--- /dev/null
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³ ³\r
+³ <<< THE FUTURE CREW INFORMATION PACKAGE >>> ³\r
+³ ³\r
+³ Version 1.2 ³\r
+³ ³\r
+³ 02-DEC-1993 ³\r
+³ ³\r
+³ ³\r
+³ This file contains general information about the Future ³\r
+³ Crew and our demos. It also includes frequently asked ³\r
+³ questions we often receive by mail and instructions on ³\r
+³ how to contact us best. ³\r
+³ ³\r
+³ We will update this file as things change, and if the ³\r
+³ above date is rather old, you can get the most recent ³\r
+³ version of this file either by E-Mail from Internet or ³\r
+³ from our distribution sites. ³\r
+³ ³\r
+³ ³\r
+³ ³\r
+³ ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³ CONTENTS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ 1: Opening words\r
+ 2: Demos for Commercial Purposes\r
+ 3: The Distribution and Use of Our Demos\r
+ 4: The Current Memberstatus\r
+ 5: International Demo Competitions\r
+ 6: Official Assembly'93 Competition Results\r
+ 7: Quick Information on The Party 3\r
+ 8: How to Contact Future Crew\r
+ 9: Frequently Asked Questions\r
+ 10: Creativity Demo Net Information\r
+ 11: Official Distribution Site BBS List\r
+ 12: How to Become a Distribution Site\r
+ 13: The Brief History of The Future Crew\r
+ 14: Answers to rumors\r
+ 15: Sonic Dreams is NOT a Future Crew demo\r
+ 16: Final Words\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³1: OPENING WORDS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Welcome to the FCINFO.TXT file version 1.2 !\r
+\r
+ This textfile is a update to FCINFO10.TXT (version 1.0). The updated\r
+ parts are section 13 and the release list. In addition, voting form\r
+ has been removed.\r
+\r
+ This textfile was written to tell you about Future Crew, to\r
+ give you answers to most of the things you would probably like\r
+ to ask us, and to tell you how to get more demos.\r
+\r
+ If you are interested in us making a demo for you, please,\r
+ start reading from the next paragraph in this file.\r
+\r
+ The things discussed in this textfile are mainly aimed to\r
+ those people who have not seen much demos before, but are very\r
+ interested in learning more about them and about the whole\r
+ demo scene (=demo world) in general. In the future versions\r
+ there will be changes and additions taking into account what\r
+ has happened since the last information package.\r
+\r
+ Signed, GORE\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³2: DEMOS FOR COMMERCIAL PURPOSES ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ If you find our demos interesting and would like us to make\r
+ you one for commercial purposes, do not hesitate to contact us.\r
+\r
+ When contacting us, please, include a short explanation of\r
+ what kind of a demo you are interested in. That would greatly\r
+ help us in evaluating the size of the project.\r
+ Kindly include, for example, these kinds of information:\r
+\r
+ - What kinds of demo effects would you be interested in\r
+ - Should there be any colorful still-pictures (logos, etc.)\r
+ - If the demo should have sound, which sound cards would you like\r
+ to be supported, what type of music should be played, etc.\r
+ - How big the demo could be in kilobytes and for how long\r
+ should the demo run in minutes approximately.\r
+ - Where would the demo be used and how soon would you like the\r
+ demo to be finished.\r
+\r
+ We would like you to understand that our demos are not animations.\r
+ This means that nearly everything you see on the screen is being\r
+ real-time calculated. The speed of the movement is usually\r
+ dependant to the speed of the VGA card and the speed of the\r
+ processor.\r
+\r
+ When contacting us, you should realise that we are all rather\r
+ young and thus still studying in various schools. This is why\r
+ our time is usually quite limited. And it is very likely that\r
+ we might already be involved in another project.\r
+\r
+ You should also know that we do not make demos for Microsoft\r
+ Windows due to its limitations from an assembly language\r
+ programming point of view.\r
+\r
+ Since normal mail is quite a slow way to communicate, we would\r
+ prefer the communication be made through e-mail or fax.\r
+\r
+ You can find our contact information from this file.\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³3: THE DISTRIBUTION AND USE OF OUR DEMOS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ All our demos, except the ones which we have created for different\r
+ companies, are freeware.\r
+\r
+ This means that you can copy and distribute them freely as long\r
+ as you make no modifications to them. Also, no money can be \r
+ charged for copying them.\r
+ \r
+ If you are a PD distributor, please contact us before including\r
+ our products in your collection.\r
+\r
+ In general, all commercial utilization of our demos without our\r
+ permission is forbidden. This includes selling disks containing\r
+ our demos.\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³4: THE CURRENT MEMBERSTATUS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Alias: Real name: Age: Main responsibility:\r
+ --------------------------------------------------------------\r
+ GORE Samuli Syvahuoko 20 Organizer\r
+ Psi Sami Tammilehto 20 Coder\r
+ Trug Mika Tuomi 21 Coder\r
+ Wildfire Arto Vuori 18 Coder\r
+ Purple Motion Jonne Valtonen 17 Musician\r
+ Skaven Peter Hajba 18 Musician\r
+ Marvel Aki Maatta 18 Graphics Artist\r
+ Pixel Mikko Iho 18 Graphics Artist\r
+ Abyss Jussi Laakkonen 18 BBS Coordinator\r
+\r
+ FC Internet Division:\r
+ Henchman Markus Maki - Thanks for helping with the e-mail\r
+ Jake Jarkko Heinonen - Thanks for providing the e-mail\r
+ address\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³5: INTERNATIONAL DEMO COMPETITIONS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ For those who have no idea what the above are, I will explain.\r
+ Demo competitions (= parties) are international events where\r
+ the demo scene people go to meet each other and to compete in\r
+ the many competitions that are being held. These competitions\r
+ (= compos) are the demo, intro (= a demo sized under 100kb), \r
+ music and graphics. There are often different compos for different \r
+ machines (PC, Amiga, Atari ST and C-64). There are also prizes in\r
+ each compo (cash or computer hardware & software). The cash prizes\r
+ are usually the money people pay as the entrance fee (usually \r
+ about $20 US) and the possible computer hardware & software has\r
+ usually been sponsored by various computer companies. All \r
+ contributions are being experienced on a big screen (many meters\r
+ wide) and with the aid of a powerful audio system. After this all\r
+ the people or a selected jury vote and decide which contributions\r
+ are the best. After this the prizes are being given out and the \r
+ party is over. In the process people of course get to know each\r
+ other better and exchange a lot of new ideas.\r
+\r
+ All contributions are usually being released at the party itself,\r
+ but sometimes the PC demos are not. This is very unfortunate,\r
+ and will probably change in the future. The reason why this is\r
+ allowed to happen is becouse most demos haven't been beta-tested\r
+ well enough before the party and might not work on most machines.\r
+ So, the groups are being allowed to finish their demos after the\r
+ party and then release them when they so see fit.\r
+\r
+ Parties usually last for three days (a weekend) and are usually\r
+ organized by bigger demo groups.\r
+\r
+ There are a few big demo parties being held annually.\r
+ These include the following: The Party in Denmark at Christmas-\r
+ time, The Gathering in Norway around Easter, The Computer\r
+ Crossroad in Sweden before the summer and Assembly in Finland\r
+ in the end of Summer. The biggest of these is The Party, which\r
+ is being held for the third time this Christmas. And the most\r
+ recent party was Assembly'93, which was held for the second time.\r
+\r
+ A few months before the party, the organizing demo groups usually\r
+ release special invitation demos to advertise their parties.\r
+\r
+ At Assembly'93 there were a total of 1500 attenders from which\r
+ 550 were PC people. About half of them had come from outside\r
+ Finland (Germany, Belgium, Holland, Sweden, Norway, USA, Israel,\r
+ Canada, Denmark, Switzerland, Spain, etc...). Only PC people were\r
+ allowed to vote on PC compos.\r
+\r
+ The overall quality of the contributions exceeded all expectations.\r
+ It was very cool to see how much the PC scene had developed since\r
+ last year. The party itself went quite smoothly, except for a\r
+ few bumps, but what would a demo party be without them... :-)\r
+ Also the prizes were very good in all PC compos. The total value\r
+ of all the prizes on the PC was about $7800 US.\r
+\r
+ Next we would like to thank all the companies which sponsored\r
+ most of the PC side prizes at Assembly'93:\r
+\r
+ Advanced Gravis, Canada\r
+\r
+ Epic MegaGames, USA\r
+\r
+ The Waite Group Press, USA\r
+\r
+ Terton, Finland\r
+\r
+ HiCompu, Finland\r
+\r
+ Toptronics, Finland\r
+\r
+ Pro Component, Finland\r
+\r
+ Lan Vision, Finland\r
+\r
+ Data Fellows, Finland\r
+\r
+\r
+ The thanks to all the sponsoring companies are also in the end\r
+ scroller of the demo. We hope to see you also next year!\r
+\r
+ And to all you people out there:\r
+\r
+ Don't forget to attend Assembly'94 next summer !\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³6: OFFICIAL ASSEMBLY'93 COMPETITION RESULTS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Here we have the final and true results of the PC compos at\r
+ Assembly'93. Ignore all the anonymous 'result' files circulating\r
+ lately around BBS'es.\r
+\r
+ Assembly'93 party results for PC. Votes were calculated by giving five\r
+ points for the first place, four for the second place and so on. Up to\r
+ five contributions could be voted for. A total of 130 votes were cast.\r
+\r
+ PC Demos Top Ten\r
+ -----------------------------------------------------------------\r
+ Place: Votes: #: Group: Demo:\r
+ 1. 472 10. Future Crew Second Reality\r
+ 2. 403 9. Silents Optic Nerve\r
+ 3. 242 3. Xography Elements\r
+ 4. 126 2. Dust Saga\r
+ 5. 78 6. Extreme Extermination\r
+ 6. 51 5. Virtual Visions Fruits of Indolence\r
+ 7. 31 7. Paranoids Wasted Time\r
+ 8. 26 4. Alphaforce Phenomenon\r
+ 9. 17 8. Black Rain Obsession\r
+\r
+ PC Intros Top Ten\r
+ -----------------------------------------------------------------\r
+ Place: Votes: #: Group: Intro:\r
+ 1. 378 8. EMF Eclipse\r
+ 2. 196 5. Epical Tangle\r
+ 3. 165 9. Darkzone Debut\r
+ 4. 163 7. Onyx Locomotion\r
+ 5. 125 10. Avalanche Motion\r
+ 6. 115 15. Sonic-PC Plan-B\r
+ 7. 106 6. Doomsday prod. Vanity & Apathy\r
+ 8. 48 4. Jeskola prod. Dieetti-Intro\r
+ 9. 43 3. Surprise! prod. Stardream\r
+ 10. 12 1. RatCompany Fraust\r
+\r
+ PC Multichannel Music Top Ten\r
+ -----------------------------------------------------------------\r
+ Place: Votes: #: Composer: Tune:\r
+ 1. 219 7. Skaven / Future Crew Ice Frontier\r
+ 2. 178 4. Marvel / Future Crew Can't remember you\r
+ 3. 164 1. Purple Motion / Future Crew Starshine\r
+ 4. 153 5. Leinad / Avalanche Atomic II\r
+ 5. 147 6. Silent Mode / Pentagon Inferno\r
+ 6. 86 2. Tonedeaf / Extreme Heartbeat\r
+ 7. 69 10. Prism / Wish Time running out\r
+ 8. 59 3. Mikki / Epical Opossumi\r
+ 9. 56 9. Funk't'ion / Paranoids Deepness\r
+ 10. 29 8. Bloodsoaker / Wapy Shout\r
+ \r
+ PC 4-channel Music Top Ten\r
+ -----------------------------------------------------------------\r
+ Place: Votes: #: Composer: Tune:\r
+ 1. 133 19. Purple Motion / Future Crew Sundance\r
+ 2. 98 13. Leinad / Avalanche Teaspoon\r
+ 3. 90 6. Cybelius / Sonic-PC Schwinging the Swing\r
+ 4. 60 9. Tonedeaf / Extreme Sounds of War\r
+ 5. 59 8. Executioner Pork Chop\r
+ 6. 53 17. Blizzard / Epical Hidden Shadows\r
+ 7. 51 21. JayJay / Progress Phantoms\r
+ 8. 47 5. Mellow-D / Sonic-PC Fast Changer II\r
+ 9. 45 10. Gibson / Extreme Blackbird\r
+ 10. 43 16. Mistake / Darkzone Michael Jackson sez hi!\r
+\r
+ PC Graphics Top Ten\r
+ -----------------------------------------------------------------\r
+ Place: Votes: #: Artist: Picture:\r
+ 1. 176 8. Marvel / Future Crew Ice Kingdom\r
+ 2. 144 2. Delsion / Cascada Eevi\r
+ 3. 106 9. Zenjuga / Black Mind A3\r
+ 4. 88 10. Pixel / Future Crew Troll\r
+ 5. 44 11. Giems / Dark Zone Escaping from the Raytracer\r
+ 6. 42 14. Ranx / Sonic-PC Invintro\r
+ 7. 29 13. PCA / Painkiller W2\r
+ 8. 22 7. Kapsu / Epical Assyroad\r
+ 22 15. Mahlzahn / Pentagon Dungeon\r
+ 10. 19 12. Leinad / Avalanche Korvmack\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³7: QUICK INFORMATION ON THE PARTY 3 ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ As said before, The Party 3 will be the next big party.\r
+ And as usual, it will be held in Denmark. But this time it\r
+ will be held in Herning, the biggest exhibition centre in\r
+ scandinavia. There will of course be competitions for Amiga,\r
+ PC and C-64. The PC side is organized by ACCESS DENIED.\r
+ For more information, get your hands on the official PC scene\r
+ invitation intro (by Access Denied). The filename is ADPARTY.ZIP.\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³8: HOW TO CONTACT THE FUTURE CREW ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Note that our mailing address has changed!\r
+\r
+ The new one is: Our home BBS is:\r
+\r
+ Abyss / Future Crew StarPort - FC WHQ BBS\r
+ (c/o Jussi Laakkonen) +358-0-804 4626, 14.4k\r
+ Sepetlahdentie 2 E 36 +358-0-804 1133, 14.4k\r
+ 02230 Espoo SysOp: Abyss\r
+ FINLAND\r
+\r
+ PLEASE NOTE THAT THE STARPORT'S #2 NODE NUMBER WAS _INCORRECT_\r
+ IN FCINFO10.TXT !! DO NOT CALL THAT NUMBER ANYMORE !!\r
+\r
+ You can also e-mail us or send a fax:\r
+\r
+ Internet: jtheinon@kruuna.helsinki.fi (GORE & Jake)\r
+\r
+ Fax: +358-0-420 8620 (at GORE's place)\r
+\r
+ We receive a lot of mail and simply can't answer all of it.\r
+ Comments and opinions are always appreciated, but if you\r
+ also have questions, consider first if you might find the\r
+ answers elsewhere, for example from the Frequently Asked\r
+ Questions section inside this file. However, if you include\r
+ questions in your mail, please enclose a return envelope ready\r
+ with your address and an international mail coupon.\r
+ This would help us a lot.\r
+\r
+ The best and the fastest way to contact us is through e-mail.\r
+ So, if you really want to chat with us alot, you should find\r
+ a way to use e-mail. From internet you can also find lots of\r
+ demos and be able to e-mail other demo groups as well.\r
+ We get a LOT of e-mail so you may have to wait for our reply\r
+ for a while. We TRY to answer every e-mail we get but please,\r
+ write your e-mail address into your message.\r
+ \r
+ A very good anonymous ftp site where you can find lots of\r
+ demos is ftp.uwp.edu. Our demos can be found in the directory:\r
+ pub/msdos/demos/groups/future.crew.\r
+\r
+ You can also call our many BBSes around the world. You can\r
+ find the list of these BBSes in this textfile.\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³9: FREQUENTLY ASKED QUESTIONS ABOUT THE FUTURE CREW ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Here we have compiled a list of questions along with the\r
+ answers (in random order) which are being asked in about\r
+ 95% of all the letters we receive. Hopefully you will find\r
+ the answers to your questions from here and save us and\r
+ yourself from some unneeded paperwork.\r
+\r
+Q: Where can I get your and other groups' demos?\r
+A: There are several ways to get demos.\r
+ The best way (if you have a modem) is to call an FC distribution site\r
+ near you. They have all of our productions online and you can download\r
+ them freely. Also many normal BBSes carry our productions and other\r
+ groups' demos. If you don't have a modem, then getting our demos is a\r
+ lot harder. We don't have a mailswapping system. So, if you have a friend\r
+ who has a modem, why not try to get him to call one of our distribution\r
+ sites. Another VERY good way to get demos is from the INTERNET. A very\r
+ good demo site is ftp.uwp.edu which carries probably the best demo\r
+ collection on internet.\r
+\r
+Q: When is the musicdisk coming out ?\r
+A: We will probably release a sort of musicdisk at TheParty '93. It will\r
+ feature a long-awaited MOD/S3M-player for GUS/SB/SBPro and a nice pile of\r
+ Skaven's and Purple Motion's best S3M songs.\r
+\r
+Q: When is Scream Tracker 3.0 going to be out?\r
+A: Scream Tracker 3.0 is a product which might or might not ever be out.\r
+ This is very ambiguous, but the problem is that ST3 is not a high\r
+ priority project. The coder, Psi, is studying at a university, coding\r
+ demos, doing commercial software and trying to spend some freetime.\r
+ So at the moment there is no time to finish ST3 and no set release date.\r
+\r
+Q: When is Worldcharts issue #2 coming out?\r
+A: Since there are a lot of other groups publishing all kinds of magazines\r
+ today and our main directive is to make demos, and that Worldcharts #1\r
+ wasn't as good a success as we wanted it to be, we see no real sense in\r
+ in continuing to publish it anymore. Also as you might have guessed our\r
+ time has become too limited for these kinds of projects. In a nutshell,\r
+ at this time there is no real reason for you to send in your votes or\r
+ articles. If we change our minds about this, you can be sure that we'll\r
+ let you know. Thanks to everyone who supported us by sending us votes\r
+ and articles.\r
+\r
+Q: What programming books would you recommend to learn assembler and VGA?\r
+A: This is a hard question, and a general answer is, that any book will do.\r
+ You can get the basics from a book and books are a great reference,\r
+ but when it comes to creating something new, you can't just read it\r
+ from a book. We have all learned to code the hard way (a lot of\r
+ miscellaneous books and a lot of experimenting). Anyway, here are \r
+ some of the books we often find handy (there are undoutedly newer \r
+ prints, so check them out):\r
+\r
+ Mastering Turbo Assembler, Tom Swan\r
+ Hayden Books 1989, ISBN 0-672-48435-8\r
+ PC System Programming, Michael Tischer\r
+ Abacus 1990, ISBN 1-55755-036-0\r
+ The Programmers PC Sourcebook, Thom Hogan\r
+ Microsoft Press 1988, ISBN 1-55615-118-7\r
+ Programming the 80386, John H. Crawford and Patrick P. Gelsinger\r
+ Sybex 1987, ISBN 0-89588-381-3\r
+ Programmers guide to EGA and VGA cards, Richard F. Ferraro\r
+ Addison Wesley 1989, ISBN 0-201-12692-3\r
+\r
+ Also, most up to date are many software 'books', such as interrupt \r
+ lists from bbs'es and such. We have also found a lot of valuable\r
+ information in articles and such. In short, there is no magic\r
+ way of learning to code, it really does take hard work.\r
+\r
+Q: Are you going to make games in the future ?\r
+A: Why not. It all depends if we have the time. We have a few game\r
+ ideas cooking, but they are far from being completed. But we will\r
+ let you all know when we have a game coming, don't you worry!\r
+\r
+Q: What do the members of Future Crew do besides computers ?\r
+A: Most of us study in various schools; universities, high schools and\r
+ colleges. In real life most of us are quite normal(?) human beings.\r
+ Our hobbies are for example, sci-fi, movies, weight-lifting, techno,\r
+ hi-fi, etc, etc. And most of us have or has had a girlfriend.\r
+\r
+Q: What sound cards will you support?\r
+A: At the moment our productions support the following sound cards:\r
+\r
+ Gravis UltraSound - for it's programming advantages\r
+ Sound Blaster Pro - for being a standard\r
+ Sound Blaster - same here\r
+\r
+ Support to other sound cards is always possible, but right now we\r
+ don't see enough demand to support any other cards.\r
+\r
+Q: Why do your demos require a 386 or higher to run?\r
+A: There are several reasons for the requirement; For example, 386 has many\r
+ new assembler commands, 32bit registers, and of course more processing\r
+ power. There isn't simply enough processing power in 286 to run a full\r
+ ledged demo. And besides, 286-based machines are a dying breed.\r
+ \r
+Q: How did you learn to code as you do now?\r
+A: Learning to code demos is a long and very very difficult process. It takes\r
+ years to learn to code demos very well. A good way to start is some high\r
+ level language like Pascal or C and then started to experiment with \r
+ assembler. It takes a lot of time and experimenting to get better, and\r
+ there are no shortcuts (for book recommendations, see a question before\r
+ this). The main thing is trying to understand what you do, then trying\r
+ to change the program to see what you get, and gain wisdom in what's\r
+ the best way of doing things. Learning to code well requires a lot of\r
+ patience, a lot of enthusiasm and a lot of time. It is not easy.\r
+\r
+Q: What programs do you use to do your demos?\r
+A: We use the following programs to do our demos; For code we use \r
+ Borland C++, Microsoft C, Borland Pascal and of course TASM (Turbo\r
+ Assembler). For graphics we use Deluxe Paint 2 Enchanded (and 3D Studio\r
+ 2.0). For making the music we use Scream Tracker 3.0 beta, and for \r
+ digitizing the samples for our songs we use Advanced DigiPlayer 2.5\r
+ beta. Scream Tracker 3.0 and Advanced DigiPlayer are our own programs\r
+ made by Psi, and they are not available to the public at this time.\r
+ In addition to all these, we of course have a big collection of \r
+ utilities we have crafted to our need during the years.\r
+ \r
+Q: I'm a beginner programmer. I wonder if you could help me learn demo coding?\r
+A: To help beginners learn the secrets of democoding we have released the\r
+ full source of our Mental Surgery demo. This source code is spread along\r
+ with our STMIK (Scream Tracker Music Interface Kit), which is a 4 channel\r
+ music player, which you can link into your own programs. You can find these\r
+ from our distribution sites, under the name STMIK020.ZIP (be sure to grab\r
+ STMIKFIX.ZIP too, which fixes one nasty bug). Do not try to ask us send\r
+ you some of our unreleased source code.\r
+ If you are reading this file, you probably know already that we have\r
+ released a new source code pack which includes the full, documented\r
+ ASM source code of our new StarPort intro II.\r
+ There's always the possibility that we will release some other source code\r
+ in the future as well, but at this time there are no immediate plans for\r
+ such an event.\r
+\r
+Q: What is the complete list of your released productions with release dates?\r
+A: To date, we have released the following productions:\r
+\r
+ Filename Size Released A Short Description\r
+ -------- ---- -------- -------------------\r
+ YO!.ZIP 32 kb 2-24-89 YO! intro, VGA textmode/PC-speaker\r
+ GR8.ZIP 31 kb 7-12-89 GR8 intro, EGA/No sound\r
+ FC-SLIDE.ZIP 350 kb 7-23-90 Slideshow I, a graphics collection, SB\r
+ ST224.ZIP 130 kb 2-22-91 Scream Tracker 2.24 shareware version, SB\r
+ MENTAL.ZIP 90 kb 7-02-91 Mental Surgery demo, SB/Covox/PC-speaker\r
+ STMIK020.ZIP 170 kb 8-10-91 Scream Tracker Music Interface Kit 0.20\r
+ FISHTRO.ZIP 230 kb 4-08-92 Assembly'92 invitation intro, SB\r
+ STMIKFIX.ZIP 10 kb 7-14-92 A Bugfix to STMIK\r
+ UNREAL.ZIP 1350 kb 8-06-92 Unreal megademo, SB/SBp\r
+ STARPRT2.EXE 6 kb 9-13-92 StarPort BBS intro, VGA/AdLib\r
+ THEPARTY.ZIP 165 kb 10-02-92 The Party II invitation intro, SB/SBp\r
+ PANIC.ZIP 950 kb 2-04-93 Panic trackdemo, SB/SBp\r
+ ASM-93.ZIP 400 kb 6-15-93 Assembly'93 invitation intro, SB/SBp/GUS\r
+ WCHARTS.ZIP 680 kb 6-26-93 Worldcharts magazine issue #1, SB/SBp/GUS\r
+ SOULOMAT.ZIP 100 kb 7-10-93 A song by Purple Motion\r
+ ICEKNGDM.LBM 65 kb 8-01-93 Winner of PC graphics compo at Asm'93\r
+ ICEFRONT.ZIP 180 kb 8-01-93 The winner of PC multichnl compo at Asm'93\r
+ CAN'T.ZIP 125 kb 8-01-93 The second in PC multichnl compo at Asm'93\r
+ STRSHINE.ZIP 225 kb 8-01-93 The third in PC multichnl compo at Asm'93\r
+ TROLL.LBM 85 kb 8-01-93 The fourth in PC graphics compo at Asm'93\r
+ SUNDANCE.ZIP 235 kb 8-10-93 The winner of PC 4chnl compo at Asm'93\r
+ 2NDREAL1.ZIP 1250 kb 10-07-93 Second Reality, Asm'93 winner, SB/SBp/GUS\r
+ 2NDREAL2.ZIP 790 kb 10-07-93 Second part of the Second Reality demo\r
+ 2NDR_MS.ZIP 280 kb 11-01-93 Skaven's songs from Second Reality\r
+ SYMPHONY.ZIP 260 kb 11-01-93 Symphony by Skaven \r
+ PMFRACT.ZIP 210 kb 11-05-93 The winner of Megaleif ST/PC music compo\r
+ BUSMATKA.ZIP 75 kb 11-09-93 Finnish invitation to Party3 bussymatka\r
+ STARPORT.ZIP 4522 byt 11-21-93 StarPort BBS intro II, VGA/Adlib\r
+ SP2SRC.ZIP 30 kb 12-02-93 StarPort BBS intro II sources\r
+\r
+ You SHOULD be able to find all of the above from our Distribution Sites.\r
+\r
+Q: Exactly where do FC members study and what?\r
+A: Many of us study in high school or in university. Here is the complete list:\r
+\r
+ Psi - Turku university, major informatics\r
+ Trug - finished his studies\r
+ WildFire - last year in high school\r
+ Purple Motion - second year in high school\r
+ Skaven - not studying at the moment\r
+ Pixel - last year in high school\r
+ Marvel - last year in high school\r
+ Abyss - last year in high school\r
+ GORE - studying in business school\r
+\r
+Q: How long does it take to make a demo like Second Reality? \r
+A: The complete time that it takes to make such demo can't really be counted.\r
+ Most of our knowledge is based on years of hard work and on our previous\r
+ works. All of us do little experiments on their freetime and when a \r
+ "critical mass" is achieved the making of a demo begins more seriously.\r
+ From this point to a final demo (in the case of a major production like\r
+ Second Reality) it takes around three to six months.\r
+ \r
+ \r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³10: CREATIVITY DEMO NET (CDN) INFORMATION ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ Creativity Demo Net or shortly CDN is nowadays quite a common sight\r
+among BBS'es that are oriented towards demos. But what exactly is CDN?\r
+\r
+ The idea behind The Creativity Demo Net(work) is now about 2 years\r
+old. I had been dreaming about having a way to communicate electronically\r
+between different demogroups. When we (Future Crew) attended Megaleif\r
+Easter Party'92 last year in Uppsala, Sweden, I was positively surprised\r
+when I found out that Mirage / Cascada had also been thinking about the\r
+same thing. We both thought that it was a good idea and began developing it.\r
+\r
+ But it didn't work out as we intended. There were a lot of difficulties,\r
+in Sweden and here in Finland. At first we tried to spread the net via FidoNet,\r
+but soon it came clear to us that demogroups needed their own net. The\r
+same time I had been also talking with Trojaner (SysOp of Skull's Southern\r
+Germany HQ) and he was also inspired by this idea. We decided that Skull\r
+and Future Crew wouldn't be enough to start a new net with, so I contacted\r
+Arjan Pool (who had relations with DCE) and he also thought that the idea\r
+was just great. And we got underway.\r
+\r
+ At first the net was called just plainly DemoNet, but it was almost \r
+immediately changed to Creativity Demo Net. Anyway, at first it was planned\r
+that StarPort would become the World HQ, but as Arjan wanted to take the job\r
+and all the big responsibilities, Arco BBS became the WHQ (and still is). Much\r
+of the coming success of CDN was based on Arjan's continuing hard work for CDN.\r
+\r
+ The net started working in August 1992, four months after the first idea\r
+about a demonet had come to me. And after that the net has spread like a\r
+wildfire! At first CDN spanned only 3 countries (Finland, Holland and Germany)\r
+but soon Sweden joined in, and then country after country and bbs after bbs\r
+joined in. To this date CDN spans the following countries: Finland, Holland,\r
+Germany, Switzerland, Spain, Denmark, Sweden, England, Italy, Turkey, Belgium,\r
+Canada, USA, France, Hungary, Brazil, Austria and Australia. THAT'S 18 \r
+COUNTRIES! And there are about 140 nodes in CDN, all BBS's that are demogroup's\r
+BBS'es. Considering the small amount of demogroup BBS'es, I would estimate\r
+that about 75% of all demogroup BBSes are connected to CDN and all of the\r
+biggest groups like FC, Triton, Renaissance, Cascada, etc... are connected\r
+to the net.\r
+\r
+ So what kind of echoes does CDN carry? Well here is the complete list of\r
+echomail areas:\r
+ \r
+* 1. CDN.4ALL\r
+ The area for everyone in CDN\r
+* 2. CDN.ANNOUNCE\r
+ Made a new demo ? announce it overhere.\r
+* 3. CDN.DISKMAG\r
+ All information about diskmagazines\r
+% 4. CDN.CHAT\r
+ All chatting with other members\r
+% 5. CDN.PROGRAMMING\r
+ For help with programming problems\r
+% 6. CDN.GFX\r
+ For all graphics makers\r
+% 7. CDN.MUSIC\r
+ MIDI/MOD/MUSIC help and questions\r
+S 8. CDN.TEST\r
+ Test area\r
+! 9. CDN.INTERGROUP\r
+ For selected groups within CDN\r
+S 10. CDN.SYSOP\r
+ Sysops CDN only\r
+H 11. CDN.HQ_HOST\r
+ For mail between HOSTS versus HQ\r
+\r
+* - for everyone who gets\r
+ connected to a BBS\r
+% - for registered persons\r
+ (demogroup members)\r
+S - only for CDN sysops\r
+H - only hosts and HQ\r
+! - for special selected groups\r
+\r
+ CDN has areas for relaxed talk between people (and it gets QUITE\r
+relaxed sometimes, and QUITE weird =), but it's just fun!), and for\r
+serious purposes such as programming.\r
+\r
+ And what does CDN require from a BBS? Well, the first and MOST\r
+important requirement is that the BBS is some demogroups (preferably an\r
+active one) BBS. That is rule that there are only few exceptions from.\r
+But otherwise, you just have to:\r
+\r
+ - place the completed files of the CDN on his/her BBS that everyone\r
+ can download them\r
+ - use the CDN nodelist and it's updates\r
+ - connect to every area available to them\r
+\r
+ Not too many rules... And that is because we want CDN to be fun,\r
+not some playground for idiots with a lawbook for brains. \r
+Also, there are ABSOLUTELY no charges in CDN, so the only costs you have to \r
+pay are your own phonebills.\r
+\r
+ You can FREQ more info about from for example the WHQ under the magic name\r
+CDNINFO. So, get more info now if you are interested in joining in!\r
+\r
+ =ABYSS- / Future Crew\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³11: OFFICIAL FUTURE CREW DISTRIBUTION SITES ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³Country ³BBS name ³BBS number(s) ³SysOp / Other info³\r
+ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´\r
+³Finland ³StarPort - FC WHQ ³+358-0-804-4626 HST/V32b³=ABYSS- / FC ³\r
+³ ³ ³+358-0-804-1133 V32bis ³ ³\r
+³ ³ ³ ³ ³\r
+³Australia ³Tequila Sunrise ³+61-7-801-4446 V32bis ³Bartender ³\r
+³ ³ ³ ³ ³\r
+³Austria ³Polymorph LIGHTS ³+43-1-596-9026 V32b&HST³Gery ³\r
+³ ³ ³ ³ ³\r
+³Belgium ³Genesis ³+32-2-2453498 16.8k ³McGarret&MadFlight³\r
+³ ³ ³ ³ ³\r
+³Belgium ³Point Break ³+32-11436925 16.8k ³Lord Cyrix & ³\r
+³ ³Access Denied WHQ ³ ³Jumping Jack Flash³\r
+³ ³ ³ ³ ³\r
+³Brazil ³Warmboot BBS ³+55-19426-5112 V32b ³Carlos Cantu ³\r
+³ ³ ³ ³ ³\r
+³Canada ³Spasm-o-Tron ³+1-514-744-5718 V32bis ³Snibble / HiTS ³\r
+³ ³ ³ ³ ³\r
+³Canada ³The Basement Breweries³+1-905-527-3469 V32bis ³Wizard ³\r
+³ ³ ³ ³ ³\r
+³Denmark ³Crack Central BBS ³+45-981.10096 19.2k ³Executioner ³\r
+³ ³ ³ ³ ³\r
+³England ³Sound & Vision BBS ³+44-932-252323 V32bis ³Rob Barth ³\r
+³ ³ ³ ³ ³\r
+³Germany ³The BitBlasters BBS ³+49-851-83994 16.8k ³BitBlaster ³\r
+³ ³ ³ ³ ³\r
+³Germany ³The Continental BBS ³+49-711-548501 16.8k ³Trojaner ³\r
+³ ³ ³ ³ ³\r
+³Holland ³The Consultation BBS ³+31-1170-54987 V32bis ³Preceptor ³\r
+³ ³ ³ ³ ³\r
+³Hungary ³Dune II ³+36-62-342-793 V32bis ³TSC / Phantom ³\r
+³ ³ ³open: workdays 14-07 CET³weekends: 24h ³\r
+³ ³ ³ ³ ³\r
+³Iceland ³Mori BBS ³+354-1-677020 V32bis ³Arni Eggertsson ³\r
+³ ³ ³ ³ ³\r
+³Israel ³The Bureaucratic BBS ³+972-9-984173 V32bis ³Shachar Cafri ³\r
+³ ³ ³+92-9-426657 V22bis ³ ³\r
+³ ³ ³ ³ ³\r
+³Norway ³Romeo November ³+47-4-536698 V32bis ³Stinger ³\r
+³ ³ ³+47-4-536797 19.2k ³ ³\r
+³ ³ ³ ³ ³\r
+³Singapore ³MultiMedia GS ³+65-252-1220 V32b ³WildCat ³\r
+³ ³ ³ ³ ³\r
+³Spain ³Dracker BBS ³+34-3-385-3393 16.8k ³Gvyt / ENiAC ³\r
+³ ³ ³ ³ ³\r
+³Sweden ³Illusion ³+46-18-260565 V32bis ³ZED / FAiC ³\r
+³ ³ ³ ³ ³\r
+³Switzerlan³Wonderland ³+41-64-47-3046 16.8k ³PfUsuUS ³\r
+³ ³ ³ ³ ³\r
+³USA, NY ³The Sound Barrier ³+1-718-979-6629 HST V32b³Daredevil / REN ³\r
+³ ³Renaissance WHQ ³+1-718-979-9406 V22bis ³Charles Scheffold ³\r
+³ ³ ³ ³ ³\r
+³USA, ND ³Quantum Accelerator ³+1-701-258-0319 V32bis ³Chris Zimman ³\r
+³ ³ ³ ³ ³\r
+³USA, TX ³Programmer's Oasis ³+1-214-328-6142 V32bis ³Daniel Potter / ³\r
+³ ³ ³ ³Digital Infinity ³\r
+³ ³ ³ ³ ³\r
+³USA, SC ³The End of Time ³+1-803-855-0783 V32bis ³Holy Water and ³\r
+³ ³ ³ ³The Hit Man ³\r
+³ ³ ³ ³ ³\r
+³USA, KY ³Eleutheria ³+1-606-223 1853 V32bis ³Soul Rebel / ³\r
+³ ³ ³ ³Avalanche ³\r
+³ ³ ³ ³ ³\r
+³USA, MO ³Red Sector ³+1-816-792 3821 16.8k ³Lion Heart ³\r
+³ ³ ³+1-816-792 2029 HST ³ ³\r
+³ ³ ³ ³ ³\r
+³USA, D.C. ³Data Connection BBS ³+1-703-506 8598 16.8kHST³Ryan / Renaissance³\r
+³ ³ ³ ³ ³\r
+³USA, FL ³The Power Grid ³+1-813-481-6539 16.8k ³Grid Runner & ³\r
+³ ³HQ for many groups ³ ³Syntax Error / iCE³\r
+ÀÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ In addition, you can get our demos from internet where\r
+ a very good anonymous ftp demo site is ftp.uwp.edu. Our demos\r
+ can be found in the directory: /pub/msdos/demos/groups/future.crew.\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³12: HOW TO BECOME A FUTURE CREW DISTRIBUTION SITE ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ We are looking for distribution sites around the world.\r
+ We are looking for demo-oriented BBS'es that are interested\r
+ in becoming part of FC's growing number of BBS'es.\r
+\r
+ So, what does it take to become an FC distsite?\r
+ In fact, it's not easy, we require a lot, but before\r
+ giving up, take a look at the following list:\r
+ \r
+ - Your BBS MUST have every single one production\r
+ FC or any member of FC has ever RELEASED\r
+ \r
+ - Your BBS has to call StarPort (FC WHQ) at least\r
+ twice a month, and keep in contact with the FC\r
+ \r
+ - Your BBS also has to be a voting place for our possibly\r
+ continuing Worldcharts diskmag (voting door)\r
+ \r
+ - Your BBS has to be absolutely DEMO-ORIENTED, NOT\r
+ some gigantic all-around BBS. YOU yourself have\r
+ to be very interested about demos and the PC demo\r
+ scene in general\r
+ \r
+ - Your BBS should join the Creativity Demo Net, if\r
+ by any means possible\r
+ \r
+ - Your BBS would also be a Future Crew information\r
+ forum. You would have to answer questions concerning\r
+ FC and our production, and help people who have\r
+ problems with our software\r
+ \r
+ - Your BBS should be operated on a PC compatible,\r
+ with at least a 14400 BPS modem and 300 megabytes\r
+ of diskspace for demos, and the BBS should be open\r
+ 24 hours a day, and 365 days / year\r
+\r
+ So what do you get in exchange? Well, these things we can\r
+ guarantee:\r
+ \r
+ - Your BBS will be mentioned in every FC production\r
+ in the distsite BBS list\r
+ - You have a chance to get all FC's future productions\r
+ first hand\r
+ - You will get some FC inner circle information\r
+ \r
+ What we can't guarantee, but what is likely to happen, is that\r
+ your BBS will become more and more popular and it's quality\r
+ will improve dramatically. \r
+ \r
+ Remember that we already have BBSes in most of the european\r
+ countries (check out the BBS list), but there are still some\r
+ gaps left which we'd like to fill out. In the USA and Canada,\r
+ we are accepting one BBS per state.\r
+\r
+ Please read the above rules carefully and think twice before\r
+ sending in the application below:\r
+\r
+-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----\r
+\r
+\r
+ THE FUTURE CREW DISTRIBUTION SITE APPLICATION FORM\r
+ ==================================================\r
+\r
+ Copy this application to it's own file, fill it out and give the\r
+ file the name of your BBS. Then send it to StarPort or e-mail it.\r
+ Do NOT fax it or send it by normal mail!\r
+\r
+ BBS name :______________________________________\r
+ \r
+ BBS phonumber(s) :______________________________________\r
+ :______________________________________\r
+ :______________________________________\r
+ :______________________________________\r
+ \r
+ BBS modem(s) :______________________________________\r
+ :______________________________________\r
+ \r
+ Modem speeds supported : [ ] 1200 [ ] 2400 [ ] 9600 (V32)\r
+ (place X on appropriate : [ ] 14.4k (V32bis) [ ] 16.8k\r
+ box) : [ ] MNP [ ] V42bis\r
+\r
+ BBS net address(es) :______________________________________\r
+ \r
+ List networks you are in :______________________________________\r
+ :______________________________________\r
+\r
+ Would you be willing to join the Creativity Demo Net if you aren't\r
+ yet in? : (Yes / No)\r
+ \r
+ If necessary would you be willing to become a Host / Hub for The\r
+ Creativity Demo Net? : (Yes / No)\r
+ \r
+ BBS software :______________________________________\r
+ \r
+ Mailer software :______________________________________\r
+ \r
+ Is your board any other group's distsite or member board: (Yes/No)\r
+ If yes, please list them :______________________________________\r
+ :______________________________________\r
+ :______________________________________\r
+\r
+ How many lines/nodes does your system have :____________\r
+ \r
+ How many users does your system have :__________________\r
+ \r
+ How large (in MB's) is your system :__________________\r
+ \r
+ Is your BBS very demo-oriented : (Yes / No)\r
+ \r
+ In what country do you live :___________________________________\r
+ \r
+ SysOp alias / group :______________________________________\r
+ \r
+ SysOp real name :______________________________________\r
+ \r
+ SysOp voice phone number :______________________________________ \r
+ \r
+ SysOp e-mail address :______________________________________\r
+\r
+ SysOp age :___ \r
+\r
+ SysOp full mail address :______________________________________\r
+ :______________________________________\r
+ :______________________________________\r
+ :______________________________________\r
+ \r
+\r
+ Anything special we should be aware of?:\r
+ _________________________________________________________________\r
+ _________________________________________________________________\r
+ _________________________________________________________________\r
+ _________________________________________________________________\r
+ _________________________________________________________________\r
+ \r
+ \r
+-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----\r
+\r
+ P.S. Filling up this form doesn't mean that you will automatically\r
+ become an FC distribution site! We'll check the form and get back\r
+ to you!\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³13: THE BRIEF HISTORY OF THE FUTURE CREW ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+ \r
+ by Abyss and Gore / Future Crew\r
+\r
+ - 1986-1987 -\r
+ Future Crew (FC) was founded in the year 1986 on the C-64. And only one\r
+ member has been in the group for the whole time - Psi. FC did two\r
+ demos on the C-64 before changing into the PC scene in the year 1988.\r
+\r
+ - 1988 -\r
+ FC's first PC demo was a CGA sinus -scroller called GR8. At that time\r
+ the members were HAL, JPM, SS (Psi) and SIDDER. And DARK POWER\r
+ was FC's BBS.\r
+\r
+ - 1989 -\r
+ Then there came YO! which was quite popular for a while. It used one of\r
+ the VGA's textmodes and included 'nice' PC-speaker music. It had\r
+ many scrollers, a sinusing YO!-logo, a little bouncing ball and\r
+ a 2D-starfield. At this time ICE joined and so FC\r
+ had another BBS - SILICON DRAGON.\r
+\r
+ - 1990 -\r
+ In the year 1990 there was only one demo release from us, the Slideshow I.\r
+ It was the first PC demo which included 4 voice SoundBlaster music.\r
+ It didn't include any other special code for it was a VGA picture\r
+ slideshow. And at this time there were a lot of members in FC:\r
+ Psi, ICE, HAL, JPM, SID, BIG, DAC, MAC and SEBU.\r
+\r
+ - 1990 -\r
+ And only shortly after Slideshow I, Psi released his ScreamTracker 2.0 -\r
+ a 4 voice music editing program inspired by the Amiga SoundTracker.\r
+ ST 2.0 was a real success. But of course, it didn't take much time\r
+ when a pirated version was on the move. This was in the year 1990.\r
+\r
+ - 1991 -\r
+ In summer 1991, FC released a demo called Mental Surgery. It had\r
+ a big scroller on the top of the screen, 3D-starfield, a nice writer,\r
+ music scopes and of course 4 voice SoundBlaster music.\r
+ This was the last FC demo that worked on a 286 machine. At this\r
+ time the members were: Psi, ICE, Dr.Venkman and Purple\r
+ Motion. And only a while after this I (GORE) joined FC and ICE lost\r
+ the interest to demos and left FC along with his BBS. And\r
+ Dr.Venkman went crazy by selling his computer and retired for a while.\r
+\r
+ - 1992 -\r
+ So, FC lived quietly for about half a year. But when the year\r
+ 1992 came Trug, Pixel, Skaven and Abyss joined FC. And as Abyss\r
+ joined, FC had a BBS again, namely StarPort. So, in the\r
+ beginning of the year 1992 FC had the following members:\r
+\r
+ 1. Psi --- Main coder\r
+ 2. Trug --- Asst. coder\r
+ 3. GORE --- Organizer/asst. GFX-man\r
+ 4. Pixel --- Main GFX-man\r
+ 5. Abyss --- BBS support/utilities\r
+ 6. Skaven --- Musician/asst. GFX-man\r
+ 7. Purple Motion --- Musician\r
+\r
+ It was at this time that we had begun making UNREAL. Our first\r
+ plan was to release it at MEGA-Leif Convention - An Atari ST/PC party\r
+ held in Uppsala, Sweden. But about a month before MEGA-Leif,\r
+ MeeGosh/Rebels (Amiga) called me and told me about ASSEMBLY'92\r
+ and that it would be cool to have also the PC scene there. So, he\r
+ asked us to do an invitation intro for the PC scene about this\r
+ mega-event. We agreed and so, UNREAL was put to rest as Psi got\r
+ the idea of making something different - namely the Fishtro.\r
+ It took us about two weeks to create Fishtro from nothing, but\r
+ when we went to MEGA-Leif Convention, we still had little bugs in it and\r
+ therefore we couldn't release it until a week after MEGA-Leif. \r
+ We also competed with Fishtro in the MEGA-Leif PC demo compo, but\r
+ we were never told who came second. As the people who were at MEGA-Leif\r
+ remember, the belgian Raiders Brothers won the demo compo, but\r
+ they have not released their winning demo to this date (13.7.92).\r
+ After we came back from MEGA-Leif, we started on making UNREAL again.\r
+ And Dr.Venkman came back from his retirement.\r
+\r
+ - 1992 -\r
+ Then Unreal was released. Unreal was the first really big megademo for PC and\r
+ it hit the top of the charts immediately.\r
+ \r
+ - 1992 -\r
+ Then we were contacted by the organizers of a BIG Amiga/C64/PC party, called\r
+ The Party 1992. They asked us to organize the PC demo compo there and make\r
+ again an Invitation Intro for it's PC side. So The Party 1992 Invitation Intro\r
+ was made. At that time we had the following members:\r
+ \r
+ Psi - Code\r
+ Trug - Code\r
+ WildFire - Code\r
+ Pixel - GFX\r
+ Purple Motion - Music\r
+ Skaven - Music & GFX\r
+ GORE - Organizer\r
+ Abyss - BBS support\r
+ \r
+ The Party 1992 Inv. Intro was mostly coded by Psi and WildFire. WildFire was\r
+ our new coder who joined us in autumn 1992. He had before been active on the\r
+ Atari ST scene.\r
+ \r
+ - 1992 -\r
+ Then it was the time for another big demo. The making of Panic! began.\r
+ It was the normal process of making demos with blood and sweat and annoying\r
+ deadlines. WildFire was the one to assemble the demo together, but lots of\r
+ code was also done by Psi and Trug.\r
+ \r
+ Then it was the time for The Party 1992. As we thought that it would really \r
+ nice to get as many people as possible to The Party as cheaply as possible,\r
+ we decided to organize a bus trip there with the amiga people. So we managed\r
+ to load two buses full of computer freaks and take our leave towards The\r
+ Party. At that time The Party 1992 was the biggest computer party ever.\r
+ There were about 2500 computer freaks of which around 400 were PC dudes.\r
+ \r
+ There we entered the demo compo with Panic, and to our surprise we came\r
+ second. Witans Facts of Life had won the demo compo. We were quite \r
+ disappointed by this, because there was absolutely no voting. The voting \r
+ system on Amiga just didn't work. And then some organizer just asked the last\r
+ remaining PC organizer "What do you think were the best demos" without telling\r
+ him that these were going to be the official results. And without thinking he\r
+ just said "Witans, FCs and Sonics". \r
+ \r
+ Anyway, The Party 1992 was a big success.\r
+ \r
+ - 1993 -\r
+ After The Party 1992 we lived quietly for awhile. The only big change was\r
+ that Marvel (formerly from Sonic-PC) joined us. So we now have two gfx \r
+ artists. Then we began thinking of making a diskmag. At first nobody really\r
+ wanted to code it, so we thought that we would make it as a co-operation \r
+ with Stone (a finnish demogroup). But after some co-operation troubles we\r
+ began making it 100% by ourselves. We tried to make it the best diskmag\r
+ on the PC and according to many opinions, we succeeded quite well. What\r
+ we tried to do, was to set an example on how well you can do diskmags if\r
+ you really try. The diskmag was coded by Psi and the GFX were done by\r
+ Pixel and the musics by Purple Motion and C.C.Catch from Renaissance.\r
+ \r
+ - 1993 -\r
+ Then it was the time for Assembly'93. Once again we were the PC organizers\r
+ and we made an invitation intro for it. It's name is quite easy to guess,\r
+ it's Assembly'93 Invitation Intro (hard one! =)). It was coded by Trug,\r
+ the GFX were done by Marvel and the musics by Purple Motion. It fulfilled\r
+ its purpose (to get as many people as possible to Asm'93) very well.\r
+ \r
+ Assembly'93 was the biggest ever summer demo party. There were about 1300\r
+ people on the party place of which around 450 were PC demo freaks. Asm'93\r
+ was also a big advancement on the PC side. For the first time we also had\r
+ a intro, music (4 channel and multichannel) and graphic compos. \r
+ \r
+ Our biggest production yet, the Second Reality won the PC demo competition.\r
+ You have most probably also seen it, so I won't (again) go into detail in\r
+ trying to describe its effects.\r
+ \r
+ At the moment we are looking ahead to The Party III: The Ultimate. We are\r
+again organizing a bustrip to Herning (were the party is to take place). We\r
+really recommend this party because we feel that The Party III is going to\r
+be the biggest and coolest demo party for PC ever. So be there or be square!\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³14: ANSWERS TO RUMORS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+\r
+ Rumors: - The computer was changed to a faster one to run Second\r
+ Reality.\r
+ - An additional GUS was added to machine.\r
+ - The VGA card was changed to a faster one.\r
+ - Marvel scanned his picture (Ice Kingdom)\r
+ - Marvel didn't compose his tune "Can't remember you"\r
+ - FC did something to the tunes, because they sounded so\r
+ weird. \r
+ - FC used dirty tricks in the The Party II\r
+ - FC skipped some parts of other groups demos to hurt their\r
+ score\r
+ - FC conducted a ballot-stuffing (fake voting)\r
+\r
+ Question 1) Was the computer changed?\r
+ Answer 1) No. All the competitions (music,gfx,intro and demo) were\r
+ run on the same 486/33mhz 64kb cache GUS 1mb and ET4000\r
+ 1mb machine with 4mb of RAM. This machine belongs to me\r
+ (Abyss) and is the very same machine (except for the GUS)\r
+ which was used to display the demos at The Party II.\r
+\r
+\r
+ Question 2) Did you change the VGA card?\r
+ Answer 2) No we didn't. The same ET4000 1MB VGA card was used all\r
+ the time.\r
+\r
+\r
+ Question 3) Was a second GUS card added to the machine?\r
+ Answer 3) At first few months before the Asm'93 we thought that\r
+ Dolby Surround Pro Logic was only possible to make\r
+ if you had 2 GUSes. Then we found out that it is very\r
+ easy and possible to do with only one GUS card. So no\r
+ second GUS card was added.\r
+\r
+\r
+ Question 4) Why is Marvels Ice Kingdom so like BEAR1.GIF?\r
+ Answer 4) Let me explain at first about the background. Most of\r
+ you arent familiar with the Amiga scene. On the amiga\r
+ scene it is forbidden to scan a picture, but it is\r
+ ok to use a existing picture as a model from which to\r
+ draw. What this means is that many of pictures made\r
+ are not ORIGINALLY created by the author (for example,\r
+ EEVI which came second at Asm'93 is originally by H.\r
+ Giger (the guy who did the gfx for Alien (I-III) for\r
+ example)).\r
+ What Marvel did was, that he draw the outlines from the\r
+ BEAR1.GIF and the proceeded on his own with the most\r
+ difficult task. If you compare BEAR1.GIF and ICEKNGDM.LBM\r
+ 1) they are in different resolutions\r
+ 2) there is no wall in the ICEKNGDM.LBM\r
+ 3) if you zoom in the picture you will see that the\r
+ colouring (dithering) of the picture is completely\r
+ different than in Marvels picture.\r
+ 4) BEAR1.GIF looks scanned, it looks helluva good and\r
+ it looks very different than Marvels picture.\r
+\r
+\r
+ Question 6) Did Marvel compose the tune "Can't remember you"\r
+ Answer 6) Yes, he did. Among his other talents, Marvel is a quite \r
+ good composer. He has made around 5-6 tunes during his\r
+ amiga career (though not too famous songs). He composed\r
+ the "Can't remember you" using ST ]I[ beta.\r
+ \r
+\r
+ Question 7) Did you refuse to use any other player than ST3?\r
+ Answer 7) No we didn't. Most of the songs were supplied to us as\r
+ plain MOD files. No player was included with them. Only\r
+ one song had it's own player, and that player was used\r
+ to play it. In the Assembly'93 text file there was a \r
+ notion:"Bring your own player" (about the PC multichannel\r
+ competition). Because no player was supplied with most of\r
+ the MODs/multichannel files, we used the best player\r
+ we know of, the ST3 beta.\r
+ It is also claimed by people who have never used nor\r
+ seen ST3 that ST3 has still serious bugs in its .MOD\r
+ capabilities. This can't be more wrong as ST3 is one of\r
+ the very few composers that really play all Amiga commands\r
+ really correctly, not like many PC composers. So it's more\r
+ likely that composer used to create the tune wasn't enough\r
+ Amiga MOD compatible than ST3 to have bugs in it's MOD\r
+ playing module.\r
+ \r
+\r
+ Question 8) Did you do something to the tunes to make them sound so\r
+ weird?\r
+ Answer 8) No, we didn't. The PA system broke down. The left speaker\r
+ broke and didn't play most of the middle-sounds. We are\r
+ very sorry for this, but it's very rare that this kind of\r
+ things happen.\r
+ \r
+ \r
+ Question 9) Did you use dirty little tricks in The Party II?\r
+ Answer 9) Rick Dangerous / S!P has claimed that we used the \r
+ following dirty trick in The Party II:\r
+ ù First telling everyone there'll be no demo from them\r
+ ù then, all of a sudden, at the END of the compo Gore \r
+ shouted (you know in this certain style) And Now! \r
+ The new demo by the Future Crew.... (all other things \r
+ were anounced like uhh.. hmm yes.. copper? by humm... \r
+ surbrisse..?...)\r
+ ù and finally they turned the volume up to give the \r
+ sound a special boost...\r
+ \r
+ 1) We telled nobody of our demo (Panic) because we feared\r
+ that it would scare off people. The almightyFC is gonna\r
+ do a new demo, we can't win, so why compete? We thought\r
+ we could this way get a lot better compo. \r
+ \r
+ 2) Gore shouted? In fact the man who announced ALL the\r
+ competitions (Amiga, PC and C64) was some of the Amiga-\r
+ organizers. We didn't even know him. In fact Gore was\r
+ nowhere near the compo room, only I and Wildfire were\r
+ (of FC) at the compo room.\r
+ \r
+ 3) We couldn't have boosted the volume because PA system\r
+ was operated by two other guys. They controlled the \r
+ volume during all the compos. Not us.\r
+ \r
+ \r
+ Question 10) Did FC skip parts of other groups demos?\r
+ Answer 10) Yes. Some parts were skipped because the demo run just for\r
+ too long displaying the same effects all over again. \r
+ If the audience began almost to die of borement because\r
+ of looking at the same boring screen for 3-4 minutes it\r
+ was the time to skip to next part. This could have not\r
+ hurted the group, because people already were bored with\r
+ the screen. Boring them more would affected the groups\r
+ score even more.\r
+\r
+ \r
+ Question 11) Did FC conduct a fake voting?\r
+ Answer 11) The counting of votes was an open happening. Anybody could\r
+ have joined us to help with the counting. We invited \r
+ everybody to join us. We made every attempt to make the\r
+ voting as reliable as possible and it's our opinion that\r
+ the votes were counted as correctly as possible.\r
+ What comes to faking votes, it is a complete lie. No votes\r
+ were forged. The results of the music competitions might\r
+ have been surprises, but for those surprises only the\r
+ voters can be blamed.\r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³15: SONIC DREAMS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ \r
+ Two files which have claimed to be a demo from us under the\r
+ name of Sonic Dreams have been circulating boards around \r
+ Europe.\r
+ \r
+ These files: FCSONIC1.ZIP and FCSONIC2.ZIP\r
+ \r
+ A*R*E F*A*K*E*S*!\r
+ \r
+ We don't know the maker of these files nor the purpose of them.\r
+ Under our tests we have not found any viruses nor troijans in those\r
+ files. Those files are composed of PCX pictures with some simple\r
+ C source code. Please delete the files when encountered. We \r
+ (the Future Crew) are not the makers of these files.\r
+ \r
+\r
+\r
+ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿\r
+³16: FINAL WORDS ³\r
+ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ\r
+\r
+ This is the second revision of this file. In the first version\r
+ there was a a little "bug". The number to StarPorts' second node\r
+ was incorrect. Please, don't call that number! The number goes\r
+ to some Finnish home.\r
+ \r
+ Thank you for reading this file.\r
+ \r
+ \r
+ Signed, Abyss, GORE & Henchman / Future Crew\r
--- /dev/null
+;--------------------------------------------------------------------\r
+; StarPort Intro II V1.0\r
+;--------------------------------------------------------------------\r
+; Copyright (C) 1993 Future Crew\r
+;--------------------------------------------------------------------\r
+; code: Psi\r
+; music: Skaven\r
+;--------------------------------------------------------------------\r
+; This code is released to the public domain. You can do\r
+; whatever you like with this code, but remember, that if\r
+; you are just planning on making another small intro by\r
+; changing a few lines of code, be prepared to enter the\r
+; worldwide lamers' club. However, if you are looking at\r
+; this code in hope of learning something new, go right \r
+; ahead. That's exactly why this source was released. \r
+; (BTW: I don't claim there's anything new to find here,\r
+; but it's always worth looking, right?) \r
+;--------------------------------------------------------------------\r
+; The code is optimized mainly for size but also a little\r
+; for speed. The goal was to get this little bbs intro to\r
+; under 2K, and 1993 bytes sounded like a good size. Well,\r
+; it wasn't easy, and there are surely places left one could \r
+; squeeze a few extra bytes off...\r
+; Making a small intro is not hard. Making a small intro\r
+; with a nice feel is very hard, and you have to sacrifice\r
+; ideas to fit the intro to the limits you have set. I had\r
+; a lot of plans (a background piccy for example), but well,\r
+; the size limit came first.\r
+; I hope you enjoy my choice of size/feature ratio in this\r
+; intro! In case you are interested, this was a three evening\r
+; project (the last one spent testing).\r
+;--------------------------------------------------------------------\r
+; You can compile this with TASM, but the resulting COM-file\r
+; will be a lot larger than the released version. This is\r
+; because all the zero data is included to the result. The\r
+; released version was first compiled to a COM file, and then\r
+; a separate postprocessing program was ran which removed all\r
+; the zero data from the end of the file. If you are just \r
+; experimenting, recompiling is as easy as MAKE.BAT. If you\r
+; want to make this small again, you have to do some work as\r
+; well, and make your own postprocessor.\r
+;--------------------------------------------------------------------\r
+\r
+BORDERS=0 ;set to 1 for visible border-timings\r
+\r
+code SEGMENT para public 'CODE'\r
+ ASSUME cs:code\r
+ LOCALS\r
+ .386\r
+\r
+ORG 100h\r
+start: cld ;filler to make the filesize exactly 1993 bytes\r
+ cld ;filler to make the filesize exactly 1993 bytes\r
+ jmp main\r
+\r
+;±±±±±±±±±±±±±±±± setborder ±±±±±±±±±±±±±±±±\r
+;descr: debug/change border color\r
+setborder MACRO col\r
+ IF BORDERS\r
+ push ax\r
+ push dx\r
+ mov dx,3dah\r
+ in al,dx\r
+ mov dx,3c0h\r
+ mov al,11h+32\r
+ out dx,al\r
+ mov al,col\r
+ out dx,al\r
+ pop dx\r
+ pop ax\r
+ ENDIF\r
+ ENDM\r
+\r
+;ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Simplex Adlib Player ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ\r
+;this doesn't just read raw data to output to adlib like the one\r
+;used in the last starport intro. This player really does have \r
+;note & instrument data it reads and processes!\r
+\r
+;±±±±±±±±±±±±±±±± output data to adlib ±±±±±±±±±±±±±±\r
+a_lodsboutaw03: ;size optimization related entry (instrument loading)\r
+ call a_lodsboutaw\r
+ add ah,3\r
+a_lodsboutaw: ;size optimization related entry (instrument loading)\r
+ lodsb\r
+a_outaw PROC NEAR ;ah=reg,al=data\r
+ push ax\r
+ push cx\r
+ xchg al,ah\r
+ mov dx,388h\r
+ out dx,al\r
+ mov cx,7\r
+ call a_wait\r
+ mov dx,389h\r
+ mov al,ah\r
+ out dx,al\r
+ mov cx,30\r
+ call a_wait\r
+ pop cx\r
+ pop ax\r
+ ret\r
+a_wait: in al,dx\r
+ loop a_wait\r
+ ret\r
+a_outaw ENDP\r
+\r
+;±±±±±±±±±±±±±±±± load instrument to adlib ±±±±±±±±±±±±±±\r
+a_loadinstrument PROC NEAR\r
+ ;bx=channel, ds:si=offset to instrument data\r
+ mov ah,ds:a_inst_table[bx]\r
+ mov cx,4\r
+@@1: call a_lodsboutaw03\r
+ add ah,20h-3\r
+ loop @@1\r
+ add ah,40h\r
+ call a_lodsboutaw03\r
+ mov ah,bl\r
+ add ah,0c0h\r
+ jmp a_lodsboutaw\r
+a_loadinstrument ENDP\r
+\r
+;±±±±±±±±±±±±±±±± set note on/off ±±±±±±±±±±±±±±\r
+a_playnote PROC NEAR\r
+ ;bx=channel, ax=data\r
+ push bx\r
+ xchg ah,bl\r
+ add ah,0a0h\r
+ call a_outaw\r
+ mov al,bl\r
+ add ah,010h\r
+ pop bx\r
+ jmp a_outaw\r
+a_playnote ENDP\r
+\r
+;±±±±±±±±±±±±±±±± initialize/clear/shutup adlib ±±±±±±±±±±±±±±\r
+a_init PROC NEAR\r
+ mov ax,00120h\r
+ call a_outaw\r
+ mov ax,00800h\r
+ call a_outaw\r
+ mov ah,0bdh\r
+ call a_outaw\r
+ mov bp,9\r
+ xor bx,bx\r
+ mov di,OFFSET music_instruments\r
+@@1: mov si,ds:[di]\r
+ add di,2\r
+ call a_loadinstrument\r
+ xor ax,ax\r
+ call a_playnote\r
+ inc bx\r
+ dec bp\r
+ jnz @@1 \r
+ ret\r
+a_init ENDP\r
+\r
+;±±±±±±±±±±±±±±±± advance music one row ±±±±±±±±±±±±±±\r
+a_dorow PROC NEAR\r
+ sub ds:a_musiccnt,1\r
+ jnc @@0\r
+ mov ds:a_musiccnt,music_speed\r
+ mov cx,music_channels\r
+ mov di,OFFSET music_patterns\r
+ xor bx,bx\r
+@@1: sub ds:a_chdelaycnt[bx],1\r
+ jns @@2\r
+ mov si,ds:[di] \r
+ xor ax,ax\r
+ call a_playnote\r
+@@4: lodsb \r
+ or al,al\r
+ jz @@7\r
+ jns @@6\r
+ sub al,81h\r
+ mov ds:a_chdelay[bx],al\r
+ lodsb\r
+@@6: mov dl,al\r
+ and ax,15\r
+ mov bp,ax\r
+ add bp,bp\r
+ mov ax,ds:a_note_table[bp]\r
+ shr dl,2\r
+ and dl,not 3\r
+ add ah,dl\r
+ call a_playnote\r
+ mov al,ds:a_chdelay[bx]\r
+ mov ds:a_chdelaycnt[bx],al\r
+ mov ds:[di],si\r
+@@2: add di,4\r
+ inc bx\r
+ loop @@1\r
+@@0: ret\r
+@@7: mov si,ds:[di+2]\r
+ jmp @@4\r
+a_dorow ENDP\r
+\r
+;ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Intro Routines ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ\r
+\r
+;±±±±±±±±±±±±±±±± sin/cos ±±±±±±±±±±±±±±±±\r
+;entry: ax=angle (0..65535)\r
+; exit: ax=muller (-127..127)\r
+addwcos:add ax,ds:[bx] ;optimized entry for wavesets\r
+ mov ds:[bx],ax\r
+cos: add ax,16384\r
+sin: mov bx,ax\r
+ mov cx,bx\r
+ and cx,1023\r
+ neg cx\r
+ add cx,1023\r
+ shr bx,10\r
+ mov ah,ds:sintable[bx]\r
+ xor al,al\r
+ imul cx\r
+ push ax\r
+ push dx\r
+ mov ah,ds:sintable[bx+1]\r
+ xor al,al\r
+ neg cx\r
+ add cx,1023\r
+ imul cx\r
+ pop bx\r
+ pop cx\r
+ add ax,cx\r
+ adc dx,bx\r
+ shrd ax,dx,11\r
+ ret\r
+\r
+;±±±±±±±±±±±±±±±± rand ±±±±±±±±±±±±±±±±\r
+;returns a random value in range -4096..4095\r
+rand PROC NEAR\r
+ mov eax,1107030247\r
+ mul ds:seed\r
+ add eax,97177\r
+ mov ds:seed,eax\r
+ shr eax,15\r
+ and ax,8191\r
+ sub ax,4096\r
+;size optimizatin, some code moved from after all rand calls\r
+ add bx,2\r
+ mov ds:[bx],ax\r
+ ret\r
+rand ENDP\r
+\r
+;±±±±±±±±±±±±±±±± timer ±±±±±±±±±±±±±±±±\r
+inittimer PROC NEAR\r
+ mov eax,fs:[8*4]\r
+ mov ds:oldint8,eax\r
+ mov ax,cs\r
+ shl eax,16\r
+ mov ax,OFFSET intti8\r
+ mov dx,17000 ;70hz\r
+ jmp @@1\r
+deinittimer:\r
+ mov eax,ds:oldint8\r
+ xor dx,dx\r
+@@1: cli\r
+ mov fs:[8*4],eax\r
+ mov al,036h\r
+ out 43h,al\r
+ mov al,dl\r
+ out 40h,al\r
+ mov al,dh\r
+ out 40h,al\r
+ sti\r
+ ret\r
+inittimer ENDP\r
+\r
+intti8 PROC FAR ;timer interrupt\r
+ push ax\r
+ mov al,20h\r
+ out 20h,al\r
+ inc cs:framecounter\r
+ pop ax\r
+ iret\r
+intti8 ENDP\r
+\r
+;±±±±±±±±±±±±±±±± load indexed palette ±±±±±±±±±±±±±±\r
+setpal PROC NEAR\r
+ ;ds:si=pointer to colorindices\r
+ mov dx,3c8h\r
+ xor al,al\r
+ out dx,al\r
+ inc dx\r
+ mov cx,8\r
+@@1: xor bh,bh\r
+ mov bl,ds:[si]\r
+ shr bl,2\r
+ call setpl2\r
+ mov bl,ds:[si]\r
+ shl bx,2\r
+ call setpl2\r
+ inc si\r
+ loop @@1\r
+ ret\r
+setpl2: and bx,15*2\r
+ mov ax,word ptr ds:col0[bx]\r
+ out dx,al\r
+ mov al,ah\r
+ out dx,al\r
+ mov al,ds:col0[bx+2]\r
+ out dx,al\r
+ ret\r
+setpal ENDP\r
+\r
+;±±±±±±±±±±±±±± clear & copy videobuffer to screen ±±±±±±±±±±±±±±\r
+clearcopy PROC NEAR\r
+;---copy/clear buf\r
+ xor edx,edx\r
+ mov si,OFFSET vbuf\r
+ mov bx,4\r
+ mov cx,200\r
+ mov di,-4\r
+@@1: mov bp,5\r
+@@2: REPT 2\r
+ mov eax,ds:[si]\r
+ add di,bx\r
+ mov ds:[si],edx\r
+ add si,bx\r
+ mov es:[di],eax\r
+ ENDM\r
+ dec bp\r
+ jnz @@2\r
+ add si,bx\r
+ dec cx\r
+ jnz @@1\r
+ ret\r
+clearcopy ENDP\r
+\r
+;±±±±±±±±±±±±±± draw a small pixel ±±±±±±±±±±±±±±\r
+pset1 PROC NEAR ;ds:di=destination center, si=xmask offset\r
+ mov al,ds:colb[si]\r
+ or ds:[di],al\r
+@@1: ret\r
+pset1 ENDP\r
+\r
+;±±±±±±±±±±±±±± draw a big pixel (depending on Z) ±±±±±±±±±±±±±\r
+pset2 PROC NEAR ;ds:di=destination center, si=xmask offset\r
+ mov ax,ds:colbww[si]\r
+ or ds:[di+0],ax\r
+ or ds:[di+44],ax\r
+ cmp bp,8300 ;zcompare for size\r
+ jl pset3\r
+ ;smaller one\r
+ mov ax,ds:colbw[si]\r
+ or ds:[di-44],ax\r
+ or ds:[di+88],ax\r
+ mov ax,ds:colbv[si]\r
+ or ds:[di-88],ax\r
+ or ds:[di+132],ax\r
+ ret\r
+pset3: ;larger one\r
+ or ds:[di-44],ax\r
+ or ds:[di+88],ax\r
+ mov ax,ds:colbw[si]\r
+ or ds:[di-88],ax\r
+ or ds:[di+132],ax\r
+ ret\r
+pset2 ENDP\r
+\r
+;±±±±±±±±±±±±±± add a letter composed of big dots to dotlist ±±±±±±±±±±±±±\r
+letter3d PROC NEAR\r
+ ;bx=letter\r
+ ;si=basex\r
+ ;bp=basey\r
+ sub bx,'A'\r
+ jc @@0\r
+ shl bx,3\r
+ mov di,ds:nextdot\r
+ mov cx,8\r
+@@1: push cx\r
+ push si\r
+ mov cx,8\r
+@@2: cmp ds:font[bx],0\r
+ je @@3\r
+ mov ds:dots[di],si\r
+ mov ds:dots[di+2],bp\r
+ ;zsinus\r
+ push si\r
+ add si,ds:sinus1\r
+ sar si,6\r
+ and si,63\r
+ mov al,ds:sintable[si]\r
+ cbw\r
+ pop si\r
+ shl ax,2\r
+ mov ds:dots[di+4],ax\r
+ ;\r
+ mov word ptr ds:dots[di+6],OFFSET pset2\r
+ add di,8\r
+ and di,DOTNUM1*8-1\r
+@@3: inc bx\r
+ add si,LETTERDOTSPACING\r
+ loop @@2\r
+ pop si\r
+ add bx,320-8\r
+ add bp,LETTERDOTSPACING\r
+ pop cx\r
+ loop @@1\r
+ mov ds:nextdot,di\r
+@@0: ret\r
+letter3d ENDP\r
+\r
+;±±±±±±±±±±±±±± calc 2x2 rotation matrix ±±±±±±±±±±±±±\r
+set3drot PROC NEAR\r
+ ;ax=angle,ds:di=pointer to matrix\r
+ push ax\r
+ call sin\r
+ mov ds:[di+r01-r00],ax\r
+ neg ax\r
+ mov ds:[di+r10-r00],ax\r
+ pop ax\r
+ call cos\r
+ mov ds:[di+r00-r00],ax\r
+ mov ds:[di+r11-r00],ax\r
+ ret\r
+set3drot ENDP\r
+\r
+;±±±±±±±±±±±± rotate point with 2x2 rotation matrix (innerpart) ±±±±±±±±±±±±±\r
+rotate2x2i PROC NEAR\r
+ ;(di,bp)->(cx) with matrix half at ds:si\r
+ ;this is the inner part, called twice\r
+ push bx\r
+ mov ax,di\r
+ imul word ptr ds:[si]\r
+ mov cx,ax\r
+ mov bx,dx\r
+ mov ax,bp\r
+ imul word ptr ds:[si+2]\r
+ add cx,ax\r
+ adc bx,dx\r
+ shrd cx,bx,14\r
+ pop bx\r
+ add si,4\r
+ ret\r
+rotate2x2i ENDP\r
+\r
+;±±±±±±±±±±±±±± advance demo one frame (raw work) ±±±±±±±±±±±±±\r
+doit PROC NEAR\r
+;======wait for border\r
+ setborder 0\r
+ mov dx,3dah\r
+@@w1: in al,dx\r
+ test al,8\r
+ jnz @@w1\r
+@@w2: in al,dx\r
+ test al,8\r
+ jz @@w2\r
+ setborder 30\r
+;======done\r
+ mov si,ds:index\r
+ push si\r
+ call setpal\r
+ pop si\r
+ add si,9\r
+ cmp si,OFFSET index4\r
+ jbe @@i2\r
+ mov si,OFFSET index1\r
+@@i2: mov ds:index,si\r
+ mov al,2\r
+ mov ah,ds:[si+8]\r
+ mov dx,3c4h\r
+ out dx,ax\r
+ call clearcopy\r
+;======do timer simulation stuff\r
+ setborder 28\r
+ xor cx,cx\r
+ mov ds:scrollsubber,0\r
+ xchg cx,ds:framecounter\r
+ jcxz @@78\r
+@@77: push cx\r
+ add ds:scrollsubber,SCROLLSPEED\r
+ call doit70\r
+ pop cx\r
+ loop @@77\r
+ setborder 26\r
+@@78:;======\r
+;---redraw dots\r
+ mov cx,DOTNUM\r
+ mov bx,OFFSET dots\r
+@@1: push cx\r
+ push bx\r
+ mov bp,ds:[bx+2]\r
+ mov di,ds:[bx+4]\r
+ cmp word ptr ds:[bx+6],OFFSET pset2\r
+ jne @@5\r
+ ;ysinus\r
+ mov cx,ds:[bx]\r
+ mov si,ds:sinus2\r
+ add si,cx\r
+ sar si,7\r
+ and si,63\r
+ mov al,ds:sintable[si]\r
+ cbw\r
+ shl ax,2\r
+ add bp,ax\r
+ ;scroll\r
+ sub cx,ds:scrollsubber\r
+ mov ds:[bx],cx\r
+ cmp cx,-3900\r
+ jl @@7\r
+ cmp cx,3900\r
+ jg @@7\r
+@@5: ;--rotate coordinates\r
+ mov si,OFFSET r00\r
+ call rotate2x2i\r
+ push cx\r
+ call rotate2x2i\r
+ pop di\r
+ mov bp,ds:[bx]\r
+ mov si,OFFSET p00\r
+ push cx\r
+ call rotate2x2i\r
+ push cx\r
+ call rotate2x2i\r
+ pop bp\r
+ pop di\r
+ ;bp=Z, cx=X, di=Y\r
+ add bp,ds:zadder\r
+ cmp bp,1024\r
+ jl @@7\r
+ ;--project\r
+ mov ax,256\r
+ imul di\r
+ idiv bp\r
+ add ax,100\r
+ mov di,ax\r
+ mov ax,307\r
+ imul cx\r
+ idiv bp\r
+ add ax,160\r
+ mov si,ax\r
+ ;si=SX, di=SY\r
+ mov ax,ds:[bx+6]\r
+ cmp si,319\r
+ ja @@7\r
+ cmp di,199\r
+ ja @@7\r
+ ;calc dest address & xmask offset\r
+ add di,di\r
+ mov di,ds:rows[di]\r
+ add si,si\r
+ add di,ds:cols[si]\r
+ ;\r
+ call ax\r
+@@7: pop bx\r
+ pop cx\r
+ add bx,8\r
+ dec cx\r
+ jnz @@1\r
+ ret\r
+doit ENDP\r
+\r
+;±±±±±±±±±±±±±± advance demo counters 1/70 sec ±±±±±±±±±±±±±\r
+;a separate routine is used to get frame syncronization for\r
+;slower machines (and slow vga cards)\r
+doit70 PROC NEAR\r
+;---add sinuses & udforce\r
+ add ds:sinus1,70\r
+ add ds:sinus2,177\r
+ add ds:udforced,3000\r
+;---set wave1\r
+ mov bx,OFFSET wwave\r
+ mov ax,77\r
+ call addwcos\r
+ sar ax,5\r
+ mov ds:wave1,ax\r
+;---set zadder\r
+ mov bx,OFFSET zwave\r
+ mov ax,370\r
+ call addwcos\r
+ sar ax,3\r
+ add ax,8888\r
+ mov ds:zadder,ax\r
+;---set 3d rotate YZ\r
+ mov bx,OFFSET udwave\r
+ mov ax,ds:wave1\r
+ call addwcos\r
+ imul ds:udforce\r
+ shrd ax,dx,8\r
+ mov di,OFFSET r00\r
+ call set3drot\r
+;---set 3d rotate XZ\r
+ mov bx,OFFSET lrwave\r
+ mov ax,200\r
+ call addwcos\r
+ sar ax,1\r
+ mov di,OFFSET p00\r
+ call set3drot\r
+;---add more text to 3d scroller\r
+ sub ds:textcnt,SCROLLSPEED\r
+ jnc @@t1\r
+ mov ds:textcnt,LETTERDOTSPACING*8-1\r
+ mov si,ds:text\r
+ mov bl,ds:[si]\r
+ IFDEF XORTEXTS\r
+ xor bl,17h\r
+ ENDIF\r
+ and bx,255\r
+ jz @@t3\r
+ inc si\r
+ mov ds:text,si\r
+ cmp bl,32\r
+ jge @@t4\r
+ shl bx,SCROLLDELAYSHL\r
+ mov ds:textcnt,bx\r
+ jmp @@t1\r
+@@t4: mov bp,0\r
+ mov si,4100\r
+ call letter3d\r
+ jmp @@t1\r
+@@t3: mov si,OFFSET text0\r
+ mov ds:text,si\r
+@@t1: ;;;\r
+;======adlib music\r
+ jmp a_dorow\r
+doit70 ENDP\r
+\r
+;ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Main routine ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ\r
+;stack @ cs:0fffeh\r
+\r
+main PROC NEAR\r
+;ÍÍÍÍÍÍÍÍÍ Zero Zerodata & Init Segs ÍÍÍÍÍÍÍ\r
+.8086 ;;;\r
+ push cs\r
+ push cs\r
+ pop ds\r
+ pop es\r
+ mov cx,(zeroend-zerobeg)/2\r
+ mov di,OFFSET zerobeg\r
+ xor ax,ax ;zero used later\r
+ rep stosw\r
+ mov dx,0a000h\r
+ mov es,dx\r
+;segments now set: DS=code/data ES=vram\r
+;ÍÍÍÍÍÍÍÍÍ Check for 386 ÍÍÍÍÍÍÍÍÍ\r
+ push sp\r
+ pop dx\r
+ cmp dx,sp\r
+ jz @@o1\r
+@@o2: jmp endansi ;80(1)86\r
+.286p ;;;\r
+@@o1: mov bx,OFFSET rows\r
+ sgdt ds:[bx]\r
+ cmp byte ptr ds:[bx+5],0\r
+ js @@o2\r
+;ÍÍÍÍÍÍÍÍÍ Check for VGA ÍÍÍÍÍÍÍÍÍ\r
+.386p ;;;\r
+ mov fs,ax ;ax was zero\r
+;segments now set: DS=code/data ES=vram FS=zeropage\r
+ mov ax,1a00h\r
+ int 10h\r
+ cmp al,01ah\r
+ jne endansi ;no vga\r
+ cmp bl,7\r
+ jb endansi ;no vga\r
+;ÍÍÍÍÍÍÍÍÍ Initialize - doinit 0 ÍÍÍÍÍÍÍÍÍ\r
+ ;copy vga font to font buffer\r
+ mov ax,13h\r
+ int 10h\r
+ mov cx,'Z'-'A'+1\r
+ mov bx,16\r
+ mov ax,'A'+0eh*256\r
+@@a1: int 10h\r
+ inc al\r
+ loop @@a1\r
+ mov cx,8*320/2\r
+ mov bx,OFFSET font\r
+ xor di,di\r
+@@a2: mov ax,es:[di]\r
+ mov ds:[di+bx],ax\r
+ add di,2\r
+ loop @@a2\r
+;ÍÍÍÍÍÍÍÍÍ Initialize - vga ÍÍÍÍÍÍÍÍÍ\r
+ ;init videomode 320x200x16\r
+ mov ax,0dh\r
+ int 10h\r
+ ;set up rows/cols/etc\r
+ mov si,-2\r
+ mov di,OFFSET vbuf-44\r
+ mov bl,128\r
+ xor bp,bp\r
+ jmp @@b5\r
+@@b1: mov ds:rows[si],di\r
+ mov ds:colb[si],bl\r
+ mov ds:colbww[si],cx\r
+ shr cl,1\r
+ rcr ch,1\r
+ mov ds:colbw[si],dx\r
+ shr dl,1\r
+ rcr dh,1\r
+ mov ds:colbv[si],ax\r
+ shr al,1\r
+ rcr ah,1\r
+ mov ds:cols[si],bp\r
+ ror bl,1\r
+ jnc @@b4\r
+ inc bp\r
+@@b5: mov cx,0000000011111110b\r
+ mov dx,0000000001111100b\r
+ mov ax,0000000000111000b\r
+@@b4: add di,44\r
+ add si,2\r
+ cmp si,(320)*2\r
+ jle @@b1\r
+ ;set simplex palette order (16 color mode)\r
+ mov dx,3dah\r
+ in al,dx\r
+ mov dl,0c0h\r
+ xor ax,ax\r
+ mov cx,16\r
+@@b2: out dx,al\r
+ out dx,al\r
+ inc al\r
+ loop @@b2\r
+ mov al,20h\r
+ out dx,al\r
+;ÍÍÍÍÍÍÍÍÍ Initialize - doinit ÍÍÍÍÍÍÍÍÍ\r
+ mov cx,DOTNUM\r
+ mov bx,OFFSET dots-2\r
+@@c1: push cx\r
+ call rand\r
+ call rand\r
+ call rand\r
+ sar ax,2\r
+ mov ds:[bx],ax\r
+ add bx,2\r
+ mov word ptr ds:[bx],OFFSET pset1\r
+ pop cx\r
+ loop @@c1\r
+;ÍÍÍÍÍÍÍÍÍ Initialize - others ÍÍÍÍÍÍÍÍÍ\r
+ call a_init\r
+ call inittimer\r
+;ÍÍÍÍÍÍÍÍÍ Do the intro stuff ÍÍÍÍÍÍÍÍÍ\r
+again: call doit\r
+ mov ah,1\r
+ int 16h\r
+ jz again\r
+ mov ah,0\r
+ int 16h\r
+;ÍÍÍÍÍÍÍÍÍ DeInitialize ÍÍÍÍÍÍÍÍÍ\r
+ call deinittimer\r
+ call a_init ;reinitializing adlib shuts it up\r
+;ÍÍÍÍÍÍÍÍÍ Display end ansi (only thing done if no 386 or vga) ÍÍÍÍÍÍÍÍÍ\r
+endansi:mov ax,3h\r
+ int 10h\r
+ mov si,OFFSET endtext\r
+ push 0b800h ;if the user has an MGA or HGC\r
+ pop es ;it's not my problem :-)\r
+ xor di,di\r
+ mov ah,0eh\r
+@@1: lodsb\r
+ IFDEF XORTEXTS\r
+ xor al,17h\r
+ ENDIF\r
+ cmp al,31\r
+ jae @@2\r
+ mov ah,al\r
+ jmp @@1\r
+@@2: jz @@3\r
+ stosw\r
+ jmp @@1\r
+@@3: mov ax,4c00h\r
+ int 21h\r
+main ENDP\r
+ \r
+;ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Initialized (nonzero) data ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ\r
+\r
+;pointer & delay counter for scrolltext\r
+text dw OFFSET text0\r
+textcnt dw 1\r
+\r
+;3d rotation values (more in zerodata)\r
+udforced LABEL DWORD\r
+ dw 0\r
+udforce dw 64\r
+lrwave dw -20000\r
+zwave dw 16000\r
+\r
+sintable LABEL BYTE ;sine table (circle is 64 units)\r
+db 0,12,24,36,48,59,70,80,89,98,105,112,117,121,124,126,127,126\r
+db 124,121,117,112,105,98,89,80,70,59,48,36,24,12,0,-12,-24,-36\r
+db -48,-59,-70,-80,-89,-98,-105,-112,-117,-121,-124,-126,-127\r
+db -126,-124,-121,-117,-112,-105,-98,-89,-80,-70,-59,-48,-36\r
+db -24,-12,0,3,6,9,12,15,18,21,24,27,30,33,36,39,42,45,48,51,54\r
+db 57,59,62,65,67,70\r
+\r
+;adlib player data\r
+a_inst_table LABEL BYTE\r
+ db 20h+0,20h+1,20h+2,20h+8,20h+9,20h+10,20h+16,20h+17,20h+18\r
+NTB equ 8192 ;+1024*1\r
+a_note_table LABEL WORD\r
+ dw NTB+363,NTB+385,NTB+408,NTB+432,NTB+458,NTB+485\r
+ dw NTB+514,NTB+544,NTB+577,NTB+611,NTB+647,NTB+868\r
+ ;note: a zero word is expected after this table (found in col0)\r
+ \r
+col0 db 0, 0, 0 ,0 ;background color\r
+col1 db 0,15,35 ,0 ;delay color 3\r
+col2 db 16,30,48 ,0 ;delay color 2\r
+col3 db 32,45,55 ,0 ;delay color 1\r
+col4 db 60,61,62 ;brightest color\r
+ ;1 . x . x . x . x . x . x . x . x\r
+ ;2 . . x x . . x x . . x x . . x x\r
+ ;4 . . . . x x x x . . . . x x x x\r
+ ;8 . . . . . . . . x x x x x x x x\r
+;palette indices for 4 palettes. Last number is bitplane to write\r
+;during the frame having this palette\r
+index1 db 04h,34h,24h,34h,14h,34h,24h,34h ,1 ;1248\r
+index2 db 03h,23h,13h,23h,44h,44h,44h,44h ,8 ;8124\r
+index3 db 02h,12h,44h,44h,33h,33h,44h,44h ,4 ;4812\r
+index4 db 01h,44h,33h,44h,22h,44h,33h,44h ,2 ;2481\r
+index dw OFFSET index1 ;offset to current index\r
+\r
+;################## Music - (tune by skaven/fc) ###################\r
+;generated with ST3->SIMPLEXADLIB, handoptimized by psi (283 bytes)\r
+music_channels equ 8\r
+music_speed equ 8\r
+music_instruments LABEL BYTE\r
+dw OFFSET ains6\r
+dw OFFSET ains2\r
+dw OFFSET ains4\r
+dw OFFSET ains3\r
+dw OFFSET ains3\r
+dw OFFSET ains1\r
+dw OFFSET ains1\r
+dw OFFSET ains4\r
+ains1 LABEL BYTE\r
+db 65,194,6,0,35,242,240,240,1,0,4\r
+ains2 LABEL BYTE\r
+db 145,64,135,128,243,111,35,3,1,1,2\r
+ains3 LABEL BYTE\r
+db 225,33,17,128,17,19,34,34,0,0,12\r
+ains4 LABEL BYTE\r
+db 97,33,27,0,98,132,86,85,0,0,14\r
+ains6 LABEL BYTE\r
+db 145,64,135,136,243,111,35,3,1,1,2\r
+music_patterns LABEL BYTE\r
+ach0 dw OFFSET ach0d,OFFSET ach0dr\r
+ach1 dw OFFSET ach1d,OFFSET ach1dr\r
+ach2 dw OFFSET ach2d,OFFSET ach2dr\r
+ach3 dw OFFSET ach3d,OFFSET ach3d\r
+ach4 dw OFFSET ach4d,OFFSET ach4d\r
+ach5 dw OFFSET ach5d,OFFSET ach5d\r
+ach6 dw OFFSET ach6d,OFFSET ach6d\r
+ach7 dw OFFSET ach7d,OFFSET ach7d\r
+ach0d LABEL BYTE\r
+db 081h\r
+ach0dr LABEL BYTE\r
+db 057h,050h,050h,055h,057h,050h,055h,057h\r
+db 050h,055h,057h,050h,055h,057h,050h,055h\r
+db 0\r
+ach1d LABEL BYTE\r
+db 081h\r
+ach1dr LABEL BYTE\r
+db 050h,055h,057h,050h,055h,057h,050h,055h\r
+db 057h,050h,055h,057h,050h,055h,057h,050h\r
+db 0\r
+ach2d LABEL BYTE\r
+db 0C0h,050h,084h\r
+db 030h,020h,030h,020h,02Ah,01Ah,02Ah,01Ah\r
+db 030h,020h,030h,020h,02Ah,01Ah,02Ah,01Ah\r
+ach2dr LABEL BYTE\r
+db 030h,020h,030h,020h,02Ah,01Ah,02Ah,01Ah\r
+db 025h,015h,025h,015h,028h,018h,02Ah,01Ah\r
+db 0\r
+ach3d LABEL BYTE\r
+db 0A0h,050h,040h,0C0h,040h,088h,040h,040h\r
+db 03Ah,042h,090h,045h,088h,040h,042h,040h\r
+db 047h,090h,04Ah,088h,045h,098h,040h\r
+db 0\r
+ach4d LABEL BYTE\r
+db 0A0h,050h,030h,0C0h,047h,088h,047h,043h\r
+db 042h,045h,047h,045h,048h,047h,047h,050h\r
+db 052h,084h,050h,04Ah,088h,050h,098h,045h\r
+db 0\r
+ach5d LABEL BYTE\r
+db 0C0h,020h,0A0h,010h,010h,090h,010h,02Ah\r
+db 025h,088h,028h,02Ah,090h,010h,02Ah,025h\r
+db 088h,028h,02Ah\r
+db 0\r
+ach6d LABEL BYTE\r
+db 0C0h,020h,0A0h,020h,020h,090h,020h,01Ah\r
+db 015h,088h,018h,01Ah,090h,020h,01Ah,015h\r
+db 088h,018h,01Ah\r
+db 0\r
+ach7d LABEL BYTE\r
+db 0C0h,00Ch,0FEh,050h,090h,00Ch,081h,04Ah\r
+db 050h,084h,052h,055h,086h,04Ah,081h,050h\r
+db 04Ah,086h,050h,082h,055h,098h,045h\r
+db 0\r
+;#########################################################\r
+\r
+SCROLLSPEED equ 90\r
+SCROLLDELAYSHL equ 9\r
+LETTERDOTSPACING equ 128\r
+\r
+db 0fch\r
+\r
+text0 LABEL BYTE ;scrolltext (numbers are delays)\r
+ db 31,25,'CALL STARPORT',9,'FUTURE CREW WORLD HQ',9,'CDN',9,'GRAVIS EURO',9,'AND MORE',0\r
+\r
+endtext LABEL BYTE ;endansi... well... endansiline (numbers are colors)\r
+ db 15\r
+ db 'StarPort'\r
+ db 3,' ÄÄ ',11\r
+ db 'V32bis +358-0-8044626'\r
+ db ' +358-0-8041133'\r
+ db 3,' ÄÄ ',15\r
+ db 'FC-WHQ'\r
+ db 31\r
+endtext1 LABEL BYTE\r
+\r
+db 0fch\r
+\r
+;ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Uninitialized (zero) data ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ\r
+\r
+zerobeg LABEL WORD ;start zero clear from here\r
+\r
+rows dw 320 dup(0) ;offsets to screen rows\r
+cols dw 320 dup(0) ;offsets to screen cols\r
+colb db 320 dup(0,0) ;bitmasks for screen cols\r
+colbv dw 320 dup(0) ;wide -"-\r
+colbw dw 320 dup(0) ;wider -"-\r
+colbww dw 320 dup(0) ;very wide -"-\r
+\r
+ALIGN 4\r
+ db 44*8 dup(0) ;negative overflow for videobuffer\r
+vbuf LABEL BYTE\r
+ db 44*200 dup(0) ;video buffer\r
+ db 44*8 dup(0) ;positive overflow for videobuffer\r
+\r
+ALIGN 4\r
+font LABEL BYTE\r
+ db 8 dup(320 dup(0)) ;font buffer\r
+\r
+\r
+DOTNUM1 equ 256 ;number of dots used for text\r
+DOTNUM equ 444 ;total number of dots\r
+ALIGN 4\r
+dots LABEL WORD\r
+ dw DOTNUM dup(0,0,0,0) ;x,y,z,routine data for each dot\r
+ \r
+;2x2 rotation matrices\r
+r00 dw 0\r
+r10 dw 0\r
+r01 dw 0\r
+r11 dw 0\r
+p00 dw 0\r
+p10 dw 0\r
+p01 dw 0\r
+p11 dw 0\r
+\r
+;zero initialized 3d rotation stuff\r
+zadder dw 0\r
+wave1 dw 0\r
+udwave dw 0\r
+wwave dw 0\r
+sinus1 dw 0\r
+sinus2 dw 0\r
+\r
+;adlib data\r
+a_musiccnt dw 0\r
+a_chdelaycnt db 9 dup(0)\r
+a_chdelay db 9 dup(0)\r
+ALIGN 2\r
+\r
+;misc\r
+nextdot dw 0\r
+scrollsubber dw 0\r
+framecounter dw 0\r
+oldint8 dd 0\r
+seed dd 0\r
+\r
+padder db 16 dup(0)\r
+zeroend LABEL WORD ;end zero clear here\r
+\r
+code ENDS\r
+ END start\r