Showing posts sorted by relevance for query putnik. Sort by date Show all posts
Showing posts sorted by relevance for query putnik. Sort by date Show all posts

Friday, March 24, 2017

Peter Putnik

Here is an interview that I am extremely excited to publish because Peter Putnik is a name paramount with Atari ST gaming mainly because of his hard disk adaptations. This means no more running games from an unreliable floppy disk!

I have been using his warez for a long time, and ST gaming wouldn't be nearly as much fun without his efforts. The adaptations offer us the ability to install games onto our "hard drives" instead of the sluggish and failing floppies.

The experience is therefore far superior and usually comes with a trainer to help bad players (like me). Each game often comes with support for faster Atari computers which is incredible when booting up something like Frontier on my Mega STe. What's even more interesting is his 'Gamex', a method of snapshotting your progress instantaneously - kinda like an old Multiface!

I was surprised to hear about his past with not only the Atari ST but also the ZX Spectrum. Two great computers form my own computing history. I hope you enjoy this interview with the man responsible for hundreds of adaptations and several outstanding Atari STe enhanced upgrades. I don't think there is anybody so active on the Atari ST scene. My sincere gratitude to Peter for taking the time out for a good chat.



- The PP Interview -

 

What is your Atari hiSTory?

My history started in 1987 when I decided to upgrade from a ZX Spectrum to something much stronger and the Atari ST was my first thought. However, the Amiga had just arrived in the shops so I was in dilemma, but not for long, the Atari ST had far better quality of software and the prices were almost equal. Also, the Atari seemed a better platform for some serious activity. I soon upgraded the RAM to 1MB and also added another floppy driver and made an EPROM programmer (a must for anyone dealing with hardware mods).

I already had some experience with ASM programming with the Z80 so I soon started on the Atari ST. 68000 ASM is really nice to work with, especially with a good assembler like Devpac. I wrote utilities for my own needs with help from Atari Profibuch book and created a floppy copier combined with a RAMdisk. Most learnings was via books and magazines, unlike today with easy software availability. Pirates were pretty much active in these days, even during 1988's PCW Show in London. :-) In Eastern Europe, they were the only source for computer software, I must say. I also wrote some articles for Yugoslav computer magazines during these early years.




 


What setup are you using these days?

Currently, I have one Mega ST, one STe and a Mega STe. The truth is, I don't use them much because they are very old and fragile and I've needed to repair them a few times, except the Mega STe which is indeed best built. The extra speed is welcome, even for games, although Mega STe was never intended for gaming. I bought this some 9 years ago, and I've since replaced the hard drive. Now used mostly with UltraSatan - much easier data exchange, less noise...

I mostly use the Atari computers to test and to play but my main tool for adaptations is using Steem Debugger and, without this, development would be much slower and harder. This emulator, equipped with a complete overview of emulated computer status, may see all hardware at any moment and following the program flow (even with history). Steem is a very good emulator, and luckily, a couple years ago they released sources so I was able to do some modifications for my needs. On the real hardware, there are limited possibilities of tracing, especially with some software working in very low RAM. Older computers have too low a resolution with a small screen area but there are some things I can not do with my PC: GAL and EPROM programming - where I still use Atari and old programs.

 


History of your famous game adaptations?

Adapting games started during my Spectrum years actually. However, there was not much to adapt but POKE was popular to exploit the code which decreases a player's life count and the like. I also made a snapshot saving program which was in fact very-very simple and only needed to save the RAM and CPU registers to then restore from where we wanted to play. I did it with faster routines, so loading only took some 2 minutes instead 5. :-) Next step was when I added a floppy interface to the Spectrum and then I wanted to transfer all good games onto floppies. So, basically same thing as the Atari ST with game adapting, except that this was way easier because Spectrum software was singleparted in 99% cases and that means no further loading was required after starting the game. I transferred hundreds of games onto floppies very quickly - one disk could store over 20 games, using compression. Next step was adding hard disk like with Atari ST and I designed my own IDE adapter...

In case of Atari ST games, it was more time consuming, some 60% do not directly access the hardware but instead TOS functions for floppy access. This means it was sometimes simple but other problems might arise, like TOS version incompatibilities, RAM usage, etc. Again, it was easiest with singleparted games, so my first hard disk adaptations were with such games that didn't have any disk access after loading - like Stunt Car Racer and Sentinel. Afterwards, I made adaptations using a RAMdisk for faster loading before the later adaptations, like Formula 1 GP.



 


Incredible results achieved but why did you begin this?

I started all this because I wanted to get rid of unreliable and slow floppies. The real leap was probably the arrival of Flash cards, so we can now have small, silent, fast, cheap storage. I started to deal with them right at beginning - first one was 8MB Smart Media card in 2004. :-) I certainly did not plan, or expect, that it would reach a count of over 1000 adapted games!

 



What are your favourite games?

I first played Flight Simulator II which I bought together with Atari ST. Then I was playing Dungeon Master, Carrier Command, Millennium 2.2, Formula One Grand Prix and not forgetting Potsworth & Co.

 



What other stuff have you created?

My first serious software was MC Tracer, a debugger, for the ZX Spectrum. It could run any software, step by step, and there was a circular buffer feature to store the last 100 executed instructions. What's interesting is that I made almost the same relocating system (it must working at any RAM area) as what is used in TOS executables :-) Also worth a mention is my Spectrum modded ROM - for floppy and hard disk (all available at zx48.8bitchip.info).

For the Atari ST, I first made some floppy utilities and then a hard disk driver, which is still under development. I did some Windows utilities for accessing and transferring data with Atari ST formatted floppies and also hard disks. Soon after the Internet became accessible in our area, I started a website for my Spectrum and Atari ST projects. The site moved couple times during years, I hope that current place will stand for a long time.





Any current hardware projects?

I have many plans but things are moving slowly, especially with hardware. Mostly I would like to finish old projects, like the cartridge port IDE adapter and ACSI port CF adapter. No specific STE projects currently, but the cartridge adapter works better on STE and movies look much better. :-)

 



What's your favourite hardware creation?

My personal favourite ... hmm it could be the IDE hard disk adapter for Sinclair Spectrum because that was good exercise with GAL programming. For the Atari ST it would be the cartridge IDE adapter.

 



As a programmer, who inspires you?

I don't think that I was particularly inspired by a particular programmer but there are certain names I associate with high quality. Games by Costa Panayi, Andy Pennell for Devpac ASM and Geoff Crammond for his good simulations.





What about the Atari ST/e future?

My concern is that real Ataris will not last much long. More and more people will use emulators or clones like Mist. Still, adaptations can make playing a lot easier on both. I think doing STe-improved versions of games seems the right choice now. However, this can be very time consuming, I started Uridium couple years ago and simply disassembling it properly took a couple days. I then had to put it on ice because of a lack of time but, luckily, I was finally able to finish this recently.

Other problems are a lack of sources for better sound effects and corrupt or missing original disks. We need flawless images to work with for so many games, like Son Shu Shi, Jinks and others. Thankfully, we recently got Giana Sisters, the internet is a great thing and we need to work together. :-)

 


Links...

 - I often use Peter's 8BitChip adapted games and all are listed right here!
 - There is an 8BitChip Forum you can join and a YouTube Channel with many adapted games.
 - Have you seen Peter's Atari STe versions of Xenon 2, Cannon Fodder, Dungeon Master, etc??

Monday, April 03, 2017

Jinks






This looks sucky!

Jinks appears as a horizontally scrolling 'Breakout', but is technically one of the worst ST games ever. Rainbow Arts’ port of this game is a disgrace. The incredibly jerky scrolling is enough to make your eyes bleed after just a few minutes of play. It’s that awful, and I feel sorry for anyone who spent their money on it.

Thankfully, Peter Putnik has attempted to improve the code by using the Blitter (as shown in the video). However, all disk images of Jinks contain the same bad data. Therefore, Peter is seeking anyone who can provide an image of the original floppy disks. This will allow him to repair this piece of history for his enhanced version.

Please get in touch if you have the original disks and can help...

  • This new Blitter-powered version is downloadable from Atarimania.
  • If you want to torture your eyeballs, then download the original at Hang Loose.
  • Trusteft has a humorous recording of the original jerky game!!

Tuesday, December 22, 2015

3D con kit


I've always been interested in 3D from my early computing years as a kid with a ZX Spectrum and games like Ant Attack, Deathchase and then the mind-boggling Knight Lore/Alien 8. Those games just blew my mind, so when I came across 3D Construction Kit for the Atari ST - I was delighted.

After a little googling, I found a fantastic web resource by Stuart Wilson which I'm hoping will prove to be useful and help me get the best from this program. They also run a FaceBook community page (link below).

3D Construction Kit is an old but excellent application for making your own virtual worlds. This video is the actual VHS recording that was released back in the day which is fascinating and explains many aspects of the program nicely. There are lots of projects already created on the Atari ST and many are excellent :-)

At my request, Peter Putnik has graciously adapted 3D Construction Kit so it can now be installed and ran from hard disk - so download this instead of the floppies! Plus those faster computers can make use of their power and my own 16Mhz Mega STe runs beautifully! :-)

Monday, February 08, 2016

Atari Mega STe





Mega Hertz

I asked Peter Putnik, from over on 8BitChip, if there was a program that allowed the Mega STe to flip between 8 and 16MHz - but without having XControl preloaded. He basically said yes, no reason why not. And a couple of days later, he had created it!! What a great Atari community we have - my sincere gratitude to Peter.

The download link is available via the AtariAge forums.

Friday, June 09, 2017

Oids [upgraded]






It's Oids, but better!

Oids is a shooter set deep in outer space and has us rescuing metallic men from captivity. Like Dungeon Master, every ST guy has played this at some point in their life. It's a classic, and nothing similar comes close. I've probably spent hundreds of hours on it over the decades, so check out our review from last year.

However, I must admit that I was shocked to discover that it runs at 10/12fps (PAL/NTSC). I'm sure today's kids will probably laugh at such a low framerate! Oddly, it doesn't feel that low, but that didn't stop Peter Putnik from developing an upgraded version running at 25/30fps, and he improved the controls too.

This is an outstanding upgrade that enhances the original - without spoiling it. Check out the upgrade for yourself, as it's added a whole new dimension to our iconic space thruster. And I love it to bits!!

Tuesday, January 05, 2016

Goldrunner





Fuzzy speech, be gone!

I love Gold Runner; it's a technical masterpiece by legend, Steve Bak. He proved that when in the hands of a talented programmer, the Atari ST is more than capable of producing wondrous results. Other (lame) people would whine and complain, but Mr. Bak got the job done. Perfectly every time, I might add.

Honest time, I'm terrible at this ultra-fast-paced shoot 'em up (shock!!). Plus, I was never fond of that dreaded fuzzy speech. It was fine back in the day and is humorously entertaining, but it soon wears thin and distracts during gameplay. Perhaps I'm old and grumpy, but I've never really liked it. Sorry!

Good news: Peter Putnik has updated Goldrunner for hard drive installation and an option to disable the speech!! All you gotta do is press the F3 key, so clickety-click and download this update to the ST classic.

Monday, April 02, 2018

PP's Enhanced Games






New game updates!

Everyone knows Peter Putnik has adapted hundreds of games for hard disk installation. These include extras, like bug fixes, TOS compatibility, 4MB patching, Mega STe/Falcon support, etc. However, some are also super-charged with cool coding that utilises the Blitter coprocessor and DMA for audio that will blow your mind.

Are you interested in games being better on your Atari STe? You should be!

I thought it would be a nice idea to compile a brief overview of his enhanced games here on AtariCrypt. Oids and Uridium are particularly impressive as they significantly improve on their original versions. I also enjoyed playing my own music during a game of Xenon 2 (you can convert your own music).

There is something here for everyone, and I hope you find this useful. Let me know what you think.






Let's play.

Let's take a look at some of these enhanced games that you can download and play right now...

  • Xenon II - updated for the Atari STe and features DMA-streamed music. Turn up the volume!
  • Cannon Fodder - enhance this lame port with your own DMA-streamed music.
  • Prince of Persia - the DMA hardware is used to replay the game's sound effects.

  




Did you enjoy that? Well, here are three enhanced FTL games that are nicely improved...

  • Dungeon Master - far cleaner samples are heard thanks to the DMA hardware.
  • Chaos Strikes Back - again, the DMA hardware allows cleaner sample playback!
  • Oids - double framerates deliver a smoother experience when rescuing the stickmen.

  




Let's take a peek at three more that aren't exactly favoured well by the average ST gamer...

  • Jinks - this jerky game is weird, but at least it now uses the smoother STe scrolling.
  • Menace - I cannot thank Peter enough for replacing that horrendous yellow ship!
  • Uridium - Blitter-boost that sluggish ship and add DMA-streamed background music while you're at it!

  




Now let's take a little run-around with these three you might never have expected to boot up...

  • Giana Sisters - this Zamuel_a enhanced game now comes with optional DMA streamed music!!
  • Hard 'n' Heavy - gone is that embarrassing flip-screen, thanks to the Blitter.
  • Road Runner - Improved and Blitterized for faster scrolling for this funny game.

  




Okay, let's end in style! Here are two ST classics and a PC classic, too! Ooh, nice...

  • Goldrunner - Some might not like this, but I hit the F3 key to disable the fuzzy speech!
  • Gauntlet - this sluggish hack 'n slasher gets big improvements, but still needs extra CPU grunt.
  • Wolfenstein 3D - Ray's jaw-dropping FPS now has bugs removed with decent save game support.

  

Tuesday, December 29, 2015

lotharek





Thank you, Lotharek

Shortly before Christmas, the hard drive inside my Mega STE died. Thankfully, I had just backed it up the previous day (how lucky am I), but this did give me a big kick up the backside to invest in something better. After all, it was the original 47MB SCSI from 1991, so it was only a matter of time before it went BOOM!! ;-)

Lotharek is selling the Ultrasatan on their web store, and I bought one. It's quite something to go from a noisy 47MB drive to a fast and silent SD card offering much more space. I must say, Lotharek is quick, as this arrived on Christmas Eve, so I'm spending the holidays playing! The possibilities appear limitless because I am no longer struggling with meager storage. Lotharek's UltraSatan is a brilliant piece of Jookie kit. Buy this!!

Why not use your UltraSatan to game or enjoy a few demos...



One of the most famous 16-bit shoot 'em ups ever - Xenon II Megablast. This will always be a firm favourite of mine, so it was exciting to hear Peter Putnik had doctored it back in January with his magic.

The game now streams 25Khz music directly using the Ultrasatan (sorry STFM guys - this feature requires the audio co-processor hardware of the Atari STe). What a jaw-dropping upgrade!! Such an unbelievably huge size for an ST game, and worth it. I certainly hope Peter converts more games in the future!






Drone, an Atari STe demo which I would personally rank as a masterpiece. Stunning audio, artwork, and presentation.... all far beyond excellent. It was released back in 2012 by the legendary Dead Hackers and is a whopping 11+MB. It was released for Sommarhack to pay special tribute to the Ultrasatan.

This is one of the best demos I've ever experienced.




Saturday, March 04, 2017

Uridium





C64 rulez

Do you remember the embarrassment of Uridium? The cruel C64 peeps laughing their socks off at our "superior" computer? Rightly so because we have a terrible port with sluggish controls and lifeless scrolling.

You shall be glad to hear that there is light at the end of the tunnel for the Atari STe. Peter Putnik has fixed the dodgy parts with responsive controls and also the option to stream sampled music using the DMA coprocessor (hard drive or Ultrasatan required). At last, a version of Uridium we can be proud of.

Uridium has miraculously been transformed from a bummer into an exhilarating, fun shooter!!

Miss this at your peril - download now!!

Sunday, February 04, 2018

Ultrasatan





UltraSatan? More like UltraGOD!

When my hard disk decided to kick the bucket, I replaced it with an Ultrasatan. It's built like a tank and incredibly versatile and (obviously) silent - the old hard drive sounded like a Vulcan Bomber!! I could have bought CosmosEx/Gotek, but I would rather attempt open-heart surgery than risk cutting my Atari ST.

But what about games?? Not to worry, there are runnable disks thanks to Floppy Image Runner by Peter Putnik, who has adapted hundreds of games to load directly off the Ultrasatan. The D-Bug guys have converted loads of games with stunning menus and cheats - I wish they'd continue on as they are amazing.

I sure love my Ultrasatan, which is a superb clump of hardware and one I cannot recommend highly enough. Visit Lotharek's website for more information and lots of other goodies - get yourself one of these beasts!!

Thursday, June 06, 2019

D-Day






Rule Britannia!!

A couple of years ago, I managed to buy myself a mint copy of D-Day by US Gold. This is a war game on four disks, so it's a pain to someone (like me) who's been spoiled by the luxury of an Ultrasatan. However, I couldn't find a hard disk version anywhere, so I did what any sane person would do - I asked Peter Putnik.

Later, during the World Cup (and after a couple of beers), I had myself the hard disk adaptation of this wonky war game. Launching it from my Satan is a dream compared to the floppies, and I'm really grateful for Peter's commitment to the ST scene. So, what did I think of US Gold's take on this historic moment?
Before we begin, June 6th 1944 is a moment in time that we are unable to comprehend but will never forget. This video recording and game review is just my humble way to say thank you to those who have served.
We need to see a screenshot, so let's kick it off with the topography of this historic area...



Overlord offers a crude yet incredible insight into the situation on the day. Quite frightening!




Operation Neptune

A map of Normandy during D-Day illustrates enemy positions and planned missions, enabling their execution. This is like a campaign mode for the entire Overlord Operation, and each event features by time as it unfolded. However, it's confusing to newcomers, and even the manual recommends you start by playing the individual missions first. I love their honesty, so I did exactly that and began each part in turn.

The idea of these mini-games is great. They are broken up into four categories: Tank, Bomb (the most sluggish planes ever!), Paratrooper, and Infantry soldiers. Splitting them up is brilliant and allows you to skip directly to your favourite. Also, no matter the game, there are always several missions to choose from.

Wanna hear more? Good! So let's take a look at each of the mini-games right now...



There is a wealth of information and statistical detail to check out in the main game.




Mission #1 - Tank

The first game is Tank, a WWII twist on the Battlezone format, and looks like another ST title, possibly because they share the same programmer, Pascal Jarry! There are lots of missions, and the first instructs us to destroy every bunker on the beach - a lot harder than it sounds! There are loads of missions, but it's quite buggy, and I suffered a few crashes. At one point, I even managed to get myself stuck in a tree!

Performance is poor and lacks engine noise (which is weird), but I have to admit that I had a bunch of fun driving the little tank. Make sure you hit the function keys for the different modes of operation, and also a cool outside perspective. Overall, it's worth playing a couple of missions, but sadly, it feels like a rushed add-on.

An average game that could have been far better, so I rate this 5.5/10.



The big boys are here, and we're taking no prisoners!



We're out roaming the countryside - looking for a fight.




Mission #2 - Bomb

This next game is truly eye-opening. How did it manage to slip past the US Gold Quality and Control debt? (lol). Again, there are lots of different missions, and I chose to fly at night to bomb a bridge. Well, that was theory, anyhow, but I literally had not even the slightest chance of hitting it. Not in a million years!

Controlling the plane is strange. There are basic instruments to help with your noble adventure, but it's all a bit rubbish. It's nothing like I would expect, so you're left feeling blind, which makes completing any mission nigh on impossible. Calling it a sluggish 3D engine is a massive understatement; I reckon an Oric 1 could perform better. It’s definitely the weakest game, so I won’t be playing it again.

I am really struggling not to be too cruel here, but I must rate Bomb at 2/10.



Wow, I really don't know how to describe this part of the game... So poor.




Mission #3 - Paratrooper

We parachute in, either solo or with troops, into a dangerous warzone. Firstly, getting them safely on the ground is crucial, but be mindful of the challenging wind conditions. Despite the ludicrously bad gameplay, guiding your men to safety is surprisingly rewarding. My daughter enjoyed it and thought it was good - bonus!

Unlike the Bomb game, this game is so bad that you need to play it. Weird, right?

I don't know why I enjoyed this game so much. I have no answer, and rate it at 6/10.



Weeee, one man gets tangled and falls to his death, but the others land safely!




Mission #4 - Infantry

I enjoy overhead action/strategy games, and this is styled similarly to the likes of Cannon Fodder or Rebellion. However, don’t be fooled; it’s more of a slower-paced tactical game where stealth is key to survival.

Many missions involve guiding stickmen through fields, avoiding enemy bunkers, tanks, and more. The gameplay is crude, and the enemy AI is like a robotic turret (ie, not very good, but deadly!). Each enemy unit has a specific position on the screen, and once spotted, they relentlessly bombard that area. It’s your job to sneakily find an alternative route and pick them off with your machine gun, grenades, or mortar.

The controls are surprisingly imprecise, and getting the soldiers to stand exactly where you need them is half the battle. It’s also annoying when they take the long route around an obstacle, often putting them in the line of fire and causing them to die. The graphics are quite Cannon Fodder-ish, but of a very crude type. I might be a terrible pixel artist, but I honestly think I could have done better. The sound effects are made from crunchy samples and add to the atmosphere, but the constant noise might give you a headache.

I should stop complaining because, despite its flaws, this game is incredible. It reminded me of what I'd call (a lite) Stonkers on the ZX Spectrum. Infantry is nothing more than finding a safe route through the map and picking off the enemy one by one. It’s very simple and not much more, but I genuinely enjoyed myself more than I can explain. I played the game for several hours. Yes, I know, I’m mad!

It's crude and ridiculously unrealistic, but I loved it!!! So I'm giving Infantry a 9/10.



We're on the beach in one mission, and raising everything to the ground on another!



The enemy won't move, but they're sure out in great numbers. Can you kill everyone and escape?




The CryptO'pinion?

If there was ever a mixed bag of goodies, then this is it. The Operation Overlord sections are rich in depth and provide a unique historical perspective for eager gamers. However, D-Day feels like it was hastily programmed, which is odd considering the credits. Technically, it fails to utilise the Atari ST hardware effectively and is riddled with sluggish, buggy code. Very surprising. While D-Day is somewhat tacky, I thoroughly enjoyed playing Infantry. Therefore, I recommend it just for that, especially on such a significant historical day.


Grab the floppies via Atari Legend
8BitChip has the new HDD version!




Looks pretty good, right? Well, this was recorded using my beefy Mega STe.
I'll say no more...

Monday, December 19, 2022

Cybernoid maps






We're back!

Hello everyone, it's been a while since I last updated my website. For various reasons, I've had little time to play/write, which means putting everything on hold. In fact, 2022 was even the year I almost threw in the towel, but things are getting better, so I'm back and ready for ST action. Hey, wasn't that a magazine?

So, whilst getting back into it, I came up with the notion of mapping. Now, if you've been following AtariCrypt for a while, you should already know that I'm a sucker for making maps with pen & paper. I guess they are more like rough scribbles in Steve-talk? That is great for me, but I wanted to make something 'better'.

As you have guessed, I have begun my quest with the Hewson blaster, Cybernoid. Ignoring the peculiar slowdown, this is a brilliant shooter, and I'm a big fan. The ST game is a remarkable conversion developed by Tony Cooper with challenging gameplay, superb graphics, and audio that lovingly bursts the eardrums with stunning music. Okay, there is the odd killer screen which discourages some gamers - I don't get it, haven't they heard of practice/practice/practice or infinite lives? Guess which method I chose?

Anyhow, here are the essential links and a cool interview I enjoyed reading...

  • The mighty D-Bug have a sumptuous version featuring their excellent presentation style.
  • The man himself (PP) has adapted Cybernoid for hard drive installation.
  • Atari Legend has an excellent review, which is more than my lazy website can offer! :}
  • Eurogamer has an interview with Raffaele Cecco, creator of the original game.
    (sadly, I've not been able to source anything similar for Tony Cooper)

So, how did I get on? Well, this new mapping venture has begun strong and I'm proud of myself for completing the first three levels. However, the fourth has one killer screen that I cannot beat. No matter how much I try, it's simply too tricky for my meagre gaming skills. So I'm leaving it be (before I violently damage my already-dodgy joystick in anger). Can't win 'em all, but I'm happy with how this turned out.

Here are the Hi-Res images you're all itching to grab and print out - thx Atari Legend for hosting!!

Merry Christmas, and I wish everyone all the beST for 2023. Heck, even the Commodore boys ;)


Level one is shockingly easier than most people think. If I can do it...


Careful timing and furious fire button-bashing are required more than ever for the second level!


Nobody will ever play Cybernoid without infinite lives, and the third level demands that so much!!


This part of level 4 is oddly incomplete because I'd overwritten my saved game... :(


I really enjoyed level 4, right up until THAT screen. I never managed to beat it :(



Greetings to our supporters - Loggins, Tweety, Mug UK, Marko Latvanen & Peter Putnik for their friendship whilst AtariCrypt has been off the air - a fantaSTic community!! Thank you :)

Okay, get playing Cybernoid and let me know in the comments if you can beat level 4.

Tuesday, February 14, 2017

Dungeon Master





Crawling with audio clarity

Peter Putnik has just updated Dungeon Master to use the Atari STe's DMA Audio hardware. This is huge news for fellow adventurers! Playback is much clearer, and this won't impact the computer's performance. Peter informs me that Chaos Strikes Back is next in line for the STe treatment - and I cannot wait!!

Download the new upgrade from 8BitChip.

Wednesday, February 15, 2017

Chaos Strikes Back





Yet more audio clarity

Following yesterday's wonderful news about the Atari STe-enhanced update to Dungeon Master, Peter Putnik has improved the audio for Chaos Strikes Back. Once again, this news is making me jump up and down with joy!!! So why not make your Atari STe happy and download this DMA audio upgrade now? Enjoy!! :-)