One excellent site that has a lot of demo, game, and other programming information is x2ftp.oulu.fi. Another good site is ftp.hornet.org.
Here's an excerpt from Future Crew's infotext that also describes how to program demos and where to get started:
Q: What programs do you use to do your demos? A: We use the following programs to do our demos; For code we use Borland C++, Microsoft C, Watcom C, Stonybrook Pascal and Turbo Assembler. For graphics we use Deluxe Paint 2 Enhanced and 3D Studio 3.0. For making the music we use Scream Tracker 3.2, and for digitizing the samples for our songs we use Advanced DigiPlayer 3.5 beta and Wavelite for Windows. Scream Tracker 3.2 and Advanced DigiPlayer are our own programs made by Psi. Then we have all kinds of utilities crafted for our needs. Q: What programming books would you recommend to learn assembler and VGA? A: This is a hard question, and a general answer is, that any book will do. You can get the basics from a book and books are a great reference, but when it comes to creating something new, you can't just read it from a book. We have all learnt to code the hard way (a lot of miscellaneous books and a lot of experimenting). Anyway, here are some of the books we often find handy (there are undoubtably newer prints, so check them out): Mastering Turbo Assembler, Tom Swan Hayden Books 1989, ISBN 0-672-48435-8 PC System Programming, Michael Tischer Abacus 1990, ISBN 1-55755-036-0 The Programmers PC Sourcebook, Thom Hogan Microsoft Press 1988, ISBN 1-55615-118-7 Programming the 80386, John H. Crawford and Patrick P. Gelsinger Sybex 1987, ISBN 0-89588-381-3 Programmers guide to EGA and VGA cards, Richard F. Ferraro Addison Wesley 1989, ISBN 0-201-12692-3 Also, most up to date are many software 'books', such as interrupt lists from bbs'es. We have also found a lot of valuable information in articles and such. In short, there is no magic way of learning to code, it really takes a lot of work. Q: How did you learn to code? A: Learning to code demos is a long and very very difficult process. It takes years to learn to code demos very well. A good way to start is some high level language like Pascal or C and then started to experiment with assembler. It takes a lot of time and experimenting to get better, and there are no shortcuts (for book recommendations, see a question before this). The main thing is trying to understand what you do, then trying to change the program to see what you get, and gain wisdom in what's the best way of doing things. Learning to code well requires a lot of patience, a lot of enthusiasm and a lot of time. It is not easy. Q: How long does it take to make a demo like Second Reality? A: The complete time that it takes to make such demo can't really be counted. Most of our knowledge is based on years of hard work and on our previous works. All of us do little experiments on their freetime and when a "critical mass" is achieved the making of a demo begins more seriously. From this point to a final demo (in the case of a major production like Second Reality) it takes around three to six months.
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