Thursday, 2 April 2015
My first twenty years on the demoscene
Back in 1994, I got involved in some heated BBS discussions. I thought the computer culture of the time had been infected by a horrible disease. IBM PC compatible software was getting slow and bloated, and no one seemed to even question the need for regular hardware upgrades. I totally despised the way how PC hardware was being marketed to middle-class idiots and even declared the 486 PC as the computer of choice for dumb and spoiled kids. I was using an 8088 PC at the time and promised to myself not to buy any computing hardware that wasn't considered obsolete by consumption-oriented people. This decision has held quite well to these days. Nowadays, it is rather easy to get even "non-obsolete" hardware for free, so there has been very little need to actually buy anything but minor spare parts.
In the autumn of 1994, I released a couple of silly textmode games to spread my counterpropaganda. "Gamer Lamer" was about a kid who gathered "lamer points" by buying computers and games with his father's money. "Micro$oft Simulator", on the other hand, was a very simple economic simulator oriented on releasing new Windows versions and suing someone. I released these games under the group title PWP ("Pers-Wastaiset Produktiot" or "anti-arse productions") which was a kind of insider joke to begin with. The Finnish computer magazines of the time had been using the word "perusmikro" ("baseline microcomputer") for new and shiny 486 PCs, and this had inspired me to call them "persmikro" ("arse microcomputer").
At that time, Finnish BBSes were full of people who visited demoparties even without being involved with the demoscene. I wanted to meet users of my favorite boards more often, so I started visiting the events as well. In order to not being just another hang-around loser, I always entered a production to the PC 64k intro competition starting from 1996.
(The demo screenshots are Youtube links, by the way.)
Of course, I wanted to rebel against the demoscene status quo. I saw PC demos as "persmikro" software (after all, they were bloated to download with 2400 bps and didn't work in my 8088) and I was also annoyed by their conceptual emptiness. I decided that all PWP demos should run on 8088 in textmode or CGA, be under 32 kilobytes big and have some meaningful content. The afore-mentioned "Gamer Lamer" or "Pelulamu" character became the main hero in these productions. PWP demos have always been mostly my own solo productions, but sometimes other people contributed material as well – mostly graphics but sometimes music too.
The first three demos I released (the "Demulamu" trilogy) were disqualified from their respective competitions. Once I had developed some skill and style, I actually became quite succesful. In 1997, I came second in the 64k competition of the Abduction demoparty with "Isi", and in 1998, I won the competition with "Final Isi".
My demos were often seen as "cheap", pleasing crowds with "jokes" instead of talent. I wanted to prove to the naysayers that I had technical skills as well. In 1997, I had managed to get myself an "obsolete" 386 motherboard and VGA and started to work on a "technically decent" four-kilobyte demo for that year's Assembly party. The principle of meaningful content held: I wanted to tell a story instead of just showing rotating 3D objects. "Helium" eventually came first in the competition. Notably, it had optional Adlib FM music (eating up about 300 bytes of code and data) at a time when music was generally disallowed in the 4k size class.
My subsequent PC 4k demos were not as succesful, so I abandoned the category. Nevertheless, squeezing off individual bytes in size-optimized productions made me realize that profound discoveries and challenges might be waiting within tight constraints. Since Unix/Linux I was starting to get into wasn't a very grateful demo platform, I decided to go 8-bit.
In 1998, there was a new event called Alternative Party which wanted to promote alternative demoscene platforms and competitions. The main leading demoscene platforms of the time (386+ PC and AGA Amiga) were not allowed but anything else was. I sympathized the idea from the beginning and decided to try my hands on some VIC-20 demo code. "Bouncing Ball 2" won the competition and started a kind of curse: every time I ever participated in the demo competition at Alternative Party, I ended up first (1998, 2002, 2003 and 2010).
Alternative Party was influential in removing platform restrictions from other Finnish demoparties as well, which allowed me to use the unxepanded VIC-20 as my primary target platform just about anywhere. I felt quite good with this. There hadn't been many VIC-20 demos before, so there was still a lot of untapped potential in the hardware. I liked the raw and dirty esthetics the platform, the hard-core memory constraints of the unexpanded machine, as well as the fact that the platform itself could be regarded as a political statement. I often won competitions with the VIC-20 against much more powerful machines which kind of asserted that I was on the right track.
In around 2001-2003, there were several people who actively released VIC-20 demos, so there was some technical competition within the platform as well. New technical tricks were found all the time, and emulators often lagged behind the development. In 2003, I won the Alternative Party with a demo, "Robotic Warrior", that used a singing software speech synthesizer. The synth later became a kind of trademark for my demo productions. Later that year, I made my greatest hardware-level discovery ever – that the square-wave audio channels of the VIC-I chip actually use shift registers instead of mere flip-flops. Both the speech synth and "Viznut waveforms" can be heard in "Robotic Liberation" (2003) which I still regard as a kind of "magnum opus" for my VIC-20 work.
Although I released some "purely technical" demos (like the "Impossiblator" series), most of my VIC-20 productions have political or philosophical commentary of some kind. For example, "Robotic Warrior" and "Robotic Liberation", despite being primarily technical show-offs, are dystopian tales on the classic theme of machines rising against people.
I made demos for some other 8-bit platforms as well. "Progress Without Progress" (2006) is a simple Commodore 64 production that criticizes economic growth and consumption-oriented society (with a SID-enhanced version of my speech synthesizer). I also released a total of three 4k demos for the C-64 for the German parties Breakpoint and Revision. I never cared very much about technical excellence or "clean esthetics" when working on the C-64, as other sceners were concentrating on these aspects. For example, "Dramatic Pixels" (2010) is above all an experiment in minimalistic storytelling.
A version of my speech synth can also be heard on Wamma's Atari 2600 demo "(core)", and some of my VCS code can be seen in Trilobit's "Doctor" as well. I found the Atari 2600 platform very inspiring, having many similar characteristics and constraints I appreciate in the VIC 20 but sometimes in a more extreme form.
When I was bored with new technical effects for the VIC-20, I created tools that would allow me to emphasize art over technology. "The Next Level" (2007) was the first example of this, combining "Brickshop32" animation with my trusted speech synth. I also wrote a blog post about its development. The dystopian demo "Future 1999" (2009) combines streamed character-cell graphics with sampled speech. "Large Unified Theory" (2010), a story about enlightenment and revolution, was the last production where I used BS32.
Perhaps the hurried 128-kilobyte MS-DOS demo "Human Resistance" (2011) should be mentioned here as well. In the vein of my earlier dystopian demos, it tells about a resistance group that has achieved victory against a supposedly superior artificial intelligence by using the most human aspects of human mind. I find these themes very relevant to what kind of thoughts I am processing right now.
In around 2009-2011, I spent a lot of time contemplating on** the nature of the demoscene and computing platforms, as seen in many of my blog posts from that period. See e.g. "Putting the demoscene in a context", "Defining Computationally Minimal Art" and "The Future of Demo Art" (which are also available on academia.edu). I got quoted in the first ever doctoral dissertation about demos (Daniel Botz: Kunst, Code und Maschine), which also gave me some new food for thought. This started to form basis on my philosophical ideas about technology which I am refining right now.
Extreme minimalism in code and data size had fascinated me since my first 4k demos. I felt there was a lot of untapped potential in extremely simple and chaotic systems (as hinted by Stephen Wolfram's work). The C-64 4k demo "False Dimension" (2012) is a collection of Rorschach-like "landscape photographs" generated from 16-bit pseudorandom seeds. I also wanted to push the limits of sub-256-byte size classes, but since real-world platforms tend to be quite problematic with tiny program sizes, I wanted a clean virtual machine for this purpose. "IBNIZ" (2011) was born out of this desire.
When designing IBNIZ, I wanted to have a grasp on how much math would be actually needed for all-inclusive music synthesis. Experimentation with this gave birth to "Bytebeat", an extremely minimalistic approach to code-based music. It became quite a big thing, with more than 100000 watchers for the related Youtube videos. I even wrote an academic article about the thing.
After Bytebeat, I had begun to consciously distance myself from the demoscene in order to have more room for different kinds of social and creative endeavours. The focus on non-interactive works seemed limited to me especially when I was pondering about the "Tetris effects" of social media mechanisms or technology in general. However, my only step toward interactive works has been a single participation in Ludum Dare. I had founded an oldschool computer magazine called "Skrolli" in autumn 2012 and a lot of my resources went there.
Now that I have improved my self-management skills, I feel I might be ready for some vaguely demoscene-related software projects once again. One of the projects I have been thinking about is "CUGS" (Computer Underground Simulator) which would attempt to create a game-like social environment that would encourage creative and skill-oriented computer subcultures to thrive (basically replicating some of the conditions that allowed the demoscene to form and prosper). However, my head is full of other kinds of ideas as well, so what will happen in the next few months remains to be seen.
Saturday, 9 August 2008
The development process of a new VIC-20 demo
Greetings to everyone, once again! As you can see, Countercomplex wasn't destined to become a one-post wonder, despite the six-month gap between the first post and the second.
![[A photo of a VIC-20 running the demo]](http://www.pelulamu.net/viznut/blog/2008-08-09/realscreenshot.jpeg)
What broke this wonderful silence was my urge to tell something about my latest creation, a Commodore VIC-20 demo called "The Next Level", released at the Assembly Summer 2008 demoparty a week ago. The demo ended up second in the oldskool demo competition, the winner of which (albeit with a relatively small margin) was Byterapers' 486 PC demo called "Renaissance". There were four demos in total in the competition, and mine was actually the only one for an 8-bit platform.
I'm not hyping "The Next Level" as the best thing the VIC-20 demoscene has seen since "Robotic Liberation", as it is just one step towards something greater. There's nothing in the final product that hasn't been witnessed before -- actually, there aren't any rasters or realtime effects at all. Instead, what makes this production important was the development of a set of development tools that will hopefully shorten the creation cycle of future VIC-20 demos.
First of all, the link to the video capture on YouTube. I'm also embedding it here in order to maximize the accessibility for the ADHD internet generation:
Of course, you can also go to the Pouet.net page of the production and download the actual VIC-20 binaries. A h264.mp4 video file (16 MB) prepared by the Assembly organizers is also available for download.
The five years in between
"The Next Level" is my first actual VIC-20 trackmo after Robotic Liberation, which won the oldskool demo competition at Assembly 2003. By "trackmo" I refer to a demo that does not consist of separate memory-resident "parts" but constantly loads new material from the disk. Just like Robotic Liberation, The Next Level uses a disk drive but runs without memory expansions. That is, we have the good old 5120 bytes and 1024 nybbles of RAM available.
After finishing Robotic Liberation five years ago, I decided that I'm never going to do certain things manually anymore. A large percentage of the development time was wasted in loader-linking, that is, making sure that all the required resources get loaded in the memory just in time. Finding small slots of free RAM, splitting chunks of code and data so that they fit in these slots, possibly reordering some previously allocated areas, etc. were clearly something where automation would be much more sensible.
I also felt that I had already reached everything I could on the VIC-20 platform. On one hand, I wanted to move on to a more extreme platform where technical exploration would still be possible (like Sinclair ZX81 or Atari VCS), and on the other hand, I wanted to move on to a slightly less
restricted environment where I could concentrate on the content instead of technical details. I released some small demos for the Commodore 64, but the platform didn't really respond to my needs at the time (as it proved to be more os less just as demanding as the VIC-20).
I was also thinking about trying some "PC" stuff for a chance ("PC" referring to all the (semi-)modern 32/64-bit platforms in general). There are some appealing aspects in "PC", like the virtually endless amount of processing resources (even with dumpster-dived hardware) and the possibility to slip away from the chosen set of restrictions if the art demands it. However, "PC" requires a larger amount of initial work, and using "PC" also always feels a little bit "lame" because of the unreachability of certain hard-core values as well as the absence of the strong statement of using an 8-bit platform.
The post-technical level
A kind of enlightenment arrived to me in 2007, as I was watching some demos from some Russian Spectrum groups I had already adored for a couple of years. Groups such as Cyberpunks Unity, Inward and Skrju have, in my perspective, evolved beyond the usual "technowanking" stage often associated with the harder-core branches of the demoscene. In the new "post-technical" level, the hardware platform is no longer primarily used for bragging but for self-expression, just like in "real art".

Perhaps the two most important realizations for me were the following ones:
- "Post-technical" demos don't need to push the technology: the platform doesn't need to look or sound any better than what it is. The Spectrum may look just like the Spectrum traditionally looks, there's no need to hide the color-block clashes in the visuals or the square waves in the music.
- Most "post-technical" demos seem to be technically based on an animation player. Inward's "Your Song is Quiet", for example, seems to be mostly doing primitive graphics operations (like pixel-plotting and line-drawing) in a pre-defined order. Of course, the platform dictates quite a lot about the graphical style and what kind of animation is feasible.
In August 2007, I released "Impossiblator 3", a ultimate "technowanking" piece revealing some previously unused hardware tricks. After this, opening the door to the post-technical level became an important goal in my VIC-20 work.
Development tools
Although I had done some initial planning already in 2007, the actual development work of "The Next Level" and the related custom tools didn't start until Summer 2008.
The most important tool that needed to be made, naturally, was the automatic linker-builder system that would liberate me from manual loader-linking.
![[A part of the build log generated by Bob20]](http://www.pelulamu.net/viznut/blog/2008-08-09/bob20shot.gif)
"Bob20" is a Python script that gets a bunch of assembly source files that are divided in "chunks" using special directives. Inter-chunk dependencies and positioning constraints can be separately defined for each chunk. The linking process is based on a special chunk type called "SC" or "StreamChunk", which are executed in a chronological order by the VIC-20-based stream interpreter routine. Bob20 attempts to find an optimal position for each chunk so that it can be loaded as early as possible. In the final loader stream produced by Bob20, the loader is synchronized with flag commands that basically say things like "wait until we have reached
frame 123".
Another important part of the demo, of course, is the animation system, consisting of a couple of "PC"-based tools written in C (namely, an SDL-based graphics editor and a rawdata-to-sourcecode converter), and of course, a VIC-20-based decompressor/player routine. The editor was named "Brickshop32" after the native VIC-20 graphics editor I had created five years ago for drawing the still graphics for Robotic Liberation.
![[A screenshot of Brickshop32]](http://www.pelulamu.net/viznut/blog/2008-08-09/bs32shot.png)
While the original Brickshop is a combination of a character mode editor and a pixel editor, BS32 is "only a pixel editor" and thus only stores the bitmap and color data. The character allocation task is left for the post-processing tools. In addition, BS32 supports a drawing mode I've dubbed "1bpcaa" (1 bit per character, anti-aliased), which is taken advantage of in the stream format.
I already used the "1bpcaa" concept in some of my 2002-2003 work ("Impossiblator 2", "Robotic Warrior"). The basic idea is to store pictures in a 1-bit-per-character fashion and to render them context-sensitively -- that is, the shape of a "zero" depends on its upper, lower, left and right neighbor.

The BS32 converter, while converting animation frames, basically first tries to represent the frame in the "1bpcaa" format and then uses bytes and nybbles to "patch" the result. It may also ignore the 1bpcaa phase completely if it is not suitable for rendering the frame. At least a dozen
different combinations of algoritmhs are attempted on each frame, and the method producing least data is chosen.
Much of the development work went to these development tools rather than the actual creation of content and native code. But I'm sure that the percentage of the tool development is going to diminish dramatically once the tools reach a certain level of maturity.
The Next Level
I decided quite early that the basic visual style of my demo would be similar to that of Robotic Warrior: a very limited number of effects, no raster tricks at all, simple silhouette-based graphics, cartoon-like characters and a shameless use of a "traditional early 1980s video game look". This was a kind of antithesis to the boundary-pussing effect demo I
had made a year before.
The speech synthesizer and the music player are mostly derived from those in Robotic Liberation. The synth may even sound worse to some ears because I decided to only assign a single melody channel and the volume register for it (instead of the two+volume in RL). I didn't want to cut out any of the drum and bass tracks this time, but I don't know whether this was a wise
choice or not.
The process of creating the actual content was quite rapid (apart from finding the voice parameters which was as tedious as always). Most of the content was actually made during the last week, and I also finished the demo unusually early (on Monday, while the compo deadline wasn't until Thursday).
As for the concept, I didn't want to get too far from the "winning PWP style" this time, despite having a totally new set of tools. The singing speech synthesis, the audiovisual style, the story and the humor are all there. Some have even argued that "The Next Level" is actually too close to Robotic Liberation in how it looks and sounds. However, there are also some things that I hadn't tried before, such as the brief "surrealist" parts. Also, I've deliberately put in far more hidden references and alternative ways of interpretation than ever before, but I'll leave them to the audience to find out.
The most entertaining part of the development process was creating the graphics. It seems that I managed to find a graphics-making concept that works for me better than anything anything I've tried prior to this. Sketching the silhouettes with "big living pixels"; using characters for finetuning the sketches; drawing backgrounds with big color blocks, almost like legos; importing some small bitmaps from the outside world, etc. etc. Not too much pixel-level work, but still enough room for perfectionist satisfaction. Overall, quite an enjoyable experience, and I hope someone (apart from myself) likes the resulting visual style.
The future
As it would be a pity to only use the development tools for a single demo, I've already decided to use them for something more. The tools will still improve a lot, as I've been planning to support a couple of general-purpose effect routines and new compression schemes.
Despite taking a step towards the "non-technical", I still have some technical ideas I'd like to try out. Audio streaming is one of them. I don't want to reveal much about it yet, I just mention that it is probably going to replace the five-year-old speech synthesis routine altogether.
I also need some actual audio tools because I don't want to hard-code all the sound in assembly language anymore. A flexible audio tool would also provide a much more satisfying means for musical experimentation, and that's something I think my musical output really needs at this time.
I have been planning to release a totally different VIC-20 demo on the next Alternative Party held in October, so look forward for it.
There are still so many things that haven't been tried out yet.