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                   ³    MIRACLE Productions'      ÃÄ¿
                   ³                              ³ ³
                   ³         HIGHER DESIRE        ³ ³                                           ³
                   ³                              ³ ³
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  Miracle Prods. Information TextFile dated 10 August, 1995



  þ File Contents:
    ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

        1. Miracle Memberlist
        2. Contacting Miracle
        3. Hardware requirements
        4. Comments about H.D.
        5. Thank You

   ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

 1. Miracle Memberlist
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ


       Handle           Real Name            Age        Occupation
     ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

       ToadStool        Carles Cuf¡          18         Coder
       John             Juan L. Abadia       21         Coder
       Data             Marc Salmurri        18         Musician



 2. Contacting Miracle
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

      We don't have Internet access right now, but we probably will in
      september.


        Fax:    +34-3-7952811     (John)

        Distro sites   Rendering in Progress BBS
                       +34-3-4902471

                       Pointbreak
                       32.11.43.69.25
                       6 nodes
                       28.8 v.34 , v.fc , v.34+
                       sysop lord cyrix / s!p


        Fidonet:  3:343/108.53                (John)

        Mail:   ToadStool/Miracle
                Carles Cuf¡
                Uruguai 4
                08190 St. Cugat del V.
                Barcelona
                SPAIN



 3. Hardware Requirements
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

       The demo will NOT run without:

       þ 386 or higher processor
       þ 4 Mb of RAM (About 2500 Kb of free extended memory)
       þ Register-compatible VGA card
       þ About 500 Kb of free low memory
       þ A memory manager (XMS/VCPI) loaded

       However, it will look(sound) much better with:

       þ Gravis UltraSound (512 Kb)
       þ Math coprocessor
       þ VESA-compatible Super VGA
       þ VLB video card / 486+ processor


 4. Comments abour H.D.
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

        You might find some of the hardware requirements a bit weird, but as
        always there's a reason for them:

        - Math coprocessor: In the raytraced world, the 'alien view' effect
          requires a very big look-up table. To avoid storing it on disk,
          we decided that it was wiser to use the coprocessor, as almost
          everybody has got a 486dx nowadays.
          If no coprocessor is present, the world will run without the
          effect.

        - VESA Super VGA: As you might know, raytraced graphics' appeal
          relays strongly on details, and those were almost completely
          lost when rendering in register compatible resolutions.
          Again, most people have a reasonably VESA compatible SVGA
          these days, so there shouldn't be much trouble with this.
          If no VESA interface is detected, the reflected cubes and
          spheres image will be shown in 320x240 instead of 640x480.



        This is our first demo both as a group as individually, because
        none of us had ever been envolved on any release.

        It has been coded entirely in 386 assembler and it runs under
        my (ToadStool) Protected Mode Interface. We have tested it with
        XMS, EMM86 and QEMM and it seems to run ok, however, there's
        some risk of screwing up under VCPI systems.
        If you experience timing problems (i.e. music and images get totally
        desynchronized) try rebooting on a XMS system and run the demo
        again.

        While coding a demo you realize how extremely pathetic Real Mode
        is as opposed to Protected Mode. If you are a PC coder and are
        still coding in real mode, Wake Up! Use Tran's (or some other)
        interface or code your own and forget about memory barriers and
        prefix bytes.
        Personally I haven't tested Flat Real Mode, though I have read
        a bit about it in the Imphobia diskmagazine. It probably is quite nice,
        but I don't really see the point in using it when there's Protected
        Mode available.

        The raytracer was coded quite a while ago by John and Kiwi, and
        it really is cool, though when 3DStudio appeared PC raytracing
        lost much of its original fun.
        The B‚zier-curve 3D object generator was also coded by John.





 5. Thank You
 ÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

        Thanks to:

        þ Kiwi     for coding the tracer, for keeping up such a cool BBS
                   and for the great CD-ROM.
        þ Xim      for the great info and help.
        þ Madchip  for letting us use his scanner.
        þ DJ Dare  for the great samples.




