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Drawing with Sound (Oscilloscope Music)

An hour of Sound Blaster music from DOS games!

Happy Halloween 2017! And be glad you aren't his neighbor...

jmd says...

jesus christ some people have to much time on there hands.

I pretty much dissected each zone. It is actually not any feat of programming, but simply utilizing good video effects many people have forgotten about. Under the core of the setup, the lights are mapped in 2d space in a program and then a bit map image or video playing over it can control what the lights look like every second. This is the same software video billboards use (Translating a video or image to lights mapped in a 2d space).

All the person had to do was setup his video files. A very efficent way of doing complex video effects to a pixel based light project. What was great is I saw a lot of old Demoscene (https://en.wikipedia.org/wiki/Demoscene) stuff like plasma and color cycling. Brings back memories.

Demoscene Documentary series, episode 7: The Music Episode

jmd says...

there is a multi part series of the demoscene? Awesome! Softsubs look good, not google translated crap. I was such a big fan of the pc demo scene, it was the driving force behind my drive to get better audio components for my pc.

Demoscene Documentary series, episode 4 ...

Old computers did it better!

GameSoundCon 2010: "Introduction to Game Audio"

artician says...

Oh! And of course: Demoscene!

Demoscene is similar to chiptunes, but spawned about a decade (?) before the NES really popularized game tunes, and came out of Europe's, uh, "demo scene" (computer programming demos usually focused around visuals with accompanying soundtracks).
If you're ever into that kind of thing, I can recommend Nectarine Radio (scenemusic.net), though they occasionally drift into euro-crap disco-pop, they're essentially a searchable/playable database of the history of European (primarily) computer game soundtracks and demo music. Also a very strange, unique genre that shares a significant amount with the game medium!

5 faces by Fairlight & Cloudkicker | Revision 2013

Partycle PC demo (featuring art by VS's Zonbie)

siftbot says...

Tags for this video have been changed from 'breakpoint, 2010, PC, graphics, animation, music, demoscene, zonbie, panda cube' to 'breakpoint, PC, graphics, animation, music, demoscene, zonbie, panda cube, pandacube' - edited by Zonbie

Uncovering Static -- A 64k demonstration/demo.

Haujobb - Payback (Awesome ATM Hack)

The Chipophone - Homemade 8-bit synthesizer

Kevlar (Member Profile)

Is this the best, or the worst game ever?

mxxcon says...

It is actually a game http://www.gravitysensation.com/sumotori/

Sumotori Dreams is a small demoscene game created by Peter Sotesz for the Breakpoint 2007 96k game competition (it took first). The premise is simple: two self-balancing physics rigs face off in a sumo ring. The first rig to fall over loses. The implementation is simple but satisfying, and is well supported by solid physics, decent lighting, and good camera work. You can play against a computer opponent, but the real fun is playing Sumotori against a friend on the same keyboard.
http://www.fun-motion.com/physics-games/sumotori-dreams/

Chaos Theory

moonsammy says...

spoco2 - thank you so much for that link. I've only seen tiny bits and pieces of demoscene stuff, and had no idea how far it had come. I'm also far too lazy to take the few minutes to seek that out myself

For those not very familiar with coding, this is (in my opinion) the programming equivalent of at least the Sistene chapel. I don't think that's an exaggeration. Without even seeing the underlying code I can tell it must be astoundingly tight.

Does anyone know enough about demos to say whether they're allowed to have dependencies? Is the .exe employing any video or audio libraries to make itself work? If not I'm even more impressed.



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