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 _.________
 \    _   /__.________._________._________.________
  \   /____(\_       \_    _   \_     __/\_   ____/__
  /______    /   /____/    _    /    /    /    /    /::::::::::::: :  :
_.ˇ    |/   /|_____( (____/(___(_________(_________(k4K!
\||____!___(          _.________                             _.________
                      \     _  /_._________.______  _.______ \    _   /_
                       ˇ    /_  \_    _   \_     /__\_     /__\   /____(__
     :  : :::::::::::::|    |/   /    _    /    /    /    /   /______    /
                       |________(____/(___(_________(_________ˇ    |/   /__
                                                              |____!___((_/

                            s  c  e  n  e  r  y
                            p  r  o  j  e  c  t
                                 a m i g a

                         (c) Glenn Lunder 1996-2003

                 scenery amiga version 1.41 (february 2003)


---[ editorial ]-----------------------------------------------------------

A new edition of scenery amiga is finally out, and I do hope you find it
satisfactory in all respects. Quite a lot has changed in the text in the
months since it last saw the light of day, not least in the party files.
Well, there's not much more to say... I've gotten lots of mail asking when
an update will be out, and... here it is! :)

Thanks to all those who have mailed me since last time; your corrections,
additions, criticism and ideas are all equally welcome. Keep it coming :]

Once again, there are lots of submitted material that I have just not had
the time to insert yet. If you are one of those that sent me info, that is
not yet a part of the text, then I can only seek to apologise. I still have
all your material here, it's all just down to a lack of time. My todo folder
is, still, enormous.

All the best,

-- menace/spaceballs^scenery project



---[ news ]----------------------------------------------------------------

These are the MAJOR news since the last version;

** this section will debut in the next edition! ** :)



---[ info ]----------------------------------------------------------------

This section will hopefully answer some of the questions you may have about
how to read entries in scenery. It explains the various shortcodes used in
the entries, and the system we use to organize the information. Below is
what any entry in the main part of Scenery might look like:


Cool Group (CLG, http://www.coolgroup.org, 199x-199x)
-----------------------------------------------------
NOR> Cool Norwegian (code), Cool Painter (gfx), Cool Musician (music).
HOL> Cool Gfxian (gfx, ex Cool Graphics Team, new 02/97).
???> The Guy From Another Place (code gfx music ascii sysop 'BBS').

Here is where you'll find the group's history and any other significant
information. If it's a group that's been around, with some tradition, expect
me to go on endlessly and get terribly nostalgic :D
  199x - This is a summary of the year's events for the group.

  Demo Name (1997, 01.01, AGA 4MB HD Multifile Slideshow).
  code: Coder, gfx: Artist, music: Musician.
  3rd at The Party 199x intro/demo/slideshow/whatever competition.
  review: Seeing as this is just a dummy example and not a real review, I
  won't bother with writing anything remotely comprehensible here. So hrjs!
  [glenn]
  GLE tested A1200/030-50/2mb chip, 4mb fast/3.0.


The heading perhaps needs extra explanation. The basic format is this:

  Demo Name (year, dd.mm, requirements description).

And here are some of the codes you'll encounter:

.. graphics

  ECS   The production works fine with OCS/ECS chipsets (˝mb chip assumed).
  AGA   The production requires the AGA chipset (2mb chip assumed).
  CYB   The production requires/supports CyberGfx compatible 24-bit
        graphics.
  P16   The production requires/supports Picasso 16 compatible 24-bit
        graphics.
  020   The production requires a 68020 or higher processor. With AGA
        productions, this is a given, so this coded will only appear on
        OCS/ECS productions.
  030   The production requires a 68030 or higher processor.
  040   The production requires a 68040 or higher processor.
  060   The production requires a 68060 or higher processor.
  PPC   The production requires a PowerPC processor.

.. memory

  ˝MB   The production requires ˝MB fast ram.
  1MB   The production requires 1MB fast ram.
  2MB   The production requires 2MB fast ram.
  4MB   The production requires 4MB fast ram.
  8MB   The production requires 8MB fast ram.
  16MB  The production requires 16MB fast ram.
  32MB  The production requires 32MB fast ram.

.. misc

  FPU   The production requires a Floating Point Unit maths coprocessor.
  HD    The production requires Hard Disk installation.


What follows are some of the 'codes' you'll encounter while reading the
party section, and their meaning. The first two letters usually signify the
platform, thus:

64      - commodore 64
ac      - acorn archimedes
am      - amiga
at      - atari
java    - java (platform independent)
lx      - linux
pc      - pc
psx     - playstation

And they are always followed by one of these:

demo    - demo
intro   - intro
4k      - 4k intro
40k     - 40k intro
64k     - 64k intro
game    - games
-dos    - (pc only) demo, dos based.
-3d     - (pc only) demo, 3d accelerated.

And finally these are some other codes you're likely to find...

anim    - graphics animation.
ansi    - ansi (pc 16 color textmode) graphics.
ascii   - ascii (amiga iso) graphics.
gfx     - graphics, usually meaning hand-pixeled.
gfx24b  - graphics, 24bit, usually meaning hand-pixeled.
raytrac - graphics, usually meaning raytraced.
rayanim - raytraced animation.

4chmus  - 4channel music
chipmus - chip music
mp3     - mp3 music
multich - multichannel music
wild    - wild demo


---[ net ]-----------------------------------------------------------------

We are proud to recommend the following excellent amiga sites for your own
further exploration. For your convenience, we have sorted them into
subcategories.

** this section is under construction **

http://www.amiganostalgia.com ;)



:: emulators ::

Emulators are a necessary evil for the modern amiga scener. They will never
replace legacy hardware completely - no emulation ever can, and in an ideal
world everyone would own the necessary hardware to transfer and view demos
on their native hardware. Not so in the real world, I'm afraid.

** this section is under construction **


---[ winners  ]------------------------------------------------------------

For purely statistical reasons, here are the 'demo of the year' winners...

1988 - D.O.C "Demons Are Forever" (germany).
1989 - Red Sector Inc. "Megademo" (germany).
1990 - Scoopex "Mental Hangover" (finland).
1991 - Phenomena "Enigma" (sweden).
1992 - Spaceballs "State of the Art" (norway).
1993 - Kefrens "Desert Dream" (denmark).
1994 - Andromeda "Nexus 7" (norway).
1995 - Artwork "Greenday" (germany).
1996 - The Black Lotus "Tint" (sweden/holland).
1997 - The Black Lotus "Captured Dreams" (sweden/holland).
1998 - Mellow Chips/TRSI "Rise" (finland).
1999 - Haujobb "Mnemonics" (germany).
2000 - Haujobb "Megademo 2000" (germany/denmark).
2001 - The Black Lotus "A Perfect Circle" (sweden).
2002 - n/a

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