Demoscene
What are these demos and the demo-scene about ?
To make it short, the demos are some technical and/or aesthetic demonstrations of what a programmable device ( it may be a computer, a calculator, a console, a pocket PC, a mobile phone, a printer ... ) has in the guts. The spirit of the demo and the demo-scene take its roots in the cracking scene of the early 80's where there was a lot of friendly competition between the groups. Quickly the demos grew up as a real and indepedent ( of its illegal roots ) movement. Each year some demo-parties gathering between 100 and 4,500 passionated and talented people are held around the world and are the theater of some impressive competitions.
Productions on Atari
Back in the late 80's, early 90's I was coding and designing on Atari STe and made some productions and guest productions :
Y'a des moules dans le RER
Y'a des moules dans le RER | joke production with the group Fantasy | september 1993
Kiwi
Kiwi | short demo in GFA basic | november 1993
No Flowers
No Flowers | preview of a demo in GFA basic | june 1994
Snif
Snif | short demo in GFA basic | june 1994
Garcimore 2 rire
Garcimore 2 rire | joke production with the group Fantasy | january 1995
The year is 2005, and here comes some new productions on Atari. That's little, but I hope that's just a ( new ) beginning.
ooma
ooma | march 2005 | ranked #1 at the bootsector competition of the Outline 2005
For the record, on Atari a bootsector takes 512 bytes, among which 30 are used for the settings of the disk ( number of sectors/tracks/sides/... ) and 2 for a CRC. It leaves 480 bytes to do whatever you want. In the current case, that's 2 images of 16x16x4 colours zooming in with some background noise and bells.
square5
square5 | march 2005 | ranked #2 at the 16colours image competition of the Outline 2005
Terra
terra | june 2006 | ranked #2 at the bootsector competition of the Outline 2006
Voxel landscape with noise a.k.a music. The voxel is rendered as a plasma. Originally the voxels were supposed to be 3 nops wide ( 12 pixels ) but I ran out of time to generate the code and had to stick to the 6 nops version ( 24 pixels ).
Ooma 2
Ooma 2 | may 2007 | released ( too late ) at the bootsector competition of the Outline 2007
It's the sequel to Ooma. Ooma 2 is an X & Z rotozoom with perspective projection and sample replay.
hiketeia
hiketeia | may 2007 | ranked #2 at the 16colours image competition of the Outline 2007
Productions on PC
At the end of the summer 96 I've had access to a PC with Turbo Pascal ( which I dropped as soon as possible in favor of Watcom C++ ) and another story began :
uryä
uryä | text mode 64Kb intro | november 1996 | ranked #4 at the Wired 96
pulpina
pulpina | 64Kb intro | february 1997 | ranked #1 at the Volcanic 97
area
area | demo | july 1997 | ranked #5 at the Wired 97
Bubble Toast
Bubble Toast | game | august 2004 | presented at the Place To Be 97
Lucky'n Tigrou Party Invitation
Lucky'n Tigrou Party Invitation | demo-invitation | march 1998 | for the Lucky'n Tigrou Party 98
32bytes fire effect
32bytes fire effect | september 2004
Asahikawa - 64b city landscape
64bytes city landscape | january 2007
I had this idea in mind for almost a year but wasn't sure if it was possible. The result after 12 hours of work is surprisingly good.
32bytes fire effect v2
32bytes fire effect v2 | january 2007
Time to use the new tricks I learnt into that good old fire effect. This version is 99% glitch free and takes the full screen.
Productions in web browsers
After some time doing JavaScript widgets and effects just for the fun of it, I had to walk in the steps of Shingebis and make the jump to do some real demo productions in JavaScript :
neja
neja | july 2005 | ranked #4 at the Browser demo competition of the Assembly'05
Neja generate some top-down 24bits BMP images on the fly, yes! Alas to this day, this variant is only well supported by Gecko. It also needs the Flash plugin ... to replay the MP3.
At any time during the demo you can change the size of the rendering area by using the text-size feature of your browser ( including the shortcuts ). You can even move the mouse to control some effects. This demo features the classic effects plus some "heavy" ones like GOURAUD MAPPING, raycasted 3D WORLD with fog, raycasted planes with fog and more.
Djam / BOMB made the music.
Mandelbrot Rotozoom 256b javascript
Mandelbrot Rotozoom 256b javascript | september 2006
There's been several mandelbrot fractal in 256 bytes in JavaScrcript, but no mandelbrot rotozoom ... till today.
Starfield 256b javascript
Starfield 256b javascript | february 2007
As far as I know this is the first 3D starfield in 256 bytes in JavaScript. This is a nudge to Nicolas 'Nicomen' Mendoza and his JavaScript demo.
Further optimizations lead to a 209b starfield.
3D TOMB II
3D TOMB II is a DOOM-like in 4k of DHTML. Most of the development was done between 2002 and 2004, for the unfortunately cancelled the5k competition. Recently I went in demo-scene-rampage mode with it and optimized the whole thing to fit into the 4k category.
The game features fully textured environment ( walls, floor and ceiling ), generated textures, generated levels, several units and items, a high score system ...
Rubber 256b javascript
Rubber 256b javascript | january 2008
The recent 256b Twister "war" on C64 intrigued me enough to write a similar effect, a rubber, in 256 bytes in JavaScript.
Tunnex 256b javascript
Tunnel & Scroll Text 256b javascript | may 2008
This might very well be the first JavaScript 256b with more than one effect. In this case, it's a tunnel effect ( moving and rotating ) and a scroll text.






