SiN Demo (Ritual Entertainment / Activision, 1998)
App sin_demo (candidate sin-demo, localOnly), "OS Rev 0.93 Demo".
Registered ff0c51dde. Quake II engine: sin.exe imports only system DLLs;
ref_gl.dll/ref_soft.dll and base/gamex86.dll load at runtime, data in
base/pak0.pak.
Source and licence
archive.org swizzle_demu_Sin, Sin.exe (35471872 bytes, SHA-1
81a61458…): a WinZip self-extractor whose data\ folder is a ready
install (the setup.exe beside it is not needed). The P-Z collection item also
has SinDemo-OpenGL-SW.exe; not used. readme.htm/readme.doc contain no
licence or redistribution terms, only a 1998 contest, so it is a localOnly
"no stated terms" fixture like forsaken-demo.
Running
base/default.cfgsetsvid_ref swandgl_driver 3dfxgl; the app's args selectvid_ref gl/gl_driver opengl32(our GL) and raisecl_timeout/timeoutas for kingpin_demo (same Quake II loopback; not separately shown to be needed here). CLI needs--headless-gl.LoadLibraryA("opengl32")again answers0x00400000(see heretic2-demo.md); harmless.
Route (headless, --batch-size=50000)
- HARDCORPS log-on screen ("Logon Name: blade") by about b800: Enter at
- Circular main menu with GAME selected: Enter at 1400, 1500, 1600, 1700 through the game menu.
- Intro maps (JC at headquarters, Blade in the lift, the helipad briefing) then a reload (the loading screens recur at about b8000-b8500) and the first map's scripted fly-over of the city. Space at 7000/7500 did not visibly shorten it.
- Player control on the rooftop from about b12500: HUD (items, ammo, health 89, armor). Up walks, Right turns (into a stairwell).
Evidence: scratch/runs/20261011T0910Z-sin_demo-gameplay-claude1863.
Not looked at: the browser, combat, sound, the software renderer.