--------------------------------------------------------------------------- s p a c e b a l l s 2 0 0 3 --------------------------------------------------------------------------- _.________ \ _ /__.________._________._________.________ \ /____(\_ \_ _ \_ __/\_ ____/__ /______ / /____/ _ /  / / / /::::::::::::: : : _.ˇ |/ /|_____( (____/(___(_________(_________(k4K! \||____!___( _.________ _.________ \ _ /_._________.______ _.______ \ _ /_ ˇ /_ \_ _ \_ /__\_ /__\ /____(__ : : :::::::::::::| |/ / _ / / / / /______ / |________(____/(___(_________(_________ˇ |/ /__ |____!___((_/ s c e n e r y p r o j e c t a m i g a (c) Glenn Lunder 1996-2003 scenery amiga version 1.41 (february 2003) ---[ editorial ]----------------------------------------------------------- A new edition of scenery amiga is finally out, and I do hope you find it satisfactory in all respects. Quite a lot has changed in the text in the months since it last saw the light of day, not least in the party files. Well, there's not much more to say... I've gotten lots of mail asking when an update will be out, and... here it is! :) Thanks to all those who have mailed me since last time; your corrections, additions, criticism and ideas are all equally welcome. Keep it coming :] Once again, there are lots of submitted material that I have just not had the time to insert yet. If you are one of those that sent me info, that is not yet a part of the text, then I can only seek to apologise. I still have all your material here, it's all just down to a lack of time. My todo folder is, still, enormous. All the best, -- menace/spaceballs^scenery project ---[ news ]---------------------------------------------------------------- These are the MAJOR news since the last version; ** this section will debut in the next edition! ** :) ---[ info ]---------------------------------------------------------------- This section will hopefully answer some of the questions you may have about how to read entries in scenery. It explains the various shortcodes used in the entries, and the system we use to organize the information. Below is what any entry in the main part of Scenery might look like: Cool Group (CLG, http://www.coolgroup.org, 199x-199x) ----------------------------------------------------- NOR> Cool Norwegian (code), Cool Painter (gfx), Cool Musician (music). HOL> Cool Gfxian (gfx, ex Cool Graphics Team, new 02/97). ???> The Guy From Another Place (code gfx music ascii sysop 'BBS'). Here is where you'll find the group's history and any other significant information. If it's a group that's been around, with some tradition, expect me to go on endlessly and get terribly nostalgic :D 199x - This is a summary of the year's events for the group. Demo Name (1997, 01.01, AGA 4MB HD Multifile Slideshow). code: Coder, gfx: Artist, music: Musician. 3rd at The Party 199x intro/demo/slideshow/whatever competition. review: Seeing as this is just a dummy example and not a real review, I won't bother with writing anything remotely comprehensible here. So hrjs! [glenn] GLE tested A1200/030-50/2mb chip, 4mb fast/3.0. The heading perhaps needs extra explanation. The basic format is this: Demo Name (year, dd.mm, requirements description). And here are some of the codes you'll encounter: .. graphics ECS The production works fine with OCS/ECS chipsets (˝mb chip assumed). AGA The production requires the AGA chipset (2mb chip assumed). CYB The production requires/supports CyberGfx compatible 24-bit graphics. P16 The production requires/supports Picasso 16 compatible 24-bit graphics. 020 The production requires a 68020 or higher processor. With AGA productions, this is a given, so this coded will only appear on OCS/ECS productions. 030 The production requires a 68030 or higher processor. 040 The production requires a 68040 or higher processor. 060 The production requires a 68060 or higher processor. PPC The production requires a PowerPC processor. .. memory ˝MB The production requires ˝MB fast ram. 1MB The production requires 1MB fast ram. 2MB The production requires 2MB fast ram. 4MB The production requires 4MB fast ram. 8MB The production requires 8MB fast ram. 16MB The production requires 16MB fast ram. 32MB The production requires 32MB fast ram. .. misc FPU The production requires a Floating Point Unit maths coprocessor. HD The production requires Hard Disk installation. What follows are some of the 'codes' you'll encounter while reading the party section, and their meaning. The first two letters usually signify the platform, thus: 64 - commodore 64 ac - acorn archimedes am - amiga at - atari java - java (platform independent) lx - linux pc - pc psx - playstation And they are always followed by one of these: demo - demo intro - intro 4k - 4k intro 40k - 40k intro 64k - 64k intro game - games -dos - (pc only) demo, dos based. -3d - (pc only) demo, 3d accelerated. And finally these are some other codes you're likely to find... anim - graphics animation. ansi - ansi (pc 16 color textmode) graphics. ascii - ascii (amiga iso) graphics. gfx - graphics, usually meaning hand-pixeled. gfx24b - graphics, 24bit, usually meaning hand-pixeled. raytrac - graphics, usually meaning raytraced. rayanim - raytraced animation. 4chmus - 4channel music chipmus - chip music mp3 - mp3 music multich - multichannel music wild - wild demo ---[ net ]----------------------------------------------------------------- We are proud to recommend the following excellent amiga sites for your own further exploration. For your convenience, we have sorted them into subcategories. ** this section is under construction ** http://www.amiganostalgia.com ;) :: emulators :: Emulators are a necessary evil for the modern amiga scener. They will never replace legacy hardware completely - no emulation ever can, and in an ideal world everyone would own the necessary hardware to transfer and view demos on their native hardware. Not so in the real world, I'm afraid. ** this section is under construction ** ---[ winners ]------------------------------------------------------------ For purely statistical reasons, here are the 'demo of the year' winners... 1988 - D.O.C "Demons Are Forever" (germany). 1989 - Red Sector Inc. "Megademo" (germany). 1990 - Scoopex "Mental Hangover" (finland). 1991 - Phenomena "Enigma" (sweden). 1992 - Spaceballs "State of the Art" (norway). 1993 - Kefrens "Desert Dream" (denmark). 1994 - Andromeda "Nexus 7" (norway). 1995 - Artwork "Greenday" (germany). 1996 - The Black Lotus "Tint" (sweden/holland). 1997 - The Black Lotus "Captured Dreams" (sweden/holland). 1998 - Mellow Chips/TRSI "Rise" (finland). 1999 - Haujobb "Mnemonics" (germany). 2000 - Haujobb "Megademo 2000" (germany/denmark). 2001 - The Black Lotus "A Perfect Circle" (sweden). 2002 - n/a --------------------------------------------------------------------------- s p a c e b a l l s 2 0 0 3 ---------------------------------------------------------------------------