Demos
Acid-Intro
Musicdemo
Longscreen
Sprite Magic
Final Swobbler
New Year Demo
AudioPac
Neoshow
Digidrum Demo
Digisound
Outline 05 Entries
Dbug 191
Outline 06 Entries
Outline 07 Entries
Ourline 08 Entries
Products
MEDI
MV2000
Turbobooster
Block Editor
Lethal Xcess
SMDsend
Super Magic Tool
Danger Zone
Dragonworld
Pooz Editor
Pixels
Press Releases
X-Troll at
Pouet
About us
| | X-Troll
Demos - Overview (Text only)
1988 |
Aciiiiiid!
This one is really bad. It's a 1989 remake of my very 1st assembler
program. The original source was written in 1988 and so I put this demo
here, even when it had been released one year later as a joke. Nothing is awkward enough for us :-) This has to be the worst intro
ever.

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1988 |
Musicdemo
This little music demo was coded to show the capabilities of the
chiptune replay routine by Nexus 6 to a local software company. The
tunes itself were composed with MEDI, which is the
short form of Music-Editor. MEDI was a very early editor for Atari ST
chiptunes it has none of the advanced features of today's chiptune editors
but it was able to produce very CPU-friendly Atari ST tunes.

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1988 |
The Longscreen
The Longscreen was coded in 1988 by Sunnyboy and it featured graphics
by Nexus 6. This screen scrolls a lot of screens in one vertical
blank while loading the graphics from disk with an interrupt loading
routine. These disk-routines are the origin of the fastest copy-program
for the ST, the Turbo-Booster.

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1989 |
SpriteMagic
In spring of 1989, we visited the "Hobbytronic", a computer
fair in Dortmund (Germany). The Hobbytronic had it's best times in those
years. We always bought computers and electronic-stuff directly on that
fair and it had been the best place for having a glance at new hardware.
It was the time after the 8 bit age, 16 bit computers and
consoles arose everywhere with new and advanced features. For example the
NEC PCengine was presented on that fair, and I was amazed by the games
Dynatex showed on that tiny console. While walking around the fairgrounds,
we accidentally met Marc Rosocha and Klaus-Peter Plog (Plogi / Blue Devil)
from the Gigabyte Crew. As I realized that they were talking about an
Atari demo, which was displayed on a monitor. I addressed them and asked
some silly questions. (I had not done a real program on the ST at this
time.) Everything was rather new and interesting to me, and as I figured
out that these guys were coders from the Bladerunners, I was really
amazed.
While we talked, Sunnyboy and Nexus 6 joined us. They watched the demo Marc had coded and decided to do this little demo right after
the fair.
It had been inspired the demo Marc showed us, he displayed something
about 60 sprites in one VBL. Sunnyboy and Nexus 6 wanted to beat that
record, but it wasn't that easy, because Marc's routines where already
optimized very well and nobody thought about generated code at this time.
Finally they had done one or two sprites more than Marc, which was not
very impressive. To make it look more, they coded a demo that showed 120
sprites in two VBLs. Not one of our brightest ideas. Marc recognized the
cheating immediately despite we had used slow movement for the sprites to
cover this fact. Anyway
the SpriteMagic demo was saved to disk together with a new version of our
scroller, which had been done before the fair, we only changed the
scrolltext. If you want to see this demo make sure you use TOS 1.0
and exactly 1 MB of RAM, otherwise you will see nothing, because of
some "optimizations" in screen flipping which only work on a one
meg machine ;-)

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1989
 |
The final Swobbler
The final swobbler, which is a horizontal picture distorter, had been the result of a Troll internal competition.
In the end Sunnyboy and Nexus 6 had the better code.
Their routines where fast enough to draw 200 lines (with music), while mine could
only render 197 lines (without music) in one vbl. As some kind of punishment, I had to
draw the graphics. Because I never painted anything on the ST before, I used an
ASM
Cover for "inspiration" and converted it to the ST pixel by
pixel. This
robot was one of my very first computer graphics, and I think it's not
very well done but we used it anyway.
We don't cheat in any way in this demo and with generated code or a
specially designed picture (the picture can be replaced by any other 4
bitplane 320*200 pixel graphic) we could have drawn more lines, but we
needed only 200 lines to fill an Atari lo-res screen.
As usual everything had been done quick and dirty and so it runs on Saint 0.99 if you switch to 1 MB
only (you have to because it only works with exactly 1 MB). If you want to
look at it, just download this disk-image
with the complete Source (GFA-Assembler) and the executable program. If you want
to replace the disted picture, just copy another "BLOBL.PI1" to
the root directory.

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1989
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The Cyclone's New Year Demo
Since Sunnyboy and Nexus 6 did all the coding and left the
graphics part to me. I felt the need to code something for myself. So I
decided to do a project on my own. The whole demo is not exactly what you
would call stunning, but the process of coding this demo improved my
coding skills a lot. Since I had problems with my electrical equipment on
new years eve, the demo had been finished on Jan. 2nd 1990. You can read
the details in the scrollers.
I hadn't intended to release it to the public, but I gave it to some
friends and so it happened that this little demo had been spreaded. It had
been included in some compilation disks like POV (Persistance of Vision)
disk 99. The demo is called "Trolls New Year" there, you
can download the POV disk 99
from PaciDemo.
The demo consisted of 6 screens which had been done in a hurry. Above
you see the welcome screen. The lower border had been removed. There was
palette animation (wow), a horizontal distorted Troll logo (that looked
like hell). Besides there had been a XY-distorted Cyclone logo and some
sprites.
This is the main menu, I think it's the best screen of the whole demo.
There is a lot of movement on the screen and I still got all the blue
rastertime left. I simply didn't know what to add because I had been
satisfied with the result.
The picture above shows the greetings-screen. Instead of naming all the
crews in the scroller I cracked their demos and ripped the needed logos to
send the greetings in a different way. The lower border had been removed.
There is a scroller, a disting text, some sprites and a synchronized
Troll-logo that fakes an overscan in the upper screen.
The hall of fame should be called the hall of shame. It's a lame screen
with some nice looking rasters and sprites. I had some serious problems
with movem and timer B at that time. It's a very old screen which should
have been the hiscore-list for our abandoned jump and run game.
Well what should I say, Sunnyboy and Nexus 6 nearly killed me when
they saw that screen :-) but, the girl mentioned in that screen is still
my girlfriend (since 1987) and we have two very nice children today. There
is a reset Demo hidden behind this screen, which reveals some interesting
but maybe dangerous effects. To force the anxious guys to switch off their
computers the scrolltext in that reset demo isn't very nice. The effects
are activated by pressing some keys at the end of the scrolltext. I guess
you have never seen your drivelight illuminated to this brightness before.
Unfortunately you won't see that on any emulator. Don't use the screen
killer, it's really dangerous on real hardware.
The picture in the reset demo was ripped from the game "Teenage
Queen" and it was "improved" a bit :) by me. The joke on
that thing is. I wanted that picture from the TCB loading screen when I
saw it. And because I didn't own that game, I began to hack into the Cuddly demo when one
day later some pal from the university dropped a
pile of disks on my desk. Guess, which game was on one of those disks. It
would have saved me some work if he came up with it one day earlier.
The Multiscroll is a cover of one of the Union Demo-screens, but this
one comes with 6 bit samples generated by the crappiest hardware ever
(sounds like hell). It had been my 1st and last attempt to produce sound
on the ST. When I coded this screen I thought I had beaten the Union, but
that's certainly not the case. Yes I play a crappy sample yes I have two
more scrollers, but I can't change the speed of the scrolltexts. (You can
change the speed and direction of the three background layers with Numpad
1-3 to select the layer and cursor left/right to increase/decrease the
speed afterwards) It would be not problem on a ST with one megabyte to
include the variable scrollspeeds, but it is a problem on a half meg
machine.

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1990
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The AudioPac Demo
The Audio Pac Demo had been done by Sunnyboy and Nexus 6 on their
own. They
managed it to hide the whole project until it had been finished. Maybe
they wanted to decrease the damage which my New Year Demo had inflicted as
it slipped through my fingers and reached the outside world.
The Audio Pac Demo is mainly a music demo with some nice side effects.
You can play Pacman while listening to all the tunes. There are rasters
all over the screen as well as some nice sprites. Besides some
borders (left & right, bottom) are removed in the lower part of the
screen.
After cracking and ripping all our games, there where still some bytes left
and Sunnyboy decided to hack the union demo. Encouraged by the easy progress,
He attempted to crack the cuddly demo once again and succeeded. Every bit of
chipmusic was ripped and packed into this demo. If you want to look
at it, just download this disk-image it
runs perfectly on Steem 2.2 or Saint 0.99.
As a side effect of this demo we learned how to code "real" joystick
and keyboard routines
and simple game logics. That had been a important step towards a real
game.

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1990 |
Neoshow
Another Demo I wrote was the Neoshow, it's just a picture slideshow
with a top and bottom overscan, and a scroller in the upper border, where
the left and right borders were removed too.
It starts with some partitial overscan, stars and a big X-Troll logo
which looks absolutely terrible.
The Neoshow shows some of the pictures Nexus 6 and I had painted.
It's nothing special and there are only very few pictures on that disk,
but maybe you like it anyway. The Neoshow runs on STEEM 2.3b, it
won't work on an earlier version.

|
1991 |
Digi-Drums
In spring of 1991 Nexus 6 was also involved in the development of
Lethal Xcess, he coded his own digi-drum routines and editors for the ST
and put some stuff together in a small music demo.
The tunes at the top of the screen are the original Lethal Xcess tunes.
The other ones haven't yet been used anywhere except for
"Cyclones-Memory" which was composed for a memory game I wrote.
After selecting a tune, the demo will automatically switch to this
screen with three loudness indicators, and some kind of pixelart. I think
this demo will run fine on all machines with any TOS.

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1993 |
Digisound-Demo
One year after finishing Lethal Xcess Sunnyboy coded several little
sound demos with quartet tunes that had been composed by Nexus 6.
They all looked the same and were only technology studies, this means not
working outside a debugger.
However Nexus 6 grabbed the sources a few years later and
assembled a nicely running version, since it was for internal use only,
you won't expect a clean exit. Reset your machine after watching.

|
2005 |
Outline 2005 Boot Sector Competition
To add some entries to the Outline 2005 boot sector compo, we decided
to polish some old boot sectors from around 1990 and Cyclone wrote a new
one with some zooming Keftales. Thanks have to go to gwEm for supplying
the buzzing sounds. Cyclone's Keftales ranked 2nd, while Sunnyboy's
ancient scroller achieved the 3rd place. 
|
2006 |
D-Bug Menu 191 Cracktro
On short notice Cyclone wrote this small cracktro within a few hours,
originally the menu should have been released a few days later, however
it seems D-Bug were quite in a hurry after leaving the title rest for 15
years ;). Feel free to download the whole menu disk by clicking on the
screenshot above.
Credits for this Intro:
- Code: Cyclone / X-Troll
- Music: Nexus 6 / X-Troll
- Pixels: Cyclone / X-Troll
- D-Bug Logo: Pursy

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2006 |
Alive Jukebox - 2nd Place at the Outline 2006
Wild Compo
When we heard people complain about the huge CPU consumption of decent
chiptunes we were thinking about a way to put an end to that. And
honestly we were also bored with jukeboxes that just had a menu and a
small scroller on screen. So what can be made better? 1st of all "make
everything bigger", 2nd "stay synced to the music". This cried for more
information than you normally get from the YM and Cyclone asked Dark
Angel to add an information interface to his music replay routine for
Music-Mon.
This interface supplies all the necessary information like which
instrument is played on which note, you can also get a readout of the
sample which is currently played. That was a major step to finishing
this demo. However, due to the fact that some of those tunes need about
70 percent of the vbl our attempt was quite minimalistic. If you use
tunes which are more dedicated to be used inside demos you can do a lot
more, but the aim of that demo was only to establish an example of the
potential of the interface. We hope other jukeboxes will use it as well
in the future, therefore we will publish example code in Alive 13.
1. |
Intro |
Dark Angel |
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2. |
Bootro |
Stu / Dropdabomb |
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3. |
Danger |
Stu / Dropdabomb |
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4. |
Machine |
Stu / Dropdabomb |
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5. |
Insectz |
Stu / Dropdabomb |
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6. |
Fluffy |
Re?mo / Dropdabomb |
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7. |
Bass |
Re?mo / Dropdabomb |
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8. |
Retina |
Stu / Dropdabomb |
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9. |
Sorn |
Marcer / Alive Team |
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10. |
Gimme |
Marcer / Alive Team |
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11. |
Datadance Remix |
Stu / Dropdabomb |
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12. |
Atari UCR |
Stu / Dropdabomb |
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13. |
Here we go |
Marcer / Alive Team |
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You can support the composers and
order the EP from Retinascan.
However if you just like to download some MP3s they are also available
there.

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2006 |
Boot-Plasma - 1st Place at the Outline 2006 Boot
Sector Compo
Again the question was, what would be possible with 512 bytes, or even
more precise 480 bytes if you subtract the reserved bytes for the disk
information. This time Cyclone created a plasma with some synchronized
15 kHz sound.
Even
if the boot sector exits to the Desktop I'd recommend a complete reboot
afterwards
since a few programs seem to have problems with some leftovers in RAM.

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