pouët.net

LOSING MARBLES

-= LOSING MARBLES =-

Musicdisk presented Posadas Party 2024

Credits
 - Music: Cueder
 - Design & GFX: GOD
 - Bytes: Zener

Use mouse to select the track. Use ESC key to quit, Space key to play a random song.

Requirements
-Amiga AGA
-AHI
-Decent CPU, tested in 030
-Free CHIP > 1.7MB
-Some Fast RAM, tried with 8MB

Tooltypes:
-USEWINDOW: To open the musicdisk in a Workbench window.
-FROMDISK: To force replay from disk instead of memory, use it if your HD transfer rate is high. 
With less than 12MB of free fast ram this flag will be already active
-DISPLAYOFFSETX and DISPLAYOFFSEY: activage them if there are any issues with the 
screen positioning. I have seen this with Indivision V3.

If you hear sound from only one Amiga channel it is probably due to AHI settings.

Now, some words from Cueder:

I remember ever being interested in music, since I was a child. I used to hum invented 
melodies non-stop, a habit that has followed me into adulthood. Regardless of my skills
for it, with or without talent, I always liked creating sounds, imagining rhythms, 
melodies, and thinking about how they would sound outside of my mind. Undoubtedly 
life is very curious, you never know what it has in store for you, only when the events
have passed you have enough perspective to know how they have developed and why. 
Over time, we get to better know ourselves, we have a global view of the decisions 
we have made, whether they were right or wrong, and most importantly, we accept their
consequences. That's the thing about time; it's finite and makes us appreciate what 
we've lived through.

The tracks compiled here represent just that, a journey that began several decades ago 
with the shared will to shape various projects. Projects that in the end would end up 
being forgotten for different reasons, no matter the time invested or the shared 
enthusiasm. These are not mere discards or the object of great frustrations, the music 
presented in this format is the sound representation of a shared journey that didn't 
reach its destination but that it was exciting and fun while it lasted. In the end, 
it doesn't matter why it was't completed, why it didn't come together with its 
images to be projected at an event. What matters is that by putting them in this 
compilation, this music disk, at long last it will be heard and make you all 
participants in that journey, fullfiling in that way the object of its creation, 
to be heard and seen. That's why it shares the space being complemented with the 
graphic design and the backgrounds that appear in it, associated to a large extent 
with the music for more than twenty years and forever linked in the demoscene. 
I think it's a good ending after all, maybe that was its true fate.

Like every collaborative project, this one stands thanks to the will of two people 
who had the audacity to think about it, without whom I would not be writing these 
lines today and this music disk would not exist. So I owe them that and my eternal 
gratitude for having made it a reality. These people are God and Zener.

God. With his creative madness fills personal challenges as self-imposed forms of 
punishment that only he understands, and to the evidence I'll refer: a hundred 
graphics per track. Does anyone get it? Well, that's how he is. Do you remember 
the great variety of cigarette packs and the Zippo lighters collection that appear 
in the demo Smoke-Bomb? That's God, these had to be cigarette packs he would find 
lying on the street while walking; as you can see, "the matterâ" or the genius, 
depending on how you look at it from afar.

Zener. A guy that is charming, kind, courteous, who never complains and who has 
solutions for everything. Moreover, he has shown to be resourceful to the point of 
surprising us. With someone like that it's a pleasure to collaborate on any project. 
My gratitude to him is twofold since he had the patience to rummage through my old 
AMIGA diskettes and save some modules.

I also have to give thanks to people who collaborated on this project unknowingly:

Drareg. He helped me at a time when I didn't think I would make music again, 
reignited again my interest in the demoscene and provided me with a couple of computers
on which I could start working on future ideas.

Skid. Rescued musical material from twenty years ago, including unfinished modules.

Psirius aka JPM. Our conversations are always motivating, I'm glad to have reconnected.

Evelred. For giving me the opportunity to participate in the Game, and whose 
experience was so enriching. His kindness and friendliness have always been 
praiseworthy.

Debvgger for his work as translator.

Special greetings to: JosSs, Nuku Nuku, MAT!, Estrayk, and the entire Amiga Wave team, 
Fireboy, Ham, and the rest of friends from the #demoescena channel on Telegram.

I hope I haven't forgotten anyone and that you enjoy the work. Thank you for everything,
see you in the cyberspace.

CUEDER

GOD at the keyboard:

We started the musikdisk 4 years ago, right when the COVID lockdown began. Although I 
wanted something simple, as always, I went on complicating it but anyway there was no 
rush for releasing it. We wanted the project to be as anonymous as possible. We went 
back and forth with the name and in the end we settled on "Losing marbles" because it's
an expression that means you're getting old and losing your mind. Similarly, the 
tracks are unreleased gems that I truly believe could come to light without any 
pretense, just to get them out there since some are over 30 years old and we are also 
of a certain age.

The programs I used are Photoshop 2021, Photomosh-Pro, and Leonardo; and then GRAFX 
for pixel retouchs. 
Photomosh is a prodigious web tool dedicated to glitches in real-time. The website is 
www.photomosh.com, I bought it at the time and they have updated me twice for free. 
I love pressing the little button and seeing things coming out.
Leonardo fascinated me from day one as the AI program, easy, apparently free, and it 
hasn't stopped growing. I prefer it over others for its simplicity. Who knows where it 
will end up.

800 backgrounds:
I took the plunge and proposed making 100 random backgrounds for each track. It seemed 
like indulging in big dick swinging and then while designing them, I clearly saw it 
was a bad idea

Explanation:
You can design a very beautiful background, but then making a clone of that image can 
be a mess. Then now imagine 20, imagine 50, imagine 100!!! A very tough experience.
The backgrounds should have a similar tone, similar patterns, and all the images should
look like sisters. Still the problem is that everything you do will impact the rest of 
the images. So any step taken you will pay for it with hours of work.
You don't like the palette, you want to change from green to brown, you then have to 
do it in the remaining 99 images.
You have to think about the base design so it is easy to recycle and also that doesn't 
repeat. At first, it was exhausting because it's hard to find source material, but 
then I saw that with Photomosh and especially with Leonardo, I could generate my own 
source material to later retouch it and especially add a lot of glitches. In truth AI 
helped in generating material to work with.

I intended the backgrounds to have the same palette to be able to blend one with 
another. But it was impossible, in the end each background is 200 colors with its own 
palette. The rest are for the menu and the scroll. This way, the transition has to be 
a quick fade out to black and fade in back to the image.
Each background had to be reduced to 200 colors and then retouch the palette so that 
the 1st color was transparent black. 800 backgrounds passed through GRAFX2 there were 
errors, for sure.

Is it a simple background or does it have protagonism? For months and still to this 
day I've been pondering whether the images should be protagonists or just limit them 
to mere backgrounds. The answer is clear; in having a menu on top, the priority is 
that the menu is clearly visible and readable and the backgrounds are secondary; 
however, sometimes they gain protagonism.

Comments by tracks:
01. POLYCHROME: This track was supposed to be for a demo, I had gigabytes of stuff 
started and generated, but I didn't want to use it and went back to the original 
nature photos I took with a digital camera from the Jurassic and passed them through 
an abstract filter in Leonardo, latter I applied glitch textures that I generated 
from Photomosh. I particularly like that saturated image tone and the contrast with 
the white glitch.

DOG EAT DOG: This track was meant to be for the 2nd part of the demo. If in the 1st 
part I used vegetables, in the 2nd I wanted to use animals. At first I had good source 
material, but later I was missing many images to reach the total amount and decided to 
generate backgrounds with AI and then glitch them.
The effect aimed to make the backgrounds hard to recognize. There are identifiable 
things but you have to make an effort to really see what they are. I prefer to leave 
everything suggested rather than very concrete. There are animals, there is fauna lots 
of bio!

UNKNOWN ELEMENT: Right now I do not remember which program I generated it with, I'm 
always trying out AI programs, some very simple and free. In 2 years I've seen their 
progress and how they have been perfected in time and quality. I generated a very 
simple logo but couldn't get it clean, it came out badly and I saw that material was 
interesting. The color reduction mistreats the design, but even so, I like the result.

CAFE ROYALE: All images are from a trip to New York and a few from Barcelona at night. 
Lots of sticker close-ups, neon signs, and posters in buildings.
Later they passed through Leonardo's abstract/vector filter. I forced color palettes, 
blurs, etc. The idea was to lose the origin of the photo but keep something attractive 
and impactful. These backgrounds break one from another but the result is powerful.

VENENO NIGHT CLUB:
Here I clearly use very organic kaleidoscope-like textures. There's no connection at 
all with the musical track. Could have been used in any other track. This is just 
filling for the sake of filling. I don't like even the color!

BRAHAM:
The track clearly inspires something Hindu, I love Bollywood and wanted to dive into 
with the images. Clearly, the background is generated from AI, but then there's a lot 
of collage work. Besides finding a font with those arabesques and putting letter by 
letter leaving strategic spots like the eyes or faces. In fact, I'm convinced there 
was no need to cover so much of the background.

THE SPIRIT OF KALARIPAYATTU:
Here there were several attempts to use silhouettes of dancers from martial arts. But 
in the end, I ended up using textures of bones and skulls.
I recycled them using halftone. This is what comes out when you don't know what to do 
anymore. You recycle what you have. Horrible color, I can't touch it anymore.

COME WITH ME:
I used some images of flower paintings, passed through a vector height filter that 
seemed like interesting landscapes to me. Then passed through Leonardo's vector filter 
and finally put some engine gaskets on top. Years ago I made a catalog of engine 
gaskets and always wanted to use them in Flyers or somewhere. You never know how you 
start and never know how can end up the project. I couldn't make another image, 
I wouldn't even know where to start.

For the menu I wanted something very simple and minimal. There were several proposals 
and in the end, I chose the way of covering as little as possible. We had 5 or 6 very 
different versions. I wanted overscan to fill the screen. Zener provided me with the 
windowed version which is also cool.
I made the scroll font, it could be more readable. I can see it, and it hurts to see 
it, but I'm too lazy to retouch it again.

This concludes the text on the graphic part.
Now that in 2024 there are no more coders left and it's increasingly difficult to make 
a demo (or any other prod) on Amiga, I think it's a good time to leave the demo scene 
and dedicate myself to something else creative, something that fulfills me, that does't
 harm anyone, and doesn't depend on others either.

Four years ago I made a decalogue to keep in mind when making demos. As prior work to 
the BRUTAL-IS-M demo from Capsule.
I leave it here because I find it interesting. To inspire or to ignore.

GOD'S DECALOGUE WHEN MAKING DEMOS:

> NO OBLIGATION OF ORDER: (title, greetings, credits... everything can be done or not 
done, precisely because it has always been done there's no need to repeat it. This is 
especially important to make it clear at the beginning. What is a demo? It's not a 
short film, it's not a movie, it's real-time digital art. We're not tied to anything, 
it can last as long as we want and include whatever content we want. It's what we want 
it to be. Precisely, if it has already been done, why repeat it.

> FROM LESS TO MORE: Let's try to put the effects from less intensity to more. Like a 
striptease, the best for end. Similarly, I prefer to use all the effects for the demo.

> LESS IS MORE: It's better a short demo that works than leaving boring parts. Above 
all, DO NOT BORE EVERYONE. Nor should we go hysterically. I'm not interested in making 
a Smoke Bomb 2 or a Plastic Toys 2. This demo is something new. Let's see what the 
music asks for.

> A SENSE OF SHOWMANSHIP: The effects always at their maximum splendor and at highest 
brightness. No empty frames or waits. Always the best possible rotation of objects and 
finding interesting positions for the effects. No objects at the center of the screen 
with a black background. Everything is designed, with no design whims, and 
aesthetically pleasing.

> MAINTAIN THE ABSTRACTION: What do all the effects have to do with together? What is 
the relationship between a rotozoom, a 3D world, and a table?... well, nothing! That's 
why there's no need to follow a concrete story or a meaningful text. Just find a line 
of work and fill it with effects. So you can add, remove, or change the order of 
things without affecting it. The demo is the sum of those effects.

> SYNCHRONIZE WELL THE EFFECTS WITH THE MUSIC. It doesn't mean matching all the 
effects to the letter, but listening well to the track and "marrying" it, so everything 
seems natural and logical. Synchronizing well means giving value to the music and 
understanding that both things go hand in hand.

> SACRIFICE GFX, CUT MUSCLE. Precisely very few graphicians would agree to show a gfx 
for just a few seconds. There's a lot of effort in generating good gfx. Surely we'll
have to generate more than 100 gfx between stills, sprites, and textures. If the 
effect works, it will have been worth it to me.

> QUALITY CONTROL: The demo starts at the Workbench icon, the load screen, the whole 
demo, the final credits, and ends at the high quality YouTube. Let's try to maintain 
the quality level in each and every one of these aspects. I really don't want to show 
my friends an out of sync YouTube with the effects accelerated.

> FUN FOR ME: We have to work on something that's fun for us and is cool doing it, 
and that fun has to reach the person who watches the demo afterwards. If we are going 
to watch the demo 3000 times to synchronize a little thing at the end, it better is 
something we enjoy. Similarly, it's better to get into a friendly theme that generates
joy.

> LET'S NOT MAKE SAD THINGS!!!
> NEW CONTRIBUTIONS = More work
> RANDOM PARTS? It-s a possibility. Maybe object rotations or some part that doesn't 
matter much if it's A or B.
> SECRET PART? A secret part allows people to talk about your demo long after it's 
over. It can be a little detail, it can be anything.
> DOES IT CONNECT TO THE INTERNET? We could have a ping each time the demo is played.
Make it search for new images or new elements. The demo changes each time it's played. 
It could actually be another category of demo. Minimum weight and let it find 
everything on the internet. :)

Finally, I take the opportunity to greet several sceners:
Manu Debvgger for the help with the translation and the movie sessions.
Zener for his patience and for collaborating on the project. I hope to reciprocate 
with some game for REDPILL.
Write REDPILL always in uppercase.
Hugs and kisses to Fermin, Leunam, Nork, Winden, Xeleh, Stephan, Techniman, Neuroflip, 
Skynet, JuanDa for setting up Posadas and continuing to set it up, Peskanov and all 
the scenners I'm forgetting.

Cheers,

GOD


Zener at the keyboard:

Is this the musicdisk with the highest requirements ever? Probably yes, it certainly
does not fit in a floppy disk. Event the readme is huge! But when you work with people as talented in their areas
as Cueder and GOD you want to give them freedom to express their art. Thank you for
for still being part of the Amiga demoscene.

Also thanks to the incredible people in Posadas Party 2024, to all the organizers,
participants and attendees. It is wonderful that 30 years later the party is still
going on and improving every year. I am a bit too tired to mention all the people I
am grateful to, so I will greet all the Amiga demoscene, the REDPILL game creator
community, AmigaWave and all the Amiga fans!

At first I thought doing this musicdisk would be easy, but I never imagined I would
have to manage this big amount of gfx and music data, and use a super overscanned 
screen that probably can only be fully seen in a 1084 monitor, I do not think many
people has UAE configured for overscan resolutions. This left me with little bandwidth
for Amiga custom chip sorceries.

When I discovered not all melodies were in MOD, I thought about using AHI to allow 
people with expanded Amigas to improve the sound playblack quality. At the same time 
this forced me to be somehow system friendy and actually the prod is running in 
multitasking mode using a Workbench screen.

Each song has about 100 images that are playing randomly. Of course they do not fit in 
memory, same as the audio. Images and audio are both being streamed, for audio if there
is enough memory the file is copied to ram: and the streamed from there, otherwise it
uses disk as well.

Probably I will need to make a postparty version at some point, so stay tuned.

End of transmission.

ZENER