Jonathan Thomas

@atariste.bsky.social

The Atari STE is quite a capable games machine, you know.

Latest work on my #AtariSTE enhanced version of Lotus 2, now with a sky gradient similar to that featured in the #Amiga version. Still loads of work to do in various areas but it's looking good and performing well. 👍 🚗 I'll probably release as a single stage proof of concept.

Spent several hours last night rewriting and optimising the 68k code that draws the rev counter on the #AtariST version of Lotus 2 to use the Blitter chip instead. These are the lengths that us ST folks are willing to go to in order to compete with that other machine. 😉

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Spent a couple of days progressing the #AtariSTE enhanced version of Lotus 2 using some of the knowledge and techniques gained while developing FaSTer. Still some way to go, but much closer to the #Amiga version than before. And yes, it's quite glitchy at the moment. 😄

Cavey Taxi for Atari STE - game is now booting from floppy and I'm working on mundane stuff like title screens and high score tables. I tend to implement things *very* roughly before going back to refine them - this video illustrates this idea very well. 😄 #AtariSTE #CaveyTaxi

"Cavey Taxi" for Atari STE: activated scoring system and added notifications to indicate how many passengers are remaining to be picked up. At this rate of progress, I'll be looking for help with YM music and digital sound effects soon - please let me know if you'd like to help! #AtariSTE

2 minutes of gameplay from my upcoming Atari STE minigame "Cavey Taxi", running on real Atari STE hardware (with a badly calibrated modern monitor 😞). Look how effortlessly this powerhouse of a retro system handles that 2-layer parallax scroll and particle system! #AtariSTE

This is the latest build of the WIP Atari STE game I am now provisonally calling "Cavey Taxi". Pick up passengers in a tight cave complex and drop them off elsewhere, fighting gravity, time and fuel consumption. With pretty parallax scrolling and particle systems. What's not to like? 😀

Continued work on this upcoming minigame for the Atari STE. The gameplay is shaping up to be a bit Crazy Taxi-esque - pick up passengers and drop them off elsewhere in the cave without running out of time or fuel. Still lots of work to do but coming along nicely! #AtariSTE

Fixed colour palette and added pixel-perfect collision detection with foreground. Ship spawns back to a safe point when it crashes. All STE features except DMA sound on show here - Hardware scroll, Blitter and Enhanced palette! DMA sound to come soon to complete things. 😀 #AtariSTE

First signs of gameplay in this new Atari STE project - joystick left and right rotate the ship and up activates the thrusters. Gravity pulls the ship downwards. The particle system is looking really nice - there aren't nearly enough ST/Amiga era games with particle systems. 😀 #AtariSTE

FASTER for #Amiga OCS/ECS: switched over to single pass (rather than 4 pass) rendering for car and scenery bobs, giving a noticeable increase in performance. Further evidence for any existing doubters out there that this is definitely not a lazy port from the ST! 😄

FASTER for #Amiga OCS/ECS: currently adding in some features that had to be left out of the STE version because they were too CPU intensive. This depth-cueing effect on the ground/road surface is a good example. I don't love everything about the Amiga, but I love the Copper! 😁

FASTER for #Amiga OCS/ECS: currently adding in bobs for top status display. Time digits will be hardware sprites. As with the STE version that came before it, each new feature requires a load of optimisation work in other areas to hold onto that all-important 50fps framerate!

FASTER for #Amiga OCS/ECS: Following much head scratching, the speedo in the bottom right has been switched from BoBs to hardware sprites, giving a nice performance boost and other cool benefits that I'll come to later. I did say this would be no lazy STE->Amiga conversion. 😄

FASTER for #Amiga OCS/ECS: copper sky gradient is now in, enabling reduced bitplane count in parts of screen for better performance. Still frame drops when screen busy but hoping to sort with optimisation. Next up: status display and speedo, using a mix of HW sprites and bobs.

FASTER for #Amiga OCS/ECS: still getting the right foundations in place to build upon. Switched to interleaved bitplanes to allow single-pass bob drawing. Considering best use of Copper and HW sprites to maximise framerate. Be assured: this is no lazy STE->Amiga conversion! 😄

FASTER for #Commodore #Amiga - a new WIP 50fps racer being ported from the existing Atari STE version. Game now playable with joystick. Lots of work left - HUD not implemented, no sound and tons of optimisation required to match the STE version. Very happy with progress though!

Here it is - the first in-development footage of the much-requested #Amiga OCS/ECS conversion of my #AtariSTE game FASTER. Weird/unexpected chipset behaviours and optimisation challenges are slowing things down somewhat, so no plans to talk about a release date just yet!