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 particularly surprised to hear about his past with regards to not only the Atari ST but also ZX Spectrum. Two great computers also form my own computing history. I hope you all enjoy this interview of the man responsible for hundreds of adaptations along with 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 always try and link to Peter's 8BitChip adapted games and all are listed right here!
 - There is also an 8BitChip Forum you should join and a YouTube Channel with lots of adapted game videos.
 - Have you ever seen Peter's Atari STe versions of Xenon 2, Cannon Fodder, Dungeon Master, etc, etc??

Thursday, March 23, 2017

Sideways



Another unreleased gem!

Sideways was developed by Jamie Woodhouse but wasn't released. It's a cross between Uridium and Return To Genesis so a fast-paced shooter with graphics ripping along at 50fps! I'm saddened this was never released as it proves that the Atari ST can perform brilliantly when in the hands of a talented and committed programmer. Yep, no lame port!

What a shock it was booting this up for the first time. It's impossible not to be impressed by what is a ridiculously exciting shooter. The controls feel natural and responsive with precise turning and acceleration - possibly better than Uridium!! Each level is stuffed full of baddies and there are power-ups for increased firepower, shields, weapons, etc. However, not everything has been implemented so learn the landscapes and you'll be playing for hours.

Any shoot 'em up needs great mechanics to deliver a thrilling experience and Sideways has that by the bucket load. I personally feel Sideways is better than either of the above-mentioned games, albeit unfinished. If you favour a shooter to be nothing less than FAST and FURIOUS, then this was made just for you!!

This is a superb shoot 'em up. Unfinished or not, it's absolutely superb so get it downloaded right now.






Wednesday, March 22, 2017

Demoscene poster



The most amazing demoscene poster has just been updated again. If you have never seen this before then you really should take a look and get it downloaded now! Clickety click to view this jaw-dropper by Gregory le Roux (HMD!!)

And for those who may not know who this chap is (where have you been?), visit Demozoo...

Saturday, March 18, 2017

Wasabim



FantaSTic ArtiST

It's always great to see somebody start up a new Atari ST site and today we have one by Aurélien Vaillant, aka Wasabim (I dare you to say that after a few beers). His website will feature each of his various artworks along with those awesome videos, many of which begin with the box cover coming to life - that never fails to impress. Incredible talent!

Clickety click right now to take a gander through the Wasabim website... Enjoy!!

Wednesday, March 15, 2017

Dodgy Box Art

  



Strange box art!

Today I thought I would sort through some of my Atari ST games to choose the ones which had the funniest artwork. One is an odd movie spoof whilst the other gives me goosebumps. Seriously, it does make you wonder what these two companies were thinking when they agreed to release these games. Come on, surely they were having a laugh?

  • Leatherneck takes the biscuit for most camp cover art ever and what happened to his weapon? It's a relief the game is good with multiplayer support and sample sounds. The graphics are smooth and the chipmusic is downright beautiful - a timeless quality. Sadly, the one-directional shooting makes it incredibly tough. If you like Leatherneck then you might enjoy Fernandez Must Die.
  • Galdregons Domain gets the award for its Conan rip-off artwork. It's a little like Dungeon Master in a land where evil has been unleashed, yet again. We've been chosen to battle the minions and recover five precious gems to save us from peril. Aesthetically gorgeous, this dungeon crawler isn't bad and once you've got over its learning curve. A much-underrated adventure.

Right then, if you're feeling creeped out by these two "works of art", then click here to remedy that. Enjoy ;-)

Sunday, March 12, 2017

Beyond The Ice Palace




Brace yourself for a corker!

I think everyone has played Beyond The Ice Palace at some time in their life? I got mine free with my first Atari ST computer. Until that day, I was a Spectrum user, so I'm sure you can imagine the look on my face when first loading the ST version with its colourful graphics, smooth scrolling and jazzy sound effects. It was something else I can tell you!

Much like Ghosts & Goblins, this is a scrolling-platformer that involves three monster-infested levels. But there is something special about this platformer because Elite has everything spot-on perfect with awesome joystick controls to the vast variety of enemies within its tricky levels. It's interesting and playable so why couldn't every platformer be this good?

Right then, let's break this pointless trip down memory lane with a couple of funky screenshots...



I knew this game was gonna be great from the start but choose your weapon carefully.



Hey, I think I've found a severed head!! Hmm, what could it possibly be?



Play the game

The first level is a trip through scary woods and is pretty much the typical platformer environment with lots of peculiar baddies to encounter with a freaky end-of-level boss. Actually, each level follows the same formula with interesting places and many monsters to shoot/avoid/run away from. The second and third levels are, more or less, the same: a vertically scrolling cavern filled with hideous creatures before eventually reaching the wicked witch.

You're not alone: a good spirit can be summoned which helps clear the screen of the baddies. There are only so many times you are allowed this feature - a funny face is displayed in the status bar when one is ready to use. So choose your moments wisely when you are most vulnerable - then watch it zig-zag down your screen-killing baddies.

Ice Palace isn't complex but can sometimes be tricky due to awkward mechanics. For example, the blue demon is quite irritating as he cunningly appears just as you begin to use the elevating platforms. My advice is to leap off just at the moment he appears as it's easier to kill. Otherwise, you are stranded on the platforms and very vulnerable.

Hey, I think that we need two more screenshots of our hero with his flowing blonde locks...



Argh, you've blown it by staying on that life. Now the battle is much harder!



Oh no, here is the end-of-level green worm guardian!



A 16-bit jaw dropper

I've always felt the graphics were extraordinary for the period as they perfectly demonstrated our superiority over the 8-bit computers. The 80s were an era of no-lame-Amiga-ports so this game has been programmed well. The scrolling is smooth but the backgrounds are basic. However, each level looks great with gorgeous sprites. Heck, even dying is a beautiful moment and I'll never tire of the flicky death effect as my soul ascends into heaven. That is an amazing effect.

Sound effects are ravishing with a sharp arcade-like quality throughout. The music is by David Whittaker and plays alongside the sound effects using a technique we saw in Xenon. After all, there are only 3 YM channels. The music is awesome.

So it plays brilliantly whilst also looking and sounding superb too. What a game, eh? Screenshot time...



Level two ramps up the difficulty with weird wolfmen roaming the labyrinth!



Let's leap for joy, for we have collected another severed head!!



The CryptO'pinion?

I've sometimes found that Beyond The Ice Palace is a much-underrated platformer. This is odd because it holds a special place in my retro-gaming heart. Why? Well, it was one of the first games I booted up on Christmas morning in 1988. Just imagine how I felt seeing its graphics and hearing that music - they blew me away. What a time that was!

After all these years, it's still great fun and completely addictive thanks to great joystick controls, smooth scrolling and variety in gameplay. The only downside is the size of each level - I wish they were bigger.

Okay, he might wear cute green boots but I guarantee you will love this platformer. A cracking game!!


Midi tune of the awesome game music.
Maps for the ZX Spectrum game, aren't needed but nice to have.
Downloads are available for hard drive installation or floppies.



My Hi-Score. Can you beat me????? No, you cannot is the answer! ;p

Saturday, March 11, 2017

Popstars by YM Rockerz



Living the dream!

Yesterday I had a demoscene night and relived the old glory days. When we eagerly await the postman's delivery of floppy disks - from Demo Club and other Atari ST PD libraries. Fun times with beauties like Anomaly, European, Punish Your Machine, Antiques and Rising Force. Also, I re-enjoyed some cool animations like Rippler, Newton's Cradle and Walker. I then finished off listening to Popstars by the awesome YM Rockerz. What you can hear for yourself, is ace!!

Yup, this is my rock and roll lifestyle... Well, when the wife and kids are out! :^)

Credits
Popstars by YM Rockerz :
505 - Music
Crazy Q - Music, Text
Dma-Sc - Music
Dubmood - Music, Text
Exocet - Graphics
Frazer - Music, Text
Frequent - Music
Lotek Style - Graphics (ASCII), Music, Text
Nemo - Music, Text
Tao - Code, Music
gwEm - Music, Text


Subscribe to our YouTube channel for more Atari ST demos :)








Thursday, March 09, 2017

Thrust



It's time to relive my college days!

The thumping chiptune of the day is awarded to Thrust!! Let me explain... Earlier, I enjoyed a couple of games but now I must suffer the reward of having its funky music booming through my tiny little mind. Yep, I just can't get it out of my head lol. Well, it's a good job then that it's one of my favourite Rob Hubbard masterpieces.

I love Thrust but I don't recall many rave magazine reviews? Probably because it didn't appear that much of a technical improvement over the 8-bit games? Well, for me, that is a good thing because it's perfect and any cosmetic changes would have been a huge mistake. Remember Chuckie Egg 2, a shockingly "enhanced" 16-Bit disaster!

Thankfully, Thrust isn't like that. It's still that same great game with tough mechanics and hugely addictive gameplay. I love it and so will you because it's a cracking game that is as good now as it's ever been. I should know, I spent most of my college years in their 'library' playing Thrust on a BBC Micro instead of studying!

It looks funky, sounds boomtastic and plays great so is a timeless classic for the Atari ST. Love it!!

D-Bug has a version of Thrust that you can install onto a hard drive/ultrasatan.
Those that need the floppy disk can check out Old Games Finder.
SNDH Record is the place if you fancy driving yourself crazy with this gorgeous chiptune?
Masochists can download it to play later, courtesy of the SNDH Archive. All good fun :-)

Monday, March 06, 2017

Wreckers




It's time once again to save... the ship!

Wreckers is an isometric adventure released in 1991 by Audiogenic. It is the only game I own by them. Even more interesting, this game was developed by Denton Designs. Those old enough to live through the 80s using their 8-bit computers will remember them for games like Gift From The Gods. Ignoring Bandersnatch/Brataccas... ugh... for me, it's The Great Escape. Personally, I feel it to be one of the best 8-bit games ever released. Yep, I said that.

Anyhow, enough trivia! For Wreckers, we're onboard the interestingly named space station, Beacon 04523N, in the loneliest part of deep space. With a crew of three, held in cryogenic stasis, automated robots look after the day-to-day care and maintenance of the station. However, the computer has decided to wake you when it detects the threat of Plasmodians, a lifeform that wants nothing more than to frantically consume the ship and everything in it.

In some respects, I'm reminded of the brilliant Escape From The Planet Of The Robot Monsters but there is far more to this game than simply running around shooting green blobs of plasma, albeit great fun! From the very start, you discover that the alien attack is happening and, once they make physical contact with the outer hull, it's only a matter of time before they begin creating havoc with the computer's systems.

The station has its own style of defence capabilities in the form of a hoover which can suck up the aliens in space - before they can get on board. Also, the droids can be controlled to help, and another option is to suit up and head outside to play Jetman with a can of bug spray. Yep, Beacon 04523N is hardly Babylon 5 but at least all these options are available. Oh, do remember to use the Zippway Shuttles and elevators to travel the Beacon but don't dawdle because the main computer has decided one hour is enough to eradicate the threat before self-destruct is activated!!

Control is handled via keyboard and joystick but it's the latter which might disappoint some because I actually found myself holding that in a sideways-on manner, which was a little weird! Also, the user interface might take a little time to get to grips with, I found it quite unusual and sometimes a little awkward in the heat of the moment.



Hey, who are these three dodgy characters? ;-)


Graphically, I love the 80s feel of Wreckers and, whilst it doesn't look like it came out of 1991, it has a certain retro charm which I really like. Scrolling is adequate but I sure love the station's attention to detail, along with the colourful sprites. The title music is just awesome and the box loves to gloat about who made it, Warren Cann of Ultravox!

Wreckers will certainly keep you on your toes as it require an urgent attitude with the ability to juggle tasks and think ahead while suffering a constant onslaught of baddies. Running around zapping aliens is one aspect of the game but, because there is so much going on, it's sometimes extremely hard just to keep up with the panic. Now, don't get me wrong, Wreckers is a very good game but one that requires a lot of time, patience, and commitment.

Have you got the requirements? If so, brace yourself for an incredible adventure!!

* Floppies can be found via Old Games Finder with a hard disk version by 8BitChip.
* Hall Of Light has a superb map of the space station which sure comes in handy!!

Saturday, March 04, 2017

Uridium



C64 rules!??

Do you remember the embarrassment of Uridium? Those cruel C64 gamers would laugh their socks off at our "superior" computer? Rightly so because we have a terrible port with sluggish controls and lifeless scrolling. Well, there is light at the end of the tunnel for the Atari STe because Peter Putnik has re-programmed the dodgy parts with faster controls and an option to stream music using the DMA coprocessor (hard drive or ultrasatan obviously required).

At last, a version of Uridium we can be proud of. It's totally transformed so play this shooter right now!!

Talk about a transformation - download it right now!!

Wednesday, February 22, 2017

Prince Of Persia



A 16-bit classic gets updated!

Prince Of Persia is incredible but today receives an audio upgrade which uses the DMA coprocessor to play the effects better. They sound a lot cleaner and without any slowdown because the DMA is a coprocessor, working independently of the main CPU. This means that the gameplay is actually smoother than the original release. Which is pretty cool :)

Download right now. Yes, now!!

Wednesday, February 15, 2017

Chaos Strikes Back



More audio clarity?

Following on from yesterday's wonderful news of the Atari STe enhanced update of Dungeon Master, Peter Putnik has now 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 just as happy and download this DMA audio upgrade right now? Enjoy!! :-)

Tuesday, February 14, 2017

Dungeon Master



Crawling with audio clarity

Peter Putnik has just updated Dungeon Master to use the DMA Audio hardware lurking inside the Atari STe. This is huge news for fellow adventurers! Playback is now much clearer and this won't impact on 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.

Monday, February 13, 2017

Scott Clifford

As many will know, I've been a friend of Scott's for a while now, even though he's from Yorkshire I've never held that against him! Anyhow, I've always been eager to know what he's working on, from those humble beginnings with a Turrican music disk to a near-perfect arcade version of Frogger (and to think he's not been coding for that long... Quite incredible!)

But, then, he decides to take on the immense task of a Raiden conversion for the Atari STe. His plans are to make full use of the Blitter, DMA audio, hardware scrolling, and more. Such fascinating enthusiasm! Well, it was bound to happen sooner or later, I asked for an interview in the hope it would be interesting to anyone who doesn't yet know the guy behind Frogger along with the upcoming Raiden project. My thanks to Scott for this interview and I hope everyone will enjoy reading this... just keep on scrolling... :-)


- Scott Clifford - the interview -

Tell us about yourself

Where do I start? Heh.. Let's skip ahead to Christmas 1990, that's where the real fun begins with the introduction into my life of the Atari STe. I never really had any 8-bit systems, this was the first for me, bearing in mind my age. I turned on the STE, stuck in a disk and for the first time in my life was immersed in the world of Indiana Jones. (Kids these days... Tsk!)

From then on, I only really used my ST for games and some school work, but soon started looking into other uses as a teen. One thing I will remark on though was the ease Automation disks were very easy to get hold of... That is another story, by that I mean, wait for the Automation/DBUG DVD ;)


Coding hiSTory?

I only recently started “coding” on the ST, about 2 years ago, roughly 2014/2015 I started messing about in STOS and found it really easy to program and soon enough I was writing small routines, asking for help on the Atari forums, and generally messing about. At the same time, I was trying my hand at everything, music, games, art, programming and getting into the hardware side too. I now have an STe (Of which there is a certain unnamed person I should thank!!! - He knows who he is) and started coding in STOS full time before moving onto ASM for Frogger, which gave me credibility or notoriety.

The Turrican Music Disk was created simply because I am a fan of the game. I just wasn't very good at it, to be honest, and found it far too difficult beyond the “spaceship” levels so that kind of put me off... My music demo started because I did enjoy the tunes but didn't fancy loading the actual game disk each time, and what's more impressive is the fact that this is the first time STOS has used SNDH convincingly I might add. A point missed by a lot of people - the player routine was developed by me and might be the first time STOS has ever used SNDH (note big ego trip here!). As far as music disks go, I did have the idea for a UMD style music player but it never went beyond the ideas stage. 



Frogger for the Atari ST is arcade perfect and possibly the best home computer version ever.



Why the peculiar handle?

A nickname was given by a dear friend who is no longer with us, referring to my overuse of the colour black, right down to the nails and eyes. Yeah, I was a goth, but I'm now more immature than anything. :) I suppose I tend to lean on the darker side of life, metal music, Gothic architecture (Prague is awesome, need to go there!) and other such “out of the light” topics. But there is the bonkers side of me too, the sort of person that is bubbly but not annoying... by that I mean I can jump down the stairs backwards when I'm bored!


You must be proud of Frogger?

Frogger, to me, is the epitome of a decent arcade game - full of colour, noises, damn hard gameplay, and it doesn't involve rescuing a princess or collecting gold. I wanted to write Frogger initially in STOS because as I was playing it on #cough MAME I realised that the ST was the perfect platform for it. The game itself is simplistic enough but not rubbish AND didn't require some glorious technical ability - there is no scrolling, no bullets, and nothing beyond the ST capabilities.

The fact that I got really close (using STOS) to releasing it just goes to show how easy, in terms of computing, the game was handled by the ST. Unfortunately, like all simplistic programming languages, BASIC was eventually thrown out and I started (with the huge help of Xia!!!) the process of writing the game in assembly - faster code, closer control over the ST and I could use the computer more reliably. STOS is great, but not for this due to too many things on the screen.

I'm so proud of Frogger. It might not be F1 by Geoff Crammond or Anarchy by Psygnosis but it's mine, and it's my first assembly program that works. At this point, I must thank all the people involved in its creation, there are so many who gave support, ideas and actual assets I could use, like music and SFX from Zerkman and Dma-SC. Immense support and patience from XiA too .. I did get some criticism for not making it 21st-century, but I always wanted to replicate the original and never to out-do it.



You gotta check out this music disk, especially using the Atari STe!!


Raiden is humungous

It is!! I had the idea again from playing it on mameUi64 (Plug right there folks!) and looking at it, I wondered if it was possible. I wrote some routines, originally in STOS, and found it far too slow (this is before I started with assembly language and Frogger). So, after Frogger and after I'd gained some knowledge in ASM, I went back to it. I wrote some routines in assembly language and started to learn about the STE specific hardware scrolling. 
All of the music and sprites you see in Raiden are taken directly from the arcade but, because of the 16 colour limitation, I've had to look at the Megadrive version for the level's graphics. This means the levels are quite dark in colour and maybe a little too washed out - at the moment. As far as technical difficulties go, the oddest thing... the tanks are actually the most complicated, after the player, to write code for.


What games do you play?

I'm kind of notorious for it in my house haha! Although I've recently been putting myself through the Forza experience on the Xbox One (a close second to pride and joy, the Atari STe). I do love the ST and Shadow Of The Beast 2 I have been playing a lot of lately, cant seem to get very far though lol. I'd say I'm not a huge fan of RPGs or fantasy stuff like Ishar, could never get into it, although it's very pretty. But certain consoles for me hold certain games, so for instance, Shenmue on the Deamcast, the Lotus Trilogy (yeah I have the actual boxset) for the Atari ST. I need to get some friends with STs and have a four-way … hahahaha obviously in Lotus :P



Raiden, a WIP conversion for the Atari STe... Will it ever see the light of day?


Who inspires you?

This is a strange one because most of my inspiration for coding comes from, not the current scene but from the days gone by. People like Wayne Smithson who, at the time, were cutting edge and mostly “on their own” releasing games like Anarchy. Even its title “it cant be done” says it all lol. The bedroom coders also hold a certain nostalgic feeling too, like the guys over at DMA or even some of the pirate groups like Automation and the Pompey Pirates, what they DIDN'T do for games, they did FOR the ST … if that makes sense? 
I think nowadays it should be looked back on as part of the ST and not the reason for its downfall, Atari did that themselves. I also like niche programmers, those that don't tend to conform to whats expected, Excellence in Art is a prime example of what I'd consider coding for yourself and NOT for the masses. It's probably one of the reasons me and the leading guy there get on so well, even if we do disagree about binary - haha (in-joke)


Any future plans?

Haha, where Do I begin... Flashback (Delphine) is another do-able game, despite reservations from the “scene” ;) I'm also thinking Mortal Kombat... However, whatever I do, I think it will definitely be game related. I don't consider myself a demo writer and although I've put some code into demos I don't think I'd actually write my own. I'll leave that to the pro's like DHS, their “Sea Of Colour” demo is awesome!! Games require a slightly different process to demos and I feel like I'm more suited to the games really.

Friday, February 10, 2017

Everyone's A Geek




Top Of The Pops!

I've just been contacted by Robin, of Robberie, an acoustic indie group. Their latest record is about retro gaming and features numerous devices like the Atari ST and ZX Spectrum. In fact, an Atari ST even played a role in the production using VideoMaster and this alone is very cool. I was extremely fascinated by their ST's role in the production so he kindly sent pictures of his setup that went into making the video.

Check that out above and clickety-click to visit the Robberie website!


- Chatting with ROBIN -
"My 1040 STE plays a starring role in the robberie video for Everyone's a geek, helping to create the pixellated monochrome shots. To do this, footage was recorded on a video camera, which was then fed through a Microdeal Videomaster cartridge.

The software has a live preview mode which displays a quarter-screen feed of whatever you play in 16 shades of grey. So the recorded footage was played back and then I recorded the output from the computer's screen on my smartphone in order to get into a format compatible with editing software on my Mac.


There are some other Atari relics in the video. There are some shots of Roadblasters on my Lynx, which is modded with the brilliant replacement LCD colour screen. The shot of Pong is I'm afraid not original hardware but comes from an Atari classic tv games joystick.


And the Powerplay Cruiser joysticks are the ONLY ones that I could properly play Kick Off 2 on! You can find out more about the other retro hardware to be found in the video on the robberie website."


Sunday, January 29, 2017

Raiden



Grab a joystick!

It's been almost a year since I first mentioned news of Raiden under development for the Atari STe by none other than our favourite Frogger dude, Scott Clifford. Sadly, his commitments forced the project to be put on ice temporarily... But, good news, he has now restarted it and is making good progress (keeping my fingers crossed here!)

The initial work behind the scrolling, backgrounds, and sprites is all coming together. Also, the enemy sprite routines and placements are now being coded. Quite incredible for a one-man effort and it's a very exciting project to see in progress. I wish Scott well and cannot wait to see the next update (hurry up mate - I can't wait). Watch this space folks!

Okay, here is Scott's feature plan...
- Hardware scrolling is used for the entire screen - no status panel.
- DMA hardware for the playback of authentic arcade music.
- The Blitter will be utilised for the larger sprites.
- YM chip will be used for the sound effects.
- Support for the JagPad controller can be implemented.
- Please note that my video was recorded using emulation (better on my Atari STe)

Thursday, January 26, 2017

Operation Garfield




Wolves are better than cats!

I've been browsing through the Floppyshop archives and stumbled upon a game called Operating Garfield by Dave Brankin. As you might imagine, it's inspired by Operation Wolf but sparked my curiosity because its an Atari STe game. The Blitter pushes the 8-way scrolling and sprites. Not only that but the audio is played using DMA stereo hardware.

Okay, so how is this different from Operation Wolf? Well, it's a shameless ripoff and is also a crosshair shooter using the mouse. The story is different! Time, aliens are invading Earth but they have been watching and figured us easy prey if they disguised themselves as Garfield. Yep, that lazy cat from the TV, so I think they made the wrong assumption!!

The action takes place over a cityscape with its skyline littered with invading Garfield's heads firing rockets. Using the mouse for control, blast the rockets and Garfield heads. It's that simple but, while you're frantically blasting away in this pseudo-3D missile command, look out for ammo caches and smart bombs that will aid your progress. There is also a Defender-style map of the enemy at the top/left but I found that near-useless if I'm honest!

This game is good and a bundle of fun for a few plays. Sadly, the difficulty is extraordinarily high so rarely did I get the chance to see later levels. I also thought the scrolling (framerate?) could have been smoother considering the hardware. It's better when using a real computer but nothing like Asteroidia, and this would have helped tremendously. However, the worst are those T2 samples which are ... good ... but grate after a short while. Gimme chip any day!

Operation Garfield isn't to be taken seriously and provides a few minutes of stress-busting action! Just take it as a cheap Op.Wolf ripoff with loads of pointless yet gratifying Garfield-killing. Not great but a good game worth playing.

- DOWNLOAD -

Tuesday, January 24, 2017

GEM Desktop



When wallpapers weren't a standard...

DeskFX is a GEM utility that I thought was pretty cool and entertaining, if annoyingly flawed. It replaces three parts of our beautiful GEM desktop - the default font, a choice of wallpaper, and an animated mouse pointer. As you can see, above, the wallpaper feature only updates every 2/3 seconds which is a little lame compared to DeskPic. However, the new fonts are superb and (like a big kid) I just loved playing with various animated pointers!

It appears the author had an STFM and DeskFX worked fine on my computer in both resolutions. Sadly, I couldn't get it to work on my Atari STe in LOW resolution - only in medium which is probably better anyhow? Not in the sense of available colours but in terms of functionality, who uses low to work? Who still works on their ST? ;-)

I thought this was a nice utility to share and you shall find it on disk UTL-4410 over at Floppyshop.

Monday, January 23, 2017

Grap


Marko Latvanen, of AtariMania, kindly sent me a game developed by Tangram programmer, Mark Luthe, for the German magazine ST Magazin. Grap first appears as a Tempest clone but is actually a puzzler which I'm sure will appeal to the brainiacs? It was originally sold through the publication as a "budget" mail-order back in 1990 but hasn't been available since. I am very excited by this rare and fascinating find and I hope you enjoy playing it :-)

The only place you shall find Grap is on the excellent AtariMania website.
Computer Magazine Archive has more on ST Magazin (you'll need Google Translate)
Thinkers might wanna check out our "Puzzle" section right here on AtariCrypt :)

Saturday, January 21, 2017

Falcon



It's very satisfying to finally complete a favourite collection of something we loved. I have just managed to complete the Falcon trio. Sure, there are the limited and classic releases that bundle the lot together, but I've never been much impressed with many compilations - I always wanted the original, individual, games. Well, now I finally have 'em all! :)

Falcon is a brilliant flight sim with awesome graphics and many interesting locations to fail its many missions! So here is my special 3x cover feature for our Box Art section. Why not take your own F-16 for a spin today?

AtariMania features every Falcon release within their ST database :
     ~ Falcon
     ~ Mission Disk 1 Operation: Counterstrike
     ~ Mission Disk 2 Operation: Firefight
 - 8BitChip has done it again and adapted a Falcon bundle for hard drive installation.
 - Old Game Finder has the floppies for those poor souls without the original disks or a hard drive! :p


More random ATARI ST articles from the archives

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