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I started to draw logos in 1988, I think. In those
times without the use of illegal opcodes, the only way to move or
scroll a logo horizontally (or to dynamically change its colors for
that matter) was to make it a character art instead
of a bitmap and relocate it on the fly. There were some lame logo
editors that enabled the creation of 32x8 character logos. I wanted
more and wrote a logo compactor, which created logos that skipped
characters for empty logo sections. That was something new then.
It's recommended reading these lines with the corresponding screen
shots open. (Follow the screen shots link)
Big Logo Disk is a bundle of my first ten logos presented through
small demos coded by the members of High Woltage. I made logos mainly
for self-purposes, but there're some made for other groups of the
Hungarian scene.
During this "first period" of my logo drawing career I
started to use the title The Logo King, which is a bit
impudent, but those logos were really something different then.
I know that if you look at logos from the 90's those are far more
sophisticated and have better design.
If you have the stomach for reading the scroll texts, you get the
picture of a 15 year's old boy's thoughts about life.
Part 6 of the Big Logo Disk
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Part 0, Part 1. The menu and the first two parts are
quite simple, there're no stunning effects in the code. In the menu
I present my first 3x3 character-set. In the Big Logo Disk we
re-cycled some 3rd party graphics (mainly char-sets) and music. Of
course no code ripping was done.
Part 2. This part is also quite simple (though the
multi-speed scroll is a nice one). Arny was a classmate of mine in
the secondary school, he was also part of the scene, with foreign
contacts. For some reason I started to hate him like hell and it took
more than a year to consolidate the situation.
Part 3. Again, My first 3x3 char-set, maybe my first border
take-off, and a nice effect with those rotating raster bars. We used
BASIC in those days only for creating sinus tables :-)
Part 4. This part is my absolute favorite. This is just
too good. It has a multi-speed pulsing scroll (my idea, yes), some
Lissajou curves. That bottom effect with the logo is quite something
(remember: we're in 1989). And the music matches the tune of the whole
part.
Part 5. Teonaki's part. I don't really like this part, takes
too much time to get to the final effect.
Part 6. A nice one. My first sider border take-off. Tape
player scroll, a master idea. A char-set designed by me, split raster
bars. That's all.
Part 7. Nothing special.
Part 8. Previously the intro for the Logo Editor System,
with a 2x2 SCC char-set. That bar around the (multi-speed) scroll is
not a bad one.
Part 9. My other favourite. This is a cool and really
composed part. The convex lens effect is working nicely. I have seen
no such effect on the 64 ever since. Keep your eyes on the raster bars
at the bottom... The scroll text is worth reading, it tells
the story of the High Woltage and closes a chapter of my life.
Our answer was done during the summer of 1990. It's
a 5+1 part demo, the size is 198 blocks and it's packaged into one
PRG file. We're pretty proud of that, it's a huge demo, without
loading parts from the disk. I think it's a mature demo-pack and
proved to B+H that we were the number one in town. The whole concept
of the demo is about to write strange, innovative, sophisticated
routines. This demo was created in a short period of time (some
weeks).
Credits Part of Our Answer!
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Part 0. Just to be sure everyone knows what this demo is
about. Logos by me (the moons are not).
Part 1. May be the best part, again the message presented
with a style ;-) I know I had left some raster-bar's time when coded
the part and to full the screen with code I created that shiny effect
at the top. (I hope someone understands what I am writing about...)
The 1x1 scroll is my idea, the border scroll with split raster bars
is a good one.
Part 2. A DYCP scroll. As the text tells I was thinking
about how to code a DYCP (I had seen one before) for about 20 minutes
and the next day I coded it for four hours. The result is in this
part.
Part 3. Not an eventful part, The splitting scroll effect is
basically the same as the one in the first part. Takes very much raster
time.
Part 4. Teonaki's part. Comes with a nice six-colored logo
(outline design by Teo). The three-channel dynamic analyzer is a nice
job. Teo made a 2x2 scroll that is capable of displaying accented
characters. Nice.
Part 5. This part has a really doomy mood. I like the music
very much. I used the extended color mode for the forst time in this demo (plays an
important role in Solitaire). The multicolor logo is made to be
"transparent", thus I was able to change all three colors
of High Woltage. The bottom border scroll is of course my idea, I think
I proved to be quite an inventive coder.
As I mentioned in the B.L.D. section I created my logos with this
Logo Editor System. It is a utility package that converts (packs)
three color Art Studio pictures into SCC format logos and vice
versa. Art Studio was a good tool to paint the logos, but it assigned
the multicolor combinations to the used colors inconsistently.
The L.E.S. was able to correct this issue and then it compacted the
logo leaving out all empty 8x8 pixel sections. It created a character
map to display the compacted character logo, and saved it with the
resulted character-set and the colors used in the logo. That was the
SCC logo format. I wrote a nice read me file to both B.L.D. and
the L.E.S.
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Please note that this section is not about cracking. It's about history.
G-Man is a nice game from Code Masters. After I trained it providing
unlimited time, fuel, missiles, and ammo, I managed to
reach the end. Unfortunately in the final stages the game jams from
time to time. However it's not the fault of the training code, later
I was able to get to the end with the original version and the jams
were there.
G-Man Splash Screen
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Trainer Intro. The whole intro runs on the screen. This game
was so huge that I couldn't find enough space to the trainer code and
the trainer selection intro. The decompactor places the code onto the
screen and then runs it. The code is as small as possible, yet it's
colorful. I just absolutely love it.
Splash Screen. I also changed the splash image of the game
to a self-made one. I just didn't like the original one, I think my
creation reflects the game better than the original one. Sounds weird
that someone just cuts a part from an original game (and this image is a
collage, is not entirely my design) but that was life.
I kept the Code Masters logo, the credit for the author, took the
background and this little astronaut from somewhere and composed the
splash screen you see here.
Oil Imperium is a strategy-business game, quite an interesting one.
It was imported to Hungary by BCB+HSA (the duel was over by then) and
it came with a pretty good crack protection, it required the user to
enter some words from the documentation. It was easy to get around
the first protection, I presented a nice custom message to the user
but the second one (that asked the same in the middle of the game)
was harder. Anyway the game was cracked.
It was the second time I used the real three-color logo style and
we coded a pretty nice color changing effect to demonstrate the values
of the new style. The graphic analyzer is real cute.
Airborn Ranger is a pretty good intellectual commando game. We introduced
turbo-loading support into the game to reduce the time during the loading
of missions, etc. In the original version it took ages to load a mission.
The intro is nothing special.
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