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https://vintagecomputing.ch/?browseid=9439
  • Arkanoid/Breakout
  • Create Accounts
  • Own Titlescreen upload
  • Own Levels / Editor
  • Playable for others etc.
Fantasy-Computers
2022-04-17 22:36:48
https://vintagecomputing.ch/?browseid=638
Fantasy computers are computer that are ‘inspired’ by real computers. Means their name sound like ZX81 > Tic80 but of course they are fast, programmable with lua and in the most of the cases have all integrated: spriteeditor, tile/background-editor, soundeffects editor and music editor. So they are really the dream of an 8bit-coder* with assembler, low memory, low graphics, no tools. 
Trainer
2023-02-14 11:43:15
https://vintagecomputing.ch/?browseid=5442
Often implemented add on in a crack: service to have endless lives, start at some point of the game etc. 
https://vintagecomputing.ch/?browseid=5812
Amicom of Spreadpoint has been interviewed by Com and Orlando of Brainstorm at the Escpape and Spreadpoint copy party on Oktober 7th. 

When did you join Spreadpoint ? 
-A month ago. 

Your task in Spreadpoint ? 
-Coder, but in Spreadpoint everybody can do what he wants to. 

For how long have you been programming on the Amiga ? 
-For 2 years. 
What computers did you work on before? 
-Spectrum, Sinclair QL. I did some graphic programming with BASIC. 

What did you program on the Amiga? 
-A 3D-Demo (Summer of 88 for TLB), various intros and copiers for cracked games, Powerutility (sold it), a level editor for a shoot'em up, AMICOM-Kickstart (Antivirus, Copier etc.) 

What are you doing at the time ? 
-I'm working on Demo, called ATOM-demo. 
What's this about ? 
-Colored, shaded, permeating(!) 3D-Objects. 

Your future projects ? 
-3D vectorgrafics, 3D editor (ev. sell it), copier with multitasking capility, various utilities. 

What hardware do you have ? 
-An Amiga 1000  (1.5Mb, Harddisk 20 Mega SCSI), And an Amiga 2000 (A2620 Unix card, 68020 processor, 68881 math. coprocessor, 68851 Memory Management Unit, harddisk 80 MB SCSI, Modem 2400 Baud) 
Tell us something about your Master Seka. 
-It's based on the Seka V3.0 by Kefrens/Promax. It has been reassembled  and revised by my collegue Buddha. 
The main advantages are: 
Better editor commands, a finally working optimize function, auto runback, the workspace can be changed without exitting the Seka. 

Is there anything you want to advise to Amiga coders ? 
-Unfortunetly, there are more and more good programs, recently, which run only on one special Amiga. So I advise to try out the programs on different Amigas and to avoid unproper coding (absolute addresses, selfmodifing code, DBF-waiting-loops running to fast on the 68020.) 
And I hate programs, which you only can exit by a reset! 

Thank you for your answers. 

     Translated by The Acc{sed/BRS
https://vintagecomputing.ch/?browseid=9257
OLIVER Being a pixel guy – the tools were remarkable. We did not have devkit like the Katakis tools or something specified for creating game graphics. I used the editor that came with the Shoot ‘Em Up Construction Kit for sprites, which turned out extremely practical. The Ronny-sprite was created with an C64 editor called Mob-Profi, which provided overlayed hires and multicolour-sprites. The pictures in the intro and end sequence were pixeled in Koala Painter with a joystick, but everything else was more like hacking. I edited the charset with a font editor. The level backgrounds were tile-based maps, so a friend of mine coded one tool for combining 2×2 chars to tiles including the colour – and a second tool for assembling the levelmap like a puzzle game. As setup I had a C128 and Amiga 500 side by side. By the way – there was a TV and a monitor connected to the C128 at the same time, because of the the different video quality and I wanted to be sure that the graphics  looked right on both display types. With our modern mouse or stylus driven tools and those workflow-trimmed programs it is hard to believe that we got things done at all back in the day when we were even lacking fundamentals such as UNDO functionality. However, I have to say that you had full control over the technical specs of the graphics and as a graphic designer you started to think like a coder.
Otherwise, I hardly remember details of the project. At least for the first month, Mario and I were working alongside each other. The intro and the end sequence were finished first. Then it was very intense and determined by crunchtime, the process was sort of first-in-first-out. The progress in code was tied to incoming graphics. Markus composed the new tunes at home far away and we had some issues with the delivery. Nevertheless the whole soundtrack reached us in time and its implementation went smoothly. Still there was no free time at all. In the final weeks weeks it became a kind of competition – like, who needs the least sleep! I also remember that the editing of the levels was pretty chaotic. Three of us worked in shifts and it took much longer than planned.
Oh I almost forgot about the  communication with Virgin. That was the horror for me because I hardly spoke any English back then. David Bishop and I talked English and German mixed, which worked surprisingly well.
https://vintagecomputing.ch/?browseid=9555
  • Scrolling
  • Tilebased-Background
  • Shooting
  • Enemies
  • Background with Obstacles
  • External Editor
 
Cracking
2023-02-11 14:57:25
https://vintagecomputing.ch/?browseid=768
Make games copyable. Some cracker groups where in the tradition of information freedom, others learned from cracking software creating software, others had fun, others were in a sport ‘who is first’ and of course also others gained money. 
Why switzerland? and not us? The rumor is: There was no law in switzerland against cracking. 
https://vintagecomputing.ch/?browseid=1138
First developing on Atari ST (Assembler) but never published something except a demo for a bbs 1993 (First founded by two brothers). First not released ‘product’. A listing game for Happy Computer. 
Than switched to Macintosh (1995 ). Games in C . And than published over the net (website) or in Maganzines Disc-Magazines as Shareware. Paid first with checkes (almost impossible to get the money for 15$ games), so switched to real money and than to KAGI.com a first worldwide payment service.
Inbetween the author worked produced Flash-Games for advertising and ported a lot of games for Java (Applets) 1996 . 
Afterwards switched to Objective-C on MacOSX with a new name: la1n.ch. 
Fantasy Consoles
2022-05-25 23:45:26
https://vintagecomputing.ch/?browseid=650
Consoles inspired by old consoles but 100% new. They are somehow like the dream of this days. All dev. thing in one tool (graphics, sound, tiles, coding, levelediting)
https://vintagecomputing.ch/?browseid=9461
<applet archive="/web/20010826133850oe_/http://www.design-republic.ch/breoid/AppletClasses.jar" code="TrivialApplet.class" width="500" height="300">
 <param name="name" value="imp89"> 
  
 <param name="email" value="rbauer@ds.unizh.ch"> 
 <param name="comment" value="i code therfore i am"> 
 <param name="http" value="www.design-republic.ch">
             <param name="editor" value="NO">
  <param name="level0" value="(l)[105(17!8][15(80!1][105(38!8][120(80!5][60(206!4][70(80!4][160(206!4][310(205!3][360(122!1][110(206!1][210(206!1][260(205!1][360(143!1][360(205!1][360(55!7][10(206!8][360(78!6][360(101!1][65(140!4][65(160!4][15(140!4][180(35!1](/l)">
<param name="level1" value="(l)[65(215!2][115(215!2][165(215!2][215(215!2][265(215!2][315(215!2][365(215!2][180(65!2][60(154!5][365(140!5][115(150!8][310(140!8][165(150!6][230(65!4][130(65!4][10(215!4][255(145!1][255(125!1][255(165!1](/l)">
<param name="level2" value="(l)[170(72!5][170(93!3][170(54!1][170(13!2][170(33!2][115(11!3][220(12!8][220(33!8][220(55!8][220(76!8][220(94!8][115(95!2][115(73!2][115(32!1][115(52!1][65(9!8][65(32!8][65(53!8][65(74!8][65(94!8][65(115!2][115(114!2][170(135!2][220(113!2][245(140!8][245(160!8][245(180!8][245(150!8][245(170!8](/l)">
<param name="level3" value="(l)[300(133!2][250(134!1][110(34!5][195(18!4][195(38!4][195(58!4][195(76!4][195(96!4][195(115!4][195(137!8][0(76!8][45(98!8][95(118!8][140(137!8][275(32!5][395(196!1][345(196!1][295(196!1][160(193!7](/l)">
<param name="level4" value="(l)[380(194!2][180(111!6][330(194!2][280(194!2][230(174!2][180(157!5][130(174!2][80(195!2][30(216!2][130(195!1][230(195!1][180(195!1][180(134!4][180(91!9][180(68!9](/l)">
<param name="level5" value="(l)[62(215!2][85(11!8][85(29!8][85(48!8][85(66!8][85(87!8][185(8!8][185(29!8][185(49!8][185(67!8][185(88!8][135(67!5][135(10!1][135(46!4][135(28!1][135(88!2][85(107!8][185(109!8][110(215!5][160(215!8][185(146!9][85(167!9][85(147!9][185(166!9][400(100!9][350(101!9][300(102!9][350(79!9][350(121!9][210(215!9][260(215!9](/l)">
<param name="level6" value="(l)[62(215!2](/l)">
<param name="level7" value="(l)[62(215!2](/l)">
<param name="level8" value="(l)[62(215!2](/l)">
<param name="level9" value="(l)[62(215!2](/l)">
<param name="level10" value="(l)[62(215!2](/l)">
<param name="level11" value="(l)[62(215!2](/l)">
<param name="level12" value="(l)[62(215!2](/l)">
<param name="level13" value="(l)[62(215!2](/l)">
<param name="level14" value="(l)[62(215!2](/l)">
<param name="level15" value="(l)[62(215!2](/l)">
<param name="level16" value="(l)[62(215!2](/l)">
<param name="level17" value="(l)[62(215!2](/l)">
<param name="level18" value="(l)[62(215!2](/l)">
<param name="level19" value="(l)[62(215!2](/l)">
<param name="stone0" value="stones0.jpg">
<param name="stone1" value="stones1.jpg">
<param name="stone2" value="stones2.jpg">
<param name="stone3" value="stones3.jpg">
<param name="stone4" value="stones4.jpg">
<param name="stone5" value="stones5.jpg">
<param name="stone6" value="stones6.jpg">
<param name="stone7" value="stones7.jpg">
<param name="stone8" value="imgs_usr/stones8.jpg">
<param name="background" value="back.jpg">
 <param name="ball" value="kugel0.jpg">
 <param name="schle" value="schle.jpg">
   <param name="shadow" value="true">
</applet>
.
2022-06-30 14:59:00
https://vintagecomputing.ch/?browseid=4113
Dugger was the first game to use some components of my upcoming "Game Exec" mini OS which was used in many games such as Crack, Eliminator, Leonardo, Ringside, Star Wars, Traps'n'Treasures and more.
.
2022-06-06 11:39:02
https://vintagecomputing.ch/?browseid=3743
“4-Which composing programs have you been using? Which one in particular?”
I discovered Linel's SoundFX about a year before I saw Soundtracker (which I 
hated). The important difference between the two is that SoundFX let you use 
CIA timing so you could match breakbeats perfectly, where as Soundtracker had 
no concept of "BPM". I was trying to make house/dance tracks so I found SoundFX 
was better for that purpose. I later used Noisetracker for making more typical
demoscene tracks (Noisetracker's pattern FX were far far superior to SoundFX's).
Of course, when it came to implementing the playroutine into code - SoundFX 
sucked! (See Magnetic Fields Spaced Out 1 music disk to hear how my music 
DOESN'T work with the playroutine hack.) By the time ProTracker was released, 
you could choose CIA timing, so I started using that.
The king of trackers, as far as I'm concerned, was OctaMED for its synth sound 
editor. I spent so many happy hours making C64-sounding tunes using that (some 
are still available at Exotica's Special section.)
 
.
2022-11-28 14:16:48
https://vintagecomputing.ch/?browseid=5788
Amicom
Coder.
Amicom joined SPREADPOINT in 1989 together with Depeche. He was active as coder of very different things from MMU tools to demos. What he liked best was to explore and develop new programming tricks that could be used in demos and other places.
Data
Born 1968, grown up and living in Switzerland.
Todays occupation: finishing studies (natural science), running an internet company togehter with other ex-amiga freaks.
Work
Demos: Lissa, Platin3D, Small.
Intros: Giana Sisters (trained by Depeche), Amegas (trained by Depeche).
Utilities: Blitter-Copy, List Manager, MMU expert, AFS File Scrambler, SPlay soundtracker player.
Other stuff: Atom Demo (unfinished), Platon's Polyhedra (unfinished), revival of HQC demos, GigaMem (a virtual memory extension to AmigaDOS), some work in TypeSmith (a outline font editor).
Music
Depeche Mode, Kraftwerk, Simple Minds, Billy Idol, Pink Floyd, Pet Shop Boys, OMD, ...
https://vintagecomputing.ch/?browseid=5850
Brainstorm is a Swiss-based demo group, that has existed in two distinct periods; their formation as an Amiga demo group in the period between 1989 and 1993, and their reformation as a mainly pc demo group in 2006 until present day. They were originally formed a short while before may 1989 by graphician Chester and coder Majestic, and their first release was Lazer Roll. During the summer they recruited more members (like Orlando), and at the end of the summer vacation they were joined by the entire group Axxis (Bird, ...). This group had both a Swiss and German section, but the German section was found to be substandard and was forced to leave after a while. Another member, swapper Joker, left the scene soon after. They had by now started planning what would become the diskmagazine Zine. It was originally conceptuated as a cooperation between Brainstorm and another Swiss group at the time, Setrox, but the latter eventually decided against being part of the project. Due to this, Setrox coder The Accused left to join Brainstorm. Zine 1 was released in october. They were now a totally Swiss group again, except for two German members - Shadow and Yankee.
Advert in Cracker Journal 18 (january 1990), looking for members. Cracker Journal 19 (march 1990) reported, "Angel Dust joined Brainstorm and his name is now Six Pack." Sometime between Zine 3 (february 1990) and Zine 4 (april 1990) they decided to kick their German writer Yankee because he wasn't productive enough. He was a freelance writer for D.I.S.C. for a while before finally joining Addonic. Zine 5 was released at the Alcatraz Pentcost Party 1990 at the beginning of june. It was to be Orlando's last issue as editor, as The Accused had returned from his army service.
Metamorphosis (august 1991) mentioned their bbs Cheese-Line as 'new', and listed Accused, Axel, Bird, Chesney, Chester, Droid, ESA, Fly, Grubi, Luke, Macho, Majestic, Odie, Oli, Orlando, Patsy, Peace, Scattergold and Truxton as active members. Danish megaswapper The Pride joined the group in late september, and was sent a new packmenu for creating a new series of packs (see Superpack 1) - which would become the Obsession packseries, starting in october. All this was also reported in R.A.W 1 (november 1991).
R.A.W 2 (february 1992) reported that The Pride moved on from the group to join Sanity, and that a Finnish section had been opened by Phazer, Extabulator, Hoover, Mac, Top Azz and Voyager.
January 1993 saw the release of Axel's musicdisk Musicland, featuring among other songs his 8th-placed Technology from The Party 1992 the month before.
https://vintagecomputing.ch/?browseid=2812
  • xamonoids (director)
  • java games 
    - breoid (mit editor, upload und saven - db)
    - volfied
    (arkanoid als werbung) für elab
  • flash: bobgame - cia abrasives
.
2022-04-28 11:39:51
https://vintagecomputing.ch/?browseid=2266
**The Cheshire Catalyst** (Richard Cheshire) (@Cheshire2600) was the last editor of the notorious TAP Newsletter of the 1970s and 1980s. (TAP was a predecessor of 2600 Magazine.) In his “share the knowledge” spirit, he has volunteered at every HOPE conference since the first one in 1994. His PHonePHriendly.Com sets up web pages meant to be read on mobile phone web browsers, and allows him to delude himself that he’s still into phones as a phreak.
.
2022-05-18 23:00:07
https://vintagecomputing.ch/?browseid=2822
online editor etc. 
https://vintagecomputing.ch/?browseid=1140
The shareware modell was the only that worked in those days. Because to get a publisher for mac was almost impossible.