Sunday, May 04, 2025

STDOOM





DOOOOOOOOM!!

If you’ve been following me on Twitter/X, you will know I've shared screenshots and video clips of Doom running on my Atari STe (and later my Mega STe). This is thanks to Jonas Eschenburg, who has been hard at work getting the source code to compile and run on our favourite 68000 computer. It’s mind-boggling to see this game running on my Atari ST, but it’s also bittersweet because it reminds me of when I first saw Doom in 1993. By then, the 16-bit era was drawing to a close, and Doom’s release was like the final nail in the coffin [sigh!]

Decades later, I’m geeking out about the ability to “run” Doom on my Atari ST. This all started thanks to a thread over at Atari-Forum, with a post by Badwolf that had my mouth watering. Okay, it's an accelerated computer, but the possibility of "STDOOM" began. (Greetings @Badwolf for that download)

Later, I read a post on Twitter by Jonas, and the joy truly began when I saw screenshots of Doom running on the ST. Accelerated/emulated or not, this was starting to "be something". I contacted him and we've since found/fixed errors and even got it to work within 4MB of RAM. This has been fun and exciting!!

I eagerly asked Jonas for his thoughts on what he hopes to accomplish with STDOOM...

I would like to emphasize I was a little surprised that apparently no officially recognized ST port existed. I kind of naively tried to compile the official Doom sources to Thorsten Otto‘s great GCC port. After ripping out code that was never going to work on the ST, I had a version running after just one night of hacking.

I was mainly interested in supporting the ST‘s original graphics, so I experimented with medium-res using black & white. I had ideas for how to support 16 colours, so that came next. I really like the dithered colours now. The experiences I gained on my VoxelSpace demo were very helpful.

It’s a technical challenge, and not a very hard one. There’s an emotional aspect to it as well. In a way I’m giving a present to my 13-year old self who saw his friends, with their PCs, play doom while I was left with an old ST. I know some of you feel the same. Whatever your reasons are, I’m happy if you enjoy the fact that there is now DOOM for the ST.

I won’t make any promise of playability on original (8MHz) hardware, but I’ll see what I can do. However, I’m pretty sure that id software did their best optimizing the hell out of this game. It was considered a hardware seller for the PC platform at the time for a reason. But even if it only runs at acceptable speed, with accelerated hardware or under emulation, I think having a best-effort port for the ST is valuable on its own.

One thing missing is audio and I’m not experienced with the YM2149. If anybody would like to help me with support for DMA sound effects and YM music, I would love to accept help.

Yep, nobody expects Doom to be properly playable on an 8MHz STe, but Jonas is convinced more optimisation can be done. A carrot & donkey moment for me as I hope to moderately play it on my Mega STe.

Seriously, I wonder what lies ahead on this long road that leads into Doom heaven (hell?).

Remarkable times, folks!! Check out these links and watch this space...




Okay, I've sludged through the slideshow framerate and found a Shotgun Guy!



He turns and hits me, but it's futile in God Mode!


Oh yeah - Take that!!


His already dead corpse is... dead for good this time!!


Reload and move on for the next zombie to slay!


There is no sound yet, but reducing the screen size helps a (tiny) bit!


This help screen is for anyone who’s never heard of Doom - bless ’em...

Wednesday, April 30, 2025

Power Drift






More Speed, Less CPU Strain

This is an arcade racer I’ve always loathed. I remember playing the ST conversion and instantly taking a dislike to it. Looking back, I reckon it was probably because the game was too ambitious for a 512KB 16-bit computer. I wouldn’t have thought that at the time, of course, but that’s how I translate my old memories.

Now, don’t take this for a review - it’s more of an excuse to add another game to my STe Enhanced section. Yes, AtariCrypt actually has a section dedicated to enhanced games! Bet you didn’t even know that, did you? Well, take a look to the right of any page and you shall see a link to this list (WIP - loads more to come).

Wait… what? Power Drift is STe enhanced? Well, yes and no. It makes use of the Blitter, which is something within every Atari STe. The standard ST is supported - if you were lucky enough to have one installed - like the Mega ST (I also believe late-model STfms had an empty socket waiting to be filled?). Okay, considering the game was released in 1989, I would have been using my older 520 STfm (without a Blitter). That would certainly explain my long-standing grudge against this racer, which I never bothered loading up again - until now!

Fast forward way too many years, and I’m lucky enough to own both machines (though Hatari’s a decent option). So, booting it up on an ST without a Blitter, and the framerate is awful. Fire it up on an STe, and it’s a different story. The Blitter kicks in - probably handling the sprites - and the framerate feels much better. That might sound dramatic to some of the ST Nutters out there, but trust me, it makes all the difference.

If I'm honest, I only ever expected a small improvement. Something hardly noticeable because I still expected to be unimpressed by a rubbish port. Turns out, I was completely wrong! Power Drift is actually a blast, and I can’t believe I’ve spent decades ignoring it. Sure, it's not the best racer we have because it's far too ambitious for any 16-bit computer. But if you use an Atari STe, download this game and give it a whirl.

It's weird how such an old game surprised me like this. Power Drift isn't a serious racer; rather one to take lightly, but it's fun. Highly recommended and I'm confident to rate at 75% (40% without Blitter).




Master those corners, and you have a cracking racer. Well, on an Atari STe!!

Wednesday, April 23, 2025

Phantasie - Day 4





Izzy, wizzy, let's get busy!

Hello and welcome to day four of my grand adventure through Phantasie I. If you’ve missed the previous entries, don’t worry - they are all available and neatly grouped together for easy catching up. Yeah, I know you want to click that link, and I'll wait here until you return. Okay, are you back yet? Then let's carry on...

To recap, it was Into The Vertical Blank that initially sparked my interest in this RPG. We began by exploring the bustling town of Pelnor to see what services it offered. Afterwards, we delved into the most crucial aspect of the game - combat! Today, I’m expanding on that by diving into the magical side of fighting.

This plays a pivotal role in Phantasie. In fact, you won’t get far without making use of spellcasters within a well-balanced team of different magical (and melee) players. I think it's fair to say that magic isn’t an optional extra in Phantasie - it’s an absolute necessity. Without it, your journey would be cut short rather quickly!

You have many options for race/class, but my approach involves a simple magical duo: a Priest and a Wizard. I decided to rely on two spellcasters to keep the whole team alive and kicking (although my range/melee characters have limited tricks up their sleeves as well, but it's nothing compared to a real spellcaster). Each brings something vital to the table, ensuring my party stays in top form whilst being aggressive.

There are two basic types of magic used in battle, passive and active. Each has its own benefits, and you soon begin to realise that the manual is a very good thing to have! There are a few exceptions, such as using a vision spell in the wilderness. So with all this in mind, let's take a peep at my two spellcasters...


The Priest

My Holy Man is the team's lifeline because his skills help keep us alive and prolong the fight. He is a genuine team player with healing and tactical spells instrumental in my survival. Hey, he's saved my bacon loads of times, and I doubt I’d have made it this far without his help. Here’s a breakdown of the spells he wields...

  • Charm – Pacifies an enemy, making them easier to defeat.
  • Awaken – Invaluable when ambushed, rousing any stunned or sleeping party members.
  • Healing – Restores hit points to a selected character, an absolute must-have. Remember to upgrade this skill; otherwise, it becomes less effective later on.
  • Protection – Strengthens defences to withstand incoming attacks (for each character). It's a passive skill that remains throughout the battle.
  • Binding – Immobilises foes, effectively nailing their feet to the ground! Or their wings...
  • Confusion – I prefer the priest to use this (and it's stackable) to muddle an enemy’s mind, making it difficult for them to fight/cast spells competently.
  • Dispel Undead – Useful against skeletons and other undead horrors. Fantastic skill to have!


The Wizard

While the Priest helps to keep everyone standing, my Wizard takes a more direct approach to an encounter. He has an arsenal of spells and is never afraid to use them (when I'm in charge!). He can obliterate enemies with a range of devastating spells, but not all are offensive. Here are some of my favourites...

  • Fireflash – A searing burst of light to scorch the enemy!! (Again, upgrade when possible.)
  • Quickness – Enhances agility, improving attack speed and evasion. Quite weak until upgraded.
  • Mindblast – Damage an enemy just by thinking about it. Not bad, but needs upgrading.
  • Strength – Temporarily boosts a character’s muscles, making them hit like Schwarzenegger! Something to use early in a battle, I find.
  • Flamebolt – Like the fireflash but not quite as powerful.
  • Ninja – Enhances stealth, allowing for surprise attacks. Don't use it until you've upgraded.
  • Fear – One to stack. Instils dread, making them run away. Probably.


With the risk of repeating myself, magic isn’t just useful - it’s essential. Of course, it’s not just what your spellcasters can do offensively; they can also counter enemy magic aimed at you. Trust me, when your melee fighters are affected by a Confusion spell and having trouble landing a hit, you’ll be glad to have a wizard on your side to tip the scales in your favour. And these things are what I love about Phantasie!

Well, that’s my quick look into the magical side of Phantasie - at least the spells I’ve tried so far. Don’t forget to spend your earned XP at the town’s guild to level up, aka train. This improves certain abilities and unlocks new spells to try out. The progression system is great, always pushing you to master more powerful magic and discover fresh spells. Training increases your MP (Magic Points), so you can cast more spells before needing a break. And speaking of breaks, be sure to stop by a town often to restock your resources.
This post is dedicated to my mate Paul Neiland, whom I've known for many moons (over three decades!). Thank you, my friend, for all your support of my little AtariCrypt venture :-)
Next time, we will look at scary, monster-infested, trap-ridden dungeons!! Until then, happy slaying!



Wizz is my, ahem, wizard. As you can see, I've made progress over the weeks.


Some of the spells my Wizard can use (with upgrades).


Some more spells my wizard loves to cast.


Charlie is my priest and is a helpful chap, albeit with a poor name.


Some of the spells my Priest is a master of.


Good'ol Charlie helps the team with a Binding spell.

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