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About MoonTurtle

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  1. Thank you all for the help! Something of interest I recently came across, I came across a game called ThunderHawk, relased in 1991 by Core Design for many platforms, including the Atari ST, most of the music in the game is digitized, and was composed with a music program called Quartet, released in 1990 by Microdeal, brought this up as it may be of interest. I assume, seeing as Quartet was released the same year as ProTracker for the Amiga, that it was likely made to compete with Protracker as well as give the ST some more advanced sound, though I don't know if it makes sense to call Quartet a mod tracker in the same vein as ProTracker or 1987's Ultimate Soundtracker(also for Amiga) You can listen to Thunderhawk's ST soundtrack here: http://www.atarimania.com/game-atari-st-thunderhawk-ah-73m_10609.html And here is Quartet, the program used to compose the digital music. http://www.atarimania.com/utility-atari-st-quartet_29599.html Other Atari ST games using Quartet: Wrath Of The Demon http://www.atarimania.com/game-atari-st-wrath-of-the-demon_24899.html Fire & Brimstone http://www.atarimania.com/game-atari-st-fire-and-brimstone_20997.html Supremacy http://www.atarimania.com/game-atari-st-supremacy_11476.html Projectyle http://www.atarimania.com/game-atari-st-projectyle_10309.html Excellent post talking a bit in-depth about Quartet and games using it: https://stevewetherill.com/2013/09/07/projectyle-atari-stamiga-music/ Now obviously Atari ST games did (occasionally) use digitized sound effects and music before Quartet was released,(Like Sidewinder, Knight Force, Narco Police, and some Bitmap Brothers games) but Quartet possibly made it easier to do such things, though since I have yet to use it. I can't tell for sure.
  2. Thanks for the link! This seems to be what I'm looking for, though I ran into an issue while on that site. I can download both .lzh and .zip files from that site, but not the .Z files in the "Sounds" section, is there a way around this?
  3. Is anyone aware of any MOD players for Atari ST? I'm aware that the Atari 400/800 computers have their own mod trackers similar to ProTracker, FastTracker, and/or Impulse-Tracker, but does the Atari ST have anything to offer?
  4. I would get a real jaguar, but aren't those really expensive?
  5. So I've been toying around with Atari Jaguar emulation, I have both Project Tempest and Virtual Jaguar, and both I really like, (even though Virtual Jaguar for some reason can't play Doom or Wolf3D, but it can play AvP) I recently got a j64 rom file for the Jaguar version of the Total Carnage prototype from AtariMania, and I booted up Virtual Jaguar to play it, TC being one of my favorite games from the 90s, I wanted to try it out and see how it compared to other versions of the game, (TC was also on Amiga, MS-DOS, SNES and Game Boy) However, one the game started, I noticed that some of the graphics are corrupted, especially on the title screen, when the gunfire sound effect starts playing the the graphics start scrolling, the screen gets all glitchy and corrupted, not to mention that when I actually try to pay the game, the graphics are fine, but the sound and music go completely silent, bot to mention the choppy framerate, (like 10 FPS) Now I can't give this version too much slack because it's a near-finished prototype, and I don't really know if the game acts this way on actual hardware, (it might run a bit better compared to emulation.) I can't tell if this is a crappy rom dump, or if it's just a side-effect of the game not being fully developed. Here's a couple of PNG files showing what the corrupted Title Screen looks like:
  6. I was wondering about any limitations that the standard color graphics mode of the Atari ST (other than only having 16 colors to work with.) and how developers tried to work around these limitations, Now sometimes it's hard to discuss this kind of topic without using some examples, but this can be a bit tricky to so for Atari ST because, when it comes to color graphics on the ST, there are two main ones, there's the standard 16 colors out of 512, and then there's the STE, which I'm told (I could be wrong) is 32 out on 4092 colors, the ladder being most common in late Atari ST games, mostly in the 90s. Which is why it's tricky to bring up an example here, I was going to use Wolfchild on the ST as an example of some way to work around the 16 color limitations. but I have a feeling that's an STE game, not an ST game, because looking at the graphics, the game uses way more than 16 colors, But I did have an idea, maybe the background graphics and foreground graphics use their own respective palettes, but I don't know if that's truly the case or not. This topic is for the graphics side of Atari ST development. so people who are developing for the ST/STE/STF can learn tricks/loopholes/exploits and just general knowledge of graphics on the Atari ST. This is mainly for the standard 16-color graphics mode of the ST, but the enhanced graphics of the STE and STF(Falcon) can be discussed here as well.
  7. I don't know if this is the right place to ask this, but... when I try to open Dragon Ninja on Steem SSE, the game doesn't want to load at all, I put the .st file into Steem, but it does this weird loading loop where it stays at ":0-00-225" I tried both the version at AtariMania and the all the various cracked versions on PlanetEmulation, neither work. I heard that the ST version of Dragon Ninja had some form of copy-protection, does this have anything to do with why it has issues loading?
  8. I did see this forum thread on XnView's own Form site. https://newsgroup.xnview.com/viewtopic.php?t=2479
  9. I don't know if this question has been asked before, but here goes, I was wondering if there was a image converter that would convert PNGs, BMPs, ad JPGs into Atari ST graphics, similar to RastaConverter or Buckshot (Buckshot converts PNG/BMP to Apple 2 graphics) I'd ask the same for Atari Jaguar and Lynx, but I believe Jaguar has 256 colors, (though I could be wrong) and the same could be said for Lynx, but a a much lower resolution (though there's a chance it is either 128 colors or lower)
  10. I need help usng Pasti on Steem,(Atari ST emulator) I have the ""Pasti.DLL, but I don't know where to put it, am I supposed to put it in System32? (I'm using Windows 10, Steem v3.2)
  11. Is there a way to convert MIDI files to Jaguar's ASC sound file format?
  12. You're welcome. If you want to lean 6502 Assembly Language, I suggest you go here: http://www.6502.org/tutorials/ This link will take you to list of tutorials you may find useful, Enjoy!
  13. Not to long ago I came across a topic talking about how difficult it was to program for the Commodore Vic 20. I've heard this before, not just on this forum, but on other sites, So, wanting an answer to this myself, (I also wanted to program game for the system) I decided to start this topic, so I, was well as others could learn how to properly code their own homebrew games for the Vic-20 from more experienced programmers/developers, But before you unleash your curiosity, you should first know a few things if you want to get into programming for this machine; Operating System(s): Commodore Kernel-Commodore Basic 2.0 Graphics/Sound: handled by the VIC (Video Interface Chip) aka MOS Technology 6560 Memory: 20 kb ROM, 5 kb RAM, (default) (NOTE: Both the graphics and RAM were changed in some way by the Super Expander Cartridge, like increasing the graphics from 178x184 to 160x160, and increasing the RAM from 5kb to 15kb. though it was the nly cartridge to do this for the Vic 20,) if any of this info above is incorrect, please let me know, I would be happy to change it to be correct. But anyway, we will discuss things like: How to View/edit sprites How to create/edit Music/SFX for Vic 20 How to properly compile the code for your program/game What is the best programming language fore the Vic 20? and many more! Now, let's begin!
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