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Dawn #1   [2015]

Dawn #1 Released by :
DMAgic [web]

Release Date :
8 November 2015

Type :
C64 Diskmag

AKA :
Dawn Magazine #1

User rating:*********_  9.2/10 (21 votes)   See votestatistics
**********  10/10 (8 votes) - Public votes only.

Credits :
Code .... Jak T Rip of C64 Club Berlin, DMAgic, Protovision
  Wotnau of DMAgic
Music .... 6R6 of Nostalgia, SHAPE
  Compod of Amorphis, Funeral Moon
  CreaMD of React
  da Blondie of Resource
  Danko of Fairlight
  Fanta of Arsenic, Chorus, Oxyron, Plush
  Lars Hoff of Prosonix
  OMP of Offence, Panoramic Designs, Prosonix
  Stefan Hartwig
  Stein Pedersen of Offence, Panoramic Designs, Prosonix
  The Blue Ninja of Protovision
  Thomas Detert of X-Ample Architectures
  Yogibear of Arkanix Labs, Autumn Soft, Protovision, Revive
  Zyron of Genesis Project, Nostalgia, Oxsid Planetary
Graphics .... Jak T Rip of C64 Club Berlin, DMAgic, Protovision
  JSL of Autumn Soft, Covenant, Creators, Protovision, Raiders of the Lost Empire, Software of Sweden, Tropyx
  ThunderBlade of Bliss
Idea .... CreaMD of React
  Wotnau of DMAgic
Text .... Jak T Rip of C64 Club Berlin, DMAgic, Protovision
  Wotnau of DMAgic
Charset .... CreaMD of React
  Jak T Rip of C64 Club Berlin, DMAgic, Protovision
  ThunderBlade of Bliss
NTSC-Fix .... Wotnau of DMAgic
Concept .... Jak T Rip of C64 Club Berlin, DMAgic, Protovision
  Wotnau of DMAgic
Interviewed .... 6R6 of Nostalgia, SHAPE
  Zyron of Genesis Project, Nostalgia, Oxsid Planetary
Test .... ThunderBlade of Bliss


SIDs used in this release :
+h2K(/MUSICIANS/F/Fanta/Plush2K.sid)
Ambient(/MUSICIANS/C/CreaMD/Ambient.sid)
Because I Got High(/MUSICIANS/W/Wijnhoven_Joachim/Because_I_Got_High.sid)
Commando Arcade(/MUSICIANS/B/Blues_Muz/Gallefoss_Glenn/Commando_Arcade.sid)
Digital Force '98(/MUSICIANS/Z/Zyron/Digital_Force_98.sid)
Early Spring(/MUSICIANS/D/Da_Blondie/Early_Spring.sid)
HZ/Light Party(/MUSICIANS/Z/Zyron/HZ_Light_Party.sid)
Mega Starforce(/MUSICIANS/D/Detert_Thomas/Mega_Starforce.sid)
Mystery(/MUSICIANS/P/Prosonix/Mystery.sid)
No Comment(/MUSICIANS/D/Danko_Tomas/No_Comment.sid)
Ode to Bugg(/MUSICIANS/B/Blues_Muz/Gallefoss_Glenn/Ode_to_Bugg.sid)
Streets of Philadelphia(/MUSICIANS/C/CreaMD/Streets_of_Philadelphia.sid)
Stroke World Level 3(/MUSICIANS/T/The_Blue_Ninja/Stroke_World_Level_3.sid)
The Door Was Ajar(/MUSICIANS/C/Compod/Door_Was_Ajar.sid)
The Recovery(/MUSICIANS/P/Prosonix/Hoff_Lars/Recovery.sid)
Theology of Civilization(/MUSICIANS/C/CreaMD/Theology_of_Civilization.sid)
Trapdoor Part 2 (remix)(/MUSICIANS/Z/Zyron/Trapdoor_Part_2_remix.sid)
Turrican III Level 3(/MUSICIANS/W/Wijnhoven_Joachim/Turrican_III_Level_3.sid)
X-Ample Intro Architect (tune01)(/MUSICIANS/H/Hartwig_Stefan/X-Ample_Intro_Architect_tune_01.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by iAN CooG on 27 September 2019
oo-er, you don't want to know where they made number two =)
User Comment
Submitted by ThunderBlade on 27 September 2019
Where is the number two?
User Comment
Submitted by Shine on 12 June 2019
Just curious ... what about the next issue?
WE ARE ALL STILL WAITING!!! :)
User Comment
Submitted by CreaMD on 4 June 2018
Me too, Joe ;-)
User Comment
Submitted by Joe on 27 March 2018
Damn, still waiting ;D
User Comment
Submitted by ThunderBlade on 17 March 2016
Coming back to the intro with the opening gates. 10+ years ago I did the graphics based on the original animation from the game Times of Lore. The idea was to have them fullscreen, but in Hires, kinda because the # of details, zoomed up, should just fit into the color limitations. I think it worked out quite well, however the original intent was to have them more retouched. :) Regardless, the opening doors alone keep me coming back to Dawn, and I will finally play the game they came from, and explore that world.
User Comment
Submitted by Yogibear on 4 December 2015
Damn! Forgot all about this mag! Nice intro and overall design. From all articles I like the interviews the most!
User Comment
Submitted by Holy Moses on 18 November 2015
Shame that it don´t work via SD2IEC. Will try it later on a 1541 maybe.
User Comment
Submitted by Wotnau on 13 November 2015
@Stormy Edge: JTR's mucho-mojo loading system supports almost anything: different charsets, articles which over-write the menu, articles which don't over-write the menu, tunes which are faded out, tunes which are not faded out... And the viewer (display engine) was coded to be as versatile as possible. We just didn't want to use too many charsets only "because we can". :)
User Comment
Submitted by ThunderBlade on 13 November 2015
Argh! One of the few chapters I didn't read yet, and to be honest I didn't expect this outfit supports a per-chapter-charset. :) Yeah that char was made by LightSide and myself in 1991 (!), based on the credits font of the Airwolf TV series. Question: Can one release things he did into public domain, so that credits are no longer due? ;-))
User Comment
Submitted by Wotnau on 13 November 2015
@Stormy Edge: Commo Do is completely written with a proportionalized version of the AWT charset. Which I though you might have something to do with. ;)

@propfont: Jak T Rip, you rascal! OK, so here's a little story... CreaMD and I had a competition for the best propfont before we even knew a JTR existed. CreaMD's routine required tweaking each charset before it could be used (rotating by 90 degrees), so in the end we decided to use mine. After the engine development started, JTR (who had joined DMagic in the meantime) sent me his, even faster routine, including a demonstration where he showed how much exactly his routine was faster. I was quite vainglorious back then (don't worry, in the meantime I've worked on myself hard, and now I'm perfect), so it took me a few YEARS until I managed to talk to him about it. "How did you code it?" I asked. "How did you manage it?" He started to laugh: "I didn't code it. I just reassembled yours and unrolled one of your loops." That was probably the one time when I felt like laughing my heart out and strangling this guy to death at the same time!
User Comment
Submitted by ThunderBlade on 13 November 2015
Roman reveals his true character! :) Seriously, I also noticed several times already that a "credit" isn't always equal to a "credit". One has coded 99% of a product and the other one has coded 1%, both get a "credit". In movies, the 1% folks aren't mentioned or appear after 13 minutes of scrolling in the end, in very small letters. :) Btw. why do I get a credit for the charset, I don't remember setting a single pixel on it. Not even the 't'! ;-))
User Comment
Submitted by Jak T Rip on 13 November 2015
@Oswald: the routine we used in the end was not the fastest, but the best speed/size compromise. If I remember correctly, both CreaMD and I made a faster routine than Wotnau, but Wotnaus is fast AND small, which is why it was the best fit! ;)
User Comment
Submitted by Oswald on 13 November 2015
"Btw. did anyone notice how fast the proportional routine"

hard to compare bcoz of the blank screen. I have an unreleased routine which feels about this fast. it uses a different unrolled routine to plot chars depending on nr of bit shifts.
User Comment
Submitted by TheRyk on 13 November 2015
normally I'd see it like iAn. But if CreamD explicitly does NOT want to be credited... *shrug*

@Comment flood: Though I was one of the first to leech (&vote 10), I didn't comment yet, so I seize the opportunity to say "great read" ;)

Hopefully we needn't wait another 20 years for next issue
User Comment
Submitted by CreaMD on 12 November 2015
iAN CooG, problem is that my nick was placed alphabetically at the top of the coders list. While, what I did (about 15 years ago is just a little switcher of gfx screens with some music effects for the doors. It's really nothing. A coding cameo in comparison to everything else. I did not code anything for the actual mag engine.

Btw. did anyone notice how fast the proportional routine displayer is in comparison to other magazines? ;-) I dind't compare the later ones, but I'm sure it's in par with the fastest ones of nowadays. In past it was beating everything that was around. Our internal proportional routine competition was great fun. I wish I could relive those times. ;-)
User Comment
Submitted by iAN CooG on 12 November 2015
plain wrong thinking, if he coded anything for the release, CreaMD should be credited for code.
User Comment
Submitted by Wotnau on 12 November 2015
Alright, now when the comment storm has calmed down (again, thanks everyone for the great feedback!), it's time for a little story.
When we uploaded Dawn #1, we gave a coding credit to CreaMD/React because he had coded the intro.
Two days ago both Jak T Rip and I received a PM from him saying he was removing the credit because people might think he's "somehow responsible" for the main engine, concluding with, "It's your work. You deserve all the credit and awesome feedback."
He explicitly asked us not to restore the credit, but he never asked us not to tell anyone. ;) And anyway, we want you to know that he coded the intro.
Let's cut the crap. Great gesture, mate. Thank you.
User Comment
Submitted by ThunderBlade on 12 November 2015
Okay... I have updated the German C64 Wiki page on DMAgic I created a while ago... The paragraph about Dawn, the ambitious mag project that never got finished, now reads completely different, of course. :)) Screenshot added aswell.
User Comment
Submitted by akaobi on 12 November 2015
@Wotnau Thanks for the kind offer! I'd love to ask you later about your great activity and now bless new phase of DMAagic. Best regards from Japan.
User Comment
Submitted by Magic on 11 November 2015
Now this was a surprise! :)
New disksmags are rare.. nice you guys pulled it of.. Greetz from a Vandalism News staff member :)
User Comment
Submitted by Jak T Rip on 11 November 2015
Bob! Thank you for the continuous flow of nice feedback ;-)))
@Skate and also Stormy Edge: I think you know how much your feedback is worth to me.
@Dr.j: Our latest game release, Heroes&Cowards, also features a couple nice and previously unreleased Stefan Hartwig tunes. You can grab them from here: Heroes & Cowards
User Comment
Submitted by Wotnau on 11 November 2015
@Stormy Edge: So you did find out. :) Great to hear you like Dawn as you're one of those who can imagine how much not only time but also feeling is behind this all!
User Comment
Submitted by Wotnau on 11 November 2015
@Motion: Thanks a lot, glad you like it! Admittedly, preparing non-rectangular pictures and then the layout around them takes some time, so we're happy to hear our readers like it. :)

@Bob: Interesting respondent = potential for an interesting interview. 6R6 = a more than just interesting respondent. :) And thanks for your kind comment in general.

@Skate: Thanks for detecting that we're aiming for writing articles too, not just presenting them. :) Happy to hear you like Dawn!
User Comment
Submitted by Skate on 11 November 2015
Amazing work guys. I really enjoyed the articles alone (not finished yet, still reading them) but from a coder perspective, you have some naughty stuff which deserves 10/10 immediately. :)
User Comment
Submitted by ThunderBlade on 11 November 2015
I don't know where to start... Tears in my eyes!!! Finally it's out. Even though I left DMAgic years ago, a part of my heart remained behind and in this project. To see it out finally, and so unexpectedly, really strikes me. It exactly became what we envisioned more than a decade ago! Awesome. Have to go on reading now...
User Comment
Submitted by Dr.j on 11 November 2015
+1 for using Stefan Hartwig music, haven't heard a tune from him for a long time and forgot how cool he is
User Comment
Submitted by Bob on 11 November 2015
Very well written interview with 6R6 I really enjoyed that one.. a lot of content wasn't able to read through all though... very interesting topics aswell. and some funny stuff the xmas hahaha...
User Comment
Submitted by jailbird on 11 November 2015
Nice stuff ^_^
User Comment
Submitted by Jak T Rip on 10 November 2015
When switching from notes to emails for communication with my friends, I noticed multiple times that with emails it is much easier to misunderstand and offend each other. I attribute that to the music and general atmosphere that is shared if reader/writer have it the same way incontrast to emails where the setting of reader/writer can be much different. So yeah, having the musics as part of the article was an early design decision ;-)
User Comment
Submitted by Wotnau on 10 November 2015
@akaobi: Wow, we've got a reader in Japan! Happy to hear you like the mag! And in case you want to know more about the Forever party, don't hesitate to PM or e-mail me or JTR (and I guess CreaMD would respond too) - we've been there since year 1, or rather triple zero. :)
@Oswald: Yep, quite what both you and CreaMD say. The decision to swim against the mag tide and hard-wire tunes into articles was taken already back when we started working on Dawn. We've always been fascinated by the way C=64 noters work - enhancing the letter with the choice of rasterbars, charsets, music, setting and amplifying the atmosphere. And what else is a diskmag than a bunch of notes? :) Writing an article, we want to create certain emotions, and we choose the music which we think fits the mood of the piece best. Brings the risk of ruining it for someone who has a very different taste for music - but we take it in exchange to make the experience stronger for the imaginary target reader we've got in our minds. And somehow, SID music seems to be more universal in creating those emotions - e.g. JTR and I found out that we have a much more common music taste when it comes to SID than when it comes to Earth music. :)
User Comment
Submitted by Motion on 10 November 2015
Great work guys and it looks fantastic with the mixed gfx.
User Comment
Submitted by CreaMD on 10 November 2015
Poopmonster, I'm sure Wotanu will have his own say on this, but as far as I can say im my own word, the tunes are setting the mood and are usually part of the creative process and inspiration. So what you hear is music that was playing in the dawn editor when author was writing/editing the article.
User Comment
Submitted by Dr.j on 10 November 2015
looking forward for reading the awesome magazine. except of the technical acheivement which described here , i am sure the reading will be light and enjoying . thumbs up for a great issue. hope to more in the near future
User Comment
Submitted by Oswald on 10 November 2015
btw, great selection of tunes, really nice move to set the mood for each chapter :)
User Comment
Submitted by akaobi on 10 November 2015
It's a fantastic read! Thank you for releasing the interviews of two great scene musicians/crackers, Zyron and 6R6. Also, I will utilize the mag for studying the history of For8ver.
User Comment
Submitted by Bob on 10 November 2015
woooh impressive from seeing this only from a web browser (gif animation) now I know what I will do tonight ;) first glance of it looks awesome, fresh nice gfx.. new ideas.... (I love new ways of thinking) I can't wait to get home and read it.
User Comment
Submitted by Wotnau on 10 November 2015
@The Phantom: Thanks a million! Seeing that there are readers who get exactly the kind of kick we were aiming for out of the mag will make preparing the next issue much more fun!
@Dr. Science: Thanks a lot for your kind comment! You hit the point. We were just trying to keep our heads down, come up with interesting texts first and only then play with the graphics. About the interviews... There are two key points for me: 1) The interviewer should be genuinely interested in the interviewee. You should really _want_ to talk to the person and ask (at least mostly) questions you want to know answers to yourself. 2) Research the interviewee in advance. Q&As which start with, "Tell us something about yourself" lose me before they start. When the interviewees can see real interest in themselves, they're much happier to answer - and then interesting conversations happen!
@Shine: You've got it absolutely right about the effort. :) Happy to see people find the results worth it!
User Comment
Submitted by Oswald on 10 November 2015
Wotnau, no havent been looking just was wondering that badlines would prevent doing this, but then I realized maybe you just skip them :) anyways would be a great pleasure to read an articla about it, as always it must have been atleast 10 times as hard making it, than one thinks :)
User Comment
Submitted by Wotnau on 10 November 2015
@GeoAnas, Oswald, alwyz: Thanks, glad you like it!
@alwyz: Happy to hear the NTSC works fine as well on a real machine across the real Pond! Back then ThunderBlade switched VICs in his C=64 only to test whether the PAL/Old NTSC/New NTSC detection worked and everything was displayed correctly. Will have to update the credits.
User Comment
Submitted by Wotnau on 10 November 2015
@Oswald: Ah, someone's been looking at the code. ;) What you say was level 1. Level 2 was to handle the delays (the actual split happens late, on a sub-cycle level). Level 3 was to handle what I called Neverland or Nowhereland - when switching from multi to hires, for 1/4 of a cycle the VIC is neither in multi, nor in hires. Anyway, we already received a few requests to describe the thing, so we'll prepare an article about it and offer it to some other scene mag (unsurprisingly, we won't release ish #2 next week or month).
User Comment
Submitted by Dr.Science on 10 November 2015
A new mag \o/ ! And with a nice Gate-Opening Scene (anyway, we were first: Zookeeper) :-)
Seriously:
Very nice mag. The layout is exactly how a mag should be - focus on the content. Very enjoyable to read and navigate. The menu is very simple but effective. As each chapter has a nice amount of text, it is absolutely OK to have an own music to each chapter.
I've been reading the ED, the hidden chapter and the two Interviews. I really enjoyed the interviews, absoluetly nice read! WIll check out the rest soonish. As former Mag-Editor, I know how hard it is to fill up a mag with content, so thumbs up!
What others mentioned before: The Charset needs to be improved here and there.
User Comment
Submitted by Shine on 10 November 2015
WOW ... effort like hell ... really nice reading and nice design ... (esp. the embedded graphics). THUMBS UP!!! :)
User Comment
Submitted by GeoAnas on 10 November 2015
Excellent ! Solid 10 !
User Comment
Submitted by Oswald on 10 November 2015
hmm.. badline = no splits ? :) otherwise it can be a quite simple sta / stx d016 speedcode with 4 char wide resolution. big balls for making this, congrats :)
User Comment
Submitted by alwyz on 10 November 2015
Really excellent work guys, glad you saw it through. Looks great on my NTSC machine, and a good read as well.
User Comment
Submitted by The Phantom on 9 November 2015
While I'm still not through everything, this is a pretty fun magazine. Interesting texts and they put a smile on my face.

Everybody should check this out. Works well with WinVice 2.4 (win64 x64 mingw).

Looking forward to the next issue.
User Comment
Submitted by Wotnau on 9 November 2015
@Jak T Rip: Nonono, you've got it all wrong, The Phantom made MY day!
@enthusi: What Jak T Rip said. And I bet you didn't have nightmares before releasing your mag. I did. About that once again something will happen and prevent the release. :)
User Comment
Submitted by Jak T Rip on 9 November 2015
Thank you SO MUCH, you all, for all the great comments!
Thank you Phantom, thank you Hoild, thank you Groepaz, thank you spider and thank you a zillion times CreaMD!!
@Enthusi: your mag engine, heng engine and adventure engines still rock! ;-)
@Ian: there is also a new music from Yogibear. At last it was new when I put it into the article ;-) No idea if Yogi couldn't wait to release it in the meantime, though :)

I would have never expected so much feedback, and so much positive feedback. You really made my day, Phantom, when you wrote that you are stuck in the middle of Scener's Christmas. Same for Hoild and I am very much looking forward for your propably very critical judgement after all.
@Joe: yeah, I have my reservations on some of the characters myself. Gotta improve.
@CreaMD: THANK YOU for praising the "courage" in colour combinations. Yes, some are really strange, but I wanted to try out things.

Phew. I'm dead. But happy.
User Comment
Submitted by enthusi on 9 November 2015
Uh, sweet.
Now I dont like my own mag engine that much anymore...
User Comment
Submitted by CreaMD on 9 November 2015
Groepaz, you managed to cast a cheshire's cat grin on my face. How cool are you.
User Comment
Submitted by chatGPZ on 9 November 2015
creamd: come on, all you need is a stable raster and a bit of unrolled code. iirc even the VICE testrepo contains a program that does it :)
User Comment
Submitted by Wotnau on 9 November 2015
@Hoild: You're my kind of reader! Just like I wrote below, the goal was to have a solid platform for a magazine, so I'm happy someone will actually read it and judge by the text. Anyway, now you probably know why I've owed you a PM for the last few months.
User Comment
Submitted by CreaMD on 9 November 2015
Groepaz, I don't know. My memories from intense demowatching times are blurred. That's why I thought we should start a separate CSDB thread, to find out. This routine was sitting in Wotnau's magic chest for years, and it would be quite amazing if it wasn't made by someone else ;-). Fact is, that this level of splitting requires insane discipline, if anyone would be able to do it, that would probably be someone from out of this world like CB.
User Comment
Submitted by chatGPZ on 9 November 2015
didnt one of the krestage demos feature hires/multi splits? mmmh :)
User Comment
Submitted by CreaMD on 9 November 2015
Groepaz, I don't have courage for such color combinations, However, I like some of the screens. Pure awesomeness as far as selection of gfx, and layout is concerned. Very playful.

What I would like to point out, and I think we should probably start a CSDB thread about this, is the fact, that first time ever (correct me if I'm wrong) in history of C64 someone uses true multicolor/hires vertical *bitmap* (!) split without 3 char-wide bug. Not to speak about insane code that generates custom display code for every screen. This is a work of a genius and hard worker.
User Comment
Submitted by Hoild on 9 November 2015
This diskmag was in the making for an epic amount of time -- I still remember Wotnau describing the HIRES/MC mode splitter concept to me at Forever Party/2001. However, the proof of the pudding is in the eating, and the real value of a diskmag is in its informative content, not in the eye candy. So I am giving it a reading this week with super high expectations before I make my vote. \;]
User Comment
Submitted by chatGPZ on 9 November 2015
It's all your fault
User Comment
Submitted by CreaMD on 9 November 2015
Groepaz, don't be an ass.
User Comment
Submitted by chatGPZ on 9 November 2015
oh i found the hidden chapter - and stopped reading at the "we dont use crossassemblers because its not real" nonsense =P if anything is not real, its an LCD =D
User Comment
Submitted by Wotnau on 9 November 2015
@The Phantom: Thank you _SO_MUCH_ for this! Dawn was not meant as a demo but as a platform which would enable a solid presentation of interesting texts - and you're the first person to actually mention one of the texts. Hope you'll like it!

@Joe: Thanks! Comments like this make the time investment worth it for us. And even though we have a few pages of notes on improving our tools for the future, we at least have working versions of all of them at the moment. So yes, we plan a somewhat shorter waiting period before the next issue. :)
User Comment
Submitted by Wotnau on 9 November 2015
@Groepaz: First of all, thanks for viewing Dawn on a real C=64. That's what it was done on, and that's what it was done for! I take it that you haven't found the hidden chapter yet because there we state that neither of us can work in emulators or use cross-assemblers - they're just soulless. Dawn was 100% developed on the C=64 and the emulators have always been an afterthought but one we had to make - for some people, it's the only way of keeping touch with the C=64, e.g. because their HW died on them and they can't get a new one, and if we didn't have it, this discussion would be full of people reporting a graphical bug left of most of the pictures. :) Concerning the color combinations: I do admit working on an LCD TV (because all of my 4 CRT monitors died and where I live I just can't get a good replacement piece), but I definitely typed in the Zyron interview on a CRT back in 2002 and didn't have a problem. JTR tested all of the articles about zillion times on his Commodore CRT monitor and didn't see a problem. I'm not saying the problem doesn't exist, I'm just saying we didn't encounter it, even though we prepared the mag on 100% Commodore HW. Anyway, thanks for the comment, will pay even more attention to this in the future.
User Comment
Submitted by The Phantom on 9 November 2015
Started reading the Christmas scener story.. Sadly, have to get on my way to work.. But looking forward to reading the rest later on...
User Comment
Submitted by Joe on 9 November 2015
Really lovely! Hope the next issue wont take another 20 years to develope and that someone fixes the lowercase "t", which looks too much like a "+" at the moment.. ;)
User Comment
Submitted by chatGPZ on 9 November 2015
i knew it was a mistake to keep x64 when x64sc was made... it works just fine in x64sc from the 2.4 release. and it will never work in x64 or ccs since they are not completely (sub)cycle exact.

thumbs up for the content, but perhaps you should care more about the real thing than making it work on broken emulators - eg some of the color combinations used are terrible on a CRT (light blue on light grey....wtf :()
User Comment
Submitted by Wotnau on 9 November 2015
@spider-j: Can very well be that the future we're talking about in the editorial has happened in the meantime for VICE. I'm also using a 2.4 build, pershaps and older one, but need to use the fix, and CCS needs it too. And as there's always a chance someone's using an old version of an emu and is happy with it (e.g. for capturing videos, I heavily prefer VICE 2.3), we'll need to keep the fix in the mag for the future too.
User Comment
Submitted by spider-j on 9 November 2015
wow, massive content.
but emulator issue seems to bee quite strange: my vice displays the error only if you say "YES"... if you say "NO" everything looks fine.
VICE Version 2.4.20, rev 29894M
User Comment
Submitted by CreaMD on 9 November 2015
Ian: 3 new tunes from me... what a comeback ;-))

As far as I remember Richard (still alive) already released Ambient and other worktunes with my tweaked version of dmc editor. DMC5.0+. ;-)
User Comment
Submitted by Wotnau on 9 November 2015
Re new SIDs by CreaMD: Affirmative. Theology of Civilization and Streets of Philadelphia were done back in 2000 and 1998 respectively and always planned to be released with the mag. CreaMD was so kind as to never release them anywhere else (thanks, mate!). The tune from the Bonus section (called Ambient) we took from a music disk CreaMD shared with us when he was still a member of DMagic, and now we expect him to kill us for it because he isn't too fond of his old tunes and doesn't want them in HVSC. He fears they would dilute his superstardom status. ;) @Ian: Trapdoor Pt. 2 is also a "new" tune - it's an extended remix of the original one, edited by me (the background story to it is in the Zyron interview).
User Comment
Submitted by iAN CooG on 9 November 2015
yes, 3 new tunes by CreaMD
User Comment
Submitted by Shine on 8 November 2015
I dont' find the SID from the menu (Conan cover) ... is this new ?
User Comment
Submitted by CreaMD on 8 November 2015
Wow. It's out!! I take it as a late birthday present. Thank you guys. Gotta check immediately.
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CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
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