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> Taking a guess based on the text in the cited intro, I wonder if the problem wasn't one of copyright, but one of credit. Might be true. Not familiar with Ami
by warpspin 2y ago
> Taking a guess based on the text in the cited intro, I wonder if the problem wasn't one of copyright, but one of credit.
Might be true. Not familiar with Amiga scene but the following actions were always mostly ok in the European C64 scene, provided credit was given to original author:
* Re-using music in whole
* Re-using fonts
* SOMETIMES re-using small parts of graphics
It always was not ok and considered "stealing" to re-use complete demo routines though for example.
People did get away (reputation wise) with re-using code routines for tools, though, provided credits where given and the re-released tool somehow improved on the original.
Another thing which many people disliked for example was re-using "instruments" from music, even when melodies changed. While the players were mostly open tooling, specific instruments/sounds for those players still had to be crafted first and I witnessed a couple of conflicts when people reused the instruments.
Nothing was written in stone, though. A concept such like licenses did not exist.
- chrismcb 2y agoIt was rare to reuse graphics, even fonts. But music was a bit more reusable with credit of course. It also depended on your group, but most groups had an artist, not every group had a musician.
- TacticalCoder 2y agoAnd many of the original intros, before the term "cracktro" was even coined and which predates demos (demos were standalone), would often reuse music from games and not music from other intros. So those plundering the digital high seas would not only remove copy protection and write an "intro" to both boast about it and show their coding skills, they'd also steal music from commercial games. And they were the OGs: the demoscene only came after the work (a bit shady of a work but a work nonetheless) of these pioneers.