Introduction

 

This introduction to the world of demo makers was written by Rasmus Christian Kaae, a very passionate demo maker.

First I think you should know that there are many different kinds of demos and all of them has their individual beauty. In the hard-core corner we have the size-optimized demos which normally are called intros. These comes in many different sizes, the smallest are 128 bytes and the biggest are 64kb. Secondly there are demos that take up anything from 64kb up to 10mb. A major point to be taken about all of these demos and intros is that everything is being rendered real-time - just like your favourite game! All the mentioned demos and intros here are for either Windows or DOS (unless anything else is mentioned).

 

Historical Perspective

 

The art of making demos dates all the way back to the early 1980s where it was used by pirate-groups to promote their new cracks and to show off their skills. As the use of Amiga, C64 and PCs began to get common in the average household the demos also got more popular. Most people who owned an Amiga was used to and loved the creativity and the eager demo teams (who doesn't remember State of Art by Spaceballs from 1992?)

All the way up through the 90s demos were one of the most inspiring places for game-companies to get in contact with new programmers, graphicians and musicians. Even though the games of today set the standard in hi tech programming the demos and intros to come are worth the download!

 

The Small Intros

 

In this category I will put anything up to 4kb. These productions are normally produced by one or more coders that are dedicated to generate all data needed. In the extreme cases everything has to be hand crafted from self-invented formulas and in other cases the data can be derived from generic procedures.

The smallest intros normally runs under DOS, since this leaves the programmer with more space open for effects. In DOS you can initialise the graphics-adapter in very few bytes whereas windows requires alot more initialising. These small intros have one goal - to impress other coders! The code is normally written in hard-core low-level assembly which takes alot of time to program.

 

The Big Intros

 

All though the title of this part may be abit wrong, since the "big" intros are up to 64kb in size (which means you can have more than 20 of these beauties on a single 1.44MB disk!!). These intros requires hard-work from all involved parties, the coder has to size optimize the code, the graphician has to limit his resources and the musician has to work in very little space.

Most data in intros are generated, leaving space for other things like music re-player, effects and so on. The generated data takes up very little space whereas the compressed data takes up many percent of the final intro. If you wonder how little space you have if you are a graphician or musician just try to make a picture in your favourite paint-program and save it and see how small you picture has to be just to fit in 4kb or so (leaving space for other things music re-player, effects, and so on).

The heaviest work involved in these 64kb intros are performed by the coders and it is often also the coders who designs and makes everything fit together.

 

Demos

 

These are the main event at every demo party. The consist of many days/weeks/months of hard work. Demanding high quality work performed by the coder, graphician and the musician.

All though the size limit of these demos are remarkably higher than the intros they are not easy to make. To produce a good demo everything has to fit together 100% No "oops"-graphics or the likes can be made. Which also leads a very high quality in the final demos.

There are many different ways of creating a demo. Some demo-groups likes that the coder produces massive amounts of effects and the rest of the group collects them a make a good looking demo. Others prefer that there is a general outline or design of the demo which is later implemented to a final demo. And the list of different working methods is unlimited, everyone has their own way of working and doing creative work.

 

Closing

 

In a closing I would like to say that if you have any questions about demo programming (or the demo-scene in general), feel free to e-mail me at macaw@hotmail.com or try posting on comp.sys.ibm.pc.demos (newsgroup). The demo-scene is all about friendship (and having fun)!