mecronome by Headcrash [web]
ÚÄÄÄÄ¿ ÜÛÛÛÛÛÛÛÛÛÜ ÚÄÄ¿ ÚÄÁ¿ ÚÁÄÄ¿ ÜÛÛÛÛÚÍÍÍÍÍÍÍ¿ÛÛÛÛÜ ³ ÃÄÙ ³Úij[] ³ ÜÛÚÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄ¿ÛÛ ³\/³ ³ ÚÄ´ ³³ ³ ÂÄÙ ÛÚ´ The HeadCrash Ã¿Û ³ ³OVEMENT '98 PROJECT ³ ³ ÀÄÂÙÀijÚÃÄ¿ Û³ÀÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÙ³Û ÀÄÄÙ ÀÄÄÄ´³ÀÄÙ ÛÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙÛ ÀÙ ßÛÛÛÛÛÀÍÍÍÍÍÍÍÙÛÛÛÛÛß ßÛÛÛÛÛÛÛÛÛß 1. Opening words ßßßßßßßßßßßßß Phreaky, unbelievable. The HeadCrash released their 1. Demo into the wide world of the scene. It was released at Movement '98 in Israel and took 6th place in the PC Demo Compo. We were the only group, which competed as Cybervisitors via Internet. I think that it's really a pity, that so many sceners did not realize the possibility of competing without beeing at the party. 2. More words ßßßßßßßßßß Oh, better no more words ;) 3. The Demo ßßßßßßßß At first we didn't want to make a Megademo, we just coded and coded and finally recognized, that we had enough material to make something cooler than a pure release of codes. Here's the way the demo was made: At first all the progs had to be recoded into Units. It was not really difficult and so we made good progress. As our musician entered the crew, we had to think about including the music. We got really problems with that because the player did not support XMS. So we optimized the demo to make as much DOS mem free as possible. But finally the track had to stay <250 k. (No Problem for N.r.t.H hehe). 3 weeks only were left before the party, as we got some more problems: "Data Segment overflow" It really sucked and it took 2 days to fix it and beside that it also took some more of the mem we had made free. The Last 4 days before the party were absolute stress. The vector-part we had planned had to be striked out of the plans because of another segment overflow. We could have fixed it, but the time was too short. So we decided to add the part with our photos on the cube. This part was made 2 days before we had to send it and I coded every day up to 10 hours. It was really cool, that N.r.t.H could finnish the track in a few hours so that we sent the track to Israel on Sunday night. 4. The Makers ßßßßßßßßßß Here the credits in particular: Most effects, main coding, memory management, code optimizing, timing : StyX Effects, additional coding : ThUmB, Ctulhu GFX : ThUmB, StyX All muzak : N.r.t.H. 5. System requirements ßßßßßßßßßßßßßßßßßßß Minimum: 486 DX 2/66 with about 550-570k free DOS-mem 1 MB XMS a bit of free HDD space :) a VGA card could be useful ;) We recommend: A Pentium (66 MHz+ should rule) the rest is the same as ahead YOU NEED AT LEAST 550k FREE MEM TO HEAR MUSIC !!! 6. Coding Infos ßßßßßßßßßßßß The demo was completely coded in Turbo Pascal with many parts of Inline Assembly. The code itself is not very good and only the parts which need much CPU power were optimzed in ASM just like the fire parts. Our next productions will be planed better and so perhaps run a bit faster as this one.
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