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Works (Technical demos)
MegaDrive / SegaGenesis works
Eqx md 6,4,3,2,1,0
Hny 2006
Mdsa benchmark
Complex sprites
Super fighter
Hbd os
Summer contest 2007
Fvr eidolons
Fvr superx
Dcevolution demo
Fvr monkandmonkeys
Fvr ascii demo
Fvr windows test
Fvr tiles loader
All your base demo
ChuChu Rocket Demo
Technical Demo
Rondoudou
MegaCD / SegaCD works
Eqx pro 8 (yatta)
Eqx pro 8 (mj beatit)
Equinoxe fmv demo
Fvr singapore ily
32X / Super32X works
Fvr winter 2004
Fvr superx 2
Fvr 32x babe
Games works
Tavern rpg
Flight j57
Mighty mighty missile
MegaDrive / SegaGenesis works
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V0.0006 05/2006 |
Almost final encoder, still 12fps but now up to 76colors at once :P (and always 50!!!) ... Sadly, cause of some DMA problems, i cannot reach fullscreen atm... Includes another set of doom3.eqx and driver2.eqx ^^. Please press start to disable shadow and enjoy :P |
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V0.0004 04/2006 |
Now using shadow to boost colors (up to 36) and picture quality ... Includes another set of doom3.eqx and driver2.eqx ^^. |
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V0.0003 04/2006 |
Now improved picture optimisation, allow allmost fullscreen without glitches (still DMA problem btw), fixed fps speed (smoother)... Includes doom3.eqx (90%fullscreen) and driver2.eqx (80%fullscreen), enjoy! |
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V0.0002 04/2006 |
Now includes dynamic palette generation... Need to fix several glitches and palette problems... |
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V0.0001 04/2006 |
Features fullscreen @12fps with variable bitrate (from 48KB/S to 192KB/S)... Fixed palette method Includes two binaries: "Magical Sound Shower" (85%fullscreen) and "Afterburner Medley" (65%fullscreen). |
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V0.0000 04/2006 |
Equinoxe player (ported to MD for some reliability reasons). Features Fullscreen@12fps => 128KB/s... The encoder still sux ;) |
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V1.final 01/2006 |
Happy new year 2006 demo (minimalist LOL). |
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V1.final 07/2006 |
Test of real time decompression using MDSA/LZSS on enormous sprites... Quite slow results, however, using segacd to decompress, it should be possible to do a great fighting game with such sprite size and twice faster animation. |
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V1.final 06/2006 |
Mix of Hi priority and low priority Planes with Hi and Low priority Sprites to check all possible rendering and special layering effects using sprites... Sprites addition, substract, removal, layering in hardware... |
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V1.final 06/2006 |
Demo made for Super fighter team.... Not released officialy for some boring reasons... Too much sprites on same lines for scrolling text ;) |
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V1.final 06/2006 |
Demo I made for Objectif-Sega's birthday... Raster effect mostly. |
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V1.final 12/2004 |
Monster demo I made for the Devega Summer Contest 2004... Using a 100% raster effect engine, hudge sprites, 4 levels of water transparency... This demo also had a segacd version (with music) but, due to an unknown HINT bug with segacd, I release the Genesis version only =P.. |
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V1.final 12/2004 |
Little demo I made some months ago to celebrate the Eidolon's Inn rebirth... I never released it before for some reasons... I used Raster effect, Shadow/Highlight and a 31 colors pic (using dual layering technique). |
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V1.final 10/2004 |
After SuperX 32X V1, SuperX 32X V2, here is SuperX MegaDrive. I ported this ultimate version on MD because i don't think that this raycasting method is good to create a decent game... Sorry, I need to give-up this time :(... |
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V1.final 07/2004 |
A little demo I made for DCevolution.net... I used raster + shadow/highlight to boost colors. Have fun! |
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V1.final 06/2004 |
This is my entry for the PDROM 2.5 Competition. Unfortunately I finished 11/24... When you'll look at this crappy game, you'll understand why I didn't won =P. Have fun! |
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V1.final 06/2004 |
A little demo (700ko) playing the IPOD trailler in the "ASCII" codec. REV2: Display function faster. Joypad commands : UP, DOWN, LEFT, RIGHT, A, A+LEFT, A+RIGHT, B et C. Have fun! |
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V1.final 06/2004 |
Coded in few minutes, this demo demistify the use of WindowPlane!!!. All is done during the VDP registers initialisation. |
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V1.final 05/2004 |
This demo benchmarks the time that takes a DMA tiles download and a 68K tiles download. Warning (june 2007) : this demo is not accurate at all ^^ I'll do another one soon! |
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V1.final 04/2004 |
Very Very simple demo made to show how to use GCC. So you'll be able to see the code differences between GCC and SGCC. To compile, you need the file "md.ld" (see tools #). |
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V1.final 03/2004 |
Here is the official FVRING demo of ChuChu Rocket MD. This demo contains 2 levels (one playable). |
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V1.final 01/2004 |
After some experiements, here are the results... This demo shows step by step the main VDP functions: Planes, Pal, Sprites... The code is linear and quite compressed cause i used a lib. |
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V1.final 09/2003 |
My first C demo and also my first coding attempt with the C language, snif. This demo doens't work with the real hardware cause of several VDP registers misunderstoods. I put this demo here cause the code is made without any lib, interesting i think. |
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MegaCD / SegaCD works
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V1.final 05/2005 |
Equinoxe is a FMV player developped by Evermind Development =P :) and features: -8fps Full Motion Video. -16Khz/8khz Sound. -From 0*0 to 128*128px movies without compression. -Up to 256*224px movies with EquinoxeFMV compression. -From 0 to 120 colors (tiled palettes). -75% maincpu free time (user reserved code). |
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V1.final 06/2004 |
Etant en manque d'inspiration pour mes démos conventionneles, j'ai décidé de me faire un super "splatch screen" avec 100 couleurs et profiter d'en faire une démo MCD (avec l'aide de MOD). This demo contains the sources for the MD side and both .bin files for the MegaCD side. Have fun (to compile, you need the file "segacd.ld" in the good directory). |
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32X / Super32X works
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V1.final 12/2004 |
Here is my greetings demo for year 2005, it uses the 32X vdp from 68K. Now all is seriously made (timings with 32x are good) and it includes some neat bmp read/display/setpal C functions i made. There is also a .gym player (68K based) so please turn on your speakers ;) Have fun. |
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V1.final 08/2004 |
After, the 32x babe shock ^^, here are 2 demos based on a "homemade" raycasting engine (68k based). The dev of this engine is halted for now but it is possible that... -Superx1: Basic Raycasting, FOV of 80°, Trace of 256 levels and a resolution of 80pixels (A:Show on/off - B:Texture on/off - C+up/down changement du point de vue). Superx2 : Dual Precision Raycasting, FOV of 90°, trace of 32768 levels and a resolution of 200pixels (A:Show on/off). Have fun. |
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V1.final 08/2004 |
After a full month of shame, I finaly displayed somthing with the 32X (with the help of Devster and Mod). This demo is 100% 68k based and display a pic .bmp 320*224*256 colors, Nothing more, nothing less. I'm not sure it will work on real hardware because i don't respect any acces timing :(. Have fun (to compile, you need to have the file "md32x.ld" in the good directory). |
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Games works
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V1.final 04/2005 |
Demo for a megacd game (the first megacd demo with loadings, ever ^^)... Entered the PDROM contest and finished first... I was very happy :) The game development was a lot pushed later (artworks, sounds, code were completely polished) however I lost most of the stuff during a HD crash :'( Enjoy the PDROM entry anyway (don't work on real hardware coz of a little bug). |
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