>From listserver@ftp.galatron.com Sat Aug 27 12:43:04 1998 X-Listprocessor-Error: Temporal Displacement Discontinuity X-Listprocessor-Remark: MailScape 2.07 Compatible X-ViewerPref: Col-64 Row-30 PD-12pt.ttf ID-10pt.ttf MD-16pt.ttf X-ViewerSuppress: [img?] [MailScapeInfo] [begin] [end] X-ViewerSuppress: [Stationary ?] [Proportional] [Mono] [MailScapeInfo] Default-Sever:ftp.galatron.com Default-Path:/pub/demos/hornet/dn/images Images: img1=dntitle.jpg img2=dngen3.jpg img3=dncon2.jpg Images: img4=dnart5.jpg img5=dnfil3.jpg Status: I [begin] >--------------------------------------------------------------> DemoNews #314 [img1] 28 August 1998 DemoNews is a semiweekly newsletter produced for the demo scene. It is written by Hornet USA+, and centered at the site ftp.galatron.com >--------------------------------------------------------------> > GENERAL INFORMATION [img2] > Subscribers : 8274 (real) Pipes : 12 (all Y4 compatible) Last Week : 8212 MPipes : 68 (all RL4 compatible) Change : +62 > CONTENTS [img3] > [1] Introduction : Snow [2] Review of UGTracker v1.89 : GD [3] The Behemoth P7-410U : Trixter [4] Assembly '98 Wrapup : Snow [5] Closing : Snow [A] New Uploads > ARTICLES [img4] > >--------------------------------------------------------------> [1] Introduction : Snow >--------------------------------------------------------------> [Proportional] Tangrala! This week we have a grand selection of infocels. This issue of DemoNews is a very special and warm one IIPL. We've invited many of the old demo hands back who have contributed to DemoNews in the post-present. This is an issue of DN you won't forget. First GD starts us off with a review of the long-awaited v1.89 of UGTracker. This release promises to correct a lot of the bugs present in v1.84. In addition, several new functions are implemented, including 48 channel support (only on Sony Dreamwave), reverb, etc. This is definitely a must-download. Jimbo gives us a taste of the P7 in "The Behemoth P7-410U". He discusses features, compatibility problems, and of course, demos! #-) Wrapping up this issue, I'll take a look at some of the more interesting aspects of Assembly '98 party in Finland. I'll give my thoughts on the controversy surrounding Timeclock and the "Gorge Dropoff" incident, as well as some other interesting things that went on. >--------------------------------------------------------------> [2] Review of UGTracker v1.89 : GD >--------------------------------------------------------------> [Proportional] Threesome's new release of UGTracker is a vast improvement over the previous version (1.84). Several bugs have been fixed, including the Gravis PnP 256-channel stereo panning and the memory addressing problems. In only five weeks' time, this program has gone through some much-needed testing and bug fixing stages which will no doubtedly increase its value in the shareware market of PC module tracking packages. Threesome selected a group of experienced coders and musicians to test every aspect of the program. This testing was prompted by reports from companies such as Origin and Epic that the program had several flaws which could result in the loss of one's work due to the erasing of data during runtime. ___History UGTracker's peculiar name comes from its intentions as a development package for high quality game console music. Moby Disk, head programmer of UGTracker, was smart in contacting several game companies to provide the interface most sought after by their top composers. Thus, the tracker was named Underground Gamers Tracker. Coded in Watcom C version 14.8; this program runs in protected mode with Kneebiter's WPC (Watcom Protected Client) OS extender. This tracker offers 96 channels now (only when using the Sony Dreamwave Soundcard). Surprisingly, with the addition of channels supported, no change was needed to be made to the structure of the UGTracker Module (UTM) format. This is because Moby Disk had been given the specs on the Sony Dreamwave a few months before the revision of the old UMD (which evolved into the UTM) format, and made sure the UTM format could handle up to 96 channels. ___Additions The strong point of this release is the addition of support for the new Dreamwave soundcard by Sony. Thus, UGTracker becomes the first tracking program to support the Dreamwave in native mode. This card allows sample extraction directly from a CDROM disk, and Threesome has included this in the integrated sample editor. The Dreamwave was designed with the intention of providing more channels without the necessity of lowering the playback rate, as was true on the old Gravis family of soundcards including the GUS ACE and GUS MAX. CDROM sample extraction by means of direct digital data transfer was introduced in a tracker's sample editor back in 1995 with Triton's release of Fast Tracker version 2.04. Since that time, commercial music companies have fought with software developers to stop coding such features in an attempt to protect copyrighted music. However, with all of the sample post-processing that is available with such editors as CoolEdit v2.4, TrueSound v1.07, and UGTracker's integrated sampler, detection of such violations of copyright laws has become nearly impossible. Software reverb has been added as well, and can be used in the entire song or just one channel with the command !Rxxy. The xx can be any hex value from 01 to FF and represents the amount of reverb desired. A value of 00 would turn off the reverb. For the y position in the effect, a value of 0 would activate the effect for the current channel only, and a value of 1 would activate the effect for all channels. The effect stays on until cancelled by the !R00y command. Among one of the goofy features that has been added is 'Timeclock Sample Detection.' Lord knows we've all heard enough of that old Timeclock sample set, so this detector will run a check on the bytes of sample data. If a Timeclock sample is found, a warning will be flashed. Try loading a Timeclock sample just for fun; I'm sure you'll laugh at the message it prints on your screen. ->:) ___Updates Miss Saigon also provided this release with a new example song which, in my opinion, provides a lot better demonstration of the capabilities of the program. She took full advantage of the sample processing commands in the integrated editor, which provided the song with exceptionally clear samples. She also demonstrates the new Reverb effect and in an interesting way - in the intro, the reverb is activated for all channels, then, one by one, it is turned off in the channels. The volume channel now will precalculate all volume fades and insert the number into the volume column. It is calculated according to song speed and tempo, and automatically updated if either of those values are changed. This means that even less processing is needed during the playing of the song. Several _dozen_ flaws were found in the memory allocation and data retrieval portions in the code. "After examining this flawed code," Kneebiter told me, "I am surprised that we didn't hear about it sooner." Threesome was contacted by two of its largest customers, Origin and Epic, with reports of lost data. The companies demanded that these flaws be fixed, or they would stop using this product for their music development. Thankfully, Threesome has not lost any customers, and promises free upgrades for registered users until version 2.00. The option to save a song as an executable is an excellent feature. This prevents the possibility of sample ripping, or even the ripping of an entire song. Each song saved as an executable will display any copyright information which the author chooses to include in the space allowed. With the repair of the Gravis PnP 255-channel panning through software emulation, Threesome makes their opinion clear on the dwindling support for the Gravis line of soundcards. Moby Disk insists he will continue to support the Gravis family for the life of UGTracker and UGInterface, the UTM sound system. ___Bugs Remaining Still to be fixed is the bug with the mouse in the sample editor. The pointer motion seems to be jerky and inaccurate; most likely a flaw in accessing the mouse port data. I do hope that Moby Disk and Kneebiter are able to find the cause of this problem and eliminate it, for it makes sample editing a bit more difficult. I noticed a rather obscure bug while testing this release. I was in the pattern editor, and entered an effect which did not exist. When that particular pattern scrolled past the screen during playback, I noticed that my false effect had _morphed_ into an actual effect! At least the program was able to detect my error, but it did something I didn't want it to do. Instead, the effect in question should be removed, and a warning should be made to the user about the incorrect effect use. ___Conclusion This product is intended for commercial use. It was developed with the ideals of several commercial game music composers in mind. Andy Sega, currently employed by Optik Software, said "I was surprised at the willingness of the coders to add any features that I wanted. I sent a suggestion list in back around version 1.26, and in a few weeks, version 1.30 had almost all of my ideas incorporated into it." All the credit to Threesome for the development of this fine software package. Providing their sound system package with the registered version of this program has made it a true success - no need to code playback routines from documentation of the file format; the interface code is the same code used in the tracker. Happy tracking! ->:) GD / Hornet USA+ gd@ftp.galatron.com >--------------------------------------------------------------> [3] The Behemoth P7-410U : Trixter >--------------------------------------------------------------> [Proportional] ___Introduction The first of the P7 machines is finally out, and for once, Intel has decidedly impressed me. For anyone getting a new machine, I'd have to recommend it. ___Technical Specs - 128 MB RAM - Eight PCI slots, configurable between 128 and 256 bits per cycle - Four P7 CPUs running at 240MHz - 12 GB hard drive space - ISDN V2 and AMD "ZoundZystem" electronics built onto the motherboard - ATI SuperVesa "MegaTrue" video board - Sony DuoQuad CDROM jukebox ___Initial Observations - The RAM was in two parts--I remember seeing my first 64MB Simm two years ago, and now I owned one. Dang! - The PCI slots were easy to set up, thanks to the onboard RomStart. A couple of mouse clicks were all that was necessary. The video board was similarly easy to set up. I'm no longer nostalgic about IRQ conflicts. - Intel's roots in pushing the envelope were painfully evident: the case comes with four--count 'em, four--fans in the case; two in the back, and two in the front. The heat sink covering all four CPUs had it's own power supply and freon pack. If Intel is going to keep this up, they could have a major lawsuit on their hands if this machine starts any fires... - Sony upped the ante again with their DuoQuad jukebox: Instead of loading your CDROMs into a magazine that pops into the case, they've instead gone with a large faceplate with several slots in it. It reminds you of a car stereo--you just pop it in and go. ___Compatibility Running all the Win97 applications was incredibly fast, thanks to the extra 64 MB of RAM. Ever since Microsoft lost Bill Gates, I've dreaded the new "fatter with features(tm)" campaign they've started; at least, now I don't have to worry for a year or so, thanks to the RAM. Older Win96 and Win95 applications ran just fine, although I couldn't get one single Windows 3.x application to run. Personally, this must be a retaliation to Digital Research cloning Windows in ROM last year. As if Microsoft hasn't had enough anti-trust lawsuits by now... Linux installed without a hitch, requiring only 16 MB of RAM to run! Still no support for the Sony CDROM, but considering that there's only 15,000 programmers working on Linux, I'm sure I won't have to wait long. XWindows benchmarks revealed a wonderful speed-breaking bug; I had a great time reporting that one to the newsgroup: "It ran so fast it broke the benchmark!" :) The built-in AMD ZoundZyztem chip faithfully emulated all the sound standards, including GUS (original, MAX, and ULT), General MIDI, Sony Dreamwave, and Sound Blaster. This revision of the chip has a welcome feature: no configuration is necessary. The chip will interpret the sound card initialization info being sent to it, and switch emulations accordingly. The only drawback is that MIDI is hard-wired to port 330, which is probably due to its beta-release status. ___Demos Sadly, the P7 initially broke almost all demos from 1995 and before; many crashed, failing to deal with its extreme speed. I suspect it is because of the traditional wait-for-vertical-retrace code: Since the SuperVesa standard has a user-definable refresh rate, many computers (the P7 included) come shipped with the refresh rate wired at 160 Hz. Setting the refresh rate down to 70 cleared up most problems, and everything ran correctly (except Optic Nerve / Silents PC, putting it finally to rest). All demos *after* 1995, for example, ran just fine, and the ones that supported SuperVesa really screamed! Future Crew's final effort, Unreality, finally had enough horsepower to run the HumanPlasma section--to see it is breathtaking. I stared at it with my mouth open, drooling. I don't think I'll ever be able to understand that effect. I doubt Psi can. Another great demo that really showed off the power of the machine was Dissolve My Mind / NuBus. The middle section "Vertical Movement" part was almost indistinguishable from the arcade blockbuster of the same name. The four-dimensional credits at the end ran at the full framerate (at 120 Hz), which was also impressive. It was nice seeing a demo run at 1600x1200x256 for a change; I much prefer the speed and resolution over the 800x600x24-bit color demos that are so trendy right now. ___Closing In closing, the P7-410U is worth every penny. I can certainly see how the Timeclock controversy occurred--with the P7-410U as a prize, I'd do almost *anything* to win as well! Trixter / Hornet USA+ trixter@ftp.galatron.com >--------------------------------------------------------------> [4] Assembly 1998 Wrapup : Snow >--------------------------------------------------------------> [Proportional] ___Preface Two weeks ago, Hornet USA+ went to yet another demo party. Even though Assembly's popularity has dropped the past few years, this party had many good showings and overall I am very happy to have gone. I took extensive notes all throughout party on my handy P5/100 notebook. Yes it is slow, but it still gets the job done! :) Look for some sampled quotes appearing on our site soon. I'll even throw a few in DemoNews.315 so be sure to configure your default MailScape .wav device correctly. Rather than give a day by day occurrence of what happened at this party, I'm just going to give the highlights. ___Party Time Assembly is one of the largest and oldest parties in the scene. Held first by Future Crew and later by Assembly Organizing, this party has long held the tradition of having the best releases. This year was no exception. More than two dozen Hornet USA+ members were able to attend this party. This made us the third most abundant group there, only being beaten by Timeclock and The X Patrol. In total, slightly less than 5000 people came to this event (making it the second most attended party so far this year). The party place was laid out wonderfully. The sleeping areas consisted of 4 huge halls that were divided into little mini- rooms by thousands of sound-proof partitions. The far wall had lockers so that everyone could lock up important belongings. In opposite corners of each room were bathroom and showering facilities. In addition, each hall had a snack/food shop so that taking care of the "daily essentials" was as efficient as possible. I did find the naming scheme for the halls a bit odd. Taz told me that (loosely translated) the name of the hall I was staying in was called "The Purple Cow." Due to my not filling out the sleeping applications early enough (DOH!), Hornet USA+ was split between "The Purple Cow" and "Spitting Dog." But enough of the sleeping accommodations. :) The main hall was perhaps the largest indoor auditorium I have ever been in. I was told by the organizers that it could seat 9000 comfortably and I believe it. Normally this hall is used for trade shows so there was adequate floor space for everyone. Sony, being the main sponsor this year, showed off its new JumboTron 2 as the primary viewing display. The screen was 50 feet wide and 24 feet tall. Believe it or not, this still made it a bit too small to be seen well from the back. To Sony's credit, they released specs about the hardware months ahead of time so that all the happy democoders knew exactly how the big screen would behave in all common video modes. The sound system was extraordinarily complex. There was one thing I had never even given thought to before. In a hall this size, sound projected from the front of the room takes nearly half a second to reach the back of the room. You can't just project from both the front and back then because the people in the middle would still get a quarter-second delay (still enough to be annoying). The audio wizards actually divided the room into 64 sectors, each with its own sound system. At the corners dividing these sectors were boxes that emitted modulated sound that directly interfered with the music. The intention in this was to "buffer" each sector from the others so that: 1. each sector could control its own volume, and 2. adjacent sectors wouldn't bother each other. Somehow they managed to make it work. As is usual with most modern-day parties, alcohol and drugs were not permitted on the premises. This made it difficult for me to smoke. I had to walk about 200 meters to the nearest exit every time I wanted to light up. Let's just say that one pack of cigars lasted me the entire 5 days. :) One thing I found interesting was the registration. Everyone was photographed at the door with a digital camera. During the party, all you had to do was log into the local network and look for just about anyone: when they had arrived, where they were staying, and who else was there from their group. We plan on including these images in our official Assembly party report. Click on a thumbnail of anyone at the party and see what they had to say. Next year I hope that Assembly expands this system to include a short voice sample along with everyone's photo. One of the new competitions I found really neat was TrAnsi. This contest wasn't announced in the official party rules so you may not be familiar with it. Essentially, everyone who wanted to enter was given a clear-sheet contact paper with a thin black 80x50 grid. Each entrant used 16 markers to make the best looking graphic possible, using only one solid color per square. These were shown on the big overhead projector. Even non-graphicians entered and placed well. I look forward to seeing Transparent-ANSI again in the future. ___Timeclock and the "Gorge Dropoff" Incident The top prize in the demo competition was one of the most talked about items at the party. With Intel as a sponsor, Assembly Organizing was able to get their hands on a brand new P7-410U system. After watching this machine play Unreality on the big screen, you had to watch where you walked (the coders were drooling all over the floor). :) HQ of Timeclock has been a friend of mine for a little over a year. I met up with him on the first day and asked what his group had planned for the competitions. He let me hear his music compo tune "Friends Until Tomorrow" which I thought was excellent (it placed 4th). However, he said that he didn't have a copy of his group's demo. So many other things were going on that I quickly forgot about it. Over the next two days, the 78 entered demos were screened and the best 15 were chosen to play on the big screen. All of the competition files were stored on a protected network drive. "Gorge Dropoff" by Timeclock was one of the 15 productions that made it past the screening process. It was also the last demo to be shown on the big screen. I should take a moment to recount what it was like to watch Gorge on the big screen with 5000 other demo freaks. Gorge is a story about a man named Jobe. The beginning of the demo starts with a panoramic view of a rocky brown desert as seen from an eagle's perspective. Jobe is a child clumsily running down a long stretch of highway. The viewer perspective keeps circling from high overhead this road. The light shading is beautiful and accurate. You can see what appear to be small animals running through the sand as well as finely detailed plants. The shadows of clouds are even visible on the ground below. As the demo continues, the landscape turns from desert into gently rolling green slopes. Jobe gradually morphs from a child, to a man, to an elder, all the while running down this long black road. The music also changes with the demo. It initially starts as a heavy-beat song (Jobe's childhood) and slowly becomes more fluid and relaxed (Jobe's adulthood). The running movement is eerily accurate. Timeclock must have spent months developing their motion libraries. Toward the end of the demo, the perspective is widened to show that the road is coming to a stop at the top of a cliff. Jobe is nearing the end of his journey. Suddenly the screen is zoomed in and Jobe is seen standing at the edge of the cliff. After a moment or two of hesitation, he leaps. The music at this point has no beat but is composed completely of angelic chords the seem to flow into one another. Everyone's eyes are glued to the screen and everyone is completely still. From the overhead perspective, Jobe is seen falling straight downward, looking up at the sky. His body is completely relaxed and his grey beard is whipping wildly in the increasing wind. The music regains a beat and starts to build. Jobe falls faster. The music picks up. The sound of wind starts to muffle the music and you can see the ground nearing. Jobe's journey is nearly complete. The camera starts to zoom in on Jobe's face. His eyes are closed but he is smiling widely... contentedly. The screen starts to fade to white. Just before the image is completely bright, you hear the sound of a little girl laughing. The music fades out, the screen fades from white to black and then gracefully returns you to c:\. Now imagine 5000 people having just watched this demo. The code was excellent, the music was excellent, the graphics were excellent, the design was excellent, and the demo MEANT something! I could see many people crying and others just stunned and silent. It was a religious experience. All I can say is that it was a good thing this demo was shown last. Most of the other entries were embarrassing in comparison. Gorge was the overwhelming choice for 1st place demo. Timeclock had won the competition... and the P7. Now remember that the maximum runtime size of a demo was not allowed to exceed 6 megs. Even at this size, I was amazed that Timeclock had been able to compact Gorge down to fit the limit. It turns out they didn't. The rest of this article contains information I have gathered from a variety of sources. I have done my best to piece this all together into a solid story. Karma is the organizer of Timeclock. He founded the group nearly two years ago and has since been their principle coder. Six months ago, Karma made friends with the groups Stromb and Peknik. He convinced them both to compete at Assembly. However, neither of those demos qualified for the final fifteen. Both Stromb's and Piknik's demos were near the 6 meg limit, but after closer inspection it was found that less than 1 meg of either demo was actually being used. So what happened to those other 10 unused megs of file space? Karma is a very intelligent man. He recognized long ago that 6 megs was not going to be enough for Timeclock's demo. He needed just a few more megs to fit in all of the textures, high-quality samples, and object coordinates that Gorge required. He convinced Stromb and Peknik to carry the extra data in their own demos. Karma carefully made sure that neither of these other demos were removed from the network before Gorge was shown. When Gorge started, it had access to 16 megs of demo data. Thinking back to The Gathering 1997, there was a little 4k intro that used an unconventional tactic. It was stated in the party rules that the compo machine would be running DOS 6.31. Someone discovered that if you displayed a certain 8k of c:\command.com in a slightly modified fashion that you could produce a neat looking background. People thought this was really creative and did not disqualify the intro. It went on to place 3rd. This set a precedent... and my friend, precedents are very important. So here we are. Gorge Dropoff is the best demo presented at Assembly 1998, but it used unconventional (and perhaps not completely ethical) methods. What would you do? Would you disqualify the entry or award them the 1st prize? An official docket (Assembly Organizing vs. Jared Trasan) has been initiated in the Demo Scene Tribunal. Hopefully we won't have to wait more than a couple of weeks for the verdict. Hopefully this won't have to go to "real" court. ___Conclusion Despite all of the controversy surrounding Gorge Dropoff, it was certainly the highlight of my Assembly '98 experience. Since I start military service next April, I won't be able to attend Assembly 1999. However, I am thankful to have gone to at least one Assembly before I leave the scene. It was one of the best organized parties this year and I salute Assembly Organizing. You can find "Gorge Dropoff" and the other two demos required to run it bundled together in the file /alpha/1998/g/gdropoff.czw. At 11 megs compressed it's the biggest demo we have online, and for good reason. Snow / Hornet USA+ snow@ftp.galatron.com >--------------------------------------------------------------> [5] Closing >--------------------------------------------------------------> [Proportional] Well folks, that about wraps it up for this issue of DemoNews. Be sure to catch next issue. We'll have an interview with Griff / Hamlet, yet another update on MC8 (cough), and some talk about graphics in the commercial sector by Stony. Out there, Snow / Hornet USA+ Hornet USA+ can be contacted at : hornet@ftp.galatron.com >--------------------------------------------------------------> [A] New Uploads >--------------------------------------------------------------> > FILES [img5] > [Mono] [Stationary 3] Due to a bug in our cataloging software, most of the files cataloged this week had screwed up descriptions. We have tried to fix most of them up but unfortunately we could only list about 4% of our new uploads in this issue. :( =-Demos-/pub/demos/alpha/1998----------------------------------> Path and Filename Size Rated Description =---------------------- ----- ----- ---------------------------> /a/anthrax.arj 241 ** Anthrax BBS intro | by Nalg /c/catarack.czw 12410 *** CataRack! | by Wirehead /d/dayodawn.czw 914 ***+ Day of Dawn intro | by the Poltergeist /f/festival.czw 2018 **+ The Festival | by Nalg /f/fzl_pty.zip 5891 ***+ Party Time | by Fuzzle /j/jam.czw 449 **+ Jam WWW intro | by Stromb Demos -> Assembly 1998 /g/gdropoff.czw 11319 [N/A] Gorge Dropoff | by Timeclock (1st?) /0-9/2ndcome.czw 5130 **** The 2nd Coming of Code | by CapaCala (2st) /m/mayone.zip 4132 **** May One | by NighTBulB (4th) /c/crayon.czw 4176 ***+ The Crayon | by The X Patrol (5th) /z/zappag.czw 5918 ***+ Zappa G Colin Betrayed | by Aftershave (6th) /c/cyswesuk.czw 4645 *** Can You Say We Suck? | by Yolin / Base (8th) Intros 128k -> Assembly 1998 /p/pantsoff.czw 117 ****+ Pants off | by NighTBulB (1st) /f/falstaf.czw 132 **** Falstaff and the Inkbots | by Hamlet (3rd) /a/amorph.arj 113 ***+ Amorphuous | by TableTop (5th) /w/h2oexp.czw 110 **** Water Expectations | by Timeclock (6th) =-Music-/pub/demos/music/songs/1998/aug------------------------> Path and Filename Size Rated Description =---------------------- ----- ----- ---------------------------> /it/a/after.zip 698 *** After Dawn | by Spot/Timeclock /it/c/crystal.zip 974 **+ Crystal Vision | by Big Jim/Valhalla /it/s/svdied.czw 707 **** SV Died | by PeriSoft/TableTop /it/v/violence.czw 851 ****+ Violence in the heart | by Mosaic/REN_ /mtm/k/k_last.zip 509 ** My last MTM ever! | by Maelcum/Kosmic /mtm/k/k_blood.czw 883 *** Blood is from the river | by Quarex/Kosmic /s3m/d/dude.arj 300 * Dude! | by Paul The Dude /s3m/l/listen.zip 593 ***+ Listen to the Wind | by Brother/Hornet USA+ /s3m/x/x.zip 201 * X is for Taco | by Taz/Radical Rhythms /utm/a/anelo.zip 931 **** An Eloquent Dancer | by Miss Saigon/Threesome /utm/c/change.czw 861 ***+ Change with the times | by GD/Hornet USA+ /utm/d/dry.arj 409 *+ Dry your dope and smoke it | By Weed-Dog /utm/j/jump.zip 703 **+ Jump into a body | by Enchanter/Hardcode /utm/j/jump2.zip 644 **+ Jump and be like human | by Enchanter/Hardcode /utm/v/verify.zip 792 **+ Data Verify | by Diablo/Timeclock /xm/d/discov.czw 812 **** Discovering distant life | by Phoenix/Kosmic /xm/h/hwm.zip 404 ****+ Hide with me | by Jase/Oxygen /xm/p/part.czw 966 **** Parting of Civilization | by Leviathan/REN_ Music -> Assembly 1998 /utm/a/always.zip 908 ****+ Always yours | by Jugi/Complex (1st) /xm/r/reef.czw 672 **** One mile off the reef | by Griff/Hamlet (2nd) /xm/f/friends.zip 782 **** Friends Until Tomorrow | by HQ/Timeclock (4th) /s3m/k/k_nude.zip 601 ***+ Nude in Paris | by Karl/Kosmic (5th) =-Miscellaneous-/demos-----------------------------------------> Path and Filename Size Rated Description =---------------------- ----- ----- ---------------------------> /hornet/dn/demonews.312 78 **** DemoNews #312 /hornet/dn/demonews.313 35 ***+ DemoNews #313 /mags/1998/i/imp20.czw 6015 ****+ Imphobia #20 (Aniversery) >--------------------------------------------------------------> [end]