12/03/2007 06:25:00 AM
SAC Updates and Site Content Additions
SACtros Complete
When I was writing about the SACtros video section here on my site, did I mention that I was not able to get one SACtro to work and asked for help. Well, I got help and thanks have to go to Ben Garret from Defacto2.net (the PC warez scene archive). He created a video capture of the missing intro for me and I was able to produce the final video with music and all and put it up on the site.
I also found a few more SAC VGA logos, which I put up on the designated gallery for them. The logos I included were created by Kenet, Dream Design and Hetero.Complete All-Time SAC Member List
I got 2 weeks ago in contact with an active SAC member with the name Dipswitch who is a musician and ANSI artist who joined SAC around April 2002. I got in touch with him via Facebook.com and hope that he will be able to help me with my complete SAC member list. I already spent a bunch of time on collecting data and information. The member list is suppose to contain everybody who used to be a member of SAC during its 14+ years history with information about what they did, where they were from and optional contact information etc. From what I collected so far, were 115-120 people members of the group over time. Not bad, eh?
Dipswitch is also pretty busy at the moment, but I hope to get something going by early next year. If you are a current or former SAC member who wants to help with that list, contact me. I created a spreadsheet at Google Docs and Spreadsheets where I can enable access to other Google accounts for collaborate editing.
ASCII Art Academy Additions
I also extended the ASCII Art Academy by two more articles.
The first article is called "ASCII Art Frequently Asked Questions v3.0.3.19" and is a very comprehensive guide to ASCII art on Usenet. It is limited to 7-bit ASCII art for that reason.
The second article is called "The File_ID.diz File Frequently Asked Questions" v1.9 by Richard Holler. It explains in great detail the origin and usage of the file_id.diz file in file archives for bulletin board systems. I chuckled a bit when I read that only 7 bit ASCII characters are allowed for the file_id.diz, because the PC warez scene ignored this and started using block/high ASCII characters in their file_id.diz files as early as 1993.
I am still looking for tutorials for Block/High ASCII art and ANSI art. If you know about or have any good tutorials about this somewhere, please let me know.
For my German Friends
I also added two more pages to the site, but they are quite hidden and not easy to find. Somebody at deviantART.com brought up the subject and I knew that I have it flying around as text files somewhere. So I decided to put them up.

What am I talking about? The infamous "Szenebeobachter" disk mags for the German warez scene from 1997. They are written in German language, but you have to be somebody from Germany who was active at that time anyway to get the humor. The SB was not taking things too serious. I put up issue 1 and issue 2 on the site. I am not sure if they ever released more than those two.
Cheers!
Carsten aka Roy/SAC


This holds true even for seemingly two-dimensional objects in the 3D world, like a flat painting from the front. Now everything in the real world is three-dimensional, but some things do not appear that way, or at least not much, to the human eye. If one dimension is too small, an object will appear two-dimensional to us.
In isometric projection for example, the angles between the projection of the x, y, and z-axes are the same or 120-degrese. 

The Commodore 64 for example did not have a floating-point unit. The C-64 CPU was not able to do any kind of floating point operations, which was the reason why real-time 3D-animation did not exist on this machine (until much later, when smart coders used tricks to work around that problem to create visual effects that look like 3D vector graphics.
Have a look at the famous “Fairlight” logo pixeled by Angel Dawn on the Commodore Amiga in a resolution of 320x256 and only 32 colors. There were no build-in features for anti-aliasing back then. The artist had to do it himself by setting additional pixels with the right color next to the pixels of the actual line. I enlarged one corner of the logo that you can see how he did it. Remarkable, isn’t it?
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