o1i's Planet AROS

September 01, 2014

AROS-Exec

PictureAlbum r1 released

PictureAlbum is a picture browser/organiser that works differently to anything else I've seen - I find it to be much easier & quicker to use. It's hard to describe briefly, so just try it out or look at a screenshot.

September 01, 2014 11:45 PM

August 28, 2014

o1i

Boring SVN management

Before you can start something new, you have to cleanup your mess. At least you should. Although my SVN tree is not really a mess, it still needed some cleanups. So what i did:

  • verified with a clean checkout and build, that all files for the released JanusUAE 1.4 are in the j-uae-1.x branch
  • created a new j-uae-1.4 tag for the j-uae-1.x branch for the JanusUAE v1.4 release
  • cleaned up the win-uae-2.3.1 tag, which was a quick import with too many subdirectories
  • imported WinUAE 2.8.10 sources into the win-uae vendor branch
  • created a new win-uae-2.8.10 tag for the win-uae branch for the latest stable WinUAE sources
I hate all that boring SVN management stuff and I really looking back at the time, when in my old professional coder days we had guys at work, who did all that release and config management for us. Although I did not really apprentice it at those days.

Nevertheless, this is, how the code looks like at the moment. Lot of history since the first e-uae release with a gtk-mui gui in 2008:

 Yeah, I know, nothing interesting in this post. But I warned you in the headline ;).

by noreply@blogger.com (o1i) at August 28, 2014 12:30 PM

August 27, 2014

Icaros Desktop

Some imaging operations with Icaros Desktop 2

Now that you've seen a couple of screenshots, why don't we shot a short footage of common everyday's operations on Icaros Desktop? In this video, we will learn how to add thumbnail icons to images, crop pictures and set them as background using Magellan, ZuneView and ViewBox. Sorry for voice-over mistakes, but I'm talking while performing tasks and without any previously-written script. This

by Paolo Besser (noreply@blogger.com) at August 27, 2014 01:29 AM

August 26, 2014

o1i

Janus-UAE v1.4 released

Icaros 2.0 will be shipped with Janus-UAE v1.4

Most features and bugfixes were requested by Paolo, so you have to thank him for his efforts, feature requests and the very helpful bug reports, which made v1.4 possible.

New features:
  • janusd is now available for AROS/68k guest systems
  • GUI display tab reordered
  • added new AROS screen resolution option: Clone Workbench (so you can now open up the emulation screen in the same resoution, as your AROS native workbench screen)
Bugfixes:
  • start AmigaOS programs from wbrun with an assign in path works now
  • AROS/m68k as a guest now works in coherency
  • startup crashes fixed, when splash window was used
So let's hope, this is the last of the v1.x series and v2.0 will be based on WinUAE ;).

by noreply@blogger.com (o1i) at August 26, 2014 02:10 PM

August 24, 2014

Icaros Desktop

Some Icaros Desktop 2.0 screenshots

Time for a couple of HD screenshots of the incoming distribution. Please don't ask for the wallpapers, since they've been randomly chosen from various websites that collect them. As usual, Icaros Desktop will come with its traditional collection of older official and authorized desktop images. Vampires are sexy. Aren't they? And when you can set 'em as background with a single click, they're

by Paolo Besser (noreply@blogger.com) at August 24, 2014 07:00 PM

August 21, 2014

Icaros Desktop

Introducing Icaros Desktop 2.0

After 15 months of hard work, it's now time to announce the next "major release" of your beloved distribution. That's right! Icaros Desktop 2.0 is next to come on a PC near you, and it will change forever the way you look at AROS. Based on the brand new "ABI v0 on Trunk" backport effort from Krzysztof Smiechovicz and other brave AROS developers, Icaros Desktop 2.0 brings to mainstream the new

by Paolo Besser (noreply@blogger.com) at August 21, 2014 05:43 PM

August 08, 2014

Binarydoodles

Being a Bedroom Musician in the Tracker Age

Beginnings

Writing music in .mod format has been a part of my artistic expression since long time; while not musically trained in the canonical way -beside some of the typical flute lessons and the basics of note reading in middle school; when in 1983 i bought my first computer, a ZX Spectrum, the sound was driven by a beeper built-in inside and was able to do just a note at the time of pitch and length decided by a BASIC instruction; so not too much field for tune making there, at least until the first advanced music routines appeared, and were published on RUN, an italian cassette driven magazine; that made me experiment with some pieces (tried to redo the hang-on theme) but that was it. Then in 1988 i bought my Amiga 500 and finally got my hands in some music software: at first Sonix, where i did learn the ropes on basic music making, then in 1989 a mostly unknown tracker from LinEL, called SoundFX, where instead i did learn the basics of tracking.

Around the same time was introduced ot music rippers, but since did  not knew about mod files, i mainly used those programs to get sound samples and then re-use it in SoundFX after converting them in 8SVX format; little later got introduced to Noisetracker, a soundtracker free clone – but able to work with non-original ST disks, as the original Ultimate Soundtracker, if i remember correctly, used a ST-XX volume name system for sample disks that prevented to read from other sample disks;  Noisetracker worked that around by just the need to use a ST-00 volume, not even always the same disk, just same name.

As for finally getting in “the field”, as i said in the Powder Diaries, got in touch with Thomas and Filippo in doing graphics and music for Quazar, and then also for Nicola under the Nike name;  those were simple songs, with most of the instruments coming from the ripped mods or from “RAM scanning” after a reset with Audiomaster.

The involvement with Quazar and the Powder game made me deal with the problems of providing a good audio experience with little memory space; the songs in Powder, excluded the main theme, had a set limit of 75k, that luckilly reached rarely; other projects, such as the ARZENAL utility disk, were having a much smaller footprint (guess not even 2k) and so complex instruments were not an option; however in 1989 i stumbled on a intro that was using what i used to call “micro instruments”; that was the easiest way some people found to do chiptunes using soundtracker: using very little chunks of samples is possible to obtain pretty pure waveforms and small size drums; did some experiments with it but none of those were published.

 

Music: Amadeus (cover) – 1993 from simone bernacchia on Vimeo.

This music uses microsamples to obtain chiptune effect.

 

Had also occasion, together with Marco Maltese, to do soundtracks for its CGI animations, including a local TV program opening, three local TV advertisings and three animations ptrsented at Bit.Movie and Pixel Art Expo; plus other unfinished ones. Doing music for those is a different deal from doing it for video games and demos; since there are no big memory constraints samples can and must be the best possible, and sound need to be richer to mask the limited capabilities of Amiga hardware.

Music – Deimos (v3.2) – 1994 from simone bernacchia on Vimeo.

An example of music for a (unfinished) animation of Marco Maltese.

 

 

 Being a “lamer”

In the demoscene culture,and in particular on the tracking scene, is – or was – considered a lamer he who rip mod files ,harvest samples and reuse it in its own compositions. I was almost the only amiga user for a while in my town and for sure the only mod composer in my area: up to the half of nineties could not afford a sound sampler not to mention a CD player so all instruments I had forcefully got it through ripping; so according to your point of view and seen literally might I be considered a lamer?

Ripping modules has been, as said, both a way to replenish a starving sample bank but, also, a way to learn to use the tool: when i used see an intro or a demo or play a game and hear some nice sound effect or transition i wondered: how did they do it? Vibrato? Arpeggio? playing with pitch?

And then you find yourself in front of the file and you can see the magic going on: for a while that has been my only documentation on how to use the tracker: songs themselves; and so i did learn to use the basic effects: the arpeggio, the pitch up/down, speed, jump  and the volume; following i also learn portamento and other effects; but to learn the Protracker stuff had to wait the online documentation built in, was simply too much.

Sampling vs pure tracking

I am pretty convinced that most musically oriented people can take advantage of Paula and its four voices at the most of its capacities but, being honest, the BEST way to use paula channels is not the MOST clear; whoever analyzed mod files knows that some of the most impressive use several samples for several instrument states or play styles, and at least two or more chords (multiple note samples).

Coming from a linear music composing program like Sonix, the idea of composing music using samples of music to insert was, at least in the end of eighties, antithetic to the approach that instead Sonix was proposing, like using instrument to create melody and rythm; and having a self-learner approach to music making did not help concerning chords, that are still a bit a black beast of mine beside the usual min (C-E-G#)and max(C-E-G). the concept of using sampled pieces of base drum or a bassline or a piece of sampled melody seemed like cheating; of course with the growing in popularity of House Music and Hip-Hop things started to get a different approach but, at least for the first three-four years, there was this idea that to do music i had to try hard using instruments and effects; however, the more ran into other people mod files and try to understand their secrets, the more i got the clue that to get the best sound impressions, a mix of instruments and samples were required.

 

 

About writing music for games

I might say that my pro career as musician mostly started with powder and essentially ended with Powder; also because in the end of nineties trying to do tracker music on a power mac was close to impossible: the modplug tracker was far from operational and pretty impractical to use, at least for me. Most of the gigs – if we can call it so – were coming from Marco Maltese work in the video publishing service: i was cheaper than a licensed musician Furthermore, after the split with Maltese, that was my main provider for track requests either for its animations or external works like local TV commercials (two), had no more requests for soundtracks; from the other side, inspiration slowly faded away.

Only recently, thanks to Milkytracker on PC I restarted a bit to do some music but until now is essentially for my own leisure. Wish to compose soundtracks for some of the retro revival games around; if anybody wants me to just drop me a mail – actually got busy with a pretty (unpaid) big project so hold on it, but you can still contact me for later projects :)

By the way, my mod files are actually stored in the AMP site and i have encoded most of my tunes in video format so that are visible in my Vimeo profile.


by simonebernacchia at August 08, 2014 07:25 PM

July 30, 2014

o1i

WinUAE on AROS !!!

Did I mention, that I started porting WinUAE to AROS long time ago? I did not think, it was so long ago, but time seems to fly. After more than 2 years I wanted to give it a quick try again..

And see, what has happened:



This is a native AROS WinUAE 2.3.1 build, so quite dated of course, but much more up to date than e-uae ..but it should not bee too difficult, to merge newer versions.

Why it did not work 2 years ago? I have no idea. I always thought, that the gfx copy routines simply did not work and invested a lot of time, debugging them. The only thing, I did differently now: I tried kick 1.2 ..

Man, I should have tried that years ago..

I think, it uses SDL to display the graphics, but my mind is not the youngest anymore, who knows, what I did back then ;).


Nevertheless, I will go on vacation tomorrow, so no coding for the next three weeks, but I will have a silent smile on my face, lying at the beach ;).

PS: Of course it is not usable at the moment. It is not stable either. You most likely can't even press a mouse button. But it can boot the RSI MegaDemo from floppy with Kickstart 1.2.

by noreply@blogger.com (o1i) at July 30, 2014 08:53 AM

July 28, 2014

E-UAE PPC JIT

PPCJITBETA04b (Hundreds and XThousands)

There is something new each day, I haven't done this before: a Fast Follow to the previous beta release.

Let me sprinkle the life of the suffering Amiga X1000 owners, here is a


After I had done some investigation, it turned out that MickJT was right for a long time. We don't need unique changes for Amiga X1000 (for the P.A. Semi PA6T processor), because it is similar to the already supported G5 (PowerPC 970) processor.

So, I have decided that we must not delay the beta for Amiga X1000 any longer. This new build is exactly the same Beta #4 release feature-wise; which was done for the other platforms already. Except that it is compiled for AmigaOS4 with the same minor changes which increase the performance on G5 significantly.

Since the code base is the same I kept the same beta version tag with a postfix. For the first and the last time... Úttörő becsület szavamra! :)

Caveat emptor

This build is not fully optimized for PA6T processor, since there is no support for that processor target in the AmigaOS4 SDK yet. It is still running much better than the previous generic builds.
Hopefully the PA6T support will be resolved sooner or later in the SDK and then I will add any necessary changes to the E-UAE build too.

In the meanwhile the binary for this build target will be added to the upcoming releases.

Credz

Actually, the credit goes to the following good people:
  • Tobias Netzel - who implemented the G5 support and helped MickJT with advices;
  • MickJT - who was experimenting with the build for a long time already and pushed me to do this release;
  • Sven Ottemann & Sebastian Bauer - who helped me with the documentation for PA6T;
  • Tommysammy - who was kindly doing the testing.
Thanks guys!

Feedback

This was a blindfolded build again: I have no access to an Amiga X1000, so I couldn't test the build by myself.

I would like to invite all Amiga X1000 owner to give me some feedback regarding the performance or any issues what turns up with this special build.

You can find my email address at the end of the README file.

by noreply@blogger.com (Álmos Rajnai) at July 28, 2014 08:13 AM

July 24, 2014

Icaros Desktop

Hotkeys may be hotter than I thought

write 'em all, and you'll be fine! Since my work on "Icaros Settings" (the applet that inherits old preferences scripts like "services" and "AmiBridge") is almost finished, I turned my attention back on another side of user experience: the GUI. Magellan is now in a good shape, with toolbars and menus including the most common options users are expected to... well... use, but now that they are

by Paolo Besser (noreply@blogger.com) at July 24, 2014 03:39 PM

July 20, 2014

E-UAE PPC JIT

PPCJITBETA04 (FourFOurfOurfoUR!)


Four is a nice, round number. Power of 2, not too many, not too less. You know, four is referring to many good things, like: the Fantastic Four, 4th of July, AmigaOS4, The Magnificent Four... Err.. Maybe not that, scratch that last one.

Therefore, without further ado, here is Beta #4:


I had an irresistible urge to RickRoll you guys with the link, but that video has been blocked recently on YouTube in many countries, so maybe next time.

Tickets please

I had my sweet time with a very weird bug related to Quake, which is not resolved yet and probably related to the failure to implement the soft cache flushing. These two tickets are pushed back to Beta #5 for now. Previously I had no intention to do one more beta release before the first Release Candidate, but as it seems I need one more round of testing period.

I had to shuffle around some tickets while I was rethinking the upcoming Release Candidate. You know, changing priorities, agile development, whatnot. What is listed in the milestones now is the plan, although it is not set in (mile)stone... Heheh... (Huh, that was a really lame pun. You should do better than that!)

The idea is: I am going to fix every issue which is known and give you guys some time to test before the final release (candidate).

SAM440

After a few rounds of pushing and pulling some SAM440/Flex related codes hopefully we have sorted out all the various problems related to those machines. If you were still experiencing issues then please let me know.

G5 again

Thanks to Tobias Netzel, the flag extraction on G5 is fixed, this will resolve a number of problems with various programs.

The compiling for G5 is still not resolved for MorphOS, no G5-optimized binary again, sorry guys. If you could tell me how can I (easily) compile the files for G5 on my iBook then I give it a go, I promise.

What's next

As you can see: Beta #5 is coming, there are already a handful things lined up for it.

Please do test Beta #4 and please do report bugs you have found. It is important to sort out as many problems as I could. It is equally important to help me reproducing the bug. So, please read the instructions. Thanks a bunch!

Best Boys

I would like to give a big thanks to Luigi Burdo. He helped me with a great deal of things, reported lots of bugs and he is so enthusiastic that he inspired me to keep walking on the road. Thanks a lot, Luigi! Keep up the good spirit!

And, of course, my dearest sidekicks, who just couldn't stay away from the project:
MickJT and Tobias Netzel. Cheers!

Also would like to thank the helps, bug reports and overall support to:
Samir Hawamdeh, Kicko, Chris Handley, Allan Ullmann.

by noreply@blogger.com (Álmos Rajnai) at July 20, 2014 08:36 AM

July 16, 2014

Icaros Desktop

My first attempt at learning LUA

Our new, enhanced "Services" application. Every journey begins with a little step and, well, I believe I just made one of those little steps. When I was younger than today (much younger, I was actually a child) I could find on the shelves a lot of magazines full of BASIC programs for Commodore's and other 8-bit computers that users were expected to type back on the keyboard, save on tape and

by Paolo Besser (noreply@blogger.com) at July 16, 2014 05:57 PM

July 05, 2014

Binarydoodles

The Powder Diaries – appendix – Archeological Digs

Not enough developed to be a full chapter, here i introduce a better insight on the 1991 demo.

The 1991 demo was called “M1 Prototype” on the title screen. Due to the disk error i mentioned on chapted 2, Maltese decided to redo the title screen at its own liking. The demo is using a homebrew trackloader and is known to not work on machines with os older than 2.0.

I found the disk at home when i went to Italy last may and made a DMS of it;  later last week i installed WinUAE in my laptop and tried to make it run, with little hopes being that disk already picky on my old A500 and never worked on my 1200.

Meddling a bit with settings i made it work finally!

loading_screen

The Prototype Demo loading screen

powder_demo_credits

And the spash screen once loaded

So in this demo we have the first half of the later scrapped Sea Level and a first version of the City level. There are some playability differences with the final version such as the fact that is possible to collect energy pods to restore the ship energy (very little) and that the credit system is using thousands of units, like 500 credits for a change.

Sea has a pretty nice palette and shows the skills of  Marco Maltese at its finest as much as in Clouds; the enemy placement and strategy is interesting too.

sea_laser

A screenshot from Sea

Even the already known City level is different from the final one: first of all the sea flyby part is longer, then there is traffic roaming the city – as private vehicles and trucks – and some police roadblocks; plus the end of level boss is not a robot like in the final version – rather is another big helicopter. Also there were some kinda funny behaviour, liks some kamikaze Rail-A falling down the rails.

Download and Use

The demo is available as zipped DMS (DiskMasher) file; to use it in Amiga you need to unpack it using the DMS tool to create a physical disk; to use it in WinUAE or other emulators or even Minimig i guess you just transfer the .dms in the card and that’s it – don’t know about further settings.

For WinUAE i found out the settings in the following picture work for me:

winuae_settings

I used A600 basic, with the slider compatibility set to Best Compatibility.

The demo can be downloaded from Aminet at this link.

Still in Aminet, is also the 1997 demo previewed in Amiga Format;  it contains the final version of  City and City Boss. This other one can be installed on Hard disk and can instead be downloaded at this link.


by simonebernacchia at July 05, 2014 12:26 AM

June 18, 2014

Icaros Desktop

A different approach to file managing

I've been working for months, in my spare time, on DirectoryOpus 5 integration in Icaros Desktop. It's a great file manager, which allows every kind of operation on files. But the best part of Dopus 5 (or Magellan as we prefer to call it) is workbench replacement mode. In many aspects it might look old age: it uses Intuition and not MUI or Zune, it lacks grid-bounded icon ordering (Wanderer

by Paolo Besser (noreply@blogger.com) at June 18, 2014 12:17 AM

June 15, 2014

Binarydoodles

The Powder Diaries – 8 – Verkosoft to the rescue!

Verkosoft to the rescue!

It is the fall of 1997 and, for most of us, Amiga and powder are things of the past. Still Nicola and Thomas liked to tweak with the Eneditor in order to make the levels a bit tougher  – actually A LOT tougher, and sometimes taking enemies out of the original context – but i did not touch its work files since long time.

Then, all of the sudden, Filippo calls us. Thanks to the city demo We found a publisher, they say; at this point revenue and fame were no more a priority: as long as the game finally could be published everything was good.

And since we wanted to make it come out fast, we had to cut a LOT. No more space level and boss, no more factory boss, no more ruins boss, no more intro pictures – beside the Game Over and the End Game ones.
Since I did sever contact with Maltese sone times earlier , had to provide some of the missing assets like more decorations in the final level and the end graphic. Actually, I had to prepare the package box graphic and had to re-create the logo in vector graphics using freehand. The 3d image in the game package was done by me using lightwave 5 on my 1200 and rendered at 150 dpi, with extra touches in photoshop for the laser ray and little extras; I am mainly a 2d person while Maltese was the one with most experience on 3d, but this one imo came out decent enough. Some extra touch with Photoshop enhanced things better.

At the time of the final rush, however, was  providing my services as contractor to an advertising and web agency in Fano, so my exposure time was reduced. For the game testing and enemy placement remember Nicola Filippo and Thomas took the lead: due to that, they started to tweak the game difficulty to match their own skills and in some cases to misplace or change enemies destination -such as, in example, the big Fuel tank in Factory that was supposed to have an engine in front and instead became a fat ship to destroy; that also increased the difficulty level to pretty hard.

Powder_-_Box_scan_n°1
The final package of Powder, as shown in Hall of Light: more “real looking” than my pristine hi-res Jpeg :P

The package wrap was put together in Freehand and the only text we had from the company was the payoff in the back of the box. There was also space for any copyrights and disclaimers that i left available for the publishers – that however did not noticed, thats why those two lines with the filler text “all copyrights goes here” in italian language appears in the bottom of the wrap.

The irony was that, during the nineties, i was looking at the game boxes of export Megadrive games with a deep envy for the plastic box and the colorful detailed artwork, while at the end, with time and budget contraints we ended up with a pretty crappy anonymous cardboard box too.

Published, at last!

And so in 1998 Powder came out under the Verkosoft brand, Epic Marketing in the UK.

The cuts, the difficulty problems and the age at the end shown its effect, so much that Amiga Format killed it with a 23%; other magazines were more forgiving, however is sure that when Powder came out the Amiga scene was no longer the good shooter starving market that we embraced in 1990, rather the inflaction-ridden mediocre shooter wasteland of 1998.

033

The Unforgiving review of Powder on Amiga Format

Other magazines were not that hard with it, if i remember clearly, but AF review indeed marked the kiss of death for our beloved project.

The Aftermath

In summer 2005, just a couple of months prior of my departure for the States, all former members of five stars met again in a restaurant in Fano,for what we called the “Powder Dinner” – at the end the earnings in the already meager end-of-nineties agonizing Amiga market were so tight that we were barely able to pay a dinner for it. Also was my last time I seen Maltese in person, with its first czech blond wife.

NOJALTRI

There we are: the Five Stars VG studio in 2005!
From the top left: Simone Bernacchia , Nicola Valentini, Filippo Carletti;
bottom: Thomas Paoloni, Marco Maltese – sorry for the bad quality of the scan.

I met the programmers again this year, in occasion of my trip to Italy; Maltese – now living in Sicily, was not present but was nice to see each other after long time! So they also had occasion to meet my wife and had a pleasant time; the main reason however was to get a leftover copy of Powder from Carletti to deliver at the president of SCCAN here in southern california, that was looking for it after i told him about my experience in doing graphics and music for the game.

Some Satisfactions, at last!

In 2009 Amiworx published a donationware CD called “Amiga Meets Piano” where, among the other popular Amiga game tracks the main theme of Powder -to my great surprise -is also featured, albeit incomplete, but this means somebody considered it good enough to be performed, and for me that is a big compliment!

In 2012 the Amiga Longplays channel featured a Powder longplay; found mostly favourable comments, especially about the soundtrack;

also on LemonAmiga the rating of 4.2 is pretty decent; plus the user the user frikilokooo Wrote:

In my opinion one of the three funniest Amiga shmups,its best feature is the addiction and its gameplay is different of the others shmups,highly recommended.The game is very underrated maybe because it came too late to the market.The graphics are unbalanced,some graphics are very good and others graphics are average,maybe by the fact that one of the two graphicians of the game is much better than the other one.The game has the best ingame music of any Amiga shmup(the best outgame music is for ProjectX though).Only a couple of glitches:no autofire,no two players mode and very unbalanced weapon system that ends using homing missiles at the end because the other weapons are worse,becoming very monotonous always the same weapon.

In 2011 I started to meditate on write down my memories on this experience, but lacked the time to do so: it was supposed to be just an episode on my blog (still in ilcannocchiale.it at the time); then a discussion about Amiga vs c64 and games design and working appeared on the forum nonsoloamiga.com, had occasion ot talk about my experience with Powder and the interest generated gave me the spark to start to write about Powder in a more expanded way.

I already started to put my songs in the AMP site and as videos on Vimeo, and the Diaries are giving me the occasion to work harder in showcasing most of my work that in my opinion need some exposure.

I would have also liked to recover the sources and try to make some kind of  “director’s cut” or maybe some other game based on the same engine; however, when i tested the work disks in my 1200 most of the floppies were giving me read error; i gave them to a friend of mine that has a catweasel-like device in the hope to recover something.

I asked Maltese about some material to show here, but he said he lost it all, since he moved several times during the last fifteen years; plus stated in a chat that he is not that affectionated to those past events and forgot most of the things happened then; however, if he or the other members of the team decides to add more particulars they can get in touch with me.

Gathering the Memories

Honestly,  most of the material i had it with me the whole time, since i tried to show it on some demo CD that i made when looking for work in Italy and abroad after got laid off by my employer in 2003, but so far never received any feedback on it;

At the end the real triggers that pushed me to publish the powder diaries were two: The nonsoloamiga discussion helped me gather in my mind most of the technical data, but the real one is likely more ego-related; having all my tests, work files, animations, unused musics rotting on the floppys in boxes on the basement at home and in some demo CD-ROMs and folders in my laptop here on the states; i treasured this material for years even in cases holding it to show on interviews due to the fact that was a project in progress; then, when the game finally was out, all the material due to technology advancement became outdated, but i always hoped that if i shown all my stuff and attempts probably the consideration of people towards me could have shifted to a different level: at the time, at least until i started to win contests, had the perception that people thought was wasting my time: even a here withheld Five Stars team member thought the same of my animations, then awards proved i was right.

So as this day, i considered Powder history however worthy to be told also as part of my youth dream and work for hopes on a better future, despite its little to no influence in the Amiga market.

At the end, were those diaries just an ego trip? Very likely, but am glad to have done my work on it and don’t regret any minute spent!

Want to get the advantage of the last rows of text to thank all the people I worked with and those who in some ways supported me either logistically or morally or that, with their mere existence, gave me ideas and reasons to go on.

Music – Powder Final Credits (1997) from simone bernacchia on Vimeo.

 


by simonebernacchia at June 15, 2014 10:51 PM