Jonas Eschenburg

Jonas Eschenburg

@indyjonas.bsky.social

Software developer with a passion for inconsistency | WIP: Command & Conquer for Atari ST | Brought DOOM to Atari ST | Graphics • Programming Languages • Robotics • Demo Scene • Retro Gaming • Retro Programming • Reverse Engineering • Flight Simulation

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The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST! In development for the last six months, Command & Conquer for Atari ST is now in public beta.

NEWSFLASH: A new version of Command & Conquer for Atari ST has been released. Version 0.3.1 fixes nefarious game-crashing bugs planted by this game port's misguided author. Viewers are advised to update immediately. This is Greg Burdette, WWN, somewhere in Central Europe.

This demo is what got me into retrocoding in 2024, and I'm still a little proud of all the hand-optimized m68k assembly. A VoxelSpace implementation running on a stock 8MHz 68000, 1MB RAM, 16 color Atari STe. Terrain taken from NovaLogic's 1992 helicopter sim Comanche: Maximum Overkill.

Who wants to help develop Command & Conquer for Atari ST by running a small benchmark? Simply point STRMPERF.TTP to some file (appropriate size: 0.5 up to 2MB) and reply with a screenshot of the results and information about your hardware (epecially storage).

This is about gathering data for expected latency of disk operations when streaming in-game music. The screencap shows streaming from floppy, which has very high latency and is pretty unsuited. The benchmark can be downloaded here. It's only 3kB in size! github.com/indyjo/strmp...

github.comGitHub - indyjo/strmperf: Tiny Atari ST benchmark for streaming file readsTiny Atari ST benchmark for streaming file reads. Contribute to indyjo/strmperf development by creating an account on GitHub.

The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST! In development for the last six months, Command & Conquer for Atari ST is now in public beta.

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Needless to say, this is an indie project and I'm not affiliated with EA or Westwood in any way. Playing on actual hardware is currently possible with an Atari Falcon with 10MB+ of RAM. Development and optimization ongoing.

I'd like to thank Westwood for their 1995 smash hit, EA for making it open source, and the team of Vanilla Conquer for their efforts. Another thank you goes to the testers who took part in the closed beta. Follow me if you're interested in news and updates on this project.

The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST! In development for the last six months, Command & Conquer for Atari ST is now in public beta.

My prediction for what will happen in Gaza: Those who move to the camp will never in their lifetimes be allowed to return to their homes again. Those who refuse will suffer bombings, shootings, raids and remain cut off from food, water, electricity, health services and education.

DOOM on Atari ST: The High Resolution mode of 640x400 (monochrome) made the ST a serious contender to the Apple Macintosh, earning it the nickname "Jackintosh". STDOOM is now one of the very few games that support all three screen modes.

DOOM on the Atari ST: I'm porting id software's 1993 classic to the 80's home computer platform. Colors are dithered to 16, resolution is reduced, and what you're seeing is an (emulated) accelerated STe with 32Mhz and a 68030 CPU... way faster than the original 8Mhz 68000. Still having a lot of fun.

Hello BlueSky! I’m having a lot of fun lately programming a VoxelSpace engine for the Atari ST, a 1980‘s 16 bit computer very dear to my heart. I’ll be talking about random aspects of C and m68k assembler retroprogramming from time to time. Let’s see if there’s a community here for this content.

Most recent achievement: Freed a whopping 140kB of RAM (on a 1MB machine!) by programming against native TOS API instead of C stdio where possible (this is the way!) and linking against libcmini. Binary size reduced to 15108 bytes. Finally some memory left for sprites?

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