Le Reve at Wynn Las Vegas

100 Pieces of Nude ASCII Art Available Now!

Some quick, but exciting news. I introduced last summer my 30 Years of Naked ASCII Art gallery with 30 astonishing examples of text art that depict female nudity as motive for the pieces.

I expanded the gallery significantely today. I added a whopping 70!!! additional pieces. The gallery is 100 pictures big, or 200, if you count that every picture is available in the gallery in two different versions, one with black font on white background and another with white font on black background.

Here is how the selection screen looks like (image is a slightly scaled down version of the action selection screen due to space limitation at my blog)



I was so excited that I also created a banner animation to promote the gallery.



You can put it on your website as well, if you like to.
Here is the code:


<a href="http://www.roysac.com/asciinudes/" target="_blank"><img src="http://www.roysac.com/banners/nudeascii468x60b.gif" border="0" title="100 pieces of NUDE ASCII art"></a>


Enjoy!

Cheers Carsten aka Roy/SAC

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The Demoscene Came a Long Way

Boy, the demoscene came a long way since their humble beginnings in the early 1980s on archaic computers like the Apple II, Atari 800 and especially the Commodore 64 and later the Commodore Amiga 500.

If you want to learn more about the old days and stuff like that, check out my post about the history of the demoscene that I wrote about one month ago. My older post "Introduction to the World of Demos" is also fairly interesting IMO.

Well, the examples from my previous posts may be nice, but things improved a lot since those days. A very good example is the winner demo from last years Assembly demo party in Finland called "Lifeforce", created by Andromeda Software Development or short ASD or Andromeda.

I uploaded the demo to several sites, including Facebook. I am an Internet marketer and that is how I make my living. I have naturally many Facebook friends, who are also in advertising and marketing.

One of them watched the demo and left a comment, asking me, which "Agency" this "Video" created. I had to educate him that his "Agency" is a bunch of high school or maybe college kids from somewhere in Europe and that the "Video" is actually a program that creates all the visuals and stuff in real-time... and in a much higher resolution than you can see on YouTube, which only has a crappy 320x240 resolution for all their videos.

Too bad that I was not able to see his face, but it must have been quite a shock to learn these facts hehe, but I can't blame him for his thought, the demo is just amazing and you really cannot tell that this is NOT the work of professionals.

But now I will stop writing and let you enjoy the demo for yourself, in crappy 320x240, but you can go and download the demo yourself and run it on your PC in whatever resolution suits you.


Backup link to the video on YouTube


I hope you enjoy it as much as I did.

Cheers!
Carsten aka Roy/SAC

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The History of the Demoscene

I stumbled across the video recording of "The Complete History of the Demoscene", a presentation by Tamas Polgar, Author of Freax and member of the Hungarian demo group Madwizards, at the Assembly 2005 Demo party in Helsinki, Finland.

Back to ASCII Art Academy


His book was published in 2005 (it's available at the merchandising section of my site among other gems) and the presentation happened after the book came out. The video was uploaded to Scene.org in August 2006, shortly after Assembly 2006. He also gave a presentation at Assembly 2006 called "The Art of Pixels: from sprites to Photoshop". This and other presentations from Assembly 2006 are available at Alive.Assembly.Org.

The Dawn
He starts with the development of the first computers from the 1960s that were capable of displaying graphics rather than just perform mathematical calculations and return the results in text format. The first cracked software appeared on the Apple II computer at the end of the 1970s, but cracks were done by individuals who just removed the copy protection and then copied the software for friends etc. It was mostly unknown who cracked a specific program, because the cracker did not include any credits or reference that pointed to him.

The Beginnings on the Commodore 64
Cracking groups appeared on the Commodore 64, which was released in 1983. It was around 1985 that cracking groups started to add little programs to the cracked programs that were developed by the cracker groups themselves. Before that was it common to simply alter some text in the program to put their names into the cracked software. A favorite spot were the high score tables of games. The limit of three characters in those high score tables, something that was adapted from video arcade games, is the reason for the 3 letter abbreviations of oldskool cracking groups, such as TRD for Triad, DTC for Dytec or Dynamic Technologies, GCS for German Cracking Service (who created one of the very first intros), RZR for Razor 1911 or RSI for Red Sector Inc. (which later merged with Tristar to become TRSI).

It become a competition between the individual cracking groups to create the best crack intro, in addition to the existing competition of who is first to crack and release a program, who created the best trainer (cheat) and other related things. Designers, musicians and coders joined the cracking groups for the sole purpose of creating great crack intros for the group. The poor treatment of those sections within the groups, which hailed and embraced great crackers, while merely tolerating a great coder of cool intros, caused frictions between the illegal cracking parts and the legal intro creating sections within cracking groups.

Separation from the Warez Scene
It was not for long that the intro coders, artists and musicians started to split off the cracking scene to create their own scene, own parties etc. This was a process that happened over time. It was not happening over night.

Around the same time were also productions released without anything else than the intro itself. Those productions had usually multiple parts and were called demos. Specifically long demos (one floppy disk side or more) were called mega demos.

From the "Lunchbox" to the "Girlfriend"
The Commodore 64 demo scene partially made the transition to the Commodore Amiga, although the C64 and Amiga demo scene existed parallel to each other for years to come. The Amiga demoscene really grew into something big in 1991, the year when the first demo party was held that had more than 1000 attendies, "The Party" 1991 demo party, held in December 1991 in Denmark. The demo that won the competion was "Oddyssey" by Alcatraz (a 45 minutes long demo that caused single handedly the introduction of the 10 minutes limit for demos from this point on), but the most memorable demo was probably "Hardwired", a joint production by the demo groups Crionics and The Silents.

The PC Demoscene
The PC demo scene development started around 1991. Before that did a few demo groups exist who created demos, such as the legendary "Spacepigs" who wrote demos using the 16 colors EGA graphics card (not mentioned in Tamas presentation, which is a bit sad). It wasn't before the VGA graphics standard with 256 colors capabilities became the de-facto standard for modern PCs that a demo scene developed. Also the poor sound capabilities of the PC (PC Speaker, later Adlib Sound and Tandy) were not providing the right environment for a demo scene to develop. This changed with the appearance of the SoundBlaster soundcard by Creative Labs in at the end of 1990, early 1991, that the PC became really multi-media compatible.

Early productions were the 1991 mini-demo by Ultraforce Development or intros by Brain Slayer. The first real great demos that came out where Chronologia by Cascada, Triton's Crystal Dream 1 and especially Future Crew's "Unreal", which was released at the Assembly 1992 demo party in August 1992. The PC demo scene cached up with the flourishing Amiga demo scene in 1993 with demos like Future Crew's "Second Reality" and Triton's Crystal Dream 2. The top demo of the Amiga around this time was Kefrens' "Desert Dream" demo.

Commodore released in 1994 the successor to the Amiga 500 and 2000, the Amiga 1200 and 4000, which had better graphics capabilities and a faster processor, but the company Commodore was already not very healthy anymore at that time and it wasn't for long that the production of Amiga’s was halted and the company went out of business.

Around 1996-97 occurred a mass migration of oldskool Amiga demosceners over to the PC. Windows 95 was just released a few years earlier and Windows 98 was also released at the time. For the PC also started to appear graphics cards with special 3D acceleration capabilities. The first demos that made use of that special hardware appeared around 1996-97.

The PC demo scene evolved and is still alive and kicking today. The Commodore 64 and Amiga demoscenes never died completely and will probably not die before the remaining scenes of those scenes die with it.

Demoparties
Although large demo parties such as Assembly in Finland and The Gathering in Norway are still being held annually (Assembly even twice per year now), did they faced the problem of being polluted by gamers who come to the demo party events to play multi-player games in a gigantic LAN party straight for several days, rather than to engage in a friendly and creative competition to show of programming, musical or graphical design skills. This pollution caused the appearance of oldskool scene parties like Breakpoint in Germany, which are small in comparison to the 5000+ attendees events like the mentioned, but are true to the original nature and purpose of demo parties.

Most of the stuff I mentioned in my post is mentioned in Tamas presentation, although some of the stuff I mentioned is missing. It also contains tons of stuff, which I didn't even touch on in my post. You should check it out.

The video is about 90 minutes long.



If you cannot play the embedded video for some reason, see it directly at Google Video at this URL.

Demo History Illustrated via a Demo
The demo "Obsoleet" by Unreal Voodoo, which was released at the Assembly 2004 demo party illustrates in an entertaining way the development of the demoscene from Commodore 64 over the Commodore Amiga to the modern day Windows PC. It shows early effects using sprites, star field simmulation, worm hole effects, real plasma and continues with labert shading (flat shading), then gouraud shading to phong shading.

I uploaded the video recording of the demo to YouTube and embedded it into this post as well. I am sure that you will enjoy it. It is certainly more entertaining than listing to a guy who is talking for 90 minutes, right? :)



Here is the backup link to video at YouTube.com.

Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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What is ANSI Animation or ANSImation?

People often confuse ASCII animation or ASCIImation with ANSI Animation or ANSImation and believe them to be the same. This is actually wrong.

ASCIImations are created by using programming (code) to move text characters around in a way that makes it apear like an animation or movement. Even text-mode demos that show text characters with ANSI color coding are not really ANSI animations, because they also use programming to make the characters move to get the desired movie or animation visual effects.

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True ANSI animations are not coded, don't use any programming language to create the effect of motion and only make use of some more specific and special escape sequences provided by the ANSI.sys driver of MS DOS. ANSI animations are not executables like text-mode demos, but plain and simple .ANS text files.

Smart Cursor Control
ANSI animation takes advantage of the build-in ESC sequences of the ANSI format to re-position the cursor on the screen to rewrite individual areas in a video-like sequence. ANSI.sys, the MS DOS driver that enabled the support for ANSI codes, also supported a number of other features that were helpful for the creation of ANSI animations.

Set cursor-position; move up/down/forward/backward for a set number of characters, save current cursor position, restore cursor position and erase line are the most important of those features. For a full description of the ANSI escape sequences supported by ANSI.sys, check out this text file.

Only few editors that supported ANSI animation are available. One of those editors is TheDraw, which is also my ANSI editor of choice for most ASCII and ANSI art pieces that I created. I use it since 1993 and still use it today once in a while. You can download the editor on my website and play around with its ANSI animation features, if you’d like to.

The "Speed Issue"
ANSI animations have one significant issue. The artist has no means to control the speed at which the animation is "played back". ANSI does not support fix time delays that are linked to the internal clock of the computer to wait for a set number of milliseconds, something most third generation programming languages support. The playback speed is entirely determined by how fast the system can read and display the ANSI escape sequences of the ANSI file. The speed if you load an ANSI from your hard disk by using the "type" command for example (with ANSI.sys driver loaded), is virtually instant. Even large ANSI files will be displayed within a fraction of a second.

In order to make the ANSI animation look like an animation is it necessary to throttle down the speed with which the ANSI codes and ASCII characters are loaded and then displayed on the screen.

The natural way to throttle down the loading speed of an ANSI at that time was the transfer speed of the modems of that era. The top speed of modems around the early 1990s was 9.6KBit to 14.4KBit. An 100KB ANSI animation would take a few seconds to download and just cause the necessary delays to bring the animation to life.

To show the effects of the longer loading time on an ANSI, caused by the slower download speed of a modem from that era, see this video. It shows a long ANSI downloaded with a simulated speed of a 14.4KB modem. It's not an animation and only a very long static ANSI, but it is perfect for the illustration of how ANSI animations were only made possible, because of the existance of the combination of available and needed ANSI.sys escape sequences for cursor movement and control plus the slow download speed of modems at that time to cause the necessary delays by which ANSI animations are being loaded and displayed.



The biggest takeaway from this simple fact is that creators of ANSI animations did not only have to consider which characters to re-write, overwrite and delete etc., but also for which download speed the animation will be optimized. If the animation was optimized for a download speed of 2,400 baud and downloaded with a 14.4KB modem, the animation would play much too fast. If the animation was optimized for 14.4KB and downloaded with a 2,400 Baud modem, the animation would appear like in slow motion.

ANSI Animation Artists Tracer/ACiD and Jed/ACiD
One artist who kind of specialized in this special area of ANSI art were the famous ACiD artists Tracer and Jed. They created a number of ANSI animations and were in my opinion the best ANSI animation artists who ever existed. They worked on some pieces together.

Tracer optimized most of his ANSI animations to be downloaded and watched by a user with a 14.4KB modem or at least 9.6KB for optimum playback speed.

Here is the video recording of one ANSI animation that was created for the BBS "The Bog" by Tracer/ACiD and Jed/ACiD in 1992.



Other ACiD artists who created ANSI animation were Tank, Fusion, Cerberus and Blade Runner. They created also some remarkable pieces of ANSI animation (they called it ANSI Movies back in the old days), but fell a bit short of the quality and ingenuity of the works by their group mates Tracer and Jed (IMHO).

Although ANSI was capable of some sounds, which caused the development of a small specialized scene, which created ANSI music, am I unaware of the existence of ANSI animations that also use ANSI music for sound effects and/or background music. I am also not aware of any editor that supported both of those features to help artists with the creation of such ANSI animations.

I dug up a number of old ANSI animation pieces (over a dozen of them) and currently work on converting them to video. Watch out for the ANSI Movies/ANSI Animation gallery here at RoySAC.com.

Update! Here are 21 ANSI Animations from various ACiD Production members. I did not embed the YouTube video for all of the 21 videos, because that would screw up some browsers. I added small thumbnail images with a direct link to the video at YouTube for each of the ANSI animations instead. Enjoy the show!


Tracer/ACiD
ACiD Productions

Tracer/ACiD
The Elders Craft World

Tracer/ACiD
SDA

Tracer/ACiD
Body Count

Jed and Tracer/ACiD
The Bog

Tank/ACiD
Agents of Fortune

Tank/ACiD
Inn of the Last Home

Sonic/ACiD
Why does iCE has so many members?

Sonic/ACiD
Spyrits Crypt

Jed/ACiD
Surburbia

Jed/ACiD
So-Krates BBS

Jed/ACiD
Midnite Oil 3

Jed/ACiD
Beyond the Realm of Reality

Jed/ACiD
Barter Town

Jed and Spectral Illusion/ACiD
Nuclear Wastelandz

Jed and RaD Man/ACiD
Spyrits Crypt

Fusion/ACiD
Badlands

Cerberus/ACiD
Evil Palace

Blade Runner/ACiD
The Cartel

Blade Runner/ACiD
Korova Milkbar

Jed/ACiD
ANSI Toons 2


And here is another fun bonus. I provided one of the ANSI animations with a voiceover including foley FX and all that hehe. I hope you like it.



Backup link to video at YouTube.com.


Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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Schwags, Addictions and T-Shirts Acquired For Other Reasons

A colleague in the search marketing space with the name Tamar Weinberg had a "coming out" and admit her addition to "SCHWAG", the stuff you get for free at conferences or other promotional items sent to you by companies.

She dedicated a whole blog to her addition where she posted pictures and comments to all her trophies. Guess the name of the blog! ... right SchwagAddict.com! Uh, that was hard.. hehe.

I have some trophies myself. I also extend the definition of Schwag a little bit and include promotional material where I actually paid money for the privilege to carry somebody else's name or logo around for the whole world to see. :)

This pic shows the front of a BuyMusic.com T-Shirt ("get loaded", which has obviously 2 meanings here hehe), a Levelclick shirt, a Techsmith Snag-It Sweatshirt, which reads "Capture, Edit, Share" and can have a double meaning :) ), the front of a CT-Magazine short ("rtfm", which has actually only one meaning), a SES San Jose 2006 shirt, a Mister-Wong.com shirt (top right), a The Party 1997 short where I paid actually money for and a BDN shirt, which I had to earn (I won the fast-ANSI compo at BDN Party 3 in Berlin, Germany). You can also see some other stuff there, such as the "I'am feeling lucky" License Plate frame from Google (which they offered free of charge on their site at some time).



A closer look



Back of the Levelclick t-shirt saying "Stop Guessing Start Earning!" and front of the BuyMusic.com shirt. Also on the picture pens from Techsmith, WebmasterWorld PubCon and TheBlindNetwork.com.



Okay, here you can see what the "rtfm" on the CT-Magazine t-shirt means hehe. I won't spell it out here. CT is a German computer magazine btw., which is great. I still have a subscription and get it delivered here to the U.S.



Again the BDN shirt and a VNV Nation shirt (paid) and a The Party 1998 shirt (also paid). I had to throw away my The Party 1993 and The Party 1994 t-shirts unfortunately. They were damaged beyond repair from wearing them.



Mister-Wong.com shirt (got it via mail for my suggestions and feedback during their U.S. beta), The Party 1997 shirt again ("Batteries not included"), SES shirt and BDN shirt with not so shiny colors anymore.



TP98 shirt, Snag-It sweatshirt back side "take a screenshot, it'll last longer" .. oh ah.. okay hehe. Up in the corner my Star Fleet Academy shirt, which I bought at the Star Trek Experience shop at the Hilton in Las Vegas.



Oh, did I mention that I am a Cirque Du Soleil fan? ;) Here is the proof that I am meaning it! ... but wtf? What does the Google "black shirt" there? Spamming the CDS? God damn it! hehe.



Okay, the shirt on this picture were also all paid for. My deviantArt.com shirt, my Defcon worker shirt (I got two), an "Ex-Sysop" shirt in Amiga Oldskool ASCII characters and the two custom print T-shirts that I had made at Defcon. See my post about it.



So, that's it :)
Cheers!

Carsten aka Roy/SAC

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You Can't Stop Progress! Lessons from the Past

I was sorting some old zip archives on my file server when I stumbled across an old text file from October 1997 with the name "INETSUXX.ZIP".

I was intrigued and checked it out. The FILE_ID.DIZ provided already a glimpse of the things to come.

.-----------------------------.
| a short statement about the |
| actual bulletin board |
| system scene !!! |
| changes are needed! |
`------------------------------- -- -
|
COMMENT ON THIS FILE!­! :
~~~~~~~~~~~~~~~~~~~~~~~ .
_.:%[READ:IT]%:._

Here is the entire content of the included text file with the filename "CHANGE.IT!". It has two authors. The initial author who also created the ZIP file and started spreading it through other bulletin board systems is an anonymous sysop who is mad that the BBS scene was going down the drain and that everybody was switching to use the Internet rather than dialing a BBS.

It was modified and extended with comments by PigPen of Poison and Surge. He made some were good and forward thinking statements back then, even though his English language skills are not the best (the text screams for spelling and grammatical errors) and border-line PG13 language used. This is true for both guys by the way. I think it was how we really talked back then. I can't remember for sure, but the text refreshed some long forgotten memories in me.

Okay, here it comes, uncut and uncensored.

Original text....

this sux!

we had several times to change the whole thing... but no one of us
seems to care about the big problems comming over us! .. we tryed
to fight against this enemy of crime - but - most of us weren't
able to resist! ... so the wohle crap seems to go down.
should not we stand together and fight agains our worth enemy ?
the internet - which becomes bigger and bigger ... and seems to
destroy our nice bbs network scene (which seems not to be a net-
work neither a bunsh of friends). most sysops fight against each
other instad of putting their forces together agains the inter-
net.
so stand together ... and keep this scene alife!

a sysop! ...

Added crap cummin' up:

You're right!

Definately the Inter*et is huge and growing very fast. The _BIG_
problem is: It's simply more popular than the BBS-Scene, and you
really can find there everything, even things, you really don't
WANT and surely never NEED. Also it's really simpler to use than
dialing BBS'es...
And there the whole shit goes: I-N*t is becoming a mass-media
like TV, and if someone complains about shitnet, he also could
shout out: 'Read books! Sell yar TV-Set!' Stupid thoughs, but true.
But on the other hand, sucknet is SLOWER, BUSIER, easier HACKABLE
and much more EXPENSIVE.
By the way, ever thought about all those _really_ lame dudez, who
moved to blamenet, and doesn't bother you anymore? ;)
Back to business...
So we all hate lamenet, and wanna _FIGHT_ against?
( I mean <fight> not <complain> !­! )

- What about heavy announcing for our boards in hmpfnet?
- What about email support per BBS?
- What about firin' up _ONE_ huge net like good old GSN, CDN or DGI?
- What about making our boards easier to use?
- What about making our boards friendlier?
('What means ICE?' , 'Be sure you have a good reason to page!' ,
'No beginners!' , or those ratios we have but glblbnet don't)
- What about all those suckers, who would call and give the
remaining scene the rest?!?

But what's about the _meaning_ of 'The Scene'? Is the scene a
huge mob of people who call BBS'es and spread drivers and chat
about Java, HTML, sexdolls and helicopters?
Or is the scene a small crowd of active, friendly and sometimes ;)
productive freaks with abilities, not only a mouse to click with?
I'd really prefer the second...
Also if you want to keep the scene together, a first step would be
to sign with your handle, not with <a sysop>.
Imagine all those dudez, who have the same opinion like you,
and don't know, who you are... Nice, 'eh?

Pressin' all this in a short sentence:
[Internet grows, Scene selects.]

PigPen^Poison^Surge

Yep, the good ol' days, gone forever. I can feel the anonymous sysop, because I used to be one myself and watched it all go to hell without anybody even blinking or saying anything. But when I saw it in 1997 in greater detail, I knew that the times for bulletin board systems are coming to an end. Note: I saw the Internet already before 1997. I used the Inet for the first time via CompuServ and the second time via a BBS Door :). But it took me a bit to "get it" to the full extend.

You can't change things back to what they were. The genie was out of the bottle and there was no way to put it back into it. Resisting progress is a natural but bad reaction. If you don't stop fighting progress a.s.a.p., the progress will eventually simply roll over you and leave you behind in the dust. Progress cannot be stopped, it can only be delayed! Remember that!

Cheers!
Carsten aka Roy/SAC

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SAC Updates and Site Content Additions

This post is already over one week overdue, but I just didn’t find the time for it until now. I have several news that I like to share.

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

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Perspective Projection on the Computer

Perspective projection is a means of representing something that is three-dimensional in a two-dimensional space, or in other words the representation of 3D in 2D, something we are all familiar with from the computer of course and also TV, photographs, paintings and drawings.

A basic rule of perspective projection is that something that is further away from the viewer at a three-dimensional space is “smaller” in the two-dimensional representation and “larger” if it is closer.

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.

Axonometric Projection
If the object is really “thick” or “deep” or we know from experience that the object is that way, a representation of the object in 2D is enhanced if not only one side (or two dimensions) are shown, the width and the height, but also the part of the side that we determine as the “depth”. Axonometric projection is the term used in geometry to describe the representation of an object with two or more “sides” visible to get a feeling of its width, height and depth.

There are three main sub forms of axonometric projection, which are isometric, dimetric and trimetric projection. The difference between the three is the angle and perspective of the viewer to the object.

In isometric projection for example, the angles between the projection of the x, y, and z-axes are the same or 120-degrese.

In dimetric-projection, only two of the three axes in space must be foreshortened equally, while the angle and scale of the third axis can vary.

If all three axes appear to be foreshortened differently, we talk about trimetric projection.

click to enlargeShort summary
Isometric = angles for x, y, z are the same, dimetric = only two are the same, trimetric = none is the same. See the illustration that shows an example for each type of projection.

Each of those types of projections were a pain and difficult to master for early computer generations, because the math behind them is very complex.

The Cheat: Oblique-Projection
Early computer generations used often oblique-projection for simple 3D effects, because it was relatively easy to do.

One way to draw using oblique-projection is to draw the side of the object you are looking at in two dimensions, i.e. flat. Then draw the other side’s at an angle of 45 degrees, but instead of drawing the sides full size, you only draw them with half the depth. This 45-degree angle was easy to manage.

Think about a computer screen as something like a checkerboard and draw an imaginable square on it. To draw the third dimension lines, you simply start at a corner, go one square to the side and then one square up or down, depending on the angle. You repeat this until you marked the number of squares that represent half of the actual length of that side. Drawing a proper line if the angle is different from 45-degrees becomes difficult. See the illustration that shows lines at different angles on a computer (click on the image to enlarge it).



The beauty with the simple 45-degrees oblique projection was that you do not have to do any vector calculations. Vector calculations take up CPU time (a lot, because of the needed divisions and work with floating points, something older computers were unable to deal with), nor did you require sophisticated line drawing algorithms like the famous Bresenham algorithm.

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.

Seeing Pixels? Missed the Anti Aliasing, eh?
Even if you got the stuff calculated and the basic lines drawn was there still a problem. If you draw a line that is not 45deg on a computer screen pixel will become visible badly (the Bresenham article shows it nicely). In order to compensate for this side effect had to be used another, even more complicated method be used, which is generally known as anti-aliasing.

Anti aliasing is a trick for the human-eye, which makes sharp edges appear blurry and if done very well even soft. If this is combined with motion (what is even harder to do), the human eye will not notice this blurriness anymore and the edges will appear clean and sharp as they did when it was a simple 45deg angle.

It is more challenging if the angle is anything else but 45-degrees, for the programmer who tries to get a 3D-object on the 2D screen and also for the artist who tries to do the same thing with a single picture.

Thanks God for FPU and Photoshop
Computers became more powerful and most home computers today have 3D acceleration build into their graphics card in addition to one or more powerful CPU with special floating-point calculation unit. The artists got help too. Modern graphical applications provide build-in features for anti-aliasing. This was done by hand in the past.

Anti-Aliasing by Hand
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?

For additional and even more remarkable example of hand done anti-aliasing and pixeling, check out my post about the art by Dream Design from last summer. Yes, believe it or not, all of the images were hand pixeled. No Photoshop was used and no, those are not digital or scanned photographs either.


Cheers!
Carsten aka Roy/SAC

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Welcome to the ASCII Art Videos

I added a new page to my site, which is dedicated to show videos that are about or related to text art and the subject that surrounds it, including the BBS scene, the demoscene and of course SAC, Superior Art Creations.

Visit the new ASCII Art Videos Section at RoySAC.com/videos/.

The section launched with 10 videos.

The first one is "The Art of Textmode" - Text Art History, a presentation at the Assembly 2004 Demo party in Helsinki, Finland by Christian Wirth aka RaD Man. I referred to that video earlier already in a blog post of mine from February and decided to put it somewhere on the site where it can be found more easily.

The second one is a short video by Creature of Hell/SAC - The Movie from 2001, showing off some of his pixel art skills.

The main part of the section is made up by the six videos, which represent the complete content of Jason Scott's 3 DVD long documentary titled "BBS - The Documentary". No, it's not an illegal copy of the DVD's. Jason put them up himself on Google Video, because he released the documentary under the creative commons licensing model to make its content easier accessible. Jason does of course appreciate support for his cause(s), which are surrounding the subject of BBS and actually were the triggers for him to create the documentary in the first place. You can support him via buying the real DVDs, pressed, not burned, with nice wrapping and paper box for example. You can get it via his website here or from Amazon.com, if you prefer them for any reasons.



Then I also put up two good examples of ASCIImation, which means animated ASCII or ASCII animation. The examples show two songs by more or less famous musicians who used ASCIImation for their music videos.

More videos will be added over time, especially videos of the old SACtros and cracktros the group did for others and which can not be started and watched on modern PCs without emulation of the old MS DOS operating system.

Btw. I extended the SAC section of RoySAC.com a little bit as well. I added more content and also found two music-disks that were released by SAC members when I was not part of the group anymore. I found them by accident and put them up on my site of course. :)

Cheers!
Carsten aka Roy/SAC

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Major Site Expansion and New SAC Section with Art Packs Page

I spent quite some time to update content at my RoySAC.com Website. I wrote a whole ASCII art primer article to give you an idea what I am talking about in general. It is for people who do know little or nothing about ASCII/ANSI art, the artscene and the warez scene it operated in.

The biggest addition is the new SAC section, which is dedicated solely to everything related to Superior Art Creations, the art group, which I founded in 1994.

You can find there SAC VGA logos created by SAC members for the group, as well as ANSI logos and ASCII logos, which were created for internal purposes of the group.

The largest addition overall was the new SAC art packs releases page. It shows all 34 SAC art packs, which were released betweeen December 1994 and December 2005, the packs File_ID.diz, download links to the pack files, links to the SAC.NFO files for detailed information about each pack and a brief description for every release.

The descriptions are more detailed than I had originally planned. Because of that, does the page act as SAC history page for now, until a better SAC history page is being created one day. There are some "holes" in it, but I hope to get the missing information and will then update the page accordingly.

I updated pretty much every page of the site, including the home page, the Roy/SAC art page, the shop, the downloads section, the links page and the gallery pages (ASCII Art, ANSI Art, Best Of and VGA Art). The Website navigation was overhauled and has now a much slicker look than before. Here is a partial screen shot of how the navigation of the site looks today.



I hope you will enjoy the "renovated" and massive expanded RoySAC.com site. Let me know what you think about it, negative feedback is as welcome as possitive.

Thank you and Cheers!

Carsten aka Roy/SAC

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Introduction to the World of Demos

The demoscene is huge. The demoscene is international. The demoscene spans across all computer platforms, including game consols.

However, the existence of something like the demoscene is unknown to most people.

Table of Contents


Introduction


Let me introduce this vast scene to you via a few hand picked examples of the releases produced by the demoscene during its early days and prime.

The demoscene is active to this day and produces exciting entertainment even on platforms that are not available today anymore. Most current productions are nowadays for the IBM PC and run on any standard Windows XP machine with DirectX and Direct3D compatible Graphics Cards with 3D Accelleation and DirectSound compatible Soundcard.

The Demos presented here are for much older platforms and can not be replayed without special software and some special computer knowledge on modern PCs; but thanks to Google Video and YouTube is that not a big problem today, because it enables me to show you the Video recordings of those old productions as if you were running it on those old machines yourself.

The Videos were created by other Demosceners and are available on DVD for purchase. The Commodore 64 production was taken from the "Digital Memories" DVD, the Commodore Amiga productions were taken from the Mindcandy DVD Volume 2 and the oldschool PC Demos were taken from the Mindcandy DVD Volume 1.

Enjoy!

1. The Commodore 64


The following C64 Demo and more can be found on the DVD titled "Digital Memories", which can be purchased at Amazon.com. There is no need to get an original Commodore 64 computer with Floppy Drive and original Demo Diskettes.

For people who want to learn more about C64 Demo releases, the Groups that created them and more, visit the CSDB - The Commodore 64 Release Database created by C64.org.

Tower Power by Camelot

Release Year: 1994
More Information: CSDB entry
Download original demo: Zip archive

The 1994 Commodore 64 Demo Tower Power by Camelot, who are legendary in the C-64 demoscene. The Demo was first presented at The Party 4 in Herning Denmark. Slammer of Camelot was the coder of this great The Party release. The Demo won first place in the C64 Demo Competition.

Credits
Coder: Slammer
Music: Jeff
Graphics, Charset: Kring
Graphics, Charset: Neptune
Graphics, Charset: Rob
Graphics: Vic
Loader: Glasnost



2. The Commodore Amiga 500


The following Amiga 500 demos were taken from the Mindcandy DVD Volume 2 - Amiga Demos. The DVD contains a lot more Amiga Demos and can be purchased at Amazon.com without the need to get an old Amiga 500 computer and floppy discs to enjoy the best demos from this platform.

For people who want to learn more about the Amiga demoscene and its releases, check out Amigascene.org, the Amiga Demoscene Archive (ADA) or the Amiga Demos Podcast.

Hardwired by The Silents & Crionics

Release Year: 1991
More Information: Pouet.net entry
Download original demo: Disk 1 & Disk 2

Legendary Commodore Amiga 500 demo from the year 1991. Silents and Crionics created the demo Hardwired in a joint partnership project and presented it at The Party 1 in 1991 in the Amiga demo competition. It won 2nd place, right behind the demo "Odyssey" from Alcatraz. The Alcatraz demo might have won the competition, but most people do like Hardwired much more than they do Odysey. The reason for that is simple: While Odyssey was a 45 minutes long curiosity (which is very repetitive), is Hardwired an well designed piece of hard-core coding and pleasant entertainment.

Credits
Coder: The Spy
Coder: Deftronics
Coder: Guzzler
Coder: Murphy
Coder: Saxs
Graphics: Mikael Bale
Graphics: Sionic
Graphics: Zycho
Music: Jesper Kyd



State of the Art by Spaceballs

Release Year: 1992
More Information: Pouet.net entry
Download original demo (DMS File): Amigascene.org

The demoscene newcomers Spaceballs surprised the visitors of The Party 2 at Aars, Denmark in 1992 with their music video like looking techno track demo for the Commodore Amiga 500 and won the first place in the Amiga demo competition. The Demo became even that popular outside the realm of the Demoscene that it was shown on the popular Music TV Channel MTV.

Credits
Coder: Lone Star
Coder: Major Asshole
Graphics: TBM Designs
Music: Travolta



Desert Dream by Kefrens

Release Year: 1993
More Information: Pouet.net entry
Download original demo (DMS files): Disk 1 & Disk 2

Desert Dream by the demo grouup Krefrens, the legendary demo for the Commodore Amiga 500 computer from 1993. It is considered by many to be one of the best demos ever made for the Amiga 500. Better Amiga demos followed, but those were created on the more powerful Amiga 1200 and compatible.

Credits
Coder, Musician, Gfx: Laxity
Graphics: Airwalk
Graphics: R.W.O.



3. The Old School IBM PC (MS DOS)


Without 3D Accelleration!

The PC Demo videos were taken from the Mindcandy DVD Volume 1 - PC Demos 2 DVD Discs Set, which is available for purchase at Amazon.com.

For people who want to learn more about the IBM PC Demoscene visit Scene.org, which has a huge File archive, scene and Demoparty news and much more. Also check out the Demoscene releases database and community at Pouet.net.

Somewhat releated, which is the reason why I mention it here, is the Defacto2.net Scene Archive for the IBM PC Warez Scene, which includes information about the individual Warez scene groups, Cracktros, Artpacks (ANSI and ASCII) as well as NFO files from Game releases.

Further Information about the PC Demoscene


Second Reality by Future Crew

Release Year: 1993
Hardware for Original Demo Presentation: Intel 486 33Mhz, 4 MB Ram, 1 MB Graphics Card (ET400 by Tseng Labs), 1 MB Gravis Ultrasound Soundcard
More Information: Pouet.net entry
Download original demo: File 1 & File 2

This is the world famous PC Demo "second Reality" by the Finish Demo group legend "Future Crew". The Demo won with huge distance to its next competitor the Assembly 1993 demo competition in Finland. The Demo was not available for download right at the party, which caused rumors that Future Crew was cheating by adding extra hardware to the presentation computer (FC was one of the organizers of the demo party). That was of course not true and the rest is history

Credits
Coder: PSI
Coder: Trug
Coder: Wildfire
Graphics: Marvel
Graphics: Pixel
Music: Purple Motion
Music: Skaven



Verses by Electromotive Force

Release Year: 1994
More Information: Pouet.net entry
Download original demo: Scene.org

Machine requirements for original demo
- a 386sx CPU; 486 or faster recommended
- a VGA card; VLB or PCI recommended
- a hard disk; RAM disk recommended
- a Gravis Ultrasound card for music
- 400 kB of free base memory
- 1 MB of free high memory

PC Demo "Verses" by the Finish demo group EMF - Electromotive Force, which won the 1994 demo competition at the Assembly 1994 demo party held in Finland. The demo included some funny image manipulations of a picture of Microsofts Co-Founder and Chairman Bill Gates. Everybody but Bill Gates himself had a good laugh. After all, he deserved it, especially after making (in)famous statements like "640 KB (Memory) is enough for everybody". The last parts of the demo include some of the best phong shading at the time.

Credits
Coder, Graphics: Saracen
Coder, Graphics: The Grim Reaper (TGR)
Coder: Devastator
Coder: Saint
Music, Graphics: Whalebone
Graphics: Shaman & Kerberos
Graphics: Vortex



Dope by Complex

Release Year: 1995
More Information: Pouet.net entry
Download original demo: Scene.org

PC Demo by the legendary demogroup Complex from 1995. The Demo won the first place at The Gathering 1995 demo competion. The statement "Complex, World Domination" might have been true when the demo was shown, but that domination was only very short lived. The Demo "Stars" by Noon took over that position only a few months after the release of "Dope" in the Summer of the same year.

Credits
Coder: JMagic
Music: Jugi
Graphics: Reward



Stars: Wonders of the World by Noon

Release Year: 1995
More Information: Pouet.net entry
Download original demo: Scene.org

"Stars" by the French demo group with the name "Noon" is a PC demo that was created in 1995. The demo has a weird sound, but the effects were top notch at the time. The demo won 1st place at the Assembly 1995 demo competition in Helsinki, Finland.

Credits
Coder: Karl
Coder: Barti
Graphics: Ra
Music: Groo



4. Remakes


It is said: Plagiarism is the highest form of flattery.

Proof for this statement are the following productions, which are remakes of famous demos from the Amiga 500 and IBM PC (the originals were introduced above). Two of the remakes were done on the much slower and powerless Commodore 64 computer and the other one is a high end and top of the line animation that was just recently done. Each remake tried to remain as close as possible to the look, feel and sound of the original as possible. Those remakes are not attempts of creating a cheap knock-off, they were created because of true and pure appreciation of the original works.

Second Reality

Original Demo by: Future Crew
Original Platform: IBM PC
Original Release Year: 1993

Remake by: Smash Design
Platform: Commodore 64
Remake Release Year: 1997
More Information: CSDB entry



Desert Dream

Original Demo by: Kefrens
Original Platform: Amiga 500
Original Release Year: 1993

Remake by: Mat Recardo and Chris Crusher
Platform: ALL (Animation)
Remake Relase Year: 2007



and another remake of Desert Dream

Remake by: Resource and Chorus
Platform: Commodore 64
Remake Release Year: 2007
More Information: CSDB entry



Conclusion
The demoscene produced thousands of releases for all computer platforms that ever existed, including game consols. There is a vast and rich world to explore out there. I tried to provide you with a small glimpse of it and hope that I was able to spark some interest into this hidden world that is unknown to most people. I hope that you were at least entertained by the productions I presented to you today.

Demoscene Resources

Cheers
Carsten aka Roy/SAC

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ASCII Nudes Collection - 30 Years of Naked ASCII Art

I was going through some of my ASCIIs in my vast archive and found a number of "interesting" pieces. Who said that ASCII text art is boring?

Guess what, its actually pretty exciting at times. You have probably not seen some of the great pieces of nude ASCII art yet. Luckily for you did I spend the time to collect the best pieces of Nude ASCII art available from around the world and over 30 years.

I created a special page for it on my site. The collection consists of 20 pieces of the finest nude ASCII text art showing naked girls. Some of the pieces are surprisingly realistic.

I am proud to be able to present them to you here and now. You can choose between the display with white background and black font (default) to emulate the look under Windows (like with Notepad) or black background with white font (invert), which emulates the original DOS to some degree (Note: MS DOS did not have a white font as default. It was a light gray, but who is checking? hehe)

Special "Boss Key" Feature
Remember the old days where some programs had a "Boss Key" feature that switched from whatever you were doing to something totaly innocent if you clicked it?

It came in handy when your parents or your parents "other" child entered the room to check what you are doing. Guess what, the "Boss Key" is back :).

You will notice the "Boss Key" to the top right when you open the gallery page. It will stay with you, even if you scroll to look at the ASCIIs. Click it and the page will turn from Rated:R to Rated:G in an instant. The Button will change to "Home", just click it again when everything is safe again and continue where you left off :).

Where is the link? Okay, here it is.

ASCII Nudes Collection - 30 Years of "Naked" ASCII art

One Example

And to show you that I am not kidding, I will show you one of the 20 pieces to demonstrate what I am referring to. Remember, there are 19 more, where that one came from hehe. Voila, "Miss MORGANA". :)



.:IIIIHIHHIHHHII::I:.
.IIIIHIHHHHHHIHIIIIMHHI:,
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
.:IHIHHHHHHHHHHHHHIHIHHIHHHIH:I:,
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
,.:IHHHHHHHHHHMMMMHHHHHHHIIHHHIHIII,
.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
.IIHHHMMMMMMMHHMMMHHHMMMHHMHII:HHHII:I.
:HIHHHMHMMMMMMMMMMMMHMHHHHII:HHMMHII:II
:HHHHMHMMMMMMMMMMMMMMMHIIHIHHMMHHHHII::I:
:IIHHHHHMHMMMMMMMMMMHMMHIHMMMMHHHI:"::IIHII:
:IHHHHHMHMMMMMMMMMMMMHHI:II::I:"' . '"IHH.
::HHHHMHMMMMMMMMMMHMHHI:II::.' . 'VMA.
IHHHHHMHNMMMMMMMMHMHHI:II:. . . "MMH.
HHHHHMHMMMMMMMMMMHMHI:I::.' . . . .,MMM:.
HHHHMHMMMMMMMMMMMHMHI:II:. .. . ..LI:"IMMI.
HMHMMMMMMMMMMMMMMHMHI:II.'. :HT;.,, VHI:
HHHHHMHMMMMMMMMMHMHHHI:HMHII:,. ':,MHP"HPIHII.
IHHHHMHMMMMMMMMMHMHHHII::IT:.I:. 'HMMH ,:" VII:
:HHHHHHHMHMMMMMHMHHHHIIMMMPVHI::. .P"TIT"' IH:I
HHIHHHHHHMHMMMMHMHHHHH:VMMM:.HI:H:. :. . . . II:I.
:HHHHHMHMMMMMHMHHHHIIHMMHHI:.:HI:. . .. . :III;
IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
IHHMHMMMMMMMMMMMHHI:I::.:. ..:II::.. :I.. :HIIH.
'HHHMHMMMMMHMHHHH:II:.. ...:II:II./'::.' IHHIH;
HHMHMMMMMMMHMHHHH:I:I::....::VIHI;, ' . . IHHIHA
MHHMMMMMMMMMHMHHH:II:::...::II:::.;,,,: AHHIHH;
;HHMHMMMMMMMMHMHH-:II::..:::I::"",,:"'' .HHHIHHI.
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:HHMHMMMMMMMMMMHMHA:II::.::::-;,,:: .. :AMHI:IHHI
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:HHHMHMMMMMMMMMHMHHA:IIIHII:.:::. . .AMMMHI:IHHH:.
'HHMHMMMMMMMMMMMMHMHHHI:":VIII::...:AMMMMHHI:IHHHI
;IHMHMMMMMMMMMMMMMHMHHII:. '"" 'AMMMMMMMHI:IIHHH:I.
:IMHMMMMMMMMMMMMMMHMHHHII:. .:IHMMMMMMHHHIHIHHHI::.
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;HHHHHMHMMMMMNMMMMMMMHMHHHI::.HHHHMMHHHHHIHIHHHHHI:'
:HHHHHHHHMHMMMMMMMMMHHHMHHHI:IHHMHMMHHHHHMHIHHHHIHI;
;HHHHHHHHMMHMMMMMHMHHMMHIHMI:IIHHHMHHHHMHMHIHIHHHHI:.
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;HH:":IHHHHMHMMMMMHMHIHMHIIMMHI:IMHMMMI:HHHHHMMHHHHI:I.
;HV" . .:IIHHHMMMMMMMHHHMMHIIHMHHI:HHHMHI:IHHIHHIHHMHI:II;.
;IV" . .''":VMMMMMMHMHHHMMHI:HHHHI:HHHIHI:IHHHHHIHHHIHII;,
.II" .. . ':VHHHMHMMMMMHMHHI:HMMHI:IHHHI::IHHHI:HIHHHI:I:.
.II . . . . . ':HHHHMHMMMHMMMHIHIMMMHI:HHHMI:IHHHIHI:HHHHII:I.
.;V' . .. . . 'IHMMMHHMHHHMMMHIHIHHHHI:IHHHI:IHHHHHIHHHHHIIHII:.
.:I" .. . . . :IHMMMHHHMHHIHHHI:HHIHHHIHIHHHAIHHHHHHI:HHHIHII:.
'..: . . . :IMMMHMHHIMHIIHHI:IHHI:IHHIHHHHIHIHHHHIHIHHHHIHI:.
.: .. . . . ..:IHMMMHMHMHMHHHHMHIHHI:.IVIIHHHIHHHHHHHHI:HIHHIHII:.
.: . . . . :IHMMMHMIHIH:IIHHHIHH:.I:IIHHHIHHHHHHHHIHI:IHHHI:;.
:: .:. . . . ..:IHHMMMHMIHIH:IIHHHMHH::..:HHHHI:HHHHHHI:I:IIIHII;
:. ... . . . ..::HHHMMHMHHII:HIIHHMMHH:..:HHHMHHIHHHI:: . :IHII:I
.. .. . . ..:IHHHMMMMHIII:HIHMMMHHI:. HHMHMMHHII:' '.:IHII:"
':.... . . . ..:IHHHMMMMHMHI:HIHMMMHA...VHMMHHHMI:' .' :IH::"
:. .. .... . ..IHHHHMMMMHHII:I:IHMMHA. .VHMHHHI:' '' '':,
::... . .... . . ..::IHHHMMMMIHII::I:IHMMHHMHIHIHI'' . . ,
::.... . ..... .. ...::IIIHHHMMIHI::IHHHIIIHHHIIHI". .. . ,
::.:.......... .. . ....:::HHIIHHHHHHHIIHMMMHI:' 'VI::.. . . ,
::.:............. .. . ...AHIHIIIIIHHHI::""' 'VII:.. .. .
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:::::::::.:.... .. ....:MHHHHIHII:I::::... . 'VI::. . ::I)
'::::::::::.:... .. ...:MHHHHIHIIII::::.. . 'VI:. ...:V
.:::::::::::.:.... . .AMMHHIHIII:I::::... . . I::. ...:-"
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. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
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IIHIHHHHI.HHIHII:I:::::...HHHIHII:' . .'"VIIIII::-'
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MMMHMHHHHHIHVHHHHHHHHHIII::.:.:AHHIHIHIIIII:I:::::::.:....... .. ...::.
MHMHHHIHIIII:HHHHHHHIHII:I:. :AHHHHHHHHHHHIHIIHIIIIIII:I::.:..... ..::.
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HHIHIIIII:I::VHHHHHHHIHII::. :MHHHHHHHHHHHHHHHHHHHHHHIHIIHIIIIIIIIIIIV
HHIHIIII:I::::MHHHHHHHIII::.. MMMMMMMMMMMMMMMMMMMMHMHHHHHHIIHIIIHIIIV'
HHHIHII:I::I::MHHHHHHIHIII:: .HHIHHHHHIHHHHHHHHIHHIHHHIHHHHIHHIHIHHV'
HHHHIHII:I::::HHHHHHHIHII:I:. MHHHIHHHHHHHIHHHHHHIHHHHHHHIHHHHHHHHV'
MMHHHIHIII:I::HHHHHHHHIHIII: .:MMMMMMMMMMMMMHMHHHHHHHHHHHHHHHHHV:'
II:IHMHHI::::AIHHHHHHHHHIII::. MMMMMMMMMMMMMMMMMMMMMHMHHHHHHHV:'
III:IHMHIAMMMIHHHHHHHHHIHII....MMMMMMMMMMMMMMMMM--"""''
IIIII:I:IIHMMMMMHHHHHHHHHHHII:::"""""""""""""''
IIIII:I:II:.T, 'VHHHHHHHHIHI:::
IIIHIII:I:::.:, :HHHHHHHHHHIHII
IIIIII:I::::::., VHHHHHHHHHHIHI
IIHII:I::::.:..., 'MMMHMHHHHHIHI.
IIII:I:::::.:....:.VMMMHMHHHHHIH.
IIIIII:I::::::.:..:.MMMMMHMHHHHH:
IHIIIIII:II::::.:.:.VMMMMMHMHHHHA.
IIIHIIIHIII:I::::.:..VMMMMMHMHHHHA
IIIIIHIIIIIII:I:::.:..VMMMMHMMHHHH. Miss MORGANA
IIHIIIIIIHIIIII:I:::..IMMMMMMMHMHHI
HIIIIIHIIIIIIIII:I:.:..VMMMMMHMHHI:.
HIHIIIIHIIIIIHIHI:I::..IMMMMHMHIHI:.
HHIHIIIIIIHIIIIHIHIII:.:MMMMMHMHHI::
HHHIHHHHHHIIIIIIHHHHIHI:MMMMMHMHHII:
HHHHIHIIIHIIIIHIHHHHHHHI..HHHIHIIHI:.
HHHHHHIHIIIIIIIIIHIHH..IHHHHIHI:III:,
HMHHHHHIHIIIIIIIIIHIHMHHIIHIIHI:II:::,
MMHHHHHHHHIHIIIIIIIHMIHIIHHIIIHI:I::..,
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