Renaissance by Byterapers [web]
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Famous dsd_textures.zip, word cloud gfx, design tips Dice ... Famous dsd_textures.zip, new anarchy logo, 3D objects Manfex ... Supreme raster bar designer Suckho ... Ancient 2D effects remaking guru Hbt ... Still & effect overlay graphics Sakamies ... Overlay gfx in water effect with bzm coords H7 ... Supreme ANSI artist Grendel ... Scene poetry Hardware used CPU ... 486DX-50 Memory ... 32M 60ns Cache ... 256k 20ns L2 cache Bus ... ISA 16bit 8Mhz Graphics ... ET4000AX (1M. 256k used in demo) Sound ... SoundBlaster v2.0 (8bit mono) Hardware requirements CPU ... 486DX-33 (maybe even less but don't hold your breath) Memory ... 18.5M Graphics ... Anything with MCGA mode and at least 256k memory. Sound ... Any Soundblaster compatible should work. Running demo General ... Does NOT work directly under Windows. This is a DOS demo. :) When you run this demo it will ask if you would you like to save the uncompressed audio to the disk. If you hit a key during this 3 second "thinking time" the demo will write the whole song to the disk. That makes following runs much faster. Audio file (raw 8-bit 22050khz mono file) takes 4738k of disk space. If you don't press any key then the demo decompresses audio to the memory and does not write anything to the disk. (That fills compo rules 100%) Soundcard is detected thru BLASTER environment variable. Emulator ... DosBox was used during developement. DosBox can't handle the horizontal scroller right but other parts are ok. However, default configuration file has 16M of memory which is not enough. So you must change it to bigger number to allow the demo to run. Also, if you want a more realistic fps, change 'cycles' to something like 33000. FF ... For debug purposes there is fast forward button.. Keep '.' pressed for 6x speed. Of cource this is not perfect :). Scrollers don't scroll any faster, only the timer and so on. This was a useful feature during the developement phase. :) About the name - title "Renaissance" was chosen by Mikron many many months ago. Although demo design changed "a bit" in last few weeks, mostly because there were problems with the 3D system and lack of time to fix it, the message of this demo is not as clear as it was meant to be. Overall, we would like to dedicate this demo to the former American demo group called Renaissance, which was a great inspiration for most of us in the early days, when PC demoscene was taking it's baby steps. Check wikipedia for more info about them : http://en.wikipedia.org/wiki/Renaissance_(demogroup) - - - - A lot of (b) members can be contacted if you know how. Some can be contacted even if you don't know the way of exploding fist. If needed in case of emergency, interest, or beer that you would like to share, one could try to use information superhighway technology gadgets Visit the byterapers web pages at http://www.byterapers.com Old fashioned greetings go at least to: [vittu kuka nΣitΣ aina muistaa] - - - - Personal memos <bera> Wow. First big product where I'm involved and victory. Feels great! Greetings goes to my family and frends and specially to my wife. This demo started from my dream about to do proper demo. About year ago I started collectin old hardware. (And I still need good 1991 motherboards) About 6 months ago me and Nessie started coding and about two months before deadline we had most of the effects and 3D engine. Then Byterapers came along and last two months was almost nonstop coding. :) 7 hours after deadline (Demo was aldready recorded) demo SVN broken down and we couldn't make proper release version. :/ And ofcourse booze was affecting our motivation deeply. But yesterday I finally managed to repair my server and now we are launching our proper release version. No changes in graphic or sound output. Just nicely packed and added some error messages and this info file. Seriously. There was huge amount code what must be coded for this product. Everything is new code. Four tool programs has to be made and so on. 3D engine uses 32bit integer only and still gives subpixel resolution and full matrix calculations. Too bad that 3D plays so small part in this demo because of format converter problems but there is always next demo. Now we have brand new 486 demo engine. If you have old 1991 motherboard to offer or just want to say hello mail to me. eemu@bertling.fi Ps. Abyss said during proce ceremony that 1992 hardware is ok and even some newspapers said 1992 hardware is the limit, actual rules say 1991. And difference between 1991 and 1992 hardware is HUGE. 1991 there was only 8 bit audio without any hardware mixers and 16bit 8Mhz ISA bus (Well EISA and MCA was available but these are not so fast either). 1992 there was GUS with 16bit stereo sound with hardware mixers and 32bit VLB bus up to 33Mhz. Processor frequency multiplers came 1992 and so on. Personally I think current limit is ok even if PC that time couldn't output 16bit stereo sounds like amiga did but calculation powers goes way up when frequency multiplers and faster BUS technology come along. . <nessie> Greetings to my son and wife for giving me time to do the hard work that was needed in this demo project. And this one really was my first demo project. It was like December 2007 when I and Bera got an idea that we should make a DOS demo. And one main thing was to have real music (stream) not a mod. And indeed there were a couple of challenges to get m4a(aac) encoded file to play in 486DX-50 hardware. And then a couple more words about sound engine. The music in this demo was encoded with aac encoder inside mp4 audio container. 8-bit audio data was used as that was best possible quality with Sound Blaster cards back in '91. There were no ready libraries available that could decode 8-bit audio data so that part had to be developed from scratch. The whole audio data is decoded to memory and it can be played from any position using DMA transfer. Auto-init DMA is being used if available to avoid scraches while playing. All Sound Blaster compatible cards are supported. And remember to set BLASTER environment! <visy> Phew! This has been an interesting few months working on the demo. Great big thanks to bera and mikron for starting the project and getting me on board. I've always been a big fan of classic MS-DOS demos and this was a dream come true for me. Personal greetings to Joni of Rotwalli for supplying me with alcoholic beverages during the production of this demo. Also, shout-outs to my friends in Trilobit, Valmet Children, FEL, aspekt, PWP, Ananasmurska, Jumalauta + Rauhaniemiposse. some words about the technical side: We decided early on that this demostration will be released at Assembly. Thus, this demo should work on a 1991-> 80486 PC with a Sound Blaster-compatible soundcard. The demo uses hardware scrolling, so Dosbox doesn't cut it yet, sorry ;). Yes, the music is a stream. Not a tracker tune. -- Additum 1.8.2008 - 14:29 -- The deadline for recording is closing up. I just have to add that however stressful these past few weeks have been, I still find this experience very, very rewarding and I hope I'll work with these guys again on some other demo production... -- Additum 7.8.2008 - 20:28 -- Okay, time to release the final version now. We did some important bugfixes to this "version 1.1". The demo engine will now report if the system doesn't have enough memory, wrong BLASTER-variable etc. Also, a few cosmetical bugs were fixed. And we won. Wow. First place @ Assembly for me. I send my personal greetings to everybody who voted for us :) Thanks for the boost-me-up, I really needed that! <Gekko> Working as a blender slave under the command of Mikron is not certainly the easiest job to do, even though I was just randomly poked to do something small. Anyway, I consider this as my first demoscene entry, even though my role in it was quite small. I hope to continue working with the Byterapers and increase my boozing skills. Maybe one day I can challenge the mighty Mikron. Also, more whiskey. Greets to Aukio Games and honors to their very very great Game dev entry "Skies" released on Assembly 2005. The game is still worth playing and requires more servers. <prpl mtn> Music for the Byterapers Reneissance demo is a mixture of outboard gear and ITB orchestral libraries. One of the outboard gear I used is my all time favourite Studio Electronics ATC-X analogue monosynth which I ran thru either Moogerfooger lowpassfilter, Frostwave Resonator (Low Pass Filter) or Ibanez TS9DX distortion pedal. I also used fully loaded Korg Triton and it was used to the C64-like lead sounds and the electronic drums you hear on the piece. Tritons sounds were again processed thru the filters mentioned. Orchestral libraries I used were mostly Project SAM brass/True Strike and for strings and woods I used Vienna Special Edition Libraries. The rest of the instruments (to double or to use individually) were from the EWQLSO Platinum Library.. I used Protools LE for midi editing and then the tracks were mixed our studio (Protools HD3 + outboard). (Watch out for the StereoVersion!!) Nelli Nyman spoke the text written by Grendel. I think that this also adds a very nice dimension to the demo.. I really wanted to combine the "oldschool" sound with some modern classical elements to respect the old and to add something new. I hope you enjoy the demo. I did :) <grendel> Interestingly the first time I saw Reneissance was at Assembly, just before Real Wild Demo compo. The boys have done excellent work - the demo has true oldtime feeling and style. Which is always nice. The funny thing is that this demo runs on older machine than we have ever worked on PC scene. The first (B) PC demo Drill Me, Please Me was released on 1996 and ran on a Pentium, so this is actually a fun step backwards. Going forward by going backward. Think of it - this demo runs on 1990 hardware and Future Crew's Unreal ┤came out at 1992, Second Reality 1993. But let's admit it - those boys had style and skill. Funny thing, this party. (B) chaps found an unusual boost of energy, pushing out two demos. Doesn't happen every party or even every year. <nullkey> I didn't really participate in making this demo, but I will certainly remember it. I was just politely asked to join Byterapers (or bad things would have happened) and next thing my new (B) friends liked to show me was this demo. Really nice, and I even have used 486(something) back then when doom was the most immersive game around. So I can only imagine what kind of magic was needed for such effects. Nice work guys! <mikron> Thanks for everbody giving 120% effort for these productions. Thank's for Mysdee-B for opportunity to brand Alternative Party 2008 invitation under (B) label. Thanks all the organizers and visitors at ASM Summer 2008 for creating great party atmosphere, I enjoyed that as much as i did when working with this production and these guys. Hopefully we didn't plan & build this new DOS B-engine for one time purpose only, and we still find the energy and productivity to make something nice with it for the parties yet to come. At the moment all fuel cells are empty... Disregards for bad boozembly spot, EPIC travel between that and ASM arena, at least with almost-broken-hurting-like-hell ancle, and also special STFU's for those who feel so fucking neccessary to advertise how they are NOT going to Assembly, bragging about how the event has been sucking after the 90's and blaa blaa blaa. Heard you 1st time, change the tape finally perkele. Challenge us next year at Asm Summer 2009! - - - - this is the byterapers history bit Byterapers - the reason for your erection - The Story! Byterapers' history spans from the year 1986, when four little would-be fellas started using name "Byterapers" on their small releases. In two years group had grown into multi-national and rather famous, starting 1988 on Amiga. In 1989 the group stopped C-64 activities and concentrated on making career on the Amiga, making rather well there as well. Around 1991-1992 group started a long sleep, resting from earlier efforts and doing a lot of own inner stuff, picnics, ByteParties etc but never finishing any products. From this six year period Byterapers, known in short as (B), had released around 150 demos on C-64, not counting intros or other small stuff, a countless number of cracks and all-time high position as No:6 in world's cracking-group charts (an activity which was later banned and stopped completely), seven musicdisks on Amiga, about 20 Amiga-demos not counting intros and other small stuff, bunch of weird fun-releases an uncontested fame of heavy partydudes always drunk, noisy, doing strange stuff, looking strange, wandering from bar to bar but overall being quite harmless. (B) made comeback in 1994 by releasing the C-64 World of Code -demo in spring'94. This resulted in many scene-awards like: -comeback of the year -demogroup of the year -demo of the year -coder of the year Products like the World of Code -series (WOC, WOC 2, WOC 3), Extremes and Follow The Sign III are top notch releases on C-64 -demoscene, and our six latest entries in democompetitions have gained five wins and one second place. Today Byterapers works actively on the Mobile and PC-platforms. While not exactly active demomakers, we hop on parties and enjoy our lives to the fullest, and we are planning to release new productions at approxiate times. - - - - BYTERAPERS, INC. FIRSTS AND HIGHLIGHTS 1986 - First intro carrying name "Byterapers". 1988 - First Finnish copyparty with 100 people. 1988 - First Finnish copyparty with invitation intro. 1988 - First demo on Amiga. 1989 - First shadow-vectors on Amiga (Muzzax III). 1989 - Voted 9th best cracking group on C-64. 1990 - First Finnish copyparty with 200 people. 1991 - Again biggest Finnish party ever with Gathering'91 with about 250 visitors. 1991 - Small "still alive" intro on C-64 released to unsuspecting public. 1994 - First place on Amiga Demo competition at CompuCamp '94 -? by Lanttu. 1994 - Second place on Graphics competition at CompuCamp '94 - ? by Hazard. 1994 - Comeback on C-64 with demo 'World of Code'. 1994 - Awarded "Comeback of the Year - Byterapers" of C-64 scene. 1994 - Awarded "Best Demo of the Year - 'World of Code' by Byterapers" of C-64 scene. 1994 - Second place on C-64 Demo competition at Assembly'94 'World of Code II' by Byterapers. 1994 - First place on C-64 Demo competition at Tribute'94 - 'World of Code III' by Byterapers. 1995 - Second place on Music competition at Juhla'95 by T.o.B. 1995 - First place on Music competition at Juhla'95 II by T.o.B. 1995 - First place on C-64 Demo competition at Assembly'95 - 'Extremes' by Byterapers. 1995 - First place on C-64 Graphics competition at Assembly'95 by Mike. 1996 - First place on Music competition at Juhla 3.14 by Sivu. 1996 - Third place on Music competition at Juhla 3.14 by T.o.B. 1996 - First place on PC Demo competition at Abduction'96 - 'Drill Me, Please' Me by Byterapers. 1996 - Third place on Fast Music competition Abduction'96 by T.o.B. 1996 - First place on C-64 Demo competition at Assembly'96 - 'Follow the Sign III' by Byterapers. 1996 - Second place on C-64 Graphics competition at Assembly'96 by Mike. 1996 - Awarded "Demogroup of the Year 1996 - Byterapers" of C-64 scene. 1996 - Awarded "Demo of the Year 1996 - Follow The Sign III by Byterapers" of C-64 scene. 1996 - Awarded "Coder of the Year 1996 - Mr.Sex/Byterapers" of C-64 scene. 1997 - First place on PC Demo competition at Abduction'97 - 'Pandemic' by Byterapers. 1998 - Second place on PC Demo competition at Remedy'98 - 'Hyperventilation' by Byterapers. 1998 - Second place on Music competition at Motorola Inside'98 by Enema 1998 - Third place on Graphics competition at Motorola Inside'98 by Sivu 1998 - Fourth place on Graphics competition at Motorola Inside'98 by Gurdan 1998 - Second place on Soccer competition at Motorola Inside'98 1998 - First place on C-64 Graphics competition at Assembly'98 by Mike 1998 - Third place on C-64 Music competition at Assembly'98 by AMJ 1998 - Fourth place on PC Demo competition at Assembly'98 - 'Sexadelic' by Byterapers 2001 - First place on WinAmp Plugin-competition at Assembly'01 by Suckho 2001 - Third place on Demo competition at Assembly'01 - "Recycled" by Byterapers & Doomsday 2002 - First place on Mobile Demo competition at Assembly'02 - "Limbo" by Byterapers & Doomsday 2002 - First place on Oldskool Trivia competition at Assembly'02 by Mikron 2003 - First place on Banner competition at Simulaatio 2003 - First place on Demo competition at Simulaatio - "Monotypia" by Byterapers 2006 - Fourth place on Music competition at Simulaatio 3D - "Peculiar Encounters" by Purple Motion 2006 - Third place on Mobile Demo competition at Assembly 2006 - "Follow the Sign 4" by Byterapers 2006 - First place on ROTOR competition at Stream 2006 by Grendel 2008 - First place on Extreme Graphics competition at Assembly 2008 - "Takkia" by HBT 2008 - Fifth place on Extreme Graphics competition at Assembly 2008 - "Kets" by HBT 2008 - First place on Oldskool Demo competition at Assembly 2008 - "Renaissance " by Byterapers 2008 - Fourth place on Real Wild Demo competition at Assembly 2008 - "Alternative Party 2008 Invitation" by Byterapers hullu ite oot hullu niin oonki, mut ei se sulle kuulu. onks meillΣ vielΣ kaljaa.
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