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Info Guide #13
01 April 2021 |
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Info Guide #12
31 December 2017 |
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ACNews #61
21 January 2016 |
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Info Guide #11
05 July 2015 |
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ACNews #55
18 May 2009 |
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ACNews #52
16 September 2008 |
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Info Guide #10
30 April 2007 |
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Graphics - How to quickly draw colorful pictures.
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Info Guide #09
31 July 2006 |
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Inferno - On the voxel flying elephant IG # 5.
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Joint #01
31 January 2006 |
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Artique - Schafft: about why the flaw, inattention, and sometimes even negative
relation to ascii-art to Spectrum'e.
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Artique - a pseudo-tutorial on drawing ascii pseudo-graphics.
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Info Guide #08
30 November 2005 |
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Softinka - Improved graphics converter Gigascreen.
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Softinka - 384x304 viewer. program allows you to view color pictures, is larger than the screen.
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Info Guide #07
31 May 2005 |
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Likbez - The principles of converting graphics PC-ZX.
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For Coderz - Programming for the video mode 384x304.
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Video - On packaging for a video ZX Spectrum.
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ZX Time #14
08 January 2005 |
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3Bit #01
03 January 2005 |
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Programming - the procedure to print the text fonts, 8x8, 6x8, 5x8,
4x8 pixels.
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Adventurer #15
31 July 2004 |
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Tutorials - More color! Description packer color video from the demo Weed.
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Tutorials - More colours!!! Description packer color video from the demo "Weed".
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Tutorials - hewle splines - programs to create spline curves.
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Info Guide #05
30 April 2004 |
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For Coderz - RAYCASTING - make yourself a little DOOM'a. Tracing algorithm 3D maze in the game WOLF.
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For Coderz - Nuances Raycasting-a.
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ZX Time #13
09 August 2003 |
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Adventurer #14
30 June 2003 |
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Tutorials - a new word in demomakinge: chankovy engine 2x2.
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Tutorials - New trend in demomaking: Chunks 2x2.
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Book #01
05 February 2003 |
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Promised Land #03
14 December 2002 |
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ZX Time #10
22 November 2002 |
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Inferno #03
22 November 2002 |
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Opportunities Spectrum - Pseudo-Color: Myth or Reality? Algorithm translation in black and white in color.
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Bred #01
30 September 2002 |
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Opex #07
19 June 2002 |
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Adventurer #13
31 March 2002 |
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Exchange of experience - Floyd-Steinberg method for converting images from a larger
number of colors in the least.
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DonNews #16
22 March 2002 |
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GFX'y - ... very funny, even information came from MICK-but from the DPL.
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TargeT #10
01 March 2002 |
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Last 128 #01
01 January 2002 |
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Last 128 #03
01 January 2002 |
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Buzz #20
31 December 2001 |
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How to make cool ASCII logo - how to draw a cool logo in ASCII.
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ZX Time #05
14 December 2001 |
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Coder - scroller on the curb.
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ZX Time #04
17 November 2001 |
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Coder - "The Saga of the curb is going on!" (Programming effects on the curb).
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ZX Time #03
13 October 2001 |
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ACNews #05
04 September 2001 |
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Question - one of the simplest methods of inserting the sprites in the text.
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Plutonium #19
20 August 2001 |
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Programming - the formation of the image on the monitor screen.
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Programming - the formation of images on the screen (continued).
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ACNews #04
19 August 2001 |
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Soft - How do I change the font in the ACE.
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IzhNews #0C
31 July 2001 |
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Nonsense - the routine pointer with detailed explanations.
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Plutonium #18
30 June 2001 |
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Programming - as indicators of musical nakodit sopratsessora in chunks.
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Black Crow #06
01 June 2001 |
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Scream #01
31 May 2001 |
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Tutorials - learn how to draw a 'new school' ASCII.
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Tutorials - Graphics: Conversion - so if it sucks? Conversions - exposing the Titans? Conversions - how to make them cool? Conversions - why? ".
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Inferno #02
01 May 2001 |
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For Coderz - the translation algorithm of color image in gradations Spekrumovskogo
gray.
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Gameland - How to write a play. Volume 3. Part One.
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Subliminal Extacy #03
01 April 2001 |
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Black Crow #05
01 February 2001 |
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TargeT #08
01 February 2001 |
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Coding - revision for the ZX-WORD of Belarusian language.
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Adventurer #12
31 January 2001 |
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Programming - Procedures for obtaining the values necessary for creating something on the boarder or multicolor.
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KrNews #13
31 January 2001 |
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Graphics - How to convert graphics from PC or Amiga at the Spectrum.
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Promised Land #01
31 December 2000 |
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Informant - description of image file format PCX.
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Deja Vu #0A
30 September 2000 |
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Impulse #09
31 August 2000 |
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Adventurer #11
31 July 2000 |
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Exchange of experience - Game Making 2: The various methods for deriving sprites (based on the game Full Shit).
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Exchange of experience - Pro ASCII / astsii graphics (Dedicated to those who can not draw, no letters, no points ...)
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ZX Pilot #38
31 May 2000 |
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Coding - write an unusual news ticker.
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DonNews #11
21 April 2000 |
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Coding - Fill the closed area on the screen.
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ZX Pilot #36
11 March 2000 |
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Coding - the procedure "conversion of addresses in the display area" and "conversion of pixel rows from the bottom up."
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ZX Power #04
09 January 2000 |
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Likbez - algorithms for fast 3D-graphics № 2. Additions and comments.
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IzhNews #02
03 January 2000 |
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Coder - rather prostyatsky and not the optimal method for deriving the sprite on the screen.
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Scenergy #02
31 December 1999 |
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Coding - Texture Mapping - Implementation of SaiR00S/EI.
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Coding - Texture mapping + Phong shading implementation of the Senat / Eternity Industry.
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Coding - The principle of packing animations in the demo JAM.
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Coding - parsing intro Daingy from Cryss / Razzlers.
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Codemania #01
31 December 1999 |
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Virtual Worlds #01
31 December 1999 |
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Assembler - Circles on the water: The algorithms simulate the effect of a well-known on other platforms, called "ripples."
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ZX-News #50
30 December 1999 |
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Olden Z80 - Print a copy of Spectrum screen pseudographics.
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RUSH #02
30 November 1999 |
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Creative - Algorithms and code: clipping of lines and Bezier curves.
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Creative - The technique of drawing for the ZX on the Amiga.
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Deja Vu #09
13 November 1999 |
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Coding - how to print 42 characters per line (with trabutami), the procedure is quick print sprites with pixel precision.
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Coding - Bystrai printing 64 characters per line.
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Coding - fast print 2x2 sprite familiarity, up to familiarity.
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Plutonium #14
01 November 1999 |
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IzhNews #04
17 October 1999 |
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Buzz #18
11 October 1999 |
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ASCII graphics - An example of writing a classic ASCII fonts.
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ZX Press #01
15 September 1999 |
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Polesse #10
04 September 1999 |
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Laboratory - Gluck on the color chart.
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KrNews #10
20 August 1999 |
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CODING - Why did he cut? (On the withdrawal of the pictures on the screen).
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Demo or Die #02
31 July 1999 |
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Demo-Building - Phong Shading.
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Demo-Building - The printing of chunks.
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ZX Pilot #34
20 July 1999 |
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Coding - Super-puper-fast algorithm for constructing
circles and circles, the rapid division of 16/16, the square root of the register pair, the square root of three-byte number; protsedurka calculate addresses attribute to the coordinates of familiarity.
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DIY - panels of various UDG characters.
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Miracle #03
16 July 1999 |
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kodit Who's there? - Quick graphics: a few recipes from Zetter'a (print sprites, update the screen).
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kodit Who's there? - Chanky flame: a description of the algorithm chankovogo fire.
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kodit Who's there? - Attribute bump mapping: bump mapping for those who have not entered.
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kodit Who's there? - Fast 42 print: fast how to print 42 characters
in a row.
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Scenergy #01
31 May 1999 |
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Coding - the implementation of Phong Bump Mapping on the Speccy.
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Deja Vu #08
31 May 1999 |
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CODING - Conversion of graphics into text format ASCII.
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RUSH #01
29 May 1999 |
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Spectrum programming - Fast 3D-calculations: an advanced algorithm.
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Spectrum programming - Mirroring bytes
and restoration of the background buffer.
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Spectrum programming - Modern methods of coding and modern ways of working with graphics.
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Virtual Speccy - Conversion of graphics on the Spectrum to the PC and Amiga.
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Adventurer #09
30 April 1999 |
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Exchange of experience - The procedure for generating sine.
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Buzz #17
10 April 1999 |
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ASCII graphics - How do I view ASCII? How to learn to ASCII. Are there
helper programs for ASCII.
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GOURAUD - Likbez in 3D-shading (shading algorithm faces by GOURAUD).
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Odyssey paper #07
17 March 1999 |
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Algorithms - Just about 3D programming: 3D coordinates and normals.
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Demo or Die #01
28 February 1999 |
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Demo-Building - an algorithm to PROCESSING visibility of surfaces
3D-figup.
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Demo-Building - Proetsirvoanie 3D> 2D.
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Video - Converting animation on the example
attribute the video.
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Odyssey paper #06
25 February 1999 |
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Quickly - the fastest procedure for calculating the addresses of the screen to the coordinates and the fastest procedure press the point.
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Voyager #04
19 February 1999 |
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Laboratory - How to konveptipovat gpafiku PC or Amiga at Spektpum
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Funeral #01
12 February 1999 |
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Odyssey paper #04
11 January 1999 |
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Bysterenko! - the fastest algorithm / procedure for drawing a line.
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Born Dead #05
06 January 1999 |
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Coding - Ultra fast procedure chank'i to planar screen.
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Netus News #07
03 January 1999 |
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Nicron #105
13 December 1998 |
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Programming - support operations in deriving spraytav area of the display memory.
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ZX Guide #01
27 November 1998 |
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Oberon #05
06 November 1998 |
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ZX Club #09
31 October 1998 |
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Deja Vu #06
30 September 1998 |
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CODING - Lessons from the encoder: Fractal paparatnik.
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CODING - Lessons from the encoder: Generilka balls.
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Buzz #16
26 September 1998 |
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ASCII graphics - ASCII - questions and answers.
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Adventurer #08
31 August 1998 |
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Exchange of experience - Features video controller ZX Spectrum (for programmers).
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Exchange of experience - Graphic effect IRIS (plasma).
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Exchange of experience - the procedure output window frame.
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Exchange of experience - Art Studio and the principle of open architecture (how to write their own modules to the editor).
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Exchange of experience - The movement procedure of attribute labels in pixels (floating atrubuty).
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Think #18
09 August 1998 |
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Assembler - Indicator - twinkling strips.
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Nicron #98
23 July 1998 |
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Programming - the withdrawal of sprites. continued and answers to questions
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Nicron #97
16 July 1998 |
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Programming - the withdrawal of sprites.
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Amazing #02
14 July 1998 |
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Assembler - talk about a necessary procedure as the derivation of the sprite.
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ZX Element #02
06 June 1998 |
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ZX Club #08
31 May 1998 |
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Deja Vu #05
31 May 1998 |
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CODING - Kodit want - Inference Procedure sprites without attributes, quick and versatile procedure for the withdrawal of sprites, the procedure for multiplication and calculate the square root.
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Hall of Fame - a way to convert tricolor images for Spectrum.
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Faultless #09
24 May 1998 |
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GFK Fraktiuit - Secrets of the graphic standards GX1.
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Buzz #14
29 April 1998 |
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Assembler - Description of the algorithms: 2D bump mapping, Gouraud Shading, Fast Phong Shading, Z Buffering, Flat Shading, Voxels.
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Proton #30
23 April 1998 |
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Aspect #08
07 April 1998 |
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Programming - Displays 64 characters per line.
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X-Files #02
31 March 1998 |
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Programming - The effect of "Flying sprite.
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Deja Vu #04
31 March 1998 |
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CODING - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.
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Spectrum Expert #02
31 March 1998 |
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Deja Vu #04
31 March 1998 |
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CODING - The rotation of sprites.
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Aspect #07
07 March 1998 |
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Programming - Arrow.
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ZX Club #07
28 February 1998 |
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Coding - technology and algorithms demomeykinga: rapid withdrawal schedules through the stack.
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Depth #02
28 February 1998 |
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Buzz #13
12 February 1998 |
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Assembler - Procedures: Stretch texture engine, Texture mapping engine, Texture mapping + gourauds hading engine, Gouraudmapping engine for Z80.
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Aspect #06
10 February 1998 |
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Programming - Corrected procedure MAKE OUT.
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Adventurer #07
31 January 1998 |
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Exchange of experience - Quick procedure line.
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Aspect #05
29 January 1998 |
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Programming - Text output terminal means on the background running the squares.
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Aspect #04
18 January 1998 |
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Programming - Displays a sprite on the screen. Conclusion on the virtual screen.
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Deja Vu #03
31 December 1997 |
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Coding - New procedures for 1940: the shift of the attributes of the left and right, up and down, shift by one character to the left and right, up and down, shift by one pixel to the left and right, up and down; Merge images, inverting the screen, inverting the symbol vertically or horizontally; rotation symbol clockwise change attribute, change attributes.
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Coding - The procedure of the "floating attributes.
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Impulse #02
31 December 1997 |
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Programmers - Quick procedure drawing a circle.
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ZX Power #03
31 December 1997 |
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Likbez - Automatic creation of masks for sprites.
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Likbez - a new algorithm for fast 3D graphics on SPECCY.
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Deja Vu #07
31 December 1997 |
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CODING - DITHERING - dithering as it is.
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Buzz #12
30 December 1997 |
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Assembler - The procedure "Chunky to planar" - a conclusion chunky dat'y planar'ny on the screen.
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ZX Format #07
05 December 1997 |
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Programmers - BMC 2. Esche few words about the conversion of PC-shnyh images in 3-color.
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ZX Review #11-12
26 November 1997 |
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Forum - Conversion of Spectrum color images at IBM. Conversion of B / W images from IBM's ZX Spectrum.
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Forum - A procedure with colored stripes on the curb. " Noise Reduction FDD.
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Studies - Graphic effect "Plasma 2.
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Studies - Graphic effect "Plasma 2.
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Studies - Graphic effect "plasma".
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Studies - remake of the procedures in 1993.
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Studies - The effect of "flame".
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ZX Forum #04
19 November 1997 |
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screen effects - Running a string of R-Type.
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screen effects - clearing the screen of Zynaps.
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screen effects - "minimize" the screen from Comando Tracer.
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screen effects - smooth "decay" of the screen Sommando Tracer.
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|
screen effects - changed the character set for the original stylized font from the game Rockstar.
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screen effects - "running out the string" out of the game Rockstar.
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screen effects - "pouring" the screen of the game Rockstar.
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|
screen effects - a complex multi-effects from the game Bubbler.
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New top 40 procedures - scrolling display, a fusion of two images, inverting
screen, rotate characters, replacement of attributes, fill a closed loop, the calculation of addresses in the screen, copy of the screen, etc.
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Technology sprites - Part 1: Introduction.
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Technology sprites - Part 2: The hunt for sprites (search and pulling).
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Technology sprites - Part 3: Format of sprites.
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Technology sprites - Part 4: Format of sprites with a mask.
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Technology sprites - Part 5: Structure sprite blocks (both co-exist in
memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)
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Technology sprites - Part 6: preparation of data for publication.
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Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).
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Technology sprites - Part 9: Printing sprites (coordinates given in pixels).
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Technology sprites - Part 10: a review of programs to work with sprites and graphics.
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ZX Review #7-8-9-10
08 November 1997 |
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Retro - 40 best procedures: an increase and up the screen.
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Forum - Multicolor program on any computer model. Using the 2 nd screen Multicolor'a. Demonstration of the text. Electronic journals.
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|
Forum - Improve Art Studio. Ideas on file compression.
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Forum - The effects on the curb and Multicolor.
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|
Studies - attribute scrolling text. "Gasilka" screen. A simplified version of the procedure, "Curtain". Procedure is enriched with pictures. Procedure display images on the points.
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Studies - Graphic effect "color bars".
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Studies - Program the output image.
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Studies - The program plugs sprite.
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Studies - The printing of numbers.
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|
Studies - The procedure for display pictures. Fade-OUT effect (picture goes beyond the edge of the screen). Visual effect "Fountain." Fade-OUT effect, mimicking the TV off.
Procedure "Ignition" pictures. The program continuously drawing a picture.
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|
Studies - The procedure for drawing a line.
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|
Studies - scrolling lines of text in the specified window. Attribute scroller. Diagonal scrolling.
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|
Studies - sprite scroller. Procedure display screen.
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|
ZX Review #5-6
04 November 1997 |
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Retro - 40 best procedures: Merge images, rotation of the symbol
clockwise Inverting character, changing the attribute, fill circuit construction templates (Dzh.Hardman, E. Hyuzon.).
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|
Studies - A set of eight programs of "extension" screen.
Two procedures are manifestations of the screen.
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|
Studies - New themes for development.
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|
Studies - The procedure for turning the symbol 90 degrees clockwise.
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Spectrum Expert #01
31 October 1997 |
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Buzz #11
22 October 1997 |
|
Assembler - The effect of "flame."
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Depth #01
14 October 1997 |
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Body #0B
24 September 1997 |
|
PUSH HL - Rapid procedure for deriving the point.
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Buzz #10
16 September 1997 |
|
Assmbler - A beautiful effect "Burning sprite.
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Lprint #17
06 September 1997 |
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Amiga News #01
31 August 1997 |
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Mask #00
12 August 1997 |
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Mask #00
11 August 1997 |
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Revival #03
02 August 1997 |
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System - Marquee on Border'e and foundations Multicolor'a for novice programmers.
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Move #09
02 August 1997 |
|
algorithm - One useful trick with ^ (an algorithm for the circle).
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|
ZX Format #06
29 July 1997 |
|
Programmers - sharing experiences: "3-colour". Description of the effect of colors on 8-point ", help to the viewer, and how many words on the conversion of images in
format "3-colour".
|
|
Programmers - sharing experiences: "3-colour". A few words about converting images in the format of RGB.
|
|
Programmers - the exchange of experience: programming Multicolor effects.
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|
ZX Review #3-4
22 July 1997 |
|
Forum - Dmitry Fyodorov: Print images with a mask with pixel precision.
Algorithm for calculating the address coordinates to within a pixel.
|
|
reader-reader - I. Roshchin. Display driver for the computer, "Pentagon-128.
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|
Studies - A. Savinov: The procedure for displaying a double-height characters. Procedure "dissolution" of characters.
|
|
Studies - I. Komandin. The program display screen.
|
|
Studies - I. Roshchin. Two graphic effect.
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|
Studies - M. Lazutov: The modernization program font. Program encode / decode block codes. The effect of the attributes.
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|
Move #08
18 July 1997 |
|
algorithm - The algorithm to draw lines.
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|
Odyssey Magazine #02
14 July 1997 |
|
Mail - Scrolling to row up and down.
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|
Mail - Print Line 32-character font.
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|
Mail - The procedure for proportional printing.
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|
Body #08
02 July 1997 |
|
PUSH HL - Press the MAGIC for BORDER-effect.
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Body #07
25 June 1997 |
|
PUSH HL - The procedure for the withdrawal point.
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Body #06
20 June 1997 |
|
PUSH HL - Print the text up to a pixel.
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Impulse #01
31 March 1997 |
|
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Echo #03
31 March 1997 |
|
Tricks-2 - How to throw a screen to one INT.
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|
|
ZX News #03
28 February 1997 |
|
Rotating pictures - rotate the image, the algorithm with respect to a given center.
|
|
Smoothing Images - An algorithm of smoothing of static images.
|
|
morph pictures - The effect of soft peretikaniya one image to
another.
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|
Move #02
03 February 1997 |
|
Programmers - Writing Multicolor ...
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|
Faultless #05
02 February 1997 |
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|
Nicron #14
03 January 1997 |
|
Graphics - Image ANSI graphics.
|
|
|
Speccy #07
31 December 1996 |
|
authoring program - the program "modifier font.
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|
Programming - The program is proportional to the press and Windows (allows
to display 4 types of windows).
|
|
|
ZX Format #05
11 December 1996 |
|
Programmers - exchange of experience: On the effects on the curb, and about something else.
|
|
|
Odyssey Magazine #00
11 December 1996 |
|
System - IBM: GIF - FORMAT: description of the graphic format (GIF).
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Spectrophoby #06
11 December 1996 |
|
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Nicron #07
14 November 1996 |
|
Graphics - kartinka ANSI graphics.
|
|
|
Nicron #06
07 November 1996 |
|
Graphics - ANSI graphics.
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Echo #01
31 October 1996 |
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Assembler - The image of three-dimensional objects.
Fast output point AT X, Y.
The procedure of multiplication.
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ZX-News #09
15 October 1996 |
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Contest - Competition for the best procedure for printing the sprite, is held in
categories: color sprite and black and white.
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Nicron #01
30 September 1996 |
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Graphics - kartinka ANSI graphics.
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Speccy #06
31 August 1996 |
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Programming - the effect of page turning the text on the sine.
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Spectrofon #19
31 March 1996 |
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System - "quick chart" for novice programmers.
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Realtime #02
29 February 1996 |
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Speccy #03
31 December 1995 |
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Programming - the program allows to change the screen image in the mode of 48K in the form of vertical blinds with a simultaneous color change of the curb.
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ZX Format #01
31 October 1995 |
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IS-DOS - programmers: Window System IS-DOS
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Speccy #02
31 October 1995 |
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Programming - Universal program I / O sprites.
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Speccy #01
30 September 1995 |
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Sinclair Town #01
31 March 1995 |
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Beginners - the basic methods of image scaling.
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Subliminal Extacy #01
01 January 1995 |
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Sinclair Town #02
31 December 1994 |
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Beginners - the basic methods of image scaling: Approximation undertones.
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Mirikom #02
31 July 1994 |
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Outlet #004
07 January 1987 |
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Outlet #1-3
01 January 1987 |
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Book #02
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Murzilka #07
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Innovision #00
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ZX Time #02
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Scroller #02
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Teleshow #03
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Plutonium #03
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Scroller #02
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Plutonium #06
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Plutonium #09
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ZX Time #11
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Psychoz #11
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Psychoz #08
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Acid Paper #02
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Cubism mustdie FAREVYR - the formula for constructing dodekaedra, icosahedron, tetradra.
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