1+ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
2+ ³ ³
3+ ³ = Second Reality = ³
4+ ³ ³
5+ ³ Copyright (C) 1993 by the Future Crew ³
6+ ³ ³
7+ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
8+ ³ ³
9+ ³ Released on the 7th of October 1993 ³
10+ ³ ³
11+ ³ This demo won the Assembly'93 ³
12+ ³ annual international demo competition ³
13+ ³ held in Finland, summer 1993. ³
14+ ³ ³
15+ ³ This demo is freeware. ³
16+ ³ It can be freely distributed without modifications. ³
17+ ³ No money can be charged for it. ³
18+ ³ ³
19+ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
20+ ³ ³
21+ ³ Ported to Windows by Conspiracy in 2025 ³
22+ ³ ³
23+ ³ = Released at Assembly '25 = ³
24+ ³ ³
25+ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
26+
27+
28+
29+ 32 years after the original release:
30+
31+ A native port of Second Reality on a modern computer.
32+
33+
34+
35+ CREDITS AND ACKNOWLEDGEMENTS
36+ ----------------------------
37+
38+ The original code for the demo was done by
39+ Sami "PSI" Tammilehto
40+ Mika "Trug" Tuomi
41+ and Arto "Wildfire" Vuori
42+
43+ Porting work was done by Gargaj / Conspiracy
44+
45+ The port uses a heavily modded version of
46+ st3play v1.01
47+ by Olav "8bitbubsy" Sorensen (https://16-bits.org)
48+ for music replay
49+
50+ Additional credits and heartfelt thankyous go to
51+ Trixter / Hornet
52+ for sharing his considerable knowledge on the workings
53+ of early EGA/VGA and for some reverse engineering help.
54+ Saga_Music / Nuance
55+ for his insight into STMIK and the Scream Tracker
56+ module format.
57+
58+
59+
60+ PORT ACCURACY
61+ -------------
62+
63+ To the best of our knowledge the port is 95% accurate;
64+ as the original demo heavily relies on a mix of 70 Hz
65+ vertical blanking synchronization and timing to the music
66+ replay, there may be subtle differences in timing.
67+
68+
69+
70+ FUTURE PLANS
71+ ------------
72+
73+ Many of you may rightfully be asking if this port can be
74+ moved to further platforms (Linux, Mac, or something more
75+ exotic), and the answer is "eventually":
76+
77+ The original demo, as you may know, is written about 80%
78+ in assembly, and as such, it's tightly tied to the
79+ architecture and endianness of x86; moving from DOS to
80+ Windows was certainly the most obvious and least complicated
81+ lift. Our goal was to port the demo as accurately as
82+ possible, with as much of the original code left intact as
83+ possible, and as such, the current version may not be as
84+ portable as one would hope.
85+
86+ However, we plan to continue on this further, and create a
87+ further generation of the port where we would convert the
88+ entire demo to a portable language (C), and create a
89+ "standards compliant" version that would allow for easier
90+ porting between platforms - we haven't quite started work
91+ on this yet, but once we reach a certain stage, we plan to
92+ involve more of the open source community to help us with
93+ that, so keep an eye and ear out for updates about this!
94+
95+
96+
97+ LINKS
98+ -----
99+
100+ The original source is available at
101+ https://github.com/mtuomi/SecondReality
102+
103+ The ported source is available at
104+ https://github.com/ConspiracyHu/SecondRealityW32
105+
106+ You can get in touch at
107+ https://www.conspiracy.hu
108+ https://bsky.app/profile/conspiracy.hu
109+ https://graphics.social/@conspiracyhu
110+
111+ (Triton! if you still have the sources for Crystal Dream 2,
112+ hit us up! :D )
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