I remember recording the demo to the VHS and lent it to my Amiga-friends at school. After that I never heard that ST was a lame machine from their mouths
Yes, the Atari ST was a good machine, but the Amiga was better.
It was only because there was a tough competition between ST and Amiga coders that we got these beautiful demos.
I'll tell you the story behind this demo, since it's a nice story.
First, my story on the ST (I had a story on the Oric before, but I guess it's off topic): in 1987, I was a game programmer for Titus, and I had to go to the army (yes, I'm more than 40 now), and I did my military service in a city called Metz.
Here, I discovered a small shop selling Amigas, and among the frequent users, there were several guys who wrote one of the very first Amiga demo: The Wild Copper Demo. I don't know if you remember, but it was very nice at this moment.
This was a shock for me, since I was one of the very best technical coder at Titus (doing all the asm coding on the 68000), but I didn't know this world.
When I returned from my service, I contacted a guy who has a nice collection of C64 demos, and I discovered this world on the C64. C64 demos were much impressive than Amiga's.
I decided to code a screen with the guy, and we released my first demo under the name "Magnum Force". The screen is ugly, but the code was very technical (it was a big scroller).
Sorry, but I don't remember his name, even though he contacted me recently. Sorry !!!
After that, I encountered 2 guys, with whom I coded the first french fullscreen (I cracked the big demo), and all the screen was moving.
I don't remember the name of our group, but I did all the work (later, one of the guys became a game programmer).
Dissatisfied with Titus, I quit and started coding with one of my friends in order to create our company.
After one year, we abandoned this project, and I found a work at Ocean France, where I had to finish Ivanhoe.
I discovered that the Amiga coders were not very strong, because they had almost everything with their hardware, contrary on the ST, where you had to code all the graphics (requiring most of the CPU) by hand, thus requiring to optimize all the logic.
I bought an Amiga and discovered the last demos, and was not really impressed, since I was pretty sure to be able to recode them on the ST.
So, I took the task to recode the most impressive ones (my only criterion is that it would need to be very challenging and technical).
At this moment, I encountered the first ST groups, and was invited to the Transbeauce demo.
I sympathized with the organizers and I ended up by writing the intro/menu/loader/reset demo of the Transbeauce.
At this party, I encountered Ziggy Stardust (Vincent Penné).
Realizing that I could never work alone on a 3D demo, I decided to create a team to build a 3D demo and also a 3D engine for a game (since I'm a game programmer).
In the team, we were: Algernon (Claude Levastre, being the brother of one of the Ocean graphists) and Ziggy Stardust.
Zarathustra (Pascal de France) joined briefly, but since he was pretty lazy (I think he never released a screen), we stopped inviting him.
Ziggy and I developed simultaneously a 3D demo, while Algernon concentrated on the 16 colors routines.
We were able to have a small cube at the beginning of our work, and we got a large cube when we released the demo.
The whole process took one year and a half !
My version was presented first in England, by Illegal, whom I gave a disk to show the screen (subsequently, I got a thank in a Lost Boys demo).
The announcement of our achievement was merely to show to TCB that we succeeded in writing a 50Hz 3D demo, which seemed impossible before !
Finally, Ziggy added so much features (spheres, etc...), that we used his code to release the 3D demo (I merely added a 3D scroller, but all the code was from Ziggy, with the help of our dream team).
My code was a little bit faster than Ziggy's, but Ziggy really does know how to make a show !
The fact that the circle zooms perfectly is a lucky coincidence !
Marakatti wrote:My favourite is the bending tube that walks around on the screen not to mention the last space station... Why didn't we have Frontier with these routs... Just amazing!
Yes, these objects were from Gudul (torn revolution objects).
You cannot write a game with the routines, since we are limited to 4 colors, and the palette is dynamically reassigned at each frame.
Anyway, we succeeded perhaps the most technical software-only demo.
For example, we build the projection matrix without mul/div, and determining if a polygon is visible is done without mul/div in 75% of cases !