
ok, the synching with the music is kinda rigged.
mikmod does a bit of buffering in the mixing state and makes it sortof difficult
to get synching to work correctly, we've compensated for the buffering in the
positioning of the synch triggers in the patterns by offseting them a bit from
their corresponding sounds, it works on the machines we tested it on, but im
sure there will be cases where it will be off, I didnt have enough time to
write my own player with synching in mind, hopefully in the next release.

bumpmapping is rigged, didnt feel like writing real bump mapping, and this works
for the most part.

there is alot of rigging everywhere in this demo :P  we didnt really have 
enough time or manpower to do everything correctly and as elegantly as desired.
but oh well, at least we did something :) and hey, we won the compo.

If your box is slow, the object fading in the bumpmap scene can get a bit
strange, objects dont get faded out until they are entirely faded in, if your
box is not fast enuff to get the object faded in & out fully before the trigger 
comes for the next object, the current object will be left in the bumpmap and 
the new one just merged into that.  Its nothing big, just gets kinda funky,
because if your machine does it with one, it will probably do it with all of
them, meaning by the end of the bumpmap scene you will have quite a mess of
objects on objects on objects and so on.  
I could have fixed this by having triggers for the fading in and fading out,
but I got lazy, and im not an Impulse Tracker user, so you wont see me modifying
the song to add the triggers, and I think Troll is very sick of loop the song
and loop the executable, and just loop the demo in general.



- Swivel | CSR
  swivel@csrmusic.org
