"HURTLESS" INFOS :
=================

Hi !  Here Karma and Magic Fred speaking...
 
So it finally seems to be nearly finished, in a way... We're saturday 9th of
december (cember ,!) and our Wired 95 demo is almost out. A bit late, but...

This demo is a sample of what we've coded/drawed/tracked since this summer.
It has been done in a hurry (as ever) for many reasons (party organising for
some members, studies for others, et puis y en a qui foutent rien)... It came
only 9th place at the compo but, eh ! Did you see how many BIG groups were
there ? Let's admit that after the 5th, places aren't significant anymore,
because the amounts of points every group gets are very close... Anyway, we're
not very proud of it, and I'd say : 

                      YOU STUPID ! You've downloaded it ! 
 I just hope you have a 300bds modem so you can feel what's wasting time ! 
                           Finally vraiment pigeon ! 
                         
                              ...non, je rigole. 
                          ==> Just Kidding !!!!!!!!

karma : hey, fred, stop speaking french, nobody understand ya !!
fred  : ja maar toch dehedeboem !
karma : this is now dutch ! what for a brat are ya !!
fred  : oump„ti‹ wakab”um bƒbla„„...
karma : now finnish !?
        people must stay reading, there are still lots of 
        important (???) thingz to say... I guess everyone now wants to
        write a few lines about his part(s). Let's begin with mine :

It features virtual corridors (hehe) using a fast texture mapping rout, and a 
gouraud-shaded object moving in it. I could have set up a full interactive-
oriented routine, but it's just a demo, so I could use demo-speedups.. I'm now
working on new polygon rasterizers.. (Hi-speed phong/mappers..) (Thank you to
all the guys I spoke with at Wired'.. they learned me lots of new kewl trixx).
But you'll have to wait two or three years to see them  ;-) 
We were two coders in the crew to implement polygonal 3d engines, and 
Morflame's one is a lot more.. how to say ..complete,..and uncompleted :-(
Cya next time, and do not hesitate to E-mail me !!!! (cf. .NFO)



Type One:

OK, let's go for my 7Kb text-file...

----------------------------------------------
Type One - General System AND "Mars" like part
----------------------------------------------

Well , what to say ???? 

Firstly I must tell that the Waremme University is quite advanced with its
project : "Virtual Imbecile-Couillon". Prof. J.P. Pigeolet just issued a paper
about their activities "Get Your Personnal Imbecile-Couillon: Kloechte and Neve
Klouchte" AAAIC 1995, and i found it really impressive !!! Many papers about
autonomous characters invaded our cyber-world since Reynolds's SIGGRAPH 1987 
article "Distributed Behavioral Model", but none of them took care about the
Imbecility factor which is quite relevant if you want to model realistic 
Imbeciles-Couillon characters. The Imbecile-Couillon feature is the ability to
say/or express the right thing, at the right moment, in order to stimulate
the "normal" entities to enter in their "kick-ass" phase.
Imbecile-Couillons have also the ability to excite their "compatriots" (virtual
or interactive users), so you can obtain a chain-reaction if the moment, the 
place and the temperature of the moon are convenient enough. In some cases, you
can even change yourselves into Imbeciles-Couillons !!!

Example:

IC-1: "Hey, that's the story of a fish walking next to a swimming pool !!!"

Normal Guy: "Kakeboem ?????"
IC-2: "Jean-Luc VanDamme !!! , I know him !!!       -> compatriots excitation
IC-3: "Hi hi hi hi..."                              ->
IC-4: "Ploef, the fish !!!!!! honk honk honk !!!"   ->

IC-1: "I can tell such things during hours !!!!! huhuhuhuhu !!!"

Normal Guy: shots IC-1 to IC-4 ....                 -> "kick-ass" phase
                                                       also called the 
                                                       "Soulagicon" effect
.......

That was a small example...

M*c*oS*ft already expressed its interrest in that matter, and they will surely
implement the thing in their next version of W*ndoz*. They'll call it 
"Autonomous-Imbecile-Couillon-Interface". The thing will have the feature to 
anticipate all your errors like removing files, format HD, add some stupid 
comments into your WORD texts, ... So this is a kind of cognitive-disk-cache.

You'll get something like that:

Util: click start
W*n:  display an alert box: "Do you know the story of Jos‚ Happart ????"
                                            OK | OK
 
Util: click OK
W*n:  display "Are you sure you want to Format your HD ??????"
                              OK | OK
Util: click OK
W*n:  brout brout brout brout ...... 
      display "2000 tracks cleaned 100 % virus free"

Util: "Huuuuuuuuuuu !?!?!"

W*n:  display "Don't forget to backup your datas ;-)"
                          NO | NO
Util: click NO with a hammer
      KraBooooom !!!!!!! Krtsshhhhhhh grzzzzzzzz tsktsktsk ...

W*n:  display "You can now shut down your computer"


- End of the Story -


Well, this is Type One writing some chars .... I've spent a lot of time coding
for Hurtless (too much time, will say my thesis-promotor ;-)) and i hope you'll
like it anyway. 

The "Mars" part is like the original Mars but it differs in some aspects:

- 320x200 32768 colors (15 bits/col): that's one of the modes provided by
  my Mod-Ext engine. With so many colors, i had the possibility to use a 
  z-shading algorithm (shade to red) combined with a textured map. 

- The background is a simple bitmap which can be restored using the GFX copros!
  (pretty fast, about some scanlines to restore 128kb !!!) 

- The code AND the synchros are adapted for ALL CPU speeds, as well for a 
  refresh of 60Hz or 70Hz. It can work in 640x200 or 320x200, with a linear
  frame buffer or not, with an extended 128k frame buf, or not !!!

- Y-Rotation and fake-Z-rotation are implemented.

- No RGB interpolation, becoz surely too time consuming on a 486 DX2-66 
  (particulary in the water-part), but maybe one day ;-) .....

- Water effect !!! water on a 256x256 bitmap ;-) (i admit there is a cheat ;-))
  viscosity and waves movements should be constants on every machines/rates.

- Flicker free system: up to 8 video buffers ...

- Awesome Muzak (.XM) tracked by -= The Magic Fred =-

= 4172 lines of ASM

I firstly wrote this part as a GFX-project for my university (quick written in
some days and then adapted on SGI system) during february 95. During august 95,
after finishing my low-level-video engine, I've improved the code by adding
HiColor features, GFX copros, Rotations, textures, ..... 

The funny time has been when i had to record a script synchronised with Fred's
music. Becoz i had to keep 2 min moving the mouse, listening to the music and
do the right movements at the right time without errors !!!!
But there wasn't enough space to move the mouse on my desk, so i thought moving
it on the ground ... but the cable was too short ... aargh.... After 3 days 
moving the mouse, after 17 scripts, the 17th was adopted !!!! 

Believe me or not , but the hardest part in a voxel landscape is the script
recording !!!!!! What a pain for a coder !!!!!

There were many bugz. One famous bug was called "the electrical post", and
was displayed during the projection in Mons ... mmmmhhhh i was really happy ...
It was materialised by some ugly vertical bars in the voxel/water ...
you missed something ;-)

Then there were all the bugz due to our bugged compiler, but that's another 
story ;-) ... That's one of the reason why our demo couldn't be out sooner :-(


Well some words now about the General System:

Hurtless is based on MikMod system with PMODE 1.21, but i have modified many
things ...
First, i've grabbed the ARJ depacking routines, to include them into mikmod
(to depack samples ....). This has the advantage of sample-sharing between 
muzaks.	Then i've done some changes in the vtimer.c in order to implant our
generalized-queuing-system, basically a system to avoid screen-flicks (you
know .. like Psychic Link, Realtech , Cascada-VR... just kidding ;-) ) and to 
get a full-speed-asynchrone output. I've also modified the samples-loader to
introduce "negation" to get OUFTI-Dolby-HX Surround Inside.

I've also written the low-level-video routines (the Mode-Ext), which supports
VBE 2.00 standard, and more tricks like Hardware BitBLT, Clear, Fill, Lines
on many cards (15 models), 128k buffer (0a000-0bfff), fast video RAM accesses, 
and even a (disabled) demand-bank-switcher. The system is able to do the 
proposed video modes in all circumstances !!!! even if UniVBE 5.1 isn't present 
!!!, for example, there is a general way to get a 320x200x32k when you have 
only 640x480x256, ... All this represents 4660 lines of C, 3583 lines of ASM.

And last but not least, i've also done the picture loaders/parametric faders ;-)

Well, that's all for my infos .... See you in a next production !!!


PS: my english sounds/looks awfull after 15 beers ...


Magic Fred says :

The soundtrack is mostly inspirated by Purple Motion's and Skaven's tunes...
and let's admit ...our model for this demo was nothing less than <orch hit!>..
SECOND REALITY ! (Remember the music structure of that demo: Symphonic /
Electronic / Symphonic, or Skaven / Purple Motion / Skaven, if you prefer :-)

The first tune tries to sound like the music in Terminator II, mixing symphonic
orchestra with synthesizer sounds. That's because cSurfer's first idea was to
draw a factory like the one in T2... then it became a burning mine, and then
(because of studies... grrr!) the mountains-in-the-night pic you can see... and
the multiplan-sroller became only a single scroller :-( The arrangement of the
song is also inspirated by Aliens's soundtrack. This tune has been shortened
to fit in the demo, and I think it looses something... Maybe I'll release a
longer version separately ?
The idea of the second tune was to break the ambiance by a violent hardcore
intro, and then to get more and more melodic all along the demo... like in
Second Reality, he !  Finally, it became something like the contrary, with a
very soft beginning, because of the coolness and beautifulness of Type One's
landscape (yes I love that part !)... The main inspirators are: Purple Motion,
Skaven, C-Quence of Gods, Dune, Mellow-D, and some I forgot... Do you recognize
the sample that plays the melody all along this module ? hmm ? Of course ! It's
the "cyberstrings" that Purple Motion used in 2nd Reality !
I've composed the piano-parts and found the (very simple) chord structure on
a real piano, then the rest of the arrangement was found while tracking with
FT2...
The idea of the 3rd tune (last part) is to mirror the first one, but less
"heavy" : there is a little bell, the tempo is faster, and one can say that
it's a mixing between 1st and 2nd tune, because of the techno drum-loop ...

One half of the samples are original, and the other ones have been ripped...
Don't you think that using someone else's samples can be a mark of respect,
if you don't 'remake' his tune ?


  Now I'd like to speak about stereo...
  I consider that stereo is not made to put sounds on left or right, but to
give some "width" to sounds. I find very interesting to have different
impressions of width, that different pan-positions for sounds... Of course,
it needs to duplicate many samples, and it takes a lot of channels for a
simple effect...
  I've been limitated in the amount of channels: it takes too many CPU-time
on SB, and the quality gets poor on GUS, above 16 channels.
  So, the stereo is quiet poor in some parts, but I prefer mono effects that
keep density, to "ping-pong" stereo effects with not enough voices...

LAST MINUTE !  WE DECIDED TO SUPPRESS MORFLAME'S LAST PART. SO FORGET WHAT
I'VE SAID ABOUT 3RD MODULE... THERE SHOULD BE NO 3RD MODULE :-(

That's all ! See you all at TP5, Wired96, and other parties !


Bismarck:
.
.
.


_BISMARCK SEGMENT PARA USE16

Hi !

IF NoDesireForJoking THEN goto SeriousThings :-)

C'est pas parce que ta mŠre a 16 bites dans le cul que c'est une MegaDrive !

How many M?cr?s?ft programmers are needed to change a bulb ?
NONE, they impose obscurity like the new standard ! ahahahahahahahah :-()

How many members of TFL-TDV are needed to change a bulb ?
Just one : our sysop, he's not coding ;-).

What's that ?
      ÚÄÄÄÄo         |
(:-{)-[------(========
      ÀÄÄÄo         | 
  
                                ...yelims dab a tsuJ

See also : Ta mŠre … p..l dans les fougŠres. 
Hyper TEXT is wonderfull :-)


ThingsSerious: 

The world is wonderfull.
I Love the world.
I Love you.
I Love your friends.
I Love my mouse.
I Love Bill Gates.
I Love Spaghetti.
and ...
especially, I Love ZEUGMA. ;-) ;-) ;-) ;-) 

Oups.  SYNTAX TERROR  : not ThingsSerious but SeriousThings.

SeriousThings:

Bl1 DB 54h,75h,20h,63h,6Fh,6Eh,6Eh,61h,69h,73h,20h,6Ch,61h,20h,62h,6Ch
Bl2 DB 61h,67h,75h,65h,20h,64h,75h,20h,66h,6Fh,75h,20h,71h,75h,69h,20h
BL3 DB 72h,65h,70h,65h,69h,6Eh,74h,20h,73h,6Fh,6Eh,20h,70h,6Ch,61h,66h
BL4 DB 6Fh,6Eh,64h,20h,3Fh,"$"

  mov   ax, 0900h
  mov   dx, offset Bl1
  int   21h
  
First, I just want to say that this demo is not the demo that I dreamed.
But... It's not so bad that I said when we presented it at the WIRED.
Finaly when I see a lot of other demos, i see that we are not so bad :-)

The story is very simple.  Some members of our team wanted to 
present 'Hurtless' at Wired'95 (No time to spent with coding after).
I was not agree but no choice :-(

We didn't spent any time for the design.  This is our biggest error !

Finally, I think that we've done a good demo.  Not the best but a good one.


So, let's speak about CODING !!!

In this demo i did 4 screens : 2 plasmas & 2 distortions screens.

First we will speak about my plasma.  
I spend a lot of time for the optimization of them and after inserting
auto-modifiing code, I obtained 2.5 intructions per pixel (5 for 2 points).

	mov	al, [esi+imed]
	mov	ah, [ebx+imed]
	add	al, [esi+imed]
	add	ah, [ebx+imed]
	stosw

So I could show them in full screen 320x200.  

After that i did a wonderfull scalling algorithms.  Then I thought about 
scaling the results of my plasma.  Stupid thing ! It was possible to 
insert the scaling calculation in the plasma algorithm.  So no more 
calculation than there's points on the screen.  

I was already happy with that.
But I had still to do them in this fucking modeX.  After a week of plein
d'enmerdement ( */*!-\.$*!! ), I was able to show plasmas erverywhere on the
screen, in mode X !

I did some transitions between my plasma, not very famous :-(.
I show them to Nic /TRB, a ST coder, and when i asked him how he did find my
new transistions, he asked me "What transitions ?  There's no transition.". 
I was so furious ;-) that when I came back on my computer I did what you
have seen in this demo.

You have seen in the demo blue-white-black plasma, FLASHING on the beat.
This part is in 160x100 XMODE.  So they also work fast on slower computers.
Also, I was limited in moving the plasma in 320x200 due to limits of the 
algorithms.  Too complex to explain here :-).


Distortions :

After doing my plasmas, I've imagined to use the same methods, but applicated
to distortions.  A few day later it was working !
I obtained this main loop.

		mov	bx, dx
		add	bl, [esi+imed]
		add     bh, [ecx+imed]
		mov	al, [ebx]

		mov	bx, dx
		add	bl, [esi+imed]
		add     bh, [ecx+imed]
		mov	ah, [ebx+4]

		stosw
		add	dx, 8

Not famous.  It's surely possible to do better algorithms.
But, I don't think I could use less instructions per points with this 
method.

The distortions are shown in 160x100 Xmode.  It was possible to run
them with 70 frms/sec in 320x200 on a good 486.  But I prefered fluidity
to definitions. 

After thinking, when I saw them in the demo, I think that they would be
nicer in 320x200 but too late...


That's all for Hurtless !

Now I will learn C.  Not so exciting than ASM but faster to code.
My dream is to code a whole demo by myself.  So I'll present it when 
I be proud of it.
The problem is that I will be really proud only if I build a demo
better than all the other one ! :-) :-(

I know all the 3D'S algorithms, I will try to play to 'VHAHLHAHLAH' 
(I never know where to put the 'H' ;-) )

I will try.

Maybe.

Thanks. 

I wait on you at PARTY V, WIRED'96 and all other party's !!!!!!!!!!

Have fun with CODING !!!!!!

_BISMARCK ENDS


PS: Si vous trouvez que le 1er plasma de la s‚rie des scaled-plasmas est trop
lent !!! Envoyez 3 tonnes d'injures … Bismarck !!!! Si vous trouvez qu'il n'est
pas capable de centrer son troll convenablement (shift de 32 bytes), idem !!!
Il est 3h15 du matin, j'en peux plus ,je craque , je dors et demain j'uploade
, tant pis pour sa gueule !!! 

-= Type One (trŠs fach‚) =- 


Some words from Morflame :

Well, mmmh ... It's always very difficult to create a demo ... you have the
ideas, you have the 'teknik', but you often forget the time parameter.
I think you'll do 1/3 of your time for the elaboration of a project, 1/6 for 
the implementation, and 1/2 for the corrections/tests/design ...
So, the last part of this demo is a good example of this. Two days before the
release, I started the corrections/tests. We were doing the script during the
time Canal+ (french TV) was interviewing the others members of the crew. We
finished it in 1 hour ! (this was the fourth test). There was a spherical
mapped sky (which finished in an orbital situation - don't know why), an entire
village in 3d (there was some bugs in the 3d-clipping, so no village), and 3
peoples walking on the ground (the conversion from 3ds didn't work at all)....
+/- 30 all-new objects created by Zoltan ... (who falled into a real 
psychopatic state when he saw all the problems) ...
cooool, no ? An entire 3d-engine has been written (with script generation,
multiple camera handling, high-level control) to show a relative lame magic
carpet 0.1b style with bad placed textures.
So, I had two solutions : a good shot of a magnum '45 on my hard-disk and 
byebye engine, or release an intro without any problem but NOT in the 
Hurtless demo ... 
The second solution has been choosed, and the final part will be enhanced and
shown nearby augustus '96 (with major ameliorations) ...



Some words too but from Zoltan :

Sorry for this demo, I hope some day we can release something acceptable,
when the human being willed to fly many of them died and crashed before one 
day ONE could fly, in this fashion we work (not very hard for me) to progress
for the next demo (intro, game, or something?!). Again sorry for hum..this
piece of shit i think, correct me if i am wrong, all the world lives in
interactivity so the demo one day shall fall in a world where no one can see
it again where the ice is as cold as fire, where the man can not walk on his
head, where...where..?..?.when, who am I ?.


LAST MINUTE! The 3D World is cancelled !!! I (Type One) take the entire 
responsability of this decision ! However the last objs i've received "run", 
the part end in the middle of the muzik, so too short for the 3rd module !
The demo MUST be uploaded tomorrow (becoz of exams !), and i can't spend hours
modifying the patterns to get the right effect. Moreover, it seems that some
strange bugz appears when the exe > 1Mo (like the electric bar in my water 
part :-( ). So 1000 excuses to Morflame and Zoltan !!! I know they are able
to show better their potential, and I hope they will release the original 
3D world project as an intro/demo !!! So Morflame, no probs, i'll give you 
(after your exams) all my SIGGRAPHS and AI docs ;-)  



                         FINALLY... WHO'VE DONE WHAT ?

                                Setup : Code by Fly

                  "The Flamoots" logo : Rendered by Zoltan

                   "Dark Vision" logo : Rendered by Zoltan

                "Dolby Surround" logo : Rendered by Catana/Antares

                       Intro scroller : Pic by cSurfer
                                        Code by Karma
                                        Font from some old demo on Atari ST..;)

                      "Hurtless" logo : Rendered by Zoltan

            Landscape + Waves part(s) : Code by Type One

                               Dragon : Pic by cSurfer (using Deluxe Paint)

                 'Water-effect' disto : Code by Bismarck

               Flashing interferences : Code by Bismarck

                     Troll distortion : Code by Bismarck
                                        Pic by cSurfer

                          3D corridor : Code by Karma
                                        Textures from Descent ;)

                   Black & white girl : Pic by Youvi

                       Scaled Plasmas : Code by Bismarck
                                        Synchro by Magic Fred

                3D world (hum... :) ) : Code by Morflame
                                        Objects by Zoltan
                                        -> part REMOVED ! Sorry !!!

                            End title : Pic by Fly

                       General system : Type One
                               Player : MikMak / HardCore'95
                                Pmode : Tran
                           XLC Linker : Jinx

                        Sound & Music : Magic Fred



                           AND NOW THE BORING PART :


Magic Fred greetz :

        Wally / The Lords Of The Bits - Cider/N-Factor - Nemrod/Channel 38 
        (Atari) - Nikopol/Channel 38 (Atari) - Darky, Wizard, PL /Imphobia
        Walken / Impact Studios - Sleeping Dog, Emperor /The Natives - All 
        Antares, of course - Big Jim / Valhalla - Luc Shogun (my master !)
        Zeugma / Melting Pot
        
        And also : Cybelius/Sonic PC - Stalker/OTM - Necros/FM - DEM/Zoran
        
        And mostly : Shad - Puple Motion - Skaven - Lizardking
  
        A big thanks to Incesticide for lending me his machine (and blowing 
        his GUS :-( ) at the party, to finish that *god damn* tune !

        Our biggest thanks to Phil for his 3ds-logo we've never used...


Karma greetz : (In pyramid order..)

        Xirax/Druid                     
        Climax/Amable
        Wizard/Imphobia
        everyone/Epsilon
        J.De Goes/Compuserve
        Walken/Impact Studios
        Sandman-BigJim/Valhalla
        ..and all the one I forget.. 
        ..and all the guyz at Wired'..


Type One send private greetz to the following people:

Gopi, Mephisto, Youvi, Khi_2, Mr Gun, Yvan des news, Nemrod, Nikopol, Aldo,
Julia, Candice, Bernard k'est toujours avec Candice ;-), Nathalie la catcheuse,
Kiara're de Taffe, Cyber Caroline, Neuman, Cormo, Luc Shogun, bsocias, rcambrel 
jpfloris (et plus qu'on - de bytes, mieux que c'est ;-) ), dauquier, lferette, 
lferier, recu, glu, walky, ajacquier, Greg, Fred Huygens, Christian, et tout 
le team du 8eme ainsi que toute la faune du 4eme !!!


Type One send greetz to the following people of the scene:

- Darkness (Wired!), Wizard (ainsi phong phong phong, les petites ...), 
  PL (et ces matrices creuses ;-) ???) / Imphobia
- Nic (thx for the CD !), Lem, Mesh, Sinew Shy / TRB 
- Emperor (you saved us ! thx to Gert too -> CU at snow balls party ;-) ),
  Sleeping Dog (thx for the site!), Purple Zebra / The Natives
- Access (Tseng rulez on VLB !), Katana, White Tiger and Cobra / Antares 
- Hurricane (you kicks !), Big Bear, Cedric, Boris, Christophe ... / NameLess
  -> et les gars: remise Jeudi de votre analyse systŠme !!!
- Dush, Daneel / React
- UNIX, JMZ / Chryseis
- Moebius, Spinal / Subnormals
- Walken (45 bytes ;-) !!!) / Impact Studios
- F‰anor (ta re‡u les chips GUS par la poste ?), Elliot, Fub / Epsilon
- LightShow (now, i know who you are ;-) !) / Eclipse
- Ice (HiColor!) / Anarchy
- Zeugma (Canal + !) / Melting Pot
- Scout (Be Flamoot !) / Success
- Sandman, Big Jim (we promise better sound next year!) / Valhalla
- Wally (Flamoot Inside!) / TLOTB
- DEM (you rulez !) / Zoran
- Cider / N-Factor
- DAvenger, White Shadow / (I forgot) (I saw your heads in NAID report !!! ;-))




Bismarck greetz:

Wizard, Darkness / Imphobia
Walken / Impact studio
Spinal, Zegma, Mikee Mouse.
Antares, TDFOFM.
All people who had fun at Wired'95.
All people who helped us for Wired'95.

My idols : FC, Valhalla, Nooon, Legend Design, Realtech.

La friterie Athena, Canal+,
Arcadian, Efka, White Dragon,
Gloom.


Morflame greetz :
 
All the members of Channel '38 (we are waiting for you), Imphobia, 
All the crew of Id Software, Bullfrog, Traxx (I liked the concert), 
Torlock (yes TfL/TdV lives!), Whitesnake, John De Goes, GooRoo, 
all the members of the CI (CI, CI, CI ... hoy hoy hoy ... hum) & the CDI
(good cantus), All my rpg's friends (the Mists of Ravenloft shall strike again
... hehe!) Insane, Shade (a good spaghet' ?), Tristan (another good spaghet'?),
Isa (my girlfriend), Gigi (my very special friend), Vanessa (my rpg friend)
and all the girls I met this year ...


Zoltan greetz :

Insane (thanks for your good CD)
Trolock and Witte Slang (I am joking, I hope to meet you again)
Bullfrog (The best game makers)
ID software (when shall Quake be released?, work!)
Thunderdome X (for the long night with this cd in loop)
Lipton (think hard!)


                           ==> THAT'S ALL FOLKS ! <==
                            ==> SEE YOU AROUND ! <==
