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About Lord-Chaos

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  1. Thanks, here is the demo file. Thimo dung.rar
  2. Hello, I've been away for about 5 or 6 years, not doing much for the ATARI. I gave up my business dealing with VCS and ATARI 8 Bit games on ebay and I'm now a "Fachinformatiker" and working in the IT. I didn't do much for the ATARI 8 Bit in the past years, but I think it's time to start a new project. I have ideas for several 1K minigames and for almost 2 decades I've been working on a 3D dungeon crawler like "Dungeon Master" or "Eye of the Beholder" on the ATARI 800 XL. My first versions were written in Turbo BASIC, but there are too many speed and memory issues, so I have written the 3D routine in Assembler. The attached picture shows a version with character graphics and some DLIs. What I'd need would be a graphics artist to draw some dungeon graphics sets and some monsters and items. I'm thinking about either using the ATARI's 256 color mode or multicolor character graphics with player overlay. The 256 color mode looks nice, but the resolution is not good, so it would be difficult to have small objects like keys lying on the ground Multicolor graphics with player overlays would have a 4 times higher resolution, but less colors, but I think only then details like messages on the walls could be recognized. I want the game to work on a standard 64kb machine, but enhanced memory should be supported. I've tried to upload the engine demo, but I always get an "You aren't permitted to upload this kind of file" - error. The file is a .rar archive. Thimo
  3. What I hate about many games that have been ported to the 800 are the 1-colored players. I'm working on some stuff using players as overlays for software sprites (Graphics 12), that way with GPRIOR=0 you can have objects with 6 colors. Combined players and missiles are 10 pixels wide. Not as good as the the C64's multicolor sprites, but better than single-colored players. The idea is to have 4 of these objects in a line. Vertical multiplexing is simple on the ATARI and very colorful games should be doable. I will make a minigame using that technique first, I can't do animations there, but it should be quite colorful. This does also work in HiRes, although you have less extra colors there. In theory, colorful HiRes sprites are possible. Something like "Starquake" just with colorful sprites. LC
  4. I'd say floppy. With Fcopy Pro, I'm able to get about 900K on a DD disk. HD disk-drives are kind of rare, so I'd use DD disks. The program should be HD-installable if a HD is available. Keep in mind a good program doesn't need to be huge. The ST's advantage is that many programs are small, but powerful. ST Calamus comes on 2 disks. Much smaller than the Windows version, but still very useful. Same can be said for games. Many of the classics fit on one double sided DD disk. If you make games and if you have a good concept, you will probably not make money with an ST version, but you could make a Windows version or let someone port your game. Even on the PC with all its 3D games a simple game can be successful. That's my idea. Make a fun game for your platform of choice and port it to PC/MAC if you want to make money. The limitations of the old platforms will keep your focus on the important things, playability and fun. I don't know if ST users would pay for a professional box, I'd say make a limited edition. There are a few ST collectors out there. You could also find someone to port an ST game to the AMIGA. It's even possible to store both ST and AMIGA versions on 1 disk. It was done with Starglider 2 AFAIK. LC
  5. This is my old scanner, bought in the 90s for the PC. A Mustek 12000SP. It's worthless by now, but since it's an SCSI scanner I wonder if I can use it with the ST. It came with an ISA SCSI-adaptor for the PC and drivers for the PC and the Mac. If it is possible to use it and if there are drivers, I could use it to make some b/w scans for Calamus. My inkjet printer (Epson Stylus Color 800) works fine with the ST.
  6. Is this possible without flickering? It's possible to switch to GTIA mode in mid-scanline and it's also possible to switch colors, but my last efforts with players did always flicker. I'm using players as "underlays" for software sprites, that way multicolor sprites are possible, but 4 players/line is a little bit limited.
  7. http://www.klov.com/game_detail.php?letter...mp;game_id=8328 Found a review about that game in one of my old 80s magazines and the reviewers liked it. Looks somewhat Pengo-ish and it has cats and I love cats. Does anyone know that game? In Germany, arcades were for adults only because of its "violent games" and so many games are hard to find here. Even the cute games. Is there any port to a home computers? This game looks like an ST or AMIGA, even an A800 could do it.
  8. My problem always was, when it comes to making games, that I can't draw. Ok, I can do simple graphics like I used for my A800 minigames, but I can't do professional graphics or even animations. The only thing I can do is ripping gfx. There is an unfinished ATARI 800 rpg which uses gfx ripped from ATARI ST Bard's Tale in the 800s 256-color mode. Not sure if anyone ever made an ATR of it. The question is, are there still any artists left who can draw ATARI 2600 or ATARI 800 gfx/animations or who could help to convert 16 Bit/32 bit gfx to 2600 or ATARI 800, on the A800 I prefer to use Graph2Font/Player Missile overlay gfx. It would be nice to have someone to do some gfx/animations or converting gfx on request. I'm thinking about revisiting some old, abandoned projects and maybe a minigame or two for the A800. I'm trying to port some of my stuff to the VCS. The code isn't big, but the gfx engines are entirely different. LC P.S. : Before I forget it, I can't compose either. Any XL or even 2600 musicians out there? All I can do is samples.
  9. I think the problem of AmigaOS was, that it was just too big for an A500 with 512K. It really NEEDS a hard disk and a fast CPU. I didn't get into AmigaOS before I got my A1200, 68030 and 1942 VGA monitor. OS 3.x is so much better, it can read PC/ST disks , CrossDOS is already a part of it, I had to search for CrossDOS/MessyDOS on the A500 first and on the A500 it was quite slow/unreliable. The 1.3 disk system with its disk-validator sucks. And upgrading an A500 is no fun either. It has only one expansion port. The ST has a cart port and a port for a Megafile HD. The AMIGA doesn't. A500 harddisks had to be attached to the expansion port and this took a lot of space. I had it all. Turbocard 68020/14 Mhz, A570 CDrom, extra RAM, extra drives and hard disk - it was no fun to use.It got better with the A600/1200 with its internal IDE and external PCMCIA port, but it came too late. What I like about the ST is, that it's easier to use and very reliable. I've used my Mega STE for over ten years for all kind of business-related stuff. In that time, I had multiple problems on my Windows PC. Hard disk crashes, failing PSUs , Windows bugs. The STE never failed. Lost only one 10-year-old SM124 which was easy to replace. It still has its old 48Mbyte hd, but its showing signs of old age by now. A plain ST is better for working. The A500s 640*512*16 resolution is useless, because it's flickering like hell. So you have only Medium Res for working on an A500. The A500's disk drive is slow and LOUD. Some loaders do really torture the drive. The worst is, that I have 3 A500s now and none of them has a fully working internal disk drive while I never saw an ST with drive problems. The ST has great text editors, Calamus is still great, inkjet printers like my Epson Stylus Color work great without any drivers. It has the great Turbo Assembler, which can also be used for writing 68K stuff on the AMIGA. The AMIGA 500 is a good machine for games, the AMIGA has so many games that never made it to the ST. Turrican III, Lionheart, Ambermoon (ST version never released) , Elfmania was quite good, too and I really like the music of many AMIGA games, too bad that so many ST games did not support STE or MIDI. But I must add that I really hate Windows. I prefer to use the Mega STE and the Amiga.Even the ATARI 800 with the S.A.M. GUI or the C64 with GEOS is better. Windows can drive you crazy.
  10. No reason to give up your ideas - it's always good to have new ATARI hardware in the making. The more, the better. You could use the existing C-1 system to make an A800 core which does not exist yet (as far as I know). Or you could improve the idea, make it cheaper, better, easier to build. AFAIK the C-1 is rather expensive and many ATARI users can't afford an expensive system. I'd really like an ATARI 800 on a chip that could be used for an ATARI-800-in-a-joystick like the Flashback 2 or this Commodore DTV joystick or on some sort of PC-card. If done right, this could be a real "remake" of the classic ATARI 800. I think it should be someting that could be afforded by most of the ATARI users who can't spend hundreds of dollars for new hardware. LC
  11. Ninja One Man and his Droid Powerdown Quest for Quintana Roo Rescue on Fractalus Spellbound Tomahawk Universal Hero Vegas Jackpot Whirlinurd Xagon Yahtzee Zone X Yes, I'm cheating. I have all those games. Most of them are on tapes, all that Mastertronic stuff.
  12. Is it possible to use a parallel ZIP drive with an ST or will they work with PC's parallel ports only? LC
  13. "Boot Camp", it looks like the US version of "Combat School" to me. This isn't a bad game and don't forget the great music by Martin Galway. Advice : Advertise your auction on a Commodore group. The usenet-group comp.sys.cbm is quite active. There's also alt.c64 and some marketplace group (you can crosspost). If you can't sell the game, try European ebay sites. The C64 was quite popular in the UK and Germany. Some games will sell for ridiculously high prices. Thimo
  14. Which kind of "PAL color mixing"? The one with mode 9 and 10 = 256 colors? That's not a bug, it's a feature Btw, that mixing is done in the PAL-decoder in the monitor. The Atari has nothing to do with it, you can use that kind of mixing on ANY system using a PAL video (RGB @ 50 Hz ain't PAL though, so no ST or Amiga). Depends on how many sprites you have turned on This actually works on both the ATARI STE and the AMIGA, at least on PAL systems. I once wrote a Mandelbrot fractal program using 8 x 8 = 64 colors on the STE (8 colors and 8 greys) and 16*16 on the A500 (32 color mode, 16 colors, 16 x greys). Technically, more colors where possible, but I just wanted "good combinations". It works by placing 2 pixels besides each other horizontally, reducing the resolution to 160*200. There are some artifacting glitches, so it doesn't look perfect. I have to look for the program.It was written in Omikron BASIC on the STE and AMOS on the AMIGA, for both systems my PAL TV was used. No machine code was necessary. LC
  15. Speak out loud: Atari rulez It rulez because with a lot of trickery it can nearly do what a C64 can do without any tricks? I wouldn't call that trickery. Player/Missile overlays will work in plain BASIC without a single byte of MC-code. In charmode, using GPRIOR, 17 colors are possible. Players and missiles can be as high as the whole screen and you can redefine the shape in every line. You can't change player positions and colors from line to line, but cleverly made pictures or games graphics won't need any DLIs. I posted a small demo program a few years ago showing these 17 colors. It's a BASIC program without any ML code. LC
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