Commondore - about the scene at Commondore 64.

X-Ray #02
                                                                
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│ COMMODORE b4 ║ 
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Prologue: =======                                                 
                                                                
Commodore B4 - the car on which all such famous 
now concepts like demo/intro/diskmag and all others.             
                                                                
Characteristics: ===============                                 
                                                                
CPU: ---- b510 - 1MHz, 8 bit, RISC like instruction set (5b 
instructions), 13 addressing modes, pipeline, 4-5 times faster 
than Z80 at same clock                                          
                                                                
Memory: -------                                                 
                                                                
bChK RAM, 20K ROM, standard expansion - 2SbK & 512K unitsVideo: ------ Sprites, Raster IRQs, Техт/Graphics modes ат same 
time,   320х200х1б   colors.  With   ореп   borders  -  512х25б 
horiz.,vert.  scrolling                                         
                                                                
Sound:  ------  3  Топе Oscillators 4 Waveforms рег Oscillator: 
Triangle,   Sawtooth,   Variable,   Pulse,  Noise  3  Amplitude 
Modulators   Random   Number/Modulation  Generator  3  Envelope 
Generators  (Attack Rate,Decay Rate,Sustain Level,Release Rate) 
Oscillator Synchronization Ring Modulation Programmable Filters 
Master Volume Control External Audio Input                      
                                                                
Ports:  ------  RS232, IEEEЧ88 serial  bus, Centronics, Two A/D 
inputs Video outputs: Composite video PAL, Monochrome video, RF 
Expansion Port                                                  
                                                                
Peripherals:  ------------  2 Joysticks,  Mouse, Light Реп 1531 
таре  datarecorder  1541,71,81 diskdrives  (own  ROM/RAM, CPU - 
б502AD)                                                         
                                                                
                                                                
                          CбЧ Сцена                                                                
========= intro -----                                           
                                                                
- several beautiful horizontally scrolling/appearing ones 
lines of text + beautifully drawn LOGO between them - logo 
or against a black background or against the background of flying stars, for example.        
                                                                
LOGO is separated from lines of text by horizontal raster 
stripes.   Stripes are also possible behind/in front of the logo - 
for example, moving along a sinusoid or iridescent.           
                                                                
Music was present in about 70% of the intros, but could also be absent. B 
Unlike the demos, there was nothing reprehensible in 
using music torn from, say, a toy, but not in 
in some cases from another intra (!)                                 
                                                                
Intro itself, as a rule, did not exist - they 
stuck to freshly released/cracked games and 
other software. They were exited using a space, after 
what was unpacked (usually with the involvement of a piece of video gam) 
and the toy itself started up.The size of the intro varied depending on the sophistication and 
the presence of music somewhere from Stu to 2Oti blocks (1.2-Skb). Music 
any degree of sophistication never took more than 8-1Skb.  
                                                                
demos =====                                                     
                                                                
A completely independent piece, written either for any party, 
or just like that (the ratio was about 70%/30%, in my opinion 
look - the further we went, the more we focused on the party).     
                                                                
Size - somewhere no more than 1 standard disk (i.e. about 
3bOkb)                                                          
                                                                
The demo consisted of several parts - often loaded. In 
loading time (10-25cek) music was playing and some kind of thing was happening 
simple but cute action.  The main emphasis was on 
design, graphics and music. Code quality is usually not a concern 
because left-wing people didn’t write demos on SBCH - for this it’s easy 
high qualifications were needed. (No sorts or anything else 
spread, there were no networks).                                                                
Although the effects were repeated, they were quite rare and _far_ from 
one to one. As an illustration, I remember a terrible scandal, 
when one of the Offence coders told the guy from Crest 
some idea (very cool - wild perversion of scrolling :). 
So - Crest urgently released a demo in which 
this idea was used.  there was an absolutely terrible scandal. 
Offence released a demo with their own, so to speak, author's 
version of this effect, which I personally never stop hearing 
trudge :)                                                     
                                                                
There were no prizes at the party, which had a very beneficial effect on 
general atmosphere, unlike today's parties, where people 
squabbles over $$$.                                             
                                                                
Notes ======                                                   
                                                                
Small (1-bkb) programs, when launched on black 
(usually) something like this would appear on the screen:                         
                                                                
 ?????? NOTER v?.? uh ?????PRESS SPACE THEN SEE ACTUAL NOTE PRESS ANY ELSE THEN EDIT NOTE      
                                                                
if you press any button except the spacebar, it goes to 
something like a simple text editor in which you can 
type the text (music plays in the background). Moreover, for text you can 
change color, highlight words with flickering, etc.  animated characters 
etc... Some notes had this approach - now you entered 
this “editor”, and all further button presses (movements 
cursor, backspace, del, symbols) are remembered so that later when 
start to play.   It turns out very cool - 
expanding lines, correcting errors, etc. In short, 
after I have edited it, all this is recorded (or rather 
the same file is created, which when launched will do everything 
the same thing (allow reading/writing), but only with yours 
text).                                                       
                                                                
And if you press the spacebar, then you are shown exactly everything 
what the previous person wrote (beautifully, with music, etc.).     
                                                                
 Noters were used quite widely.For example:                
                                                                
1) When the team released the software, and it required some 
explanations, they were formalized in exactly this way. Descriptions 
buttons in toys, comments to crack, fix, etc.           
                                                                
2) Some information that the team wanted to convey to 
scenes.  For example, that they are back, that they have released a new demo, 
what party will take place, etc.                                      
                                                                
3) Warnings about busts - a list of boards that 
went on strike, who should not be trusted, etc.                        
                                                                
4) If one swapper (see swappers :) sent the disk by mail 
to another, I usually wrote there noter with warez’s list on 
this disk and friendly wishes.                            
                                                                
5) The person was just in a good/bad mood, and he decided 
write about it :)                                             
                                                                
Scene =====In addition to the well-known coders, graphicians, musicians, 
crackers were also swappers as an indispensable attribute of any 
self-respecting team. They were engaged in correspondence with others 
groups/distribution of disks with fresh warez, etc. 
same spirit.                                                        
                                                                
There were also fixers - they fixed bugs in 
software/game just released by a company.                 
                                                                
It is necessary to note an important point - on PC there is 
There's a pretty clear line between crackers and demo makers.
Fixers and swappers don’t seem to exist at all :) So here we go 
sb scene most of the teams were doing everything at once. It's already 
then everyone began to somehow acquire specialization, which led to 
to the fact that today a person who has broken the software and 
it doesn’t occur to me to code a simple intro for this occasion 
                                                                
                                                                
                                                                
Trends and features =======================99.99% of software is written in Asma, although there are C, BASIC, PASCAL, 
LOGO, FORTH, LISP, etc.                                          
                                                                
Standard kernel I/O routines usually do not 
used - write their own.                                      
                                                                
If the toy/demo is multi-file, then often the disk directory 
beautifully designed with pseudo-graphics (on sbch files in the directory 
are displayed in the order in which they were written)         
                                                                
Copy protections exist, but copiers are usually used for them 
appeared the next day :) I only came across one disc, 
which I couldn't copy.                                  
                                                                
99.99% of toys are broken. I don't remember a single game in which I didn't 
there would be intros or at least notes that fixed/cracked/trained 
??? :)                                                          
                                                                
Music editors are built like trackers, however 
the approach is slightly different - more flexible (there is no concept of order, it’s just 
patterns byeach channel has links to certain blocks, 
containing small portions of notes).  Tools are edited in 
the tracker itself by changing numbers (ADSR, filters, 
modulation, waveform, etc.).  In general, such trackers 
focused on a person, uh.. let's say, - who knows how 
the iron in the car works. For example, for convenience during 
writing music, the vertical bar shows which one 
in time, part of the full passage of the ray through the raster is spent on 
playing music. :)                                         
                                                                
There is a sea dock (which I personally got the opportunity to read 
only after I more or less began to move in :( ;)         
                                                                
Programs are written either using an assembler, which usually has 
a simple built-in editor, and/or using a thing called 
monitor.  It is an assembler/disassembler without 
symbolic tags + a bunch of useful features like 
transfer/fill/load/save/ascii-hex dump/search.    Monitors 
There are quite a few, but they all look similar in appearance and 
occupy 17 blocks (4.3kb) - this size is due to convenience 
placement in memory.  There are cartridges with built-inmonitors/debuggers, etc.  (type Final Cartridge III, 
                                                                
Programs are written either using an assembler, which usually has 
a simple built-in editor, and/or using a thing called 
monitor.  It is an assembler/disassembler without 
symbolic tags + a bunch of useful features like 
transfer/fill/load/save/ascii-hex dump/search.    Monitors 
There are quite a few, but they all look similar in appearance and 
occupy 17 blocks (4.3kb) - this size is due to convenience 
placement in memory.  There are cartridges with built-in 
monitors/debuggers, etc.  (type Final Cartridge III, 
Action Replay, etc.)                                           
                                                                
                                                                
                 (C) The text is taken from the DEMO.DESIGN file. Release 8 

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