Analysis model: gpt-5.5 xhigh
Crystal Dream by Triton
Crystal Dream is Triton's Swedish July 1992 MS-DOS full demo and the PC demo
winner at Hackerence 1992. This analysis uses the original Scene.org
cd_trn.zip release.
Tooling note: CRYSTAL.EXE and the executable prefix inside DREAM.DAT are packed. Plain depacking produced plausible sizes but still-obscured code; encrypted PKLITE-style depacking with depklite -d produced usable 16-bit code with VGA ports, DOS/BIOS calls, and the setup strings. Offsets below are decoded payload offsets, not original source labels.
File Layout
The archive contains:
CRYSTAL.EXE, 52,391 bytes: setup, loader, tracker replay, VGA helpers, vector engine, polygon routines, and timing.DREAM.DAT, 1,439,816 bytes: starts with an MZ executable header, but the header describes only a 19,523-byte executable image. The remaining 1,420,293 bytes are overlay data/code/assets.README: requirements, credits, music hardware notes, and DAC schematics.
Authenticated file hashes:
54f4f2f804ee37c0fc947b09c633f0362d89d905d9d8674bc39c07167aa9792a cd_trn.zip
bc9cceca47fc2d41d0382fd2d539b45c7f6aaf06d9050ced199b802fdf17ac11 CRYSTAL.EXE
8e66507c18956ddfc129c1617ab79eba878699194f20327ce65b9d67b3ffdad8 DREAM.DAT
5476fb2b6920ba6c5d67eb6957c2f9450474d60095693d77591907f5184a8d32 README
CRYSTAL.EXE decodes to about 112 KB of useful payload. DREAM.DAT's executable prefix decodes to about 57 KB, and the large overlay remains the main container for pictures, music, object data, compressed image streams, and end-scroller text.
Complete Direct Runtime
The original archive was run in DOSBox-X 2026.01.02 with a normal 386 core,
fixed 25000 cycles, 16 MB RAM, XMS enabled, EMS disabled, and every sound
device disabled. Option 6, Silence, was selected in the demo's own output
menu. No music was enabled, heard, captured, or published. External X11/FFV1
capture recorded the VGA output without relying on the emulator's internal
recorder.
The old 183.23-second capture stopped before the raytraced picture sequence and
the real ending. This pass followed the original executable through the full
effect route and one complete pass of the authored end scroller. Once its
opening text repeated, one Escape was injected at that repeat boundary.
CRYSTAL.EXE returned to the DOS prompt and the runner closed with status 0.
The lossless capture is 684.44 seconds long.
Useful route anchors are:
~00s Triton / presents / Crystal Dream title sequence
~20s palette field into the starfield vector show
~70s flat and glenz object variations
~110s checkerboard-floor polygon sequence
~176s complex translucent object and shadow over the floor
~216s later starfield object sequence
~224s raytraced reflective-sphere picture
~236s raytraced textured-cylinder picture
~252s raytraced sphere arrangements
~288s starfield end scroller begins
later complete end text repeats, Escape, DOS prompt
These eight GIFs are continuous excerpts from that one direct silent run. They are not a slideshow assembled from the old four timestamp frames.








The older timestamp stills remain useful as fixed reference points:




No audio, H.264, or MP4 derivative is published.
High-Level Structure
Crystal Dream is closer to a trackmo than to Cronologia's "one EXE per part" structure. The visible sections are driven by a single runtime plus data/script streams:
- Setup and sound-device selection.
- VGA mode setup and palette/image loading.
- Vector object show.
- Flat/glenz polygon drawing.
- Raytraced picture display and transitions.
- End scroller and credits.
- Timer service running throughout, with optional music replay only when a sound output is selected.
The credits in the end scroller match the code layout: vector routines by Vogue, fill routines by Mr. H, music routine by Mr. H, graphics/music by Vogue, objects by Loot/Vogue/Mr. H.
Display Mode Trick
The defining technical choice is mode 0x0d, not normal mode 0x13.
At CRYSTAL_0.dep:0x8202:
mov ax, 000dh
int 10h
mov dx, 03d4h
out dx, 0011h
out dx, 9c12h
out dx, 9c15h
out dx, 8011h
BIOS mode 0x0d gives 320x200 16-color planar memory. The demo then programs VGA registers directly, so it gets the speed properties of EGA-style planar pixels plus VGA palette control.
The common register set is:
03c4h index 02h ; Sequencer map mask: choose writable plane(s)
03ceh index 00h ; Graphics Controller set/reset color
03ceh index 01h ; enable set/reset
03ceh index 03h ; data rotate/function
03ceh index 05h ; write/read mode
03ceh index 07h ; color don't-care / compare support
03ceh index 08h ; bit mask inside a byte
03d4h index 0ch/0dh ; CRTC display start address
03c8h/03c9h ; VGA DAC palette
03dah bit 3 ; vertical retrace
Why it matters: one byte in planar mode represents 8 horizontal pixels in one plane. With all planes or selected planes enabled, one store can update a 32-pixel-wide logical group across the 4 bitplanes. That is why the flat polygon routines are unusually fast for a 286-era PC demo.
VGA Image Loader
The image loader at CRYSTAL_0.dep:0x83a6 writes compressed planar picture data into VGA memory plane by plane.
The outer loop selects one plane:
for (plane = 0; plane < 4; plane++) {
outw(0x3c4, 0x0200 | (1 << plane));
for (row = 0; row <= 0xc7; row++) {
dst = row * 0x28; // 40 bytes per scanline
decode_one_scanline(dst, dst + 0x28);
}
}
The scanline stream is a compact RLE:
tag = *src++;
if (tag < 0x80) {
count = tag + 1;
while (count--) {
vram[dst++] = *src++;
}
} else if (tag > 0x80) {
count = 0x101 - tag;
value = *src++;
while (count--) {
vram[dst++] = value;
}
} else {
// tag == 0x80: no-op/control case
}
Palette loading at CRYSTAL_0.dep:0x8483 writes exactly 16 RGB triplets:
outb(0x3c8, index);
outb(0x3c9, r);
outb(0x3c9, g);
outb(0x3c9, b);
It also stores a copy of the palette at 0x6f4c, which lets fades and restores work without rereading the DAC.
Timing And Page Flip
There are two sync paths.
The simple path at CRYSTAL_0.dep:0x84ab waits for retrace, then writes the CRTC start address:
while (inp(0x3da) & 8) {}
disable_interrupts();
CRTC[0x0c] = start >> 8;
CRTC[0x0d] = start & 255;
enable_interrupts();
while (!(inp(0x3da) & 8)) {}
The timer-assisted path waits on a counter touched by the interrupt handler, then performs the same page-start update. This is used when the music/timer service is active.
The interrupt path at CRYSTAL_0.dep:0xd000 does three jobs:
- Sample VGA status timing around
0x3da. - Increment frame/tick counter
0x740c. - Optionally call a drawing callback pointer at
0xfc9a.
Before the callback, it saves Graphics Controller and Sequencer state, switches to a known planar write state, sets ES = A000h, calls the callback, then restores the VGA registers. That lets timed overlay effects run from the IRQ without permanently corrupting the current VGA mode.
Vector Matrix Setup
The matrix builder starts around CRYSTAL_0.dep:0x56e0. It indexes two sine/cosine tables around decoded offsets 0x8714 and 0x8f14.
The three angle words come in through the stack frame. For each angle:
sin_x = sintab[angle_x];
sin_y = sintab[angle_y];
sin_z = sintab[angle_z];
cos_x = costab[angle_x];
cos_y = costab[angle_y];
cos_z = costab[angle_z];
Then it builds a 3x3 rotation matrix into the caller's buffer. The code uses signed imul and takes the high word DX as the fixed-point result:
mov ax, [cos_x]
imul word [cos_z]
mov [matrix+0], dx
A representative matrix term is:
m00 = hi16(cos_x * cos_z) + 2 * hi16(hi16(sin_x * sin_y) * sin_z);
m01 = 2 * hi16(hi16(sin_x * sin_y) * cos_z) - hi16(cos_x * sin_z);
m02 = hi16(cos_y * sin_x);
The exact algebra is arranged to minimize temporary storage: each imul result is immediately accumulated through DX.
Vertex Transform Loop
At CRYSTAL_0.dep:0x57d4, object vertices are transformed until sentinel 0x7fff.
Input is a stream of signed 16-bit triples:
while (true) {
x = *src++;
if (x == 0x7fff) break;
y = *src++;
z = *src++;
tx = hi16(x * m00) + hi16(y * m01) + hi16(z * m02);
ty = hi16(x * m10) + hi16(y * m11) + hi16(z * m12);
tz = hi16(x * m20) + hi16(y * m21) + hi16(z * m22);
*dst++ = tx;
*dst++ = ty;
*dst++ = tz;
}
*dst++ = 0x7fff;
This is a tight inner loop: no procedure calls inside the vertex body, just lodsw, imul [bp+matrix], add cx,dx, and stosw.
Projection And Clipping
At CRYSTAL_0.dep:0x5847, transformed triples are projected to screen coordinates.
Important globals:
0x9f0c: z bias / camera distance.0x9f0e: projection scale.- center:
(0xa0, 0x64).
The loop:
while (true) {
x = src[0];
if (x == 0x7fff) break;
z = src[2] + z_bias;
if (z <= 2) {
dst_x = 0x7ffe;
dst_y = 0x7ffe;
src += 3;
continue;
}
// reject if projected magnitude would overflow/clamp badly
if (z <= abs(4 * hi16(x * scale))) mark_clipped();
screen_x = (hi16(x * scale) / z) + 0xa0;
if (z <= abs(4 * hi16(y * scale))) mark_clipped();
screen_y = (hi16(y * scale) / z) + 0x64;
*dst++ = screen_x;
*dst++ = screen_y;
src += 3;
}
*dst++ = 0x7fff;
The special value 0x7ffe marks a vertex that exists but is not drawable after clipping.
Polygon Command Interpreter
The polygon dispatcher is at CRYSTAL_0.dep:0x59fc.
It first programs the VGA write mode:
outw(03ceh, ff08h) ; full bit mask
outw(03ceh, 0b05h) ; write mode/function setup
outw(03ceh, 0007h)
Then it consumes bytecode commands:
for (;;) {
cmd = *stream++;
switch (cmd) {
case 0x00: draw_quad_or_poly_type_0(); break;
case 0x03: draw_poly_type_3(); break;
case 0x12: draw_poly_type_12(); break;
case 0x06: draw_poly_type_6(); break;
case 0x02: draw_poly_type_2(); break;
case 0x10: draw_poly_type_10(); break;
case 0x11: draw_poly_type_11(); break;
case 0x01: finish_or_jump(); break;
case 0x07:
case 0x08:
case 0x0a:
case 0x0b:
case 0x0d:
case 0x0e:
case 0x0f:
specialized_face_variant();
break;
}
}
Command 0x00 at 0x5a9f reads four vertex indexes, looks up projected (x,y) pairs, rejects faces containing 0x7ffe, computes a signed area/cross product, and uses the sign for backface culling.
The culling math is the classic 2D polygon test:
area =
(x3 - x0) * (y1 - y0)
- (x1 - x0) * (y3 - y0);
if (area < 0) {
draw_face();
}
Once accepted, it sets:
03ce index 00h = set/reset color bits
03c4 index 02h = plane mask
and calls the fill routine.
Line Drawer
The line drawer starts at CRYSTAL_0.dep:0x8519.
It is a Bresenham-style planar line routine. Inputs are color/plane and two points. It sets:
outw(03ceh, color << 8 | 00h) ; set/reset
outw(03ceh, 0f01h) ; enable set/reset on all planes
outw(03ceh, 0003h) ; write function
Then it decides whether the line is x-major or y-major:
dx = x2 - x1;
dy = y2 - y1;
if (dx < 0) swap endpoints;
if (abs(dy) > abs(dx)) {
swap_major_axis();
}
Pixel address conversion for mode 0x0d:
byte_offset = y * 0x28 + (x >> 3);
bit_mask = 1 << (7 - (x & 7));
outw(0x3ce, 0x0800 | bit_mask);
vram[byte_offset] |= value;
Horizontal spans are optimized. If the span crosses byte boundaries, it writes a left-edge bitmask, then whole middle bytes with mask 0xff, then a right-edge mask. That is why the code around 0x863b switches the Graphics Controller bit-mask register instead of doing per-pixel branches.
Rectangle/Span Fill
At CRYSTAL_0.dep:0x6d48, a rectangle/span fill routine receives:
- color bits for Graphics Controller set/reset,
- plane mask for Sequencer,
- x1/x2/y1/y2,
- destination segment.
It computes:
start_x_byte = (x1 & 0xfff8) >> 3;
end_byte_count = (((x2 & 0xfff8) + 8) - (x1 & 0xfff8)) >> 3;
offset = y1 * 0x28 + start_x_byte;
row_skip = 0x28 - end_byte_count;
height = y2 - y1 + 1;
Then the hot loop is just:
while (height--) {
memset(vram + offset, 0xff, end_byte_count);
offset += end_byte_count + row_skip;
}
The color is not in the byte value itself. The byte value is effectively a mask; the selected VGA planes and set/reset registers decide the resulting 4-bit color.
Polygon Fill Edges
The edge setup beginning around CRYSTAL_0.dep:0x6dc7 stores edge endpoints in globals 0xdba8 through 0xdbb4, then computes fixed-point edge slopes with idiv.
The pattern is:
dy = y2 - y1;
dx = x2 - x1;
whole_step = dx / dy;
frac_step = (dx % dy) converted to an unsigned error term;
Negative remainders are normalized by flipping signs and using one's-complement style adjustment:
if (remainder < 0) {
error_sign = -1;
quotient--;
remainder = -remainder;
frac = ~((0 / dy) result);
}
This gives the filler two edge walkers that can advance left and right x positions per scanline without using division inside the scanline loop.
Dot/Particle Helper
The routine at CRYSTAL_0.dep:0x5480 draws about 0x28 moving points. It accumulates per-point z, multiplies a point by a 3x3 matrix at 0x9894..0x98a4, adds depth bias 0x2328, projects to (x,y), rejects offscreen points, then writes one masked pixel into ES:[byte_offset].
It also appends (address, old_mask) triplets to a small erase list at 0x98a6:
erase_entry.addr = byte_offset;
erase_entry.mask = old_vram_byte & point_mask;
erase_count += 3;
That is the standard "draw sparse points, remember what to restore next frame" optimization.
End Scroller Mode
The decoded DREAM.DAT prefix contains the end-scroller code and text.
At DREAM_0.dep:0x21f7 it briefly sets modes 0x12 and 0x13, then changes CRTC registers manually:
mov ax, 0012h
int 10h
mov ax, 0013h
int 10h
bx = 0x140 >> 3 ; 40-byte logical row
cx = 0x140 >> 2
cx--
CRTC[11h] = 00h
CRTC[01h] = cl
CRTC[13h] = bl
CRTC[17h] = e3h
It also clears bits in CRTC registers 04h and 14h. This is another tweaked VGA layout, using a 320-wide logical row while controlling byte addressing and scanline behavior directly.
At DREAM_0.dep:0x242b, clear/fill is one instruction:
mov cx, 1f40h
rep stosw
0x1f40 is 8000 words, i.e. 16000 bytes. In the selected planar/tweaked mode this is a full fast clear/fill pass for the scroller surface.
End Text Renderer
The text renderer around DREAM_0.dep:0x153a treats each text line as 20-byte records. It first computes line width:
width = 0;
for (i = 1; i <= line_len; i++) {
c = line[i];
if (c == 'I' || c == ' ') {
width += 1;
} else {
width += 3;
}
}
x = (0x28 - width) / 2;
Then it draws characters with a shifting plane mask. The inner write advances the plane mask until it reaches 0x10, then wraps to 0x01 and advances the byte pointer:
mask = 1;
for each source pixel/bit {
outw(0x3c4, 0x0200 | mask);
vram[di] = glyph_byte;
mask <<= 1;
if (mask == 0x10) {
mask = 1;
di++;
}
}
This matches the 4-plane nature of the display: horizontal character pixels are distributed through plane selection rather than through a linear chunky byte.
The vertical timing loop at DREAM_0.dep:0x14aa waits for retrace high, then low:
while (!(inp(0x3da) & 8)) {}
while ( inp(0x3da) & 8) {}
It advances counters at 0x246a and 0x246b, then calls the scroller update/draw functions.
Music System
The README says the replay supports:
- Sound Blaster mono
- Sound Blaster Pro stereo
- parallel-port DAC mono/stereo
- internal speaker
- silence
The setup strings in CRYSTAL.EXE expose the same choices and replay rates: 10, 12, 16, 20, 24, 30, 36, and 44 kHz.
The PIT/timer initialization at CRYSTAL_0.dep:0xdb60 reprograms IRQ0:
out 20h, 11h
out 21h, 08h
out 21h, 04h
out 21h, 1fh
out 20h, 20h
out 43h, 36h
out 40h, low(divisor)
out 40h, high(divisor)
The divisor is derived from the selected replay frequency. The code also calibrates against VGA status transitions to derive timing values at 0xfc90, 0xfc92, and 0xfc94.
The mixer core begins around CRYSTAL_0.dep:0xbf32. It is a 4-channel MOD-style mixer. It uses four sample pointers/lengths stored as self-modified words in the code area, reads source bytes, maps them through a volume table at cs:0x272b, and accumulates mixed output in register pairs:
left0 = voltab[*ch0.ptr++];
right0 = voltab[*ch1.ptr++];
left1 += voltab[*ch2.ptr++];
right1 += voltab[*ch3.ptr++];
output(left0, right0, left1, right1);
The output routine is selected by setup:
- Internal speaker:
CRYSTAL_0.dep:0xbd4f, writes port0x61. - Parallel DAC mono:
0xbd5b, writes mixed byte to configurable LPT data port. - Parallel DAC stereo:
0xbd66, toggles LPT control lines and writes left/right bytes. - Sound Blaster:
0xbd86and0xbdc1, using base0x220plus DSP port0x0c(0x22cfor default base).
The Sound Blaster routine polls the DSP busy bit instead of relying on the SB IRQ:
status = inb(base + 0x0c);
if (status & 0x80) {
busy_counter = 0x40;
} else if (--busy_counter == 0) {
busy_counter = 0x40;
dsp_write(0x14);
dsp_write(0xff);
dsp_write(0xff);
}
This matches the DOSBox-X compatibility note: Crystal Dream watches the DSP busy cycle from the timer interrupt and restarts playback when the cycle stops. That works on Sound Blaster and Sound Blaster Pro behavior, but fails on SB16-style behavior where the busy cycle does not indicate the same playback-end condition.
The pattern interpreter around CRYSTAL_0.dep:0xc071 advances rows/ticks, wraps pattern positions, processes effect commands like tempo and volume-table selection, and patches channel state used by the mixer. Much of it is intentionally self-modifying: it writes new sample pointer, period, and volume-table addresses directly into the hot mixer code to avoid per-sample indirection.
What Each Visible Section Is Doing
Setup
The setup UI prints device, port, and frequency choices, then stores the selected path in globals used by the timer/mixer. It opens dream.dat, verifies/load-decodes executable and overlay data, initializes the replay, and enters the scripted demo sequence.
Raytraced Picture Sections
Static pictures are stored compressed in DREAM.DAT and expanded into planar VGA memory with the RLE loader. Palette entries are written through 3c8/3c9. Transitions are mostly palette changes, page clears, and timed blits rather than expensive full-screen chunky effects.
Vector Sections
Objects are transformed by the matrix loop, projected by the perspective loop, then consumed by the polygon command interpreter. Backface culling happens before fill. The engine stores projected vertices in a separate buffer so face drawing never needs to redo 3D math.
Glenz/Transparent-Looking Vectors
The transparency-like look comes from planar set/reset and masks, not from alpha blending. Because a byte write can affect selected planes only, the filler can combine plane masks and color bits to produce overlap colors very cheaply. This is the practical payoff of the mode 0x0d plus VGA-register approach.
End Scroller
The end scroller uses a tweaked VGA layout, centered line layout, plane-stepped glyph writes, and a retrace-synchronized update loop. The end text explains the group transition from The Physical Crew to Triton, lists credits, thanks The Space Pigs for information about the undocumented VGA mode, and announces their next demo.
Runtime-To-Code Concordance
The direct motion now covers every visual class rather than four isolated frames:
- The title GIF maps to the compressed planar image path:
CRYSTAL_0.dep:0x83a6decodes picture data plane by plane into mode0x0dVGA memory, and0x8483uploads the 16-colour DAC palette. - The two starfield GIFs map to matrix generation at
0x56e0, vertex transformation at0x57d4, projection/clipping at0x5847, bytecode dispatch at0x59fc, and the sparse point helper at0x5480. - The checkerboard cube and translucent-object GIFs use that same transform
pipeline plus line drawing at
0x8519, rectangle/span fill at0x6d48, and edge setup at0x6dc7. Mode-0Dh set/reset and map masks provide the cheap overlap colours and filled shadows. - The raytraced-picture GIFs map back to the compressed image loader and palette/page-transition paths. These are pre-rendered planar pictures, not a real-time raytracer hidden inside the demo.
- The end-scroller GIF maps to the tweaked display setup at
DREAM_0.dep:0x21f7, fast surface clear at0x242b, centred 20-byte line records and plane-stepped glyph renderer at0x153a, and retrace loop at0x14aa.
Shared support under the whole route is the planar VGA mode trick, CRTC
page-start update at CRYSTAL_0.dep:0x84ab, and timer/IRQ callback path at
0xd000. With Silence selected, that timing machinery remains active while
the optional mixer output does not.
Sources
- Pouet production page
- Scene.org archive
- Bundled
READMEfrom the archive - DOSBox-X compatibility note
depklitesource