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11
News / Re: A500 Mini?
« Last post by 4pLaY on October 17, 2020, 10:29:20 PM »
Here we go!
https://www.facebook.com/THEC64andMoreByRetroGamesLtd/posts/2425340997771127

While I do not use FB, there seems to be only a teaser picture for now. I guess its some FPGA system running UAE of some kind.
12
News / A500 Mini?
« Last post by tFt on October 12, 2020, 04:28:58 PM »
13
News / Vegetables Deluxe - Amiga Game
« Last post by 4pLaY on October 10, 2020, 09:16:27 PM »
Mike Richmond has released an updated version of his Amiga game, Vegetables Deluxe. A Match 3 game for the Amiga, written in Blitz Basic. Compatible with all Amigas (or emulators) with at least 512k of RAM.

This game is free but the developer accepts your support by letting you pay what you think is fair for the game.
14
News / Jean-François Fabre`s WhdLoad sources
« Last post by 4pLaY on October 10, 2020, 09:09:49 PM »
Jean-François Fabre, has released the sources to his WhdLoad slaves on GitHub.
15
News / Re: TerribleFire 1260 and TerribleFire 360
« Last post by 4pLaY on September 12, 2020, 08:59:25 PM »
16
News / Re: Amiga Future Magazine
« Last post by 4pLaY on August 31, 2020, 11:42:19 PM »
Submitted by Andreas Magerl:

Amiga Future monthly News August 2020

7.8.2020
********
Amiga Future 146 Member-Preview online

From today and applying to all Amiga Future 1-Year-Subscribers you can find in the Member's Part of the Webpage the online Preview and Reading try-outs of Amiga Future magazine - Issue 146.

http://www.amigafuture.de/viewforum.php?f=12


10.8.2020
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Amiga Future 146 Member-CD-Cover online

From today, and available online to all Amiga Future 1-Year-Subscribers, in the Member-Part of the Webpage are the CD Covers of Amiga Future magazine - Issue 146, so you can download them, and print them out if you wish to save you from cutting out those pages from our beloved magazine.

http://www.amigafuture.de/viewtopic.php?t=1172


11.8.2020
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Old Amiga Future Ausgabe 122 in german & english now online

Since today you can read the Amiga Future issue 122 online on our webpage

In irregular intervals we provide older issues of the Amiga Future for free online.

The magazines and the PDF versions (in HQ) are also available in our online shop

Read the german mags online: https://www.amigafuture.de/app.php/kb/index?c=10
Read the english mags online: https://www.amigafuture.de/app.php/kb/index?c=65

https://www.amigafuture.de


14.8.2020
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The Amiga Future magazine - Issue 146 preview is now available to view online

This is the full colour preview and excerpts of the Amiga Future issue 146 (September/October 2020) can now be viewed online on the Amiga Future website.

Some of the interesting articles in this issue are:

Making Of... Fred's Journey
Review Amicygnix 1.6
Special AmigaOS 3.1.4 - These are our tools

Of course there's so MUCH more actually in the magazine.

Needless to say you often get other versions of software, often what was commercially available, as well as some of the latest try-outs or freely released software applications and games for, hopefully, all of the Amiga type Operating systems, so that's Amiga 'Classic', OS4, MorphOS, and AROS, including some PD software for these systems, all on the Readers' cover CD.

A detailed description of content and excerpts of this current issue can be found at: http://www.amigafuture.de/kb.php?mode=cat&cat=13

The Amiga Future magazine is available as an English and German printed magazine - every issue is available in FULL COLOUR - directly available from the magazine editorial office and also from various other Amiga dealers.

Preview: https://www.amigafuture.de/app.php/kb/index?c=13
Orders: https://www.amigashop.org

https://www.amigafuture.de
http://www.apc-tcp.de


17.8.2020
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Amiga Future: New full versions online

The download area of the Amiga Future was updated today. So, you can now find the following full versions online:

Super Ski
Super Ski 2

https://www.amigafuture.de/app.php/dlext/index

An overview of the recent uploads and changes to the download database of Amiga Future is also available from this link:

https://www.amigafuture.de/app.php/dlext/latest

Of course we also want to be able to offer you many more full versions online, but to be able to achieve this, for you, we need your help, so ...

We are on the lookout for the Copyright holders for Amiga games and applications.
Do you know of any such person or can you actively help us in our search?
If so, then please contact us by email.

We are looking for extra support in order to revise the full versions download area of the Amiga Future webpage.
In particular, to check whether all those full versions formats (ADF, IPF, WHDLoad, AGA, CD releases, etc.) are complete.
In addition, a short description, in 2 sentences or less, about each of their system requirements and some screenshots need to be created.
If you want to help us, then please send us an email.

https://www.amigafuture.de


18.8.2020
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Please note our advertising partners

On the Amiga Future webpage we offer you a huge free content all about the Amiga.

Because the Amiga Future is a non-profit project, the Amiga Future homepage has to finance itself completely.
The homepage, which is currently around 30 GB in size, is funded without exception through advertising, donations and our own private funds.
Programming new extensions, databases or features really costs a lot.

At the top of the webpage there are several banners from our advertising partners. We also have advertising in the left navigation bar.

Through these web partners we finance the server and programming costs of the Amiga Future webpage.

We would be happy if you pay attention to this advertising and that will ensure that there is still enough advertising on the Amiga Future webpage to finance it adequately.

https://www.amigafuture.de


19.8.2020
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We are looking for assistance for the Amiga Future magazine.

We are looking for translators for the magazine.

German -> English

You should Speak your language (english) very well and have very good spelling in your native language, also understanding the german language well.

And of course, you should also understand what you translate.
So basic knowledge on the Amiga are needed on each case.

http://www.amigafuture.de
http://www.apc-tcp.de


30.8.2020
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Amiga Future Promotion: Sample issue for 1 cent

Many Amiga users still don't know of the Amiga Future magazine.  Sadly, all the events and fairs where you could have met magazine staff and looked through an Amiga Future issue have been cancelled this year. That's why we decided to offer you some sample issues.

We want you to become familiar with the magazine and feel the benefits it has to offer, so we hope you will consider ordering a subscription to the Amiga Future magazine.

Anyway, you can order a sample issue of the Amiga Future from our online shop https://www.amigashop.org for only 1 cent plus shipping costs. We are sure you understand that we need to charge shipping costs, as we're a hobby publisher.

The sample issue is merely an older regular issue of the Amiga Future.

Via the URL https://www.amigashop.org/product_info.php?products_id=321 you can choose to receive either the German or English sample issue.

The sample issue may suffer a slight delay of just a few days, as the latest edition of the Amiga Future is due to be released in the next few days, so as a result we are still extremely busy finalising that issue.

We cannot estimate how great the interest might be in these sample issues, but in any case there is no time limit on this  offer, but once the sample issues are no longer listed in the shop, all sold, then the campaign and being able to buy one of these samples, will end.

Here is a link to the information about the Amiga Future: https://www.amigafuture.de/app.php/info/

In any case you can find and read, for free, more than 100 issues of the Amiga Future online: https://www.amigafuture.de/app.php/kb/index

You can also find us on: Facebook, Twitter, Instagram, and there is also a free Android app. https://www.amigafuture.de/app.php/everywhere


31.8.2020
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New Amiga Software Database Updates

The Amiga Software Database (ASD) of Amiga Future updated again.

The ASD is a database in English and German which will include complete information to all released applications, CD-ROMs, literature and much more for the Amiga.

Of course the dataset is far from complete. Meanwhile there is already information to more than 4200 titles in the database. Moreover there have been already over 6500 images integrated with more to follow.

https://www.amigafuture.de/app.php/asd/

Since our last report the following entrys have been added or changed:

DigiWorks 3D - Applications 3D/Anwender 3D - 26.08.2020
Hollywood 8.0 - Applications Office/Anwender Büro - 26.08.2020
Hollywood 7.0 - Applications Office/Anwender Büro - 26.08.2020
Hollywood 6.0 - Applications Office/Anwender Büro - 26.08.2020
Hollywood 5.0 - Applications Office/Anwender Büro - 26.08.2020


31.8.2020
*********
Amiga Future: cheats database Update

The cheats database of Amiga Future is updates weekly by David Jahn, even at first sight if it is not immediately apparent.

The cheat database on the Amiga Future webpage is probably the biggest German collection for the Amiga.

This is not just about cheats. Many solutions, tips and tricks, as well as Freezer addresses can be found in this collection.

Meanwhile you can find more as 3400 Games Cheats and solutions in the database, and there is always more.

The database is currently completely in German. If we receive enough donations for the website, we have planned to integrate a proper online database, which will also be available in English.

https://www.amigafuture.de/app.php/GTT
https://www.amigafuture.de

Since our last report the following Updates have been added:


28 Aug 2020 - Colonization - Lösung aktualisiert
28 Aug 2020 - Colonization - Lösung aktualisiert
21 Aug 2020 - Code Name: Iceman - Lösung erfolgreich geprüft
21 Aug 2020 - Code Name: Iceman - Lösung aktualisiert
17
Interviews with Demosceners & Developers / Interview with Corial / Focus Design
« Last post by 4pLaY on August 31, 2020, 07:37:59 PM »
Hello Corial. Could you please introduce yourself to our readers?

Hi everyone. My real life name is Sĝren Bondrup Rasmussen and I'm 43 years old, which probably means that I have the average age for an Amiga scener. I live in a suburb outside Copenhagen, but I grew up on the Island of Falster, which was a great place to grow up, also in terms of getting in contact with the demoscene many, many years ago.

Outside my scene life, I work as a consultant+developer making frontend/C#/integration and more for a small company. I used to code solutions for Sharepoint Online and Episerver CMS, but I'm having a break from that now, even though I like CMS development. I'm also the father of two boys, and I also enjoy running marathons here in Denmark (and abroad) when the world is not in annoying lockdown. So yeah, not that much sparetime for the scene anymore, but I try to release something every year, and I do my best to still visit the Gerp party, as it is just my cup of party.

When did you get interested in computers and what was your first computer?

Now where did it all begin? I remember getting a c64 at the age of 8, but it was only used for gaming. I did think that those crackintros before the games were fun to look at, and I remember some Ikari and Dynamic Duo intros. But the demoscene slowly came to my attention via my brother, who is nowadays known as Optima, but back then he was a graphician known as The R in Static Bytes. Even though we grew up on an island, there was a fairly large Amiga community. Buck and Elin also from Static Bytes lived very close by, but that's a different story. The first real encounter with the demoscene, which made me feel "what the heck did I just see there?!" was when Optima put on the fabulous Boulder Demo from Tristar. That Tristar logo...those scrolling balls...and that fantastic music. That simply gave me goosebumps. I also remember some Trilogy demodisks and some Kefrens stuff, but it was not until 1991 that I really got hooked. It was when I visited the local party Amiga Summit Convention, which was organized by Static Bytes. I remember that my parents allowed me to visit the party one day, because Optima was one of the organizers. So, I got to see that epic democompetition and still remember the impact that Global Trash left me with.

I had never seen raytracing before, and that spaceship animation looked absolutely smashing! So this was in 1991. At the age of 14, there was an after-school offering that I signed up for. It was an "advanced computer club" held after school in the evening. Others played pool etc, but I was one of the few kids that was interested in computers, and I was thrilled that I was allowed to join it. I had to pursuade some boring adults/teachers, and I simply think they got tired of me in the end and allowed me in. It turned out that Kollaps (Cult and Light) was the teacher in that computerclub, and he became a very important person along with Optima in teaching me how to program the Amiga. I remember many Saturday mornings that I rode my bike 8 km each way to visit Kollaps, and he taught me much  about many things, and his mother always brought us tea and cookies. Great memories! But that "advanced computer club" was important, because really many of us founded Focus Design. That was 1992 and that was a great period of my life (Denmark also won the Euro 1992 in football, and I was also a happy football kid) and I have super fond memories in my backpack from back then. I especially remember a trip to The Party in 1993 where there were about 20 of us going by old and slow trains, and we simply occupied everything. We had our computers and monitors in those really big and unhandy cardboard boxes and we really made many fellow passengers mad, because we took up every available seat...we were kids, we didn't care, because we were on our way to The Party 3!

Can you tell us a bit about the story behind Focus Design?

Focus Design has its roots in that local computerclub. It was founded right there, and most regular attendees in that club joined. Later on we expanded and got members from outside. I think we had a maximum of 15 members at some point, but I could be wrong. We were quite certain that the group should be named Focus, but Kollaps suggested that we should call it Focus Design, and so we decided on that. Our productions didn't really excel in having good design, so maybe we should decide on just Focus. Anyway, time passed, we made some releases, we got members such as Coma and Bigmama, but eventually the members got other interests and other things to do. People went to school elsewhere, and all of a sudden it was just Optima and I who were left. We kind of kept the group alive without releasing anything, but at some point we killed the group. Optima went to Scopex and Haujobb and I was just a hangaround for quite some years. In 2007 we then returned from the grave and began releasing again. More members joined from Hungary, UK, Sweden and Norway, and that is the membercomposition that we have now. But yeah, we are not super active as such anymore, but at least once in a while releases pop up.

Our biggest succes back in the mid nineties must have been the party trilogy, South Sealand Party. It was a Danish summer party that ended up getting great releases such as Love/Virtual Dreams, Phi/Artwork, Chronic/Passion and more.

What Amiga(s) did you have in the past and if you remember, what were the(ir) configuration(s)?

I started out with an unexpanded A500. But as everybody else I upgraded to 1MB and got an extra diskdrive. Then I got a vanilla A1200. First I purchased a 020 card, then a 030 card, until I got my hands on a 060 card. My current Amiga, which really only leaves the cupboard for testing is a 16MB 060. All my productions are made in an emulator and then tested on real hw. Oh btw, I also had A600 a couple of years ago, but I never used it and I therefore gave it to Booster in order to give it a good home with a loving parent.

Do you remember which tools you used back when you started out, and what are you using these days for development?

The tools back then were first Seka assembler and later an early version of AsmOne. The tools today are still somewhat scarce. I use the newest version of AsmOne for writing assembler, which is the only language used in all of our productions. Then I use PicCon for converting graphics into the chunky format, I use The Player (NoName's build) for playing modules, and I use Scout's excellent 8 bitplanes chunky2planar routine. When I need to pack things it's Blueberry's Shrinkler. The emulator I'm using is some older version of Amiga Forever. So no crossplatform development, no C language, no streaming music, no Rocket, and it's a setup I am super happy with, and I don't have plans to change anything really. I thought about prototyping effects in a different language once though, but never really got it going, and now I don't care about it anymore. So the environment is actually very simplistic but it works for me. It's ok that it feels a bit primitive, and is something that is a lot different from the coding/environment you have under your fingers at work. I like doing stuff for the 060, and I will continue to make productions for that target platform as long as I remain active in the Amiga scene. I never got comfortable coding on the A500, so I'll stick with my chunky effects.

Do you have some tips for anyone that might want to start doing Amiga productions in 2020?

Well, luckily some very bright people, such as Bartman and Hannibal, have made some clever toolchains for A500 development. So, if you feel like being very close to the hardware, then there are options. But never, ever skip your tests on real hardware! The Amiga isn't super easy to code really, but nowadays you can find lot of codesnippets etc on Google, and the EAB website should also be a good place to ask questions. Doing c2p based effects is different than banging the hardware as you would do it on the A500. But, if you find sourcecodes from the late 90's PC demos you should have good options for understanding the principles for tunnels, bumpmapping and so on, and how to implement them. And then you need to decide on your preferred programming language. I personally never wrote anything in C, but learning assembler might be quite intimidating, if you haven't had any kind of experience with it before. And be realistic. Getting the first goddamn moving dot on screen is truly a succes. Don't expect that your first effect will necessarily be groundbreaking, or that it will even impress your cat. And really, do it for fun and not for anything else. If your biggest dream is to code an RGB plasma on A500, go right ahead! If the biggest dream is to code a relatively smooth 1x1 pixel water effect on a 060, then do that instead. Oh, and do it for your own fun. There will both be people that will cheer your effort, and others who will express things such as "060 is not a real Amiga!!!... and I can do it better on my unexpanded A500!!!...if I wanted to!!". The feedback on Pouet should not be the only goal for struggling many, many evenings on getting something on the screen.

What would you consider the best production you worked on and why?

The process is very, very important. I would never accept working on a hobbyproject, such as a demo, if it was run like a project at work. So, I tend to find nice equalminded people to work with, who also have scarce sparetime, and who also get tired of the scene from time to time. I have the best chats with Mygg and Optic on FB when we produce demos, and that is the most valued part of it. And then we think that we make some demos that we at least like, and that's the goal of it. A super fun process and an end result that WE like.

But to mention productions... hmm, the tiny intro Leisner was the most important one, as it marked my comeback to the demo scene. Really tough to relearn stuff again, but I was genuinely proud. Be Kool Fool was fun as well, as it was really my own cup of demo. Bad humour but a somewhat good flow. 1992 was personal for me. I loved being a kid in the nineties and I really feel that Optic, Mygg and I felt that it hit the nail in terms of what we wanted to express. But I don't remember all my productions. I have just been super fortunate to work together with some super people, and that's what matters the most for me. I have also enjoyed that I have been able to share the passion with my brother, Optima, and that we have made just a little mark in the Amiga scene history. Oh, and it was honestly also proud moments that I have been fortunate to win a prize both at Mekka/Symposium, Breakpoint and at Revision. Those parties were special for me in the past.

Can you tell us what you consider the best Amiga demos back in the golden years? as well as now

There are so many fantastic demos! Every age had had it's highlights, and it's impossible to choose 🙂. But when I got really interested in the scene, it was demos such as Global Trash, Hardwired, 3d demo, 3d demo 2, Groovy, How to skin a cat, Plastic Passion, Faktory / Virtual Dreams, Pulse / Nerve Axis. And then the big switch came. I really liked everything from Gengis. Origin blew my socks off. Those French were stunning. And everything released by Dr. Skull. Man, such a huge talent. PG also made some fantastic things e.g. Deus ex machina. Oh, too many demos to mention. Klone by DCS. Everything made by Boogeyman/Passion and Scoopex. Fake Electronic Lightshow, Fruitkitchen, Closer/CNCD, Vision/Oxygene (uhh, that soundtrack) and I was fortunate to experience Nexus 7 live, incredible. And the Polka Brothers style was an immediate love. Their demos Twisted, The Prey, Gevalia... yes, my cup of demos! The demo Myster & Tremor/Embassy is also rock solid. And the Loveboat demos!... better stop here.

The demos nowadays... hm, I am a bit torn. I respect everybody who is actually able to make something for the Amiga, be it on the A500 or other configurations. I just have a feeling that we are seeing a lot of productions that are mostly scrollers and logos, without much attention to sync to the music etc. They may very well contain well written code, but without good sync they don't work for me. Fair enough that you can run out of time, we all do, but I am a bit unsure about some of the designs I see in many of today's demos. Having said that, Dodke's demos are superb as they contain the entire package, Loaderror operates on an insane level of awesomeness, and the audiovisual package that Haujobb & Ghostown present is as high end as it gets on the 060, imo. Capsule and Obsolete also make stuff I really enjoy. I always end up rerunning Moods Plateau and Pacif!c demos, and they make me in a good mood. And the totally Unique Software Failure style mezmerizes me 🙂. I surely forget somebody, sorry!

What do you think of the state of the demo scene today?

I have a feeling that there are more releases around. Gerp had 10-11 demos, and Revision Online had about the same I think. So in that sense it's doing good. But of course it's difficult to attract new talents. When you can have a modern framework up an running in an afternoon, and produce your first rotating cube in the evening on a PC, why on Earth would you sweat so much about getting a stable system up and running on a computer that was obsolete 20 years before you were born... And you can't dot your way into anything, crazy. So, the Amiga scene lives because us 40+ year olds keep doing this thing. I would be very surprised if I get to see a demo written by a 20-year old coder the next 3-4 years.

What do you feel you got out of the whole experience of being active in the Amiga demoscene? for example, did it lead you to code professionally in any way?

No doubt that it gave a foundation. But back then it also gave a place to belong to, and I think those nineties were inspiring with many great demos and parties. So it opened up my eyes for computermade visuals, and when I was able to put some pixels on screen programmatically myself, it of course made me want to improve, and probably the most important lessons learned were to "keep trying" and "seek further knowledge". Those abilities are in use most days when working in the IT industri, that never stands still. But to learn to know new people and work together with different nationalities is also an important thing that I somehow learned from the demoscene.

However, it wasn't always cut in stone that programming should turn into a living. For a long time I actually wanted to be a physiotherapist, that's a fun fact that probably noone would have guessed.

Is there anyone you would like to send some greetings to? Or perhaps you have some other last words?

My greetingslists always end up incomplete, even though I try my best. But big hugs to Presence and Rachel for organizing the super cozy Demostue. Hello to the FD guys, Mygg, Esau, the fluffy gentlemen in Pacif!c and Moods Plateau. Blueberry, Psycho, Curt Cool, Cytron, Dalton, Magic, NoName, Dodke, Bonefish, Ramon B5, Hannibal, Kollaps, Stingray and all forgotten this late hour.

Oh, and come to Gerp in Skövde/Sweden when the world becomes less insane again!

That is the end of this interview, thanks for taking the time to do it Corial, I am sure our readers will appreciate it :).
18
News / DiagROM 1.2.1
« Last post by 4pLaY on August 29, 2020, 08:10:00 PM »
DiagROM, the Amiga Diagnostic tool by John "Chucky/The Gang" Hertell has been updated, to version 1.2.1

The projects also has its own Github.



19
News / Tiny Bobble
« Last post by 4pLaY on August 29, 2020, 08:04:26 PM »
The demo group Abyss, have released their own Amiga port of the arcade hit Bubble Bobble, named Tiny Bobble.

Some info on the game itself:

Needs an Amiga 500 (PAL) + 512k Mb or better.

The game supports two joysticks for two player mode.
          
Keyboard:
- ESC to exit
- P to pause
          
Here are some improvements over the original Amiga game that you will find in "Tiny Bobble":
- Needs only a "tiny" 178kb single file (the original needed a full disk)
- 50 fps (instead of 25fps)
- 32 colors (instead of 16)
- 150 items (instead of 40?)
- Original screen height of 224 pixel (was only 200 pixel)
- Almost all sprite animations (had only ~20% of animations)
- Progress Screen (was not available)
- Big Enemies animation every 16th level (was not available)
- Player Two Join animation (was not available)
- Big Score images (was not available)
- Animated Extend screen (was not animated)
- Animated Potion screen (was not animated)
- Animated Intro (was not animated)
- Animated Boss fight (was a still image)
- Multiple endings (had only one ending)      

"Tiny Bobble" is not(!) arcade perfect. It's also easier than in the arcade.
Most scoring mechanisms should work like in the arcade game. There are no
secret rooms.

Direct Download link.
20
Hello Bifat. Could you please introduce yourself to our readers?

Hi, my name is Timm, I live in Berlin, I started as a member of TEK in 1991 on the Amiga. I did graphics for a few weeks, then I switched my main profession to coding. I left TEK in about 2004 with my then girlfriend Blue to do Playstation 2 demos as Neoscientists. In 2016 I returned to TEK to do demos on the Amiga again. In 2018 I joined K2 as my second group.

When did you get interested in computers and what was your first computer?

I got interested in computers because my uncle was a construction engineer, and he had a PET in his office. He used a sort of finite elements method to calculate the hulls of nuclear power plants with it. I was promised to be given the PET when it would be taken out of service. Then the C64 came out and seemed more appropriate. It was some kind of a family effort to finance the C64 very early.

What Amiga(s) did you have in the past and if you remember, what were the(ir) configuration(s)?

My first Amiga was an Amiga 500, Kick 1.2, soon with a 1.8mb memory expansion, then I replaced the ROM with Kick 1.3, so I could add an ALF controller and a second-hand 30mb harddisk. In 1990 I got an Amiga 3000, which was extremely expensive. It was an early model shipped with a SuperKickstart disk and very buggy Kick 2.01. Initially it had 6mb RAM, a 210mb SCSI harddisk. This became my main computer for more than 10 years. Over the years Blue and I had about five A3000s altogether, most of them expanded with 68060s, gfx and network cards.

Do you still have any Amiga(s) today? If yes, which ones and what configuration(s)

I have an A500, Rev. 5, Kick 1.2, 0,5mb fake fast, 1084s monitor, no other extensions or modifications. This is my machine for final testing of my stuff for "OCS" compliance. I have another A500 with an ACA500+ and an XSurf500 network module. My main computer for coding is an A600 with 2mb of chipmem and a PCMCIA network adapter. Also I have two A3000s, of which one is in regular use. Also I have an A1200, but only for testing my OCS stuff for AGA compatibility. All Amigas except one are in my network, and I use real disk drives and disks on all Amigas.

Can you tell us how you got involved with the demoscene?

I lived in a small town in Hesse, Germany. In this town there was an uncanny concentration of early computer scene people. Most of them were two or three years older than me. They founded TEK on the C64. I didn't know them at first. In my own grade there was a very active Amiga guy running a BBS since 1987/88 or so. He supplied me with manuals and tools and so I learned C and assembler and did "serious" programming on the Amiga first. In around 1990 I got to know the other scene people in this town, and being among the more proficient, I got nice support from the others and was well integrated when TEK took off on the Amiga. Also noteworthy is that from the same town our C16/Plus4 section originated, with people who were slightly younger than me.

Can you tell us a bit about the story behind your group TEK?

It was founded on the C64 in 1987 by White Knight, Banana, and Mac and possibly a few others, who were all from this town. From White Knight came a part of its name. TEK was more on the creative side of things, known for great music, funny ideas and weird humor. TEK also did cracks and was very active in swapping, and on the C64, the group went into hibernation due to problems with the police, but reappeared shortly thereafter on the Amiga, when I and a few others joined.  We brought some new, different attitudes into the group, but Banana's and Mac's punk-like, brazen spirit and humor were still alive and continued to shape the group. With Blue I shared some interesting times, as I introduced her to assembler and demo coding on the Amiga, and when she got it, she asked me to join her making demos on the PS2.

Do you remember which tools you used back when you started out, and what are you using these days for development?

Early: Aztec C, Seka, DPaint, AsmOne, Noisetracker, Protracker. Middle ages: DevPac, SAS/C, AsmOne, PPaint, TVPaint, Protracker. Now: Linux, vasm, Lua, PPaint, Protracker, Inkscape, Grafx2. I'm using a toolchain that I mostly wrote myself, plus shell and editor. I use vasm (with a few modifications) for cross-coding, and run the stuff on a real Amiga on fixed addresses using a TCP server. I also wrote a cross cruncher, which later got released as 'Cranker', and I use my own Lua-based macro
language 'DemoPHP'. In DemoPHP I can for example calculate tables and do on-the-fly image processing. My workflow is often that I prototype an effect in Lua, which I then slap into an assembler source.

Do you have some tips for anyone that might want to start doing Amiga productions in 2020?

Yes. I recommend getting a real Amiga and connect it to the network. Then you can work on the real machine using an assembler like AsmOne, or you can use vasm on a PC and start your work directly from a network share, e.g. using smbfs. Use for example an A500/ACA500+, A600, or an A1200. You can use an emulator as an additional tool, but do not code against it primarily. Don't let yourself get distracted by too much framework stuff, IDE integration and PC side peculiarities, that's
beside the point I think.

What would you consider the best production you worked on and why?

Elevation, 2016 slideshow. Here everything just worked perfectly. Artistically and technically it fell into place like never before, thanks to Blue (pictures and texts), Blueberry and TTY (help on compression). It was finished literally on the last day.

Can you tell us what you consider the best Amiga demos back in the golden years? as well as now

There are too many good, underrated, even mostly forgotten works, not only the usual suspects. To give you an idea: Vector Exterminator, Sound Vision, Absolute Inebriation, Boundless Void... I don't want to name recent productions, because they are too fresh to put labels on them, and it might hurt some people if their productions are not mentioned also. There is not the one and only way of making demos, part of the fun is the multitude of formats and approaches. And by the way, I also appreciate Atari ST/STe demos a lot.

What do you think of the state of the demo scene today?

It was in a good shape until the Covid-19 craze, to which most governments reacted in the wrong way. It remains to be seen if we can get back on our feet and what the repercussions are. The parties make little sense without demos, and the demos make little sense without parties. In the long term we are losing people to "getting a life", which is actually an euphemism for something closer to death. But there are also people discovering (or remembering) that making demos and showing them off at international parties might be one of the finest hobbies they'll ever find.

What do you feel you got out of the whole experience of being active in the Amiga demoscene? for example, did it lead you to code professionally in any way?

From the demoscene emerged a certain mindset in me as much as I was attracted to it due to this mindset. Optimization and the desire to try impossible things are deeply engrained into my thinking. I hate wasting resources. I like to spend huge amounts of time and work for all sorts of crazy research, but practicability always wins in the end. This was all very helpful in life. I have been working with computers professionally from a young age, and I never really did something I didn't like.

Is there anyone you would like to send some greetings to? Or perhaps you have some other last words?

Greetings to all. Thank you for keeping the demoscene alive. This especially goes to the organizers of parties. Your work is appreciated, too.

That is the end of this interview, thanks for taking the time to do it Bifat, I am sure our readers will appreciate it :).
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