Info Guide #11

Diskmag (electronic magazine)

05 Jul 2015 Download

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

This issue reflects on an eight-year hiatus in the publication's history, covering the evolution of both global and local demoscenes, Forever and DiHalt festivals, and the background of retrocomputing in Brazil and Russian provinces. The technical section offers deep dives into Z80 assembly optimization, 3D projections, demo effects, setup for Oberon, IAR C, and ZX-Basic compilers, as well as programming for iS-DOS/TASiS. The graphics and music columns explore tracker sound, 1-bit beeper engines, palette application, and workflow in popular graphics editors through interviews with key scene artists and musicians. Game development coverage highlights scripting engine design, the post-mortem of Metal Man Reloaded, and cheat code listings for classic titles.

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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