Inferno #06
03 декабря 2004

Gamedev - the assembly of the game Wolfenstein 2004. Part 2.

<b>Gamedev</b> - the assembly of the game Wolfenstein 2004. Part 2.
Wolfenstein 2004 after IG # 5
23v
Pokazyvalka IMG: compromise between GIGASCREEN and "sloughing"
(Idea, probably, (c) Baze). Another Level 1 - COMPANY. How do
that monsters do not run away from their seats?
1vi
Another Level 1 (SPIRAL). It should be in the editor hotkeys 1-0
ss1-0, erasing the same things as you paint ...
13vi
Level REACTOR. Tremens 1-4 to scroll through things ([WED] 
tst11). All [do] have John'a.

21vi
Why does not the network WOLF? Error in obmen3 [module
exchange procedures]?? Must avtoopr. MASTER / SLAVE, and
regardless of the beginning. state AY.
23vi
Does not work MIGAME4 (5), more precisely, is unstable. 
Definition MASTER / SLAVE did.

24vi
When you disconnect [from the LAN cable] GND effect is the 
same! Cut wire udvinul lower. PC - works without interference! 
(Although it must find out what would happen if the monitor 
will begin to shoot). But burned Cache :(((( (neck [Authorit] 
time PSU [power supply] for some reason gave 6.5V). Made 
avtoopr. MASTER / SLAVE in the WOLF. Kernal call Exchanges:

OBMini JP ...
OBMgo JP ...
OBMend ...
13vii
Drew level in droves. It's 9 levels, designed the 11 th
account (1 no). How to make the neck [which matured] Monsters
go when they do not see the player? (Or should not?)
14vii
How to reduce 8col: arrow without a mask, to delve into 
CONV6912; partially into the page. It must be remembered pos. 
cursor in the file menu. Leave to help 8col, that <+> - a way 
of gluing pictures. In exchanging [in a networked WOLF] button 
"R" [(artificial interrupt sharing) should be triggered] but 
only after a heap of cycles. Can be a player to make ON-INT 
interrupt finding check box, and the transition will happen 
after the loop. You can just patch JP loop. The sound will be 
better than the OFF-INT, if the OFF-INT does not contain SP 
too! But in the CHIP player'e yuzaetsya SP ... [You can 
allocate a buffer for negative SP and store the samples 
backwards] [Number on the left of the table made later, they 
mean the color of earth and  set number of graphics]


   E7, 0 LEVA: GO, MAXIE, GO!!!

    - LEVO: ENTERING THE CASTLE

    - LEVG: / INTRODUCING LORD SHIRU / FOOTBALL FIELD

    - LEVB: THE COMPANY

    - LEVC: SPIRAL

    - LEVD: REACTOR

   - LEVE: CROSSES - need to somehow ... DIE REICHSCHAETZE
 [Treasure Reich]

    - LEVF: DER WUERFEL [cell]

   - LEVH: DER KATER [a cat, not a boat:) see map level]
 DB-12, 2 LEVI: CLOSED VILLAGE |

  E7, a LEVJ: DIE KANALISATION-related.
([Painted walls:] 1,2,5 - kinds of pipes, 6 - Stairs, 7 - 
deadlock  9 - a special tunnel)


  E7, 0 LEVK: GET OUT!
DB-12, 3 LEVL: DAS GEHOELZ [Forest] - had to increase the buffer
 monsters by 256 bytes (= # 500)

   E7, 0 LEVM: A CROSSROAD

    - LEVN: SECRET TUNNEL

   E7, 4 LEVP: ALLES KAPUTT

   - LEVQ: Mota!
Do I need a loading WOLFed of RAR? Necessary after assembly all
redistribute the source code for the function and severely
to comment out the following improvements. Called Shurik. Draw
the remaining levels. Fixed bug [in WOLFed] stack at
interrupt entry-level name. It is necessary to trace. times have
opportunity to set the map corpses, monsters def.
energy weapon with def. number of rounds would be nice to 
Extended Features-st at least for a few items to set the exact 
X, Y. 

                            [P.8]
Y for the monster is usually on the lips. bit7, if not, the 
monster is dead. 15vii

Came to Shurik.
16vii
Wrote in Shurik Intelligence, glitches naplodil ... to night. 
Monster I saw - the timer is stored, if it is not in timer -

if the monster is in phase 0, and if the timer <> 0 then move - 
if timer ticks was 40 and in phase 0, phase 9, and a new time -

if the phase is 9, then move all the time? and if expired 20 
ticks, then shot and go: Phase = 0, timer = 0. Finds that hit, 
if seen a player when aiming (and the player could escape) 
FIXED. [Monster object described by 8 bytes:]

x X y Y (in the chart, ie,> = # A0) fase ID (multiples of 3) 
ener (<= 255) time (State Globe [exponentially] Decrem 
[orientable] timer on some  time of origin, or 0.) supported 
Claudia SCORP. 

   /------/
 / | Address = koord1
/ |----/
| | Koord1
| /
| <E = koord1 128
/
Hitler - Dep. character or based on some sort?
17vii
Shiru promised to flick OUTRO, gave pictures of Hitler. 
Promised to schedule for levels: forest and sewerage, and a 
couple of posters [textures for premises] CURTIME should not 
flow through 1 / 50! and for games. Cycles! 19vii

Did s / n MOVEU - movement not only vertoram Table.
DOOM +256 (dx, dy + -11 [not 11 bits, namely, + -11]). Made
variable kr6 - record size of the circles. INVISIBILITY (with
16-bit time, in exc. from QD and 666) now have. Until
CACODEMON'a shot of the player, rather than from CACO:) time 
has been increased reaction monsters. Items and monsters are 
now fat (under whatever sauce to the setting? EASY / HARD?). 
trehbaytnye shots. 20vii

Error in INI: was KRUGOW + _1_. Added to the Table. state 
CURTIM. FIXED: all the monsters were killed with 1 shot. In INI 
random Level:)

SCALTAB = # 6E00: 2 * 32 * 4 = d, x, ID, pg
SCRWD = (16-BRIM {= 4}) * 2 = 24
Mid = (16-BRIM) * 8 {= SCRWD * 4} + SCALTAB = # 6E60
|----------------|----------------|
| |---------|---------| |
| | | | |
<-Brim-> =======> | |
| | | | |
| | | | |
| |---------|---------| |
<------ 16 ------> |
 |----------------|----------------|

        | <- SCRWD * 8 bytes -> |

       ^ SCALTAB
Fixed a display of community (after the increase I SCALTAB with 
3b/stolb to 4b/stolb they were incorrectly ordered by Z). 
Again, do not CROSS worked in the cache. Allocated is displayed 
in a separate Source. Monster sees now is not to + -6, and at + 
-4 [otherwise it can be to shoot from a distance, but he would 
not resist]. CURTIM now in the game cycles, rather than 1 / 50. 
Fixed boundary texture RL. At zero Dist. before the monster 
could get stuck FIXED. T10ANG [Table of current directions of 
movement for monsters in the square visibility] moved to the 
shipping for predictability. Unarmed run over (with ver-Stu 
50%) of the player. Machine gun at the LORD SHIRU work. Fixed 
power shots at me and enemies. Works Table delays in front of 
the attack and before the shot at monster. [There were 10 
Mouzon. In parentheses after the above, in which levels they 
were] MUZJ - Doom (B)

MUZA - Zhara (H)
MUZB - Troopz3D (A)
MUZC - Optimize (O)
MUZD - Eversmok (# 273d) - ClosedVill (I), AllesKaputt (P)
MUZE - ElemMod (L) -
MUZF - AcidChik (J) envelope of A
MUZG - Nali (C) (# 2f39) - /
MUZH - Rain (D)
MUZI - Life (K)
epil. - Metallica
intro - alone
select comp - alone
(Guardian (G) Tears_of (F) KoRRo3uR (E) H2SO4 (M) Etuurnal (Q)
Alone's var (N))
In DIE KANALISATION slipped glyuchok: at me as if hit
through the wall. But only once was.
21vii
Conversion (DBS) in a vertical format - indeed, win.
Familiarity (left to right, top to bottom, 1 st, 2 nd - after 
all this attribute 768 768)

Fixed AYPLAY (4) - can select a channel A / B for a shot (for
cry now defaults to C, not B, ie vice versa).

                            [P.9]
Hitler does not go (determined by Xia N level). Otkonvertil all
schedule, to weed out worthless. Balls of different colors and 
energy (8 bytes on the ball). Shot of the RL - the big brake: 
(. If you remove the bust ball-monster, the brakes do not. The 
strength of the ball 2 times larger than it was. QD affects the 
energy of a ball player. 22vii

Wrote "Do not think of seconds down on the 5 patterns for the 
intro (on M. Tariverdiyeva, I think). Accelerated collision 
detection of the ball-monster no longer inhibits. Made 3 
Initialization: to start _igry_ (Lev1, total counters are all 
0), to run _zhizni_ (cartridges, weapons, etc.) and to start 
the level. After winning the boot seq. level (as long as no 
pictures). 60 bytes free: ( Shiru sent textures sewer + fence.

23vii
_Nado Podschet_ SAVES (increment to SAVE) and LOADS of lines
passage (the increment after FLOADOK) [n / n, caused by
confirmation number Enter'om shipment LOAD. Ship
shipping, map and data-level] (25vii) make the boot IMG
between levels skonvertil schedule for INTRO (all climbs in
48k). Out of memory, had to return to the homepage T10ANG
(It was in shipping).
24vii
Collected WOLFINTRO (works on 48k). Hitler DRUM'BASS part
:) - Written under mulem.
Shiru, in addition to yesterday sent the texture of the forest 
+ stones. _Nado Vyvod_ stats after level (OK 25vii). IV, QD and 
star saved and a new level. We should not be considered ONLY 
FIRE KEY PRESSED excuse to paint the screen in interscan = 1.

25vii
Fixed music in the intro and just changed the delay. Made the 
calculation SAVES / LOADS. At the end of level stats, KILLED / 
GOLD / TIME. Kakodemon explode on their own balls.

Gaming cycles are as follows: 1,2,1,2,2, and are as follows: 
0,1,1,1,1. For motion of a player, I doubled the speed [of the 
table. DOOM +256]. Now kakodemon should get more (and the balls 
of his will slower).

When you start the level is cleared T10ANG regardless of where 
it stored (_no_ # XX00) Sometimes the monsters come in Downey 
and not shoot, while you will not leave / come. For some 
reason, the balls are not kakodemona explode on a player 
(before exploding? not like before test was not). My balls do 
not explode on me, did check.

Why is the time of death on the screen can be porridge? POP AF: 
OUTME not at the end of IMER. FIXED.

With a gun you can go against the gun - it's bad.
Wrong number of monsters [shown at the end of the level of]: a
Editor does not reset to zero (by the way, wonder why? there 
LDIR) Monster hears at + -2, and not to + -1. It is necessary 
to limit the time 2:00:00 (Observe (add) right on the fly). 
[Painted] GFX1.S. [Shows drawings and GFX0.S GFX1.S] Inserted 
schedule sanitation [GFX1.S] and table graphics (17 bytes) [any 
level - with some graphics] Time Limit 2:00:00 "Stirlitz did 
not have time ..." 26vii

Put the rest of the schedule (total 5 GFX *. S) [shows picture
"Forest" graphics]. Christmas tree fun merge in the forest:) In 
table schedules had to add color to the floor (0 / 3) [that is 
encoded as # C9 / # E7 according to the placement of tables 
chunks]. 

                            [P.10]
28vii
CACO and SHIRU ready to attack after being hit by them [the 
protection of murder of a gun]. In the shipment did not save 
the contents of the cell door - FIXED. If you SAVE a glitch on 
the screen (IY) - FIXED. Glasses are not taken at full power 
FIXED like. Dimensions sprite fixes. Must Globe. Variables:

1. Type X-Color'a
2. Interscan mode
3. Correct Y / N interscan
4. Game speed
5. Video size
6. Memory available for demorec (to 128k - a buffer PGMUZ
# 1000 upload to disc) (1.load level; 2. "Insert demo disk
empty "; 3.record demo; 4.kakaya a button = stop demo.) (Demo
save as a file, even _nepustoy_ drive? or. TRD? Instead of
DEMOLENGTH possible frame-end. Writable Sequential Stay
levels?)
7. Difficulty
8. Hard mouse OFF
9. Hard cache OFF
{10.} Have a driver over. memory log. pages? or rather
OUTME
11. Digital device
12. Troops OFF? just skip the [dead]. Keep [the corpses]
always.
13. Handmove Y / N
[14.] Headmove Y / N
31vii
Does not show protection after falling star?? / Like it should
work! / FIXED checked by TYPARMR, and then 0 for GREEN.
Verified by NARMOR!
LEVB pass Pts. difficult without 666/IV not do? Added
Megahealth, although the Red armor + Rifle missing.
FIXED keydoors
Did not take the weapon (or rather, not see what was taking), 
if the total stock of rounds FIXED. Removed 2-3 trees in LEVL.

1viii
[Heading level:]
level *
gfxnr *
muznr *
pol *
potolok
color *
levname 23 [bytes]
0
monstrs
prizes DW
EXITx
EXITy
yx DW
YX DW
angle DW *
* Raised his right in the levels. In WOLFed only visible level, 
gfxnr, muznr and angle (you can turn the book. "5"). Several 
global settings # 5D3B. At 75fps in Unreal [Speccy] img seen in 
the frame shot:) And CITdemo - impassable. There is no way out 
and no Bonus ...

Working color. Envelopes cartoon with Shiru.
2viii
Envelopes with cartoon Alone.
3viii
At KSA-7G corrected: color is switched on only after the change 
of color (GET, HARM ...); made different complexity = power 
shots (except RL). Improved compression cartoons (reduced 
accuracy at the periphery + RLE attributes), both cartoons fit 
in memory and still a lot of places. Pictures Moran'a - it's 
not a cartoon, and 2 photos: ( 1. Packing the columns, not rows.

2. Instead of conventional codes of pairs of bytes 0 .. 245, in 
Dimon128. 3. 246 .. 252 - default familiarity (7 pc). 253 .. 
255 =? Reducing the maximum threshold (?) = 4.

4. Bitstream not put in the attributes skips + $ BB (to 68)
5. Rather than repeat the attribute attribute is placed, reps + 
$ 77 (to 68) 6. At the periphery reduces the frequency of 
updates. 

                            [P.11]
4viii
Video player works. Compression (Huffman, LZ) unavailable. But
for 3 frame has time.
5viii
Texts for Help and Authors. WON and TRUP tested to interrupt.
When winning LEVQ level is not incremented, it is proposed
save.
[Alleged frame demos and exchange:]
x
y
X + 7 IV, 6 QD, 5666 (X = 0 .. # 1f + bits)
Y + 7 shot, 6 shot, 5 attacks (Y = / # a0 .. # bf / 0 .. # 1f + 
bits) my angle

<my HIT DEFECT (> 255 => 255) than RL> Why?
HITS to enemy (to 255) than RL
Nr take object (delyet per unit, 0 = no)
Nr + volume (4 +4) new sound

 CURMON (N / ADRs. Monster at gunpoint), Mid - the distance to 
it} 

                                               preferably 1 byte
CRC8, if not matched - we take the old data.
Partially realized, but the shot needed after the exchange.
[Sub] IM1, IM2, cacheon, cacheoff, KX0, NOKEY, WAITKEY
[Now] in UNILD.
6viii
watersun - menu
topo + + - text or outro, or menu
abcyss - text? outro? Gently, but the transition from entry to
topic
modern - text (help)
8viii
abcyss not fit. Instead tatatara (authors). All notes with
glitches [sample offset'y more length samples] rectified.
9viii
Put in the DIGI-listalku colors and sprites. The order of 
output lines almost incidental.

10viii
Fixed text HELP, new pictures. Wrote. Diz to ascii
Nikphe.
11viii
Published 8 stickers, signs. On a black background makes the HP 
LJ 1200 random white dots. In WOLF now all calls OUTME account

A damage and flags (for future SCORP / PROFI memory support).
Speeded up the main menu. Zadizaynil OPTIONS. Slightly reduced
topo + +. CHI. Now music ON / OFF = M, and precision = R (was T 
and I). 12viii

Painted a congratulatory text. Listalka when drawing pages
For some reason greatly distorts the music. topo ++<-> 
watersun? SETUP displayed according to the settings. Music 
itself is included (maybe too setting? A mouse over <K>?)

13viii
complex is removed from the setup to the shipment. fatmons 
left. complex at start the game, taken from 23,670 = 0 .. 2 
(easy, norm, hard). Editing the SETUP. Where to save?

14viii
Divided Eversmoke. We ought to cancel it when you change the 
FPS counter regime. Fixed the width of the attacking dog. 
FINALCUT loaded from WOLFDATA.C to URL. # 6000. OUTME SETUP and 
now is not BASIC, but # 5B00. UNILD make room ... Must maintain 
a file. Download through the buffer (1 st time - through 
BASIC). Run the BASIC menu, setup there (without Save-me?). For 
some reason, [when they run out system variable is read] 
incorrect START LINE, although copied from ACE. PAGELD = # 11. 
The game itself unloaded in 2 files: WOLFMAIN.C and WOLFGFX.C. 
WOLFDATA.C = finalcut, else he preload. WOLFMENU.C = menu, 
reloaded from SETUP, if replaced SOUNDDEVICE. Now 15 stickers.


                            [P.12]
15viii
Counter hits. SETUP in the file WOLFSET.C: POOR. A copy of the 
file may be in the game (1 sector only). Although it is more 
convenient to download from BASIC.

tatatara = # 1E00 + ... (FILE1 + FILE2)
topo + + = # 3000 + ... (FILE3 + FILE4)
watersun = # 1E00 + ... (FILE5 + FILE6)
modern = # 2200 + ... (FILE7 + FILE8)
{Abcyss = # 3C00 + # B500}
Now all we need, will ship everything you need. BASIC loader
work. Continue your digital music in SETUP difficult (try,
did not liked it), we will not. Collected all 17 tracks.
16viii
WOLFDATA # 6000 max # E000? and DATA1 ...? DATA9 # 7300 
(overwrites starting with # 6F00. GAMEDATA = # 6E00) For some 
reason it works LOAD unstable - it UNILD in IM1 incorrectly 
identifies the cache with yesterday. FIXED. At Last. the level 
of "transparent" wall slightly above the horizon line (you can 
leave). Not at all Victorious Georgia WOLFDATA (FIXED CP "Q"). 
And the right-hand column in quadscan drawn from the left 
texture - reluctant to inflate program. Is only noticeable on 
transparent walls. FIXED. Protection departure from the current 
tex [ture]. Need / csE / 1 +3 +5 (did E, hold, then the CS or 
any extreme. But only in the splash image!), All set for DEMOS

(STORE, RESTORE); Loading FINALCUT after pictures! At the end of
level is NOKEY, and after the interruption FSAVE = IM 2. 
Corrected for IM 1. Collected all the first time. Had to 
re-paint the w3dgold [img finalcut'om before. For the first 
time and skonverchennaya erased disappeared somewhere], washed 
background ura33 [picture with rejoicing player. Background was 
in outer spirit]. Not everything works from the archive. MENU 
does not want to run BASIC. Inhibits the archive scary! Help 
Georgia 12 seconds. - There is 55k (4.5k / s), the menu - 9 - 
where 53k (6k / s). Double trbufsz [buffer for reading before 
unpacking. Was 4-sector]? Made [was 9 sectors]. 17viii

SAVE IN should be used not UNILDBUF [table found on disk
and archive files], and trbuf (= min.9 sectors (now 4).
ICOADR = # DD00 (max = # DE00 on outro)), can then be shipped to
et al disc. But then he will not see shipments created,
only overwritten. Check theEnd [check the end of the cycle
unpack rar-block] should be Z, otherwise decompress
files are very close to the end of memory (. S). And why does 
not unpack WSF? What if swapping depaker with # 5B00-# 5CXX? 
DI, naturally, at podgruzki {and constructed. Trees?} - swap 
back. Or without podgruzok, with a shift, if possible (forward 
before the specified MAX length).

In CRCAT be more complicated condition end of archive. Must not
account files, except. r,. C,. E,. S,. _ (shipping is also done
. C?),. I, and some 30 outside + 82 = already inside the 112 
(MAX = 127). OK Write about it. Diz (CR + LF!), And about "the 
only store in native disk ". OK

6850 rows in the main compilation (UNILD = 850)
3100 MENU
600 INTRO
1300 OUTRO without UNILD
2600 listalka with / Digital (3 pieces is counted as one)
800 FIRSTRUN /
? trivia
------- 15250 rows + trivia
55k unpack. ~ 30k pack. = 30 podgruzok to 1k, at each lose
1 / 10 sec. In total, 3. At 9 sect win ~ 2 with ~ 20%. At least
1.5 or 2 seconds is justified - it is read from disk. Remains 
5.8 sec. even at 2-fold speed-up win will be no more than 3

~ 30%. And for separate reading and unpacking to 3 times
disperse the disc instead of 1 times - will be a loss of 0.5-1. 
Not working it is the last level (Q) - visy boot.

DAS GEHO: LZ (L), too. GET OUT (K). Bungle music: J, K, L, M, 
N, O, P, Q. UNRAR curve removes? Moved between sectors of Old 
... Player not a "rose from his chair" [to him, he is a 
pass:)]. OK To print PLEASE WAIT before FINALCUT. OK. Diz. OK

After the SAVE drive not rescans (When creating. A new file it
placed at the end of the table). Put out WOLFMENU, WOLFSYS,
WOLFGFX - for speed. HELP too?

                            [P.13]
FIRSTRUN: music howls during NOKEY. FIXED
Shipping finalkuta not loaded (level 1 more than necessary)
FIXED
In the SAVE cancel = CAPS, but must SPACE. No place: Beta 
build. Gave John'u with Basil'om (+ collected their signatures) 
and sent Shiru [later turned out that did not make it]. Clean

KMT discs.
18viii
! Too many rounds for machine guns everywhere. Do they BASIL'a
only 1 time ended.
! It should be [the abolition of SAVE =] Space. OK
! Need to write [in Authors] not only Hrust by Hrumer, but still
LC4.0. OK
! Replace the track in the intro
! To SECRET TUNNEL was traversed without weapons?
! Protection from BREAK. OK
! Menu and listalki with CS - must be loaded without DIGITAL! OK
! It should be less than the limit of ammunition for 
PERFORATOR'a (not 250, and 100) OK (in 2 places)

Need [to the party] to show all items, all kinds of weapons - 
J? (E? but invis .- SAVE5), Mouzon ElemMod (L - SAVE3), Optim. 
(O - SAVE4? - A demo), Nali (C - SAVE2 - invis.), ABOUT,

SAVE9 = CLOSED VILL. Almost finished tying for demos, but only
_pochti_. Double take the subject - no rulez ... But for 2 
players need more 'passive' take ...

How to reduce the number of files in the archive? If the 10 
most downtrodden WSF unpack, lose <30k. (WSFA, WSFE, WSFN, 
WSFP, WSFR packaged.) If the 1917 cards, <26k. If Mouzon, then 
75k (now You can Hrust) - 262s against 57,755 bytes (rar), 58395

B (zxrar) = 229s (loss = 33s).
In LEVB not start resp. end LEVA. FIXED
In LEVQ corridor at the end should be longer. FIXED
Commander reacts too slowly - he was killed with a gun.
Slightly accelerated reactime: 10 / 5 instead of 65 / 5. RL 
does not harm the? FIXED (shifted address of the monster)

? When booting sometimes appears simultaneously. SHOTGUN and 
RIFLE. But this impossible! PRSPR invoked only in 1 spot. At 
boot. the level of shoots, using the old kbuf? In the 
beginning. level or at LOAD - FIXED. The point ARMVIEN [current 
address in the table motion weapons]. Now there when LOAD put 
TARMV1E (0, -1) and more is the previous sound. FIXED ([new n / 
n] NOSOUNDS [in AYPLAY *. H]) At the end of the level necessary 
to clear the screen. OK At all levels are calculated 
incorrectly treasures (FIXED WEDtst15) 19viii

KoRRo3uR - heats up (bug in PT369 loading CF ... C0 ->
CF ... F0. Pochemk my Mouzon not it? I have not shipped in
PT369? Because there was no extra patterns? Must sm.RAIN! See 
all unloaded in GCEAMUZ [. TRD]: Another EVERSMOK? - Pat 6. 
Error and was. DOOM? OK. Guardian? OK? Etuurnal? OK. Alone's 
var? OK. H2SO4? To everyone. sl. [Recompiled] # 3237. Nearly 
wiped GCEAMUZ.TRD. Tears_of? like, OK. All FIXED) and down (Pat.

# 1B, 1C, 1E, 1F, p. 2,62; Pat 1D, p. 2 = C-8 (+12). Must Orn.
MUZE.)
In id.diz 'e was (c) - were killed.
Today EASY: (120%) TIME = 00:53:49, KILL 169 MONS, 1171 shots,
60.2% direct, 14.4% mortal, $ 12,150, 11 loads, 4 saves. 
Recorded 15 + 1 (3.5) + 1 (John) copies. Overwrite music 
(randomly commented out oMAIN [LD A, PGMAIN: CALL OUTME], 
together with exchanges [That are removed, because not finish]).


                            [P.14]
25viii
Began to pick up this notebook with comments
26viii
FIXED: "July" instead of "June" is heard the sound of weapons 
to-eye you killed; delay to leave. Keys to the IMG; seen 0% heal

after death.
30viii
SCMONS0 monitor counters monsters _vne_ interruption -
this is incompatible with the demos! Get up to page 5.
1ix
Get up to page 14 (the end).




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Events - Serpukhov Festival ParaDiGMus party 2003. As it was.

Events - Serpukhov Festival ParaDiGMus party 2003. Afterparty.

Gameland - the passing game The Price of Magik by Level 9.

Iron - Description of a block of memory from the printer Robotron CM 6329.01 M. Part 1.

Iron - Description of a block of memory from the printer Robotron CM 6329.01 M. Part 2.

Advertising - advertising and announcements.

DIY - advice on repair hours, Dream Cast and joystick.

Interview - An Interview with Shaitan / Stars of Keladan: Interred Inferno.

Gameland - the passing game from the Level 9 Snowball.

Iron - Video GoldStar RN800AW Art vision. The history of repair.

Iron - Video GoldStar RN800AW Art vision. Tips on disassembly and repair.

Interview - an interview with musician Visual ^ Extreme (Sergei Agapov).

Gamedev - the assembly of the game Wolfenstein 2004. Part 1.

Gamedev - the assembly of the game Wolfenstein 2004. Part 2.

For Coderz - How to get the sound device more bits.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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В этот день...   21 November