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First (?) demoscene intro for TI-99/4a released


coddy

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Several months ago somebody asked here is where a demoscene on TI-99? Nobody accepted it (and personally I couldn't find any demoscene prod for TI).

So, now it is:

 

http://www.pouet.net/prod.php?which=67103

 

Coded in assembler (using XAS99), also used Tursi player for music (exported from mod2psg, compressed with vcomp) and Convert9918/Magellan to prepare graphics.

Required 32k expansion and disk drive (nanopeb is ok)

 

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I like it--but from a firsts standpoint, don't forget all of the demos that Sometimes99er, Rasmus, and others have done for the system over the years. More demos are always useful, especially when they show the bleeding edge of what our machine is capable of! :)

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But it's not a demoscene productions, definitely. Rather examples of code.

 

Yeah, it seems right - about the demoscene. I wouldn't say "definitely". And I wouldn't call everything else "examples of code". For my part it's fine to call it that though. ;)

 

The TI didn't come with direct access to machine code, which I think is why it took a route of its own (no demoscene). :| - Mini Memory could have changed it. In retrospect your demo do need big and expensive extras to execute (opposed to competing contemporaries). ;)

 

Judging from your demo, it would seem as if the definition for "demoscene" becomes graphics, text, cursor effect, scrolling, music and party reference all in one. With emphasis on the latter, and this might then very well be a "first". :)

 

There's a good deal of games and demos, also prior to 2000, consisting of 3 and 4 of the above (e.g. Julius Software). We've also seen "combinations" with other stuff like sprites jumping around, soft sprites (versus hardware), scrolling, parallax scrolling, star fields and larger effects incl. 3D. ;)

 

Cross platform tools, access and hardware have evolved, especially in recent years, so it's become much more easy at this point in time to "pull it together" (demoscene). But certainly, still great work. Had this come out in 2006, 1996 or even better in 1986, it would certainly have been impressive.

 

Now take on this. ;) - Example of stitching rather than pushing. :-D

Edited by sometimes99er
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Sometimes99er:

> The TI didn't come with direct access to machine code, which I think is why it took a route of its own (no demoscene) [...]

 

Perhaps, it is good explanation. But what about Apple II - as far as I know it has access to machine code, and was really popular. But till now it hasn't demoscene! Yes, there are a lot of prods on pouet, but most of them isn't demos (i.e. not a demoscene demos): http://www.pouet.net/prodlist.php?platform[]=Apple+II&page=1

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O.k. true the Apple ii scene was crack screens predominately as they were very low ram/disk space. And in front of unprotected game copies transmitted over bbs and sssd diskettes..

 

Greg

 

Sometimes99er:

> The TI didn't come with direct access to machine code, which I think is why it took a route of its own (no demoscene) [...]

 

Perhaps, it is good explanation. But what about Apple II - as far as I know it has access to machine code, and was really popular. But till now it hasn't demoscene! Yes, there are a lot of prods on pouet, but most of them isn't demos (i.e. not a demoscene demos): http://www.pouet.net/prodlist.php?platform[]=Apple+II&page=1

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Perhaps, it is good explanation. But what about Apple II - as far as I know it has access to machine code, and was really popular. But till now it hasn't demoscene! Yes, there are a lot of prods on pouet, but most of them isn't demos (i.e. not a demoscene demos): [url=http://www.pouet.net/prodlist.php?platform[]=Apple+II&page=1]http://www.pouet.net/prodlist.php?platform[]=Apple+II&page=1

The Apple II wasn't a major player in the European market and, when the demo scene first appeared and began gaining traction somewhere during 1985 or thereabouts, that's where the bulk of it took place. Demos were a C64 thing to start with as well, other platforms like the Atari 8-bit, Sinclair Spectrum or Amstrad CPC took a year or sometimes more to properly follow that lead.

 

One of the things on my "to do" list is a website to document demo releases for what are, in demo terms and i apologise if this upsets anyone here, niche platforms; there are a few like the Commodore PET, Sinclair ZX81 and Apple II (i'm one of the people occasionally releasing on two out of those three) which don't have a dedicated scene-specific website like the ones for the C64 or Amstrad CPC. There are places like Pouet or DemoZoo but they don't store the files and it's painfully easy to get "lost" amongst all the other platforms. The "how" is still an ongoing thing right now but i'm slowly getting there... =-)

Edited by TMR
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Really cool.. it is the first program that i look in demo scene mode.. now the big problem... Friends!! There is one that coming at San Peterburg? Must be a beatiful experience... TI99 demoscene with russian computer and after (or first) visited Hermitage musum, saint Isaac church etc etc.. Can be a lovely different holidays meeting for ti user! I think the first in really East Europe LOL

And an thanks at Frog for his beatiful invite.

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The Apple II wasn't a major player in the European market and, when the demo scene first appeared and began gaining traction somewhere during 1985 or thereabouts, that's where the bulk of it took place. Demos were a C64 thing to start with as well, other platforms like the Atari 8-bit, Sinclair Spectrum or Amstrad CPC took a year or sometimes more to properly follow that lead.

 

One of the things on my "to do" list is a website to document demo releases for what are, in demo terms and i apologise if this upsets anyone here, niche platforms; there are a few like the Commodore PET, Sinclair ZX81 and Apple II (i'm one of the people occasionally releasing on two out of those three) which don't have a dedicated scene-specific website like the ones for the C64 or Amstrad CPC. There are places like Pouet or DemoZoo but they don't store the files and it's painfully easy to get "lost" amongst all the other platforms. The "how" is still an ongoing thing right now but i'm slowly getting there... =-)

 

The Amiga demoscene was intense..

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I would say that a "demoscene" demo, is a combination of many elements at once. You would typically have some graphic effect, the more impressive the better, often something previously thought was impossible to do, combined with e.g. music playing, possibly one or more text scrollers although in modern times that is not strictly required. A full blown demo would consist of multiple parts with different effects and possibly music, although an invitro (invitation intro) like this one is fine being only one part.

 

Often the visual effects are of the kind that you don't really can utilize in e.g. a game, a lot of precalculated stuff that looks great in a demo but won't survive in the wild when you have unknown user input to compensate for.

 

I saw Rasmus' rotator in the development part of the forum, and it looks like a typical demo part if a bit of music is added to it. The question whether the technique would be possible to adopt for a game or other "real" use normally would not be a major matter in the demoscene, where effects are created for the visual joy and often one particular usage.

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You know, I wonder what a guy like Rasmus would come up with for an F18A based "Demoscene". He regularly blows people away with his games and stuff, can you imagine what he would do when he is trying to show off? :)

For demoscene are very important two things: traditions and common standards for hardware. Modern expansions and modifications (like F18A, C One, Mega 65 etc.) won't be supported on demoscene (in my opinion).

I know only one successful example - ZX Evolution/TS-Conf (and it was successful only because of very specific ZX Spectrum russian demoscene community).

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So I'm still a little confused: what exactly is the definition of a demoscene demo? In other words, what are the requisite components for qualification?

Good question :)

There is a one main target of demo/intro - to impress. To impress in any way - via nice graphics effect, fast and/or tiny code or just because of unusual platform (my way :) )

And of course, unlike games, demos lack of interactivity and don't have business application (that's why demo version of games, software demos are not related to demoscene).

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Tursi had one.. I believe.. not sure if it's mia now that his website barfed tho

All my software has been back online for about a month. Yeah, "Julius Demo" was intended to be demo-sceney, but it wasn't very /good/. ;) That was '92 or '93.

 

http://harmlesslion.com/software/julius

 

This is gorgeous, though, great work! :)

 

Spaceballs was just a demonstration, though, not demoscene. (And I /still/ haven't seen it on hardware... ;) )

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So by the impress rule, Tursi's Spaceballs demo would fit in there perfectly. No one thought digitized data from real videos could be played on a TI, but that one demo put a 30-second clip of pure movie madness onto the TI screen. . .from a cartridge.

Yes, it's might be demo if it fits into TI99 RAM without external storage or another data source (does it?).

Similar example - "Silvia by Algotech" - is a demo (very impressive in my opinion - it's first example of mpeg-like realtime decompression on C64 and with nice music and FX):

 

Otherwise (for example if it digitizes video from working video player) it is rather "wild demo" - many demo parties have such compo (any entries that "not a demo/intro" fits it. Sometimes even plain home video).

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