![]() |
![]() |
| Home About Members Links | C64 [DGT] VIC [DGT] 264 [DGT] XL [DGT] GBA [DGT] Other [DGT] Chrono |
|
Cosine is, for the main, a demo crew. For the last sixteen years, on and off, we have been producing demonstrations for various platforms with the Commodore 64 being a major focus..
Originally released in the U.S.A. for the end of 1982, the Commodore 64 (C64 for short or the Breadbin to it's friends) was the successor of Commodore Business Machines' popular VIC20 colour home computer. Featuring a sixteen colour palette with 320 by 200 pixel or 160 by 200 pixel screen resolution (depending on colour depth), eight hardware sprites and a revolutionary three voice synthesiser chip called the Sound Interface Device, the C64 soon became a popular machine. But the C64's strongest and most interesting suit is that there are some interesting "features" in it's video hardware that make it possible to produce effects that shouldn't actually happen, at least according to the official design specifications. WHAT IS A CREW? AND WHAT IS A DEMO? Although the slog required to get a major production completed can sometimes seem painful (especially if we're working to a time restriction for a party competition) the final result is an entertainment like no other. It can also be fun working together with the other members of a crew to get something produced. And, although the view isn't particularly widespread even within the scene itself, demos are starting to gain status as an art-form and that's certainly the view we subscribe to; if a sheep in a tank of formaldehyde can be art, so can some rasterbars. On a slightly less frivolous note, mathematicians have always held that there is beauty in mathematics and demo programmers are taking that beauty and making it available to a wider audience. Since art revolves around beauty, that pretty much makes demos a form of art.
As the name suggests, it's a gathering of demo lovers (and other related subsets of the scene) to get drunk, program, watch demos and films, swap data and generally have a good time. Most parties have competitions that are separated into categories and formats; C64 demos, tracker music or "wild" competitions (where anything goes and the entrants supply their own and sometimes very obscure hardware) for example. Parties can involve a lot of last-minute development of demos; sometimes coders will go as far as writing the entire production from the core routines upwards, creating a demo live for the competition. SO WHY CODE DEMOS FOR AN ANCIENT MACHINE? So, instead of the "throw more power at the job" attitude that PC developers have, C64 coders have to figure out better ways to write their programs to get around the hardware limitations. If a screen scroller takes too much processor time, what can be optimised off to make it more efficient? If the disksystem is too slow, can it be sped up without losing anything else? If the palette is too limiting, can more colours be faked? C64 coders work minor (and sometimes, not so minor) miracles to make the machine do a vast amount of things that are well beyond it's design specifications. And that means that coding the C64 can, if you understand it, be fun; in the same way that pot-holers (spelunkers) will sometimes disappear for hours on end into complex cave systems and re-emerge with a map for no readily apparent reason apart from the fact they want to do it, C64 coders will sit down with a glitch they have noticed in one of the video registers and attempt to find out if anything useful can be gained from it. This is how "impossible" routines like sideborders and FLI come about; experimenting with interesting quirks of the video architecture. THE HISTORY OF COSINE - EIGHT BITS AND BEYOND Cosine was originally started with two members, Skywave (Marc) and Hookie (Nia) and produced, amongst other things, demos. Around the time T.M.R (Jason) and Odie (Sean) joined, the team had started looking at other options such as game production. In 1988 Sonix Systems, the Cosine music division, was formed to produce game and demo music first with off-the-shelf utilities like Ubik's Music and Future Composer v2.1 and later with Odie's Electronic Music System. Up until 1989, Cosine were producing demos at a respectable rate until Hookie left and the other members started to become disenchanted with the C64; the new piece of kit from Commodore, the Amiga, was the machine to be seen with and most of the members brought or gained access to one. However, the name never died and most of the members still considered themselves to be in Cosine, just inactive (this is normal for us, very few people actually leave and the ones that do normally seem to come back again!). THE END OF ONE ERA So much so that the world was not to see another product until 1995, when Chancer was heading out to the X-95 party and T.M.R hammered out Contraflow to be entered into the demo competition there. That demo was a bit of a rush job, written in a very short space of time and finished at three in the morning on the day it had to be posted, but although flawed it was still reasonably respectable and managed to get third place. Since then, the phrase "release schedule" is one that the members never quite seemed to get the grasp of; if a product can be finished five minutes before it has to go out, it will normally be completed two minutes before! We've released demos at parties all over the world (at which we never seem to have a representative) as well as a series of games and the odd utility, have been heavily involved with the production of the popular magazine Commodore Zone, released games through Cronosoft and making the odd appearance on Tricia (okay, that was a bit of a fib but we'd probably not be much worse than most of the people on that show!). And the World Wide Web became a new Cosine playground; in 1996, the first generation of this website was launched on a largely unsuspecting public. This is now version 5, featuring graphics and what passes for design by T.M.R. And then, at the start of 2000, we released Rollover and suddenly everything went quiet. Again... With T.M.R getting a new job and moving to somewhere in the vicinity of London, Odie moving south and various other members drifting off into jobs or that vague entity called "life", the Cosine production line seemed to grind to a shuddering halt. But, like every good horror movie, the cadaver that is Cosine won't rest and, as the music reaches a spooky crescendo and the audience jumps as a hand slaps down on the hero's shoulder, we're still staggering on and groaning from time to time. The "schedule" is still hastily scribbled down on a piece of scrap paper and largely ignored, but the releasing of productions like 4-Mat's Dentro and the rediscovery of classic Cosine titles like Gallery by Hookie will hopefully continue - when, how and indeed who will be held responsible is pretty much anyone's guess, but we're game if everyone else is...! |
| Home About Members Links | C64 [DGT] VIC [DGT] 264 [DGT] XL [DGT] GBA [DGT] Other [DGT] Chrono |
| Copyright © 1996-2009 Cosine Systems - please report any problems or errors with this page to T.M.R Hit counter: 74883 Page served: 14 Mar 2010 Updated: 14 Sep 2009 |