musicdisk was the product of the musician, and the slideshow belonged to t\b Ѥhe graphician. At that time, it was much easier to say "good demo". The demo was good because of the code. Perhaps the first reflections people made over this subject was after the release of State of the Art by Spaceballs? Many people didn't consider it a demo at the time, because it only contained one big routine (in addition to some effects in the background). The same also happened with Odyssey from Alcatraz. Some people said that this had to be precalculated, and therefore wasn'\c득t a demo. Others simply called it a movie-demo, to separate it from, let's say the "real" demos. Now, I have been touching several topics in this article, but what it all comes down to is that there are several positive points about making smaller demos. Seeing your work finished motivates you for doing bigger projects later on, and can be a fine "hobby" inbetween 2-3 year lasting winnerdemo-projects. Also, smaller demos are a good way to let newcomers into the scene. In the start, \sgit's hard enough to keep everything in mind so perhaps it's wise to keep those 14 textures for use another time. d enmlkjihgfeE+034pdf9Fesk/Pulse^Movement^Phenomena Reviewed by Rumrunner/VOID [l After the previous review, you might think that I'm in a bad mood today, however that's not the case. And this production even managed to cheer me up a little. It's a musicdisk, and every Amigascener should at least recognize one of the names above. Yes, that's right, Phenomena was one of the leading groups back in the start of the nineties. People should remember Mr Gurk blitting lot's of bobs to the screen, beeing one of dg0$the leading men behind the "bobwars". Mantronix and Tip should be wellknown for their music used in several productions, and especially for the music in Crystal Symphonies 1 and 2. Other names strongly connected to the group is ofcourse such as Azatoth and Celebrandil. When loading this musicdisk I wondered a little in the start. I didn't know what happened to Mantronix and Tip after they disappeared from the Amiga, and then I find the names here. Even the name Crystal Symphonies wedh&κre present. I first thought that this was a joke, made by somebody who thought they were so clever, using the names of old legends. Luckily, this wasn't the case. There's a text telling that Tip and Mantronix wanted to release all their unused music at one time, but this never happened, until this musicdisk that is. I cannot remember if anybody else from Phenomena was involved in this production, but I don't think so. But that's not important here. What is important is that such a tdi4U(hing as a musicdisk is quite uncommon today, no matter what platform you are looking at. There has been some good chippacks out lately (perhaps you can discuss if lately is the right phrase), examples of such are Her Numbness from Industry and the longrunning Digital Chips series from Apathy. Digital Chips is not only a chippack anymore though, as it has a decent magpart also. However, I hope that Apathy will work on the musicpart as well and not make the production a pure diskmag. Hdjhaving said that, I would also like to say that there were some good articles present in Digital Chips 31, and the new code from Strife looks good. I liked the idea of copying articles and cliparts to ram before running the musicpack/diskmag, I guess that most of you who have read my other articles in this issue and also in the previous issue have noticed that I like to make things that works on Amiga 500, and I also like the possibility of running things from floppydisk. And the speedkT8S=dup you get from loading articles from ram: instead of disk is quite big. I haven't tried loading Digital Chips from floppy though, but a quick look at the filesizes tells me that it should work well. Seems I got onto another offtrack there, perhaps I should try to stick to the subject of this article this time. I said that musicdisks are rare nowadays and looking at a production like Fesk was enjoyable. There was not much effects and things running while playing the music, but anywdlay there was good music, and that's what's important in a musicdisk. The code worked well, even when run from Windoze 98, and everything was nice. That must be a first time regarding scene productions on the pc. I think that the main reason for me liking Fesk is that I enjoy old productions. I remember all those who were famous in past times, and I still vote for them in the charts, simply because I haven't yet found any other that is equally good, I would like to point out however tdmb!fhat this doesn't mean that I dislike present scener's work, I just think that it needs more work to reach the level on old productions. So, hearing Tip and Mantronix modules made the experience for me, although they have never been among my top favourites, they were unquestionable good at what they did. Another thing I like about the musicdisk is that there is no boring 3d routines in it. Not many 2d routines either by the way, the only thing present is a musicselector and some paged ns of text that fades in and out in a rather decent way. I think that this production doesn't need any more comments. I have made my point. The music is good, and the code does the job. It's the modules that are important in a musicdisk, just like articles are the most important in a diskmag, pictures in a slideshow and effects and ideas in a demo. If I was to recommend one production for the pc to download, this would be the one. It may be some years old now (I seem to remember thad t I saw the year 1999, but I'm not sure), but it's still worth looking at, just like Mirror/Andromeda is worth getting if you are looking for an Amiga musicdisk. o p&xwvutsrqpE+031poqXGWorldcharts 15 review By Rumrunner/VOID [l After some small problems, I have now got hold of the Amiga version of Worldcharts #15 by Scoopex. Well, I cannot call it a problem really, it was the big datafile that had some error in the lha archive, so while I was at school, I downloaded it again and copied just the datafile. Enough about that, let's move on to the review. First when you load the chart, an intro presents the whole thing, and what an intro. No crappy chunky2planar or sor)?omething like that, just pure Amiga effects, like scrollers, copper effects on the scroller, textwriters, rotating boxes and so on. The chiptune played immediately sets you in the mood. A little press on left mousebutton, and we are greeted with in intropicture. It is a good quality one, but I'm unsure that it is pixeled. But let's leave it there, since I'm no graphician. Next, the chart comes up, along with some articles and also a moduleselector and you can also load a couple ofos wG old Scoopex intros that have been fixed for AGA and bigger processors The outlook of the chartengine is overall very good, however the effect in the background (spinning cogwheels) is a little disturbing if you try to read for some time. However, I like them, as they remind me of the old Andromeda intro entitled Lost In Legoland. There are two scrollers in the bottom as well, reminding me of the early issues of the Deadlock mag, first by Rapier and Dimension X and later on by AnaotU;thema (at that time it hadn't a scroller anymore I think). The font used (the normal textfont, that is) is completely different from anyone I have seen in another production, be it diskmag or chart. I like it. Perhaps more people have gotten tired of the common "standardisation" that has taken place in out community over the last few years. It makes me think that it is time for us in Saxonia to get another font than the regular topaz one. Graphicians interested in undertaking this tou:ask can contact me, by the way. The charts are what they are supposed to be, and they are not only looking at the Amiga scene, as there are also charts for the Commodore 64 and the pc scene. The list of voters was impressive considering the size of the scene now in comparison to the good old days, there were over 400 voters. As expected, since the Worldcharts is now mainly a pc production, there were few names I recognised in the voters list, however I managed to find a few, like Maovxlmis/Nature and Punisher/Nah-Kolor, and some more. I also notices something that was a little interesting to somebody like me, who think that the old scene was better than the present one, namely some old groupnames that I though was long gone and forgotten, like Danish Gold and Paradox. I don't know if they have moved onto the pc or whatever is going on, but I enjoyed seeing the names again. In the messages section, I even found a message from an old Paranoimia member. Do you remembow{zer them? Overall, I think that this is a really good production, it has even managed to change my opinion about cooperating with pc-sceners a little. It has, afterall turned out good here. I am also very happy to see that there are still people who dare to make something interesting. As Stingray writes (not quoted word by word) :[1 The engine was running, but doing so slow. So I chose to rewrite it, using real Amiga coding (no chunky2planar) this time.[0 It's exactly this attituoxde I want to see more of. What is the point doing everything exactly like everybody else does? That's just boring in the end. By doing like Stingray has done here, he has managed to make a product that's entertaining and informative, but also has a deeper value, it's made the way he wanted to do it, not in the way he thought other people would like it. Very good work, I look forward to the next issue. I must also congratulate Stingray, at least it seems that he has done all the worko { converting this into a real Amiga production by himself. It must have been some workload. He deserves credit for this. yzNY}|{zTE+045py{q.QJokes Put together for Saxonia 2 by Rumrunner/VOID [l A man was in hospital, severely injured. Let's take a look at the background story for this : That very morning, this man had asked her wife to drive into town, to buy a guard dog, he thought they needed it since they had had a break-in. Well, the wife drove off to the pet shop and asked for a guard dog. The owner himself proudly presented the newest animal they had, it was a little poodle. The wife doubted that this was a suitay|b fble animal, so the shopowner wanted to demonstrate what the dog could do. - Karate that chair, he said. The dog immediately attacked the chair, only sawdust was left when he was finished. - You see, it's a karate dog, the man said. The wife was impressed and bought that dog, then drove back home. When her husband saw the dog, he laughed loudly, doubting that this was a good guard dog. - It's a karate dog, his wife explained. - Karate my ass, the man said.... [l George W. Bush and Cy}olin Powell entered a brothel not long ago. - We are a little short on cash, what can we get for 50 quid, George W. asked. - For that you can give eachother a blowjob, the madam answerred irritated. Fifteen minutes later, George W. and Colin was back. - Where do we pay? [l Two men were sitting discussing their sexlife. - I cannot say that my wife and I enjoy it as much as we used to, one of them said. The other had a suggestion : - Why don't you scare your wife when you are in bed y?with her? I do that all the time, and my wife goes wild. 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