This section is dedicated to graphics programming techniques, visual effects algorithms, and animation methods used to create impressive graphics, 3D scenes, and demo productions on the ZX Spectrum. It brings together articles covering the mathematical foundations of computer graphics, Z80 optimization techniques, and practical implementations of effects that became hallmarks of the Spectrum demoscene.
The collection covers topics ranging from basic point, line, and circle drawing algorithms to advanced rendering systems featuring texture mapping, shading, and 3D transformations. Articles explore 3D object rendering, perspective projection, raycasting, voxel graphics, Z-buffering, Gouraud and Phong shading, as well as techniques for accelerating mathematical calculations on the ZX Spectrum.
A major part of the section focuses on classic demoscene effects, including rotators, rotozoomers, tunnels, plasma, fire, water simulations, image morphing, attribute effects, scrollers, border effects, and various screen transition techniques. Both well-known effects from famous demos and original experimental implementations are covered.
Additional articles discuss color processing and image generation techniques such as dithering, pseudo-color rendering, palette expansion, image smoothing, graphics conversion, color video playback, and methods for overcoming the limitations of the standard Spectrum display hardware. Topics also include animation packing, data compression, bitplane graphics, and display optimization.
The section contains practical tutorials on graphics mode programming, game engine development, texture mapping, fractal generation, spline mathematics, sine-based effects, and many other algorithms used in advanced visual productions of the era.
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Info Guide #13
01 April 2021 |
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Info Guide #12
31 December 2017 |
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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 #09
31 July 2006 |
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Inferno - On the voxel flying elephant IG # 5.
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Info Guide #07
31 May 2005 |
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For Coderz - Programming for the video mode 384x304.
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ZX Time #14
08 January 2005 |
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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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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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Opex #07
19 June 2002 |
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TargeT #10
01 March 2002 |
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Last 128 #03
01 January 2002 |
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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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Inferno #02
01 May 2001 |
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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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TargeT #08
01 February 2001 |
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Coding - revision for the ZX-WORD of Belarusian language.
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Deja Vu #0A
30 September 2000 |
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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 Power #04
09 January 2000 |
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Likbez - algorithms for fast 3D-graphics № 2. Additions and comments.
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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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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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RUSH #02
30 November 1999 |
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Creative - Algorithms and code: clipping of lines and Bezier curves.
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Plutonium #14
01 November 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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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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Miracle #03
16 July 1999 |
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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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Scenergy #01
31 May 1999 |
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Coding - the implementation of Phong Bump Mapping on the Speccy.
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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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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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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 - Proetsirvoanie 3D> 2D.
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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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ZX Guide #01
27 November 1998 |
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Oberon #05
06 November 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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Adventurer #08
31 August 1998 |
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Exchange of experience - Graphic effect IRIS (plasma).
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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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ZX Element #02
06 June 1998 |
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ZX Club #08
31 May 1998 |
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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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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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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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Adventurer #07
31 January 1998 |
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Exchange of experience - Quick procedure line.
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Deja Vu #03
31 December 1997 |
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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 - 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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ZX Review #11-12
26 November 1997 |
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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 - 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 - "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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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 - Improve Art Studio. Ideas on file compression.
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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 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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ZX Review #5-6
04 November 1997 |
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Studies - A set of eight programs of "extension" screen.
Two procedures are manifestations of the screen.
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Spectrum Expert #01
31 October 1997 |
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Buzz #11
22 October 1997 |
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Assembler - The effect of "flame."
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Lprint #17
06 September 1997 |
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Move #09
02 August 1997 |
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algorithm - One useful trick with ^ (an algorithm for the circle).
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ZX Format #06
29 July 1997 |
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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".
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ZX Review #3-4
22 July 1997 |
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Studies - I. Komandin. The program display screen.
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Studies - I. Roshchin. Two graphic effect.
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Move #08
18 July 1997 |
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algorithm - The algorithm to draw lines.
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Body #08
02 July 1997 |
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PUSH HL - Press the MAGIC for BORDER-effect.
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Impulse #01
31 March 1997 |
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Echo #03
31 March 1997 |
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Tricks-2 - How to throw a screen to one INT.
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ZX News #03
28 February 1997 |
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Rotating pictures - rotate the image, the algorithm with respect to a given center.
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Smoothing Images - An algorithm of smoothing of static images.
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morph pictures - The effect of soft peretikaniya one image to
another.
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Faultless #05
02 February 1997 |
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Nicron #06
07 November 1996 |
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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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Speccy #06
31 August 1996 |
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Programming - the effect of page turning the text on the sine.
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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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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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Innovision #00
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Plutonium #09
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Psychoz #11
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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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