Info Guide #11

Diskmag (electronic magazine)

05 July 2015 Download

  • Info Guide #11
  • Info Guide #11
  • Info Guide #11
  • Info Guide #11
  • Info Guide #11
  • Info Guide #11

This issue covers журнал состоит из разделов, а разделы из статей, предисловие: Прошло 8 лет с момента выхода прошлого номера Info Guide. Что изменилось на Спектруме за это время?, Spectrum в глубинке: в городе, население которого не превышает 15 тысяч человек, появление компьютера было сравнимо с изготовлением атомной бомбы в гараже, Forever 2015: отчет с демопати для всех 8-битных компьютеров, DiHalt 2015: отзывы от Lilka и Louisa, Как это было в Бразилии: история развития Спектрума в Бразилии от Paulo Silva, Беседа с Tiboh/Debris - программистом из Красноярска, долгие годы занимавшимся обработкой архивов спектрумовских программ, интервью с Raver/Phantasy взятое на irc.forestnet.org, Этюды: Вызов функции по номеру, Поиск текста по номеру, Определение наличия музыкального сопроцессора, Установка пикселя на ATM Turbo 2, Библиотеки процедур в ALASM, Короткий генератор случайных чисел, Ускорение LD:PUSH, and точка зрения: проекция пространства на экран из одной точки.

Issue contents:

  1. About the shell - the magazine consists of sections, and sections of articles.
  2. From the authors - preface: 8 years have passed since the release of the last issue of Info Guide. What has changed on the Spectrum during this time?
  3. Community - Spectrum in the outback: in a city whose population does not exceed 15 thousand people, the appearance of a computer was comparable to making an atomic bomb in a garage.
  4. Community - Forever 2015: report from the demo party for all 8-bit computers.
  5. Community - DiHalt 2015: reviews from Lilka and Louisa.
  6. Community - How it was in Brazil: the history of the development of Spectrum in Brazil from Paulo Silva.
  7. Community - A conversation with Tiboh/Debris, a programmer from Krasnoyarsk who has been processing archives of Spectrum programs for many years.
  8. Community - interview with Raver/Phantasy taken on irc.forestnet.org
  9. Code - Etudes: Calling a function by number, Searching for text by number, Determining the presence of a music coprocessor, Installing a pixel on ATM Turbo 2, Libraries of procedures in ALASM, Short random number generator, Accelerating LD:PUSH.
  10. Code - point of view: projection of space onto the screen from one point.
  11. Code - chunk effect: Magnets stretching
  12. Code - About the flickering border: using flickering to increase the resolution on the border.
  13. Code - Scripting in demo: synchronizing effects to music and more.
  14. Graphics - directing in demo: palette of visual media in Demomaking.
  15. Graphics - Mini-survey of artists: Dimidrol, Einar Saukas, Sand, Rion, riskej.
  16. Graphics - interview with artist RayNoa/MAYhEM.
  17. Music - Music synchronization: nq talks about creating tracks for a timeline.
  18. Music - A conversation with MmcM/Sage group, a famous AY musician, about his famous technique.
  19. Music - Conversation with Manwe/SandS - a famous composer, one of the oldest demosceners in Russia.
  20. Music - One-bit music: why does the ZX Spectrum beeper continue to inspire admiration?
  21. Music - Turbosound horizons: Cj Splinter shares his experience of working with TurboSound.
  22. Music - Again about Pro Tracker 3.x players
  23. Music - Music engine Muse 128b.
  24. Systems - How to tame IAR C Compiler.
  25. Systems - Oberon for ZX Spectrum: Subtleties when developing on Oberon in the ZXDev environment (part 1).
  26. Systems - Oberon and assembler: Interfacing with assembler (part 2).
  27. Systems - ZX-Basic Compiler: extensible cross-compiler.
  28. Systems - Programs with HDD support, or "Linux" for Spectrum with a screw (or SD card).
  29. Systems - iS-DOS/TASiS: about the basic principles of programming for the iS-DOS/TASiS OS (part 1).
  30. Systems - iS-DOS/TASiS: how to write games for iS-DOS/TASiS (part 2).
  31. Systems - iS-DOS/TASiS: Working with the palette and switching graphics modes in TASiS (part 3).
  32. Scrap Metal - about the structure of the 6912 screen from a hardware point of view.
  33. Scrap Metal - Palette for the ZX Spectrum in various graphic modes.
  34. Scrap Metal - Emulation of the 1818VG93 drive controller.
  35. Wild Mind - Code generation and optimization in the compiler (part 1)
  36. Wild Mind - Code generation and optimization in the compiler (part 2).
  37. Wild Mind - catching bugs: the most common mistakes when developing in Z80 assembler (part 1).
  38. Wild Mind - catching bugs: the most common errors when developing in Z80 assembler (part 2).
  39. Wild Mind - video compression algorithm - 16 colors per pixel.
  40. Toys - Game development using the Evo SDK (part 1).
  41. Toys - Game development using the Evo SDK (part 2).
  42. Toys are the secret to the success of the game Jet Set Willy released in 1984.
  43. Toys - Metal Man Reloaded: History of creation from Oleg Origin.
  44. Toys - The structure of the game script engine using the example of the L7 script engine.
  45. Soapbox - Secret buttons in games: Project ROBO, Ninjajar!, Uwol, Quest for Money, Zooming Secretary, Game About Squares.
  46. Soap Dish - letters: Kq, elfh, mig'95, wbr^NOT-Soft.
  47. Soapbox - errata: Working on bugs.
  48. Soapbox - about the authors of the magazine.

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