I wrote this document over 4 years ago, but never published it really, until now, because I believe that it is still current and at relevant for most people today. Carsten Cumbrowski, Fresno, CA, November 2014 The current copyright laws are so messed up that it is impossible for an average person to make heads or tails out of them, that it requires a highly specialized person or better even group of persons who can up with the best tale to tell, to convince a judge, who is also unable to make up heads and tails in most curt cases what the head is and what the tail (or who) and thus, who has to be right and who could possibly not. I was affected by the copyright laws myself in more than just one single case and also made in more recent days more and more eyewitness account of events that I would have a hard time believing myself, If I would not have seen them happen with my own pair of eyes. I was talking about some of those experiences already in the past at my personal blog and elsewhere and actually wanted to something about this subject. This is now my first attempt of doing just that. I collected a lot of material and information to the subject of copyright laws and the problems with them in the current society over the past few years*1, which are the basis for this article. I put it on “Google Docs”[…]
Roy/SAC ANSI art , ASCII art , Text art, Pixel art, Wikipedia, deviantART, Cirque Du Soleil and fun.
Hi Folks, Here is another tutorial for “Oldskool Demomaker” users out there. This time not a tutorial for an entire demo, but some general tips for creating your own multi-part demos with OSDM. This tutorial was originally published in 2010 at the OSDM Support Wiki. I decided to re-post it at my blog, because the Wiki wasn’t always up and running, as much as my own site unfortunately. Anyway, consider this another backup, just in case hehe. If your productions grow bigger and your script code longer, it makes sense to start structuring your code to keep things clean and organized and avoid headaches later on. Here is how I usually structure the code for my own multi-part demos that are entirely controlled via OSDM Script. The general idea behind this structure is to “split” your demo into multiple “mini demos” and keep them pretty much independent from each other. That makes it easy to add additional parts or to rearrange the order of your existing parts. There are typically some exceptions, like the music, which does not necessarily change with every part of the demo (although it could of course). Each part starts with the display stopped, which allows the loading and initializing of the effects that you are going to use for the part without showing any artifacts on the screen visible for the viewer of your demo. Once everything is in place you enable the display to fade in your initial setup of the part. Then you[…]
Hi Folks, Here is another Oldskool Demomaker Demo Tutorial of my popular production “Darkness, Oh Xee A Moron, Part 2“. You can download the final Windows Executable here (Roy-Demo-Darkness.zip) Also, all elements, such as 3D Objects, Images, Fonts and the Preference .INI Configuration file are also available for download here (Darkness.zip) Watch Video Capture To get an idea how the final product looks like, without touching OSDM or downloading anything, watch the video capture that I created below. Backup URL to Video on vimeo (http://www.vimeo.com/14096272). Backup Links to Vimeo and YouTube, as well as additional download options (e.G. a Full Screen Version of the Demo) are available at my official demo release page. OSDM Settings Screen-By-Screen Main Enabled Effects: Starfield Music Sinus Text 16 Sinus Text 32 3D Ball Page Text Logo Background 3D Vector Amiga Text Mask Bouncer Sprites Screen Setup: Off Default Export Display Mode: Use window mode (full screen would shift 3d objects to invalid positions) Title: Roy-Darkness Size of Screen: 640×480 FPS: 60 (different value would mess up timing) Display Size: 100 RGB Hide & Display: Black Render View, Adjust Display: On Fade Display In And Out: On Bilinear 3D Filter: Off Stars Mode: 3D Simulation X Rotate Starfield: On Y Rotate Starfield: On Z Rotate Starfield: Off Number: 250 Plane Depth: 5 Angle: 15, Speed: 4 Use Star Picture: On (roy-bubbleblue2 bw.png) Logo Picture: darknessdemologo.png Animation: off Effect: 1-Stretch vertical RGB Hide: Black Zoom: 100, Angle: Off, BFX: Blend X/Y Position: Center X/Y Alpha: 100,[…]
Hi Folks, Here is another Oldskool Demomaker Demo Tutorial of my popular production “Oh Xee A Moron, Part 1“. You can download the final Windows Executable here (Roy-Demo-Oh_Xee_A_Moron.zip) Also, all elements, such as 3D Objects, Images, Fonts and the Preference .INI Configuration file are also available for download here (OhXeeAMoron.zip) Watch Video Capture To get an idea how the final product looks like, without touching OSDM or downloading anything, watch the video capture that I created below. Backup URL to Video on vimeo (http://www.vimeo.com/13534545). Backup Links to Vimeo and YouTube, as well as additional download options (e.G. a Full Screen Version of the Demo) are available at my official demo release page. OSDM Settings Screen-By-Screen General Export: Default Export, Enabled Effects : Star Field Music Plasma 3D Ball Page Text Logo Background 3D Vector 3D Direct Amiga Text Mask Sprites Display Mode: Use Window Mode* (*3D Vectors Positions Will be off, if you select ‘Full Screen’!) Title: Roy – Oh Xee A Moron Size of Screen: 640 x 480 FPS: 60**, Size: 100 (**Timing will be off, if you set it to something else) RGB Hide & RGB Display: Black Render View, Adj Display: False Fade Display In and Out: True Bilinear 3D Filt.: False Stars Effect Mode: 3D Simulation 3D Sim: X Rot: True, Y Rot: True, Z Rot: True Num: 100, Plane Depth: 5, Angle: Off, Speed: 5 Use Star Picture: True, Image: Realtechskull.png Copper FX (Plasma) RGB Plasma: R=0, G=0, B=32 Random: False, Colorize: True X Sin:[…]
I saw this format first in the source code of an earlier version of PabloDraw by Curtis Wensley aka Eto and found it very useful. I saw it again used for a EGA/VGA DOS Font collection from 1992 by Joseph (Yossi) Gil (fntcol16.zip), which also comes with a set of tools, such as BREAKCPI.COM, which breaks the current EGA.CPI into fonts or DUMPFONT.COM, which is another tool to extract system fonts. The fonts are naturally all bitmap fonts, mono-spaced and monochrome (black/white). The size per character is usually one of the following (Width X Height in pixels): 8×8, 8×14 or 8×16 pixels. The font files in the collection by Joseph lack the “HEADER” though, meaning the width and height information are not part of the file. He simply used the file extensions “Fxx“, where “xx” specified the height (width wasn’t needed, because all his fonts had the same width (8 pixels)). Since I added a header to all the fonts in his collection and made it part of mine, you don’t have to worry about that anymore. However, if you happen to use one of his tools to extract new fonts, you can add a header very easily by using the DOS command: “copy /b Fxx.BIN + FONTFILE.FNT NEWFONTFILE.FNT“ “Fxx.BIN” should be one of the files from this archive , depending on the font HEIGHT, e.g. F08.BIN or F16.BIN. But enough of this and lets get to the actual stuff here. The .FNT file format that I am introducing[…]