This extensive technical issue focuses on deep ZX Spectrum development, Z80 code optimization, data compression algorithms, and beeper sound engine programming. A major part of the issue is dedicated to 3D technologies, ranging from the history of 3D demoscene to practical implementations of 50 FPS 3D scrollers, sector-based engines, and perspective correction. It features detailed article series on the history of CP/M, the Betadisk interface, the ATM-turbo 3 hardware, and the creation of the NedoLang procedural language. The historical section explores the rise of the ZX scene in Ryazan during the 1980s and 90s, while the gaming section provides insights into major 2017 releases, developer interviews, and Evo SDK techniques.
Issue contents:
- Help - about the shell: there have been some changes in the buttons.
- Preface - from the authors: The past two years have been very eventful.
- Community - ZX Spectrum: As it was in Ryazan (1980s).
- Community - ZX Spectrum: As it was in Ryazan (1991-1993).
- Community - ZX Spectrum: As it was in Ryazan (1993-1995).
- Community - ZX Spectrum: As it was in Ryazan (1995-1997).
- Community - the stagers are joking.
- Code - studies: calling procedures using a list of addresses.
- Code - 3D demos on the ZX Spectrum: the history of the development of 3D engines.
- Code - 3D engine: optimization based on the prototype of the 3D Construction Kit.
- Code - 3D engine: fragments.
- Code - Sector-by-sector engine for a 3D shooter from Destr.
- Code - 3D scrolling on the ZX Spectrum (part 1).
- Code - 3D scrolling on the ZX Spectrum: implementation (part 2).
- Graphics - graphic editors: Old software from Alone Coder.
- Graphics - palette: Palette effects in games.
- Music - beeper engines: Binary modulation (part 1).
- Music - beeper engines: Binary modulation (part 1).
- Systems - history of the CP/M operating system for the Spectrum (part 1).
- Systems - history of the CP/M operating system for Spectrum: limitations (part 2).
- Systems - NedoLang: Beginning - the simplest procedural language (part 1).
- Systems - NedoLang: The path to self-compilation (part 2).
- Systems - NedoLang: The curse of the C language (part 3).
- Systems - NedoLang: There was not enough memory for self-compilation (part 4).
- Systems - NedoLang: acceleration (part 5).
- Systems - NedoLang: Where to go next (part 6).
- Scrap Metal - Meet ATM-turbo 3! ATM-turbo 3 (v8.0) - what it is and what it is used with.
- Scrap Metal - From the history of Betadisk: There was a disk interface from Technology Research.
- Wild Mind - Compression: The first graphics compressors on Speccy (part 1).
- Wild Mind - Compression: Features with heuristics, Streaming decompression, Music compression (part 2).
- Toys - From the editor: 2017 was a very eventful year.
- Toys - interview with the author of the game Mickey the Basic game (Sergio).
- Toys - quest "An Unexpected Journey" - a look from the inside.
- Toys - Nomad: interview with the author of the scrolling shooter Nomad (Hippiman).
- Toys - Scrolling in Evo SDK.
- Toys - Hints & Tips: Mickey, Nomad.
- Soapbox - Errata: errors in Info Guide #11, ACNews #65.
- Letters - reviews of the magazine from: raver, destr, sirx, survivor, Ellvis, Utz and Nikolai Amosov.
- About the authors - Authors of the magazine.
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