aleXh retweeted
"Ah, it's that RetroRacing guy peddling his old 2024 STE game Faster again!"
Well, not quite.
This is an (AI-assisted) Amiga ECS version that I've been working on. AI, because I find the Amiga Blitter painful to work with despite the rest of the machine being lovely.
(1/3)
aleXh retweeted
Well, yet ANOTHER interesting arcade racer project.
Daytona USA Ultimate merges the original 1995 Sega Saturn port's (arcade accurate) physics and handling with the superior graphics and 30 FPS performance of Championship Circuit Edition.
github.com/AJBats/daytona-cc…
aleXh retweeted
If AI is not art, then explain this
If they ever did this move it would cost billions, and break the box office
Well done Jaxon_Flix, legends
Midwinter 1 enhanced is here, enhanced with pretty much the same fixes I did for Midwinter 2. Sane controls, world speed no longer dependent on rendering pace, and some modest performance improvements. Links to github, tech discussion and download in the comments below. Enjoy!
I've updated Midwinter 2.
- Better controls in 3D
- Unlinked game timing from frame rate so faster STs are playable
- Some efforts at speed improvement
- 4.5fps on an ST/e, 9.7fps on a mega STE, 25.4fps on a TT, 15.2fps on a falcon
Link in first reply.
aleXh retweeted
🚗 🏁 Pole Position Remastered for Atari STE, version 1.0, out now! 🚗 🏁
A lovingly created, ground-up conversion of the classic arcade game, incorporating all original graphics, sound and gameplay.
Download now for FREE: retroracing.itch.io/pole-pos…
Retweets much appreciated! 🫶
aleXh retweeted
** SEGA GENESIS - RUFF-N-TUMBLE WIP PORT **
I love Ruff-n-Tumble on the Amiga, its got it all - Amazing pixel art / aggressive Soundtrack / Fun but tough Gameplay to boot.
One of the negatives is the frame rate however, it targets 25 FPS, this was not uncommon for Amiga games , its understandable with the 5 bitplanes the Amiga needed to shift around ( supporting 32 colors in the game area ) , the more bitplanes the more processing that's needed to move screen/objects around.
So part of me always wanted to rectify the frame rate - and that's how this port came about !
How does the port stack up ?
- 60 FPS solid gameplay . All movements / animations / timings were reworked from 25 FPS of the Amiga to 60 FPS for the MD port , so the port just has a smoother feel to it. This wasn't a given by any stretch and streaming animation was a key issue , the first stage uses up to 1450 tiles in its map tiles alone , so once you get HUD / Video Planes / Sprite List & Tiles for player and player attacks theres nothing left for enemy objects and thats just the first world. So both layers had to shift to streaming scrolling tech i developed for SOTA, so things are only in vram if they are onscreen presently , once that was in tile usage on the 1st world dropped to 850 tiles ( from 1450 ) for the backgrounds, this left some breathing room for Enemies and effects. However it still wasn't enough vram without a strong DMA object streaming system to send the tiles to VRAM , a lot of optimisation went into it so the game could run 60 FPS will full animation and nothing cut . If DMA streaming lagged that means the frame rate has to slow so i didn't want that .
- larger viewable game area on MD : 200 pixels high + 24 pixels high semi transparent HUD vs 192 pixels on Amiga + 24 solid HUD . This was almost by mistake , I thought the Amiga port was using a 256 high pixel screen size so I designed the engine to get close to that on MD with a transparent shadowed hud for contrast so you could see through it a little. The MDs (NTSC) display is 224 pixels high and the Amiga (PAL) is 256 pixels high. The hud is 24 lines high but it overlaps on the MD but with transparency you can still see critical things in the hud area . What i didn't realise at first was the Amiga uses less than its native resolution which was common to save ram / blitter time etc. So hence MD comes out favourably here still as it was a bit overdesigned !
- Despite having 8x less colors in the palette 512 MD vs 4096 Amiga , the MD does amazingly well here . I also had to put both background planes into Lock-Step so both are layered 1:1 , which gives up to 30 colors per tile on the MD rather than 15 so it compares well to the Amiga original which can have > 15 colors ( normal single plane tile limit on MD ) . I think from the side by side comparison you can see there isn't a noticeable quality drop and since it looked amazing in the first place I was very happy with the result !
- PCM SFX are in an all working with similar quality to the Amiga , XGM2 driver is in use so 13.3 khz PCM samples are used , which is more than enough to do a good replication of the Amiga SFX. FM / PSG soundtrack is been worked on currently hence video has no sound at present. I'm confident with the guy doing the music that its going to be a very close match to Amiga. On MD we can use 2 SFX channels where Amiga used 1 SFX channel and would play the last SFX over the top of the current SFX , the MD one moves low volume SFX to one channel and higher volume SFX to another channel and mixes it up a bit .
- Controls , there are some nice options to utilise the extra buttons on the MD controller and that should help the gameplay a bit also.
- Size, did i just throw ROM at this to make it work ? not really . The Amiga has 1024kb of combined chip ram required for the game , the MD has 136 kb of Ram/VRAM so i couldn't compress and decompress everything the amiga could but i got close . Without optimal music yet ( it should drop overall rom size ) we are about 19 mbit on MD vs the 14 mbit version of the Amiga . So whilst there's a bit more rom been used on MD its still well below the typcial 32 mbit rom that's in common use these days and a lot of efforts were made to minimise rom where possible . It started out prior to optimising rom heavily at 31 mbits of assets, i could have left it there but thats not how i do things haha.
- The game is fully complete apart from waiting on Music and a few playthroughs to catch remaining bugs.
- I did use some AI to aid this project , its 20 levels - its a lot of work and its not happening without some help , I used code from my SOTA / Parodius and EBH projects to make the engine , there has been no compromises . I think you can see some love went into this and the end result is what matters / garbage in is garbage out and vice versa.
- Game is written in C/SGDK for some parts ( cold pathes ) but a lot of custom assembly / custom modules are used for hot path also .
- Once music is done it will get a full release !
#Amiga #SegaGenesis #Megadrive #SGDK
aleXh retweeted
Today we're sharing with you all the name of the next Elder Scrolls title (did you guess correctly?).
aleXh retweeted
As much as I love coding, porting or reverse engineering stuff.. there is no greater joy than spanking a nearly 50 year old sound chip. 😋
youtube.com/watch?v=uj3cos1T…
aleXh retweeted
Here’s a story for you. We started filming without owning the title and had to do alternates.
Taft Broadcasting owned the title Ghostbusters as part of their half-hour sitcom starring Larry Storch and Forrest Tucker (F-Troop) and a gorilla chasing ghosts. I had never heard of it. They didn’t have proton packs or Bill Murray. Columbia paid $500,000 to buy the name, but they really should have paid Dean Martin, from whom I first heard the term.
In the film Scared Stiff (1953), he and Jerry Lewis (check out his acrobatic stair descent) are in an old haunted castle, and Lizabeth Scott asks Dean: “Who are you guys?” And Dean answers: “You’ve heard of Trustbusters and Gangbusters, we’re Ghostbusters!”
For my research writing the first movie, I watched every single ‘ghost’ comedy ever made. Bowery Boys, Hope and Crosby, Abbot and Costello, Martin and Lewis all did such films.
Happy Halloween 2026.
aleXh retweeted
Your Atari ST hard-disk game collection has a dirty secret. About two hundred adaptations never ask TOS for a file: they bring their own GEMDOS and read the disk sector by sector, like it's 1991 and nobody is watching.
Why does that matter? The original hard disks are forty years old and dying. GEMDRIVE replaces them with modern storage: a folder on the SidecarTridge Multi-device's microSD card that the ST sees as drive C:, the same idea as Hatari's GEMDOS drive with a folder on your PC. Files by name, no sectors. So those games sat there sulking.
Not anymore. We started all 1,831 hard-disk adaptations on the 8bitchip.info list from a GEMDOS drive. 1,608 run as they are. For 209 more, we rebuilt their start programs to ask for their files by name.
Drop a game's ZIP, exactly as you downloaded it, into the page. It tells you whether the game runs as it is, or patches the ZIP in your browser and hands it back. We host no game files.
gemdrive.sidecartridge.com
aleXh retweeted
When AI coding for retro platforms, it's useful to have some hands-on coding experience with the platform involved.
If I have a hunch that something's not implemented optimally, the AI tells me how it's currently implemented and allows me to guide it to a more "native" solution.
aleXh retweeted
We’ve been working on this the entire year and our first FPGA handheld is almost done. Plays GB, GBC, and GBA carts. Huge FPGA to power cores up to PS1 and N64. Up to 4K HDMI output via an affordable dock. Unbeatable latency. Open source. From $1_ _ at launch.
I have loved playing Dave The Diver. I've never bought any of the DLC (yet) but a Subnautica 2 crossover looks fun!
DAVE THE DIVER x Subnautica 2 is official! 🌊
New ocean, new creatures… new recipes? 👀
Dave and Bancho are heading to the waters of Proteus
#DAVETHEDIVER #Subnautica2
Watch the announce trailer 👇
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Dear @ArgonautGames_ my 10yo wants to know if we might ever see official Croc @Crocs ?
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aleXh retweeted
Your Atari ST and your PC have been forced to share floppies for 40 years. Time to end that toxic relationship.
The File & Download Manager for the SidecarTridge Multi-device just got a serious upgrade, and now your phone does the dirty work.
Search the public floppy database from the sofa, tap download, and the image lands on the microSD card. No PC. No USB stick. No crawling under the desk to find the floppy drive cable.
And it no longer stops at downloading:
Unzip a release right on the card. Convert MSA to ST and back. Turn Pasti STX images into plain ST (it even tells you beforehand if you'll lose anything). Create blank disks in any size. Open an ST image like a folder and drop files in or pull them out. Paste a link and it downloads the file straight to the card.
All from a browser, while the Atari sits there looking smug.
Watch it in action:
youtu.be/ijC1k_QQUK0
Docs:
docs.sidecartridge.com/sidec…
Your floppy drive called. It wants to retire.
aleXh retweeted
Update on Jaguar SamSho:
A large portion of the games code runs through TOM, M68K stays controlling. But it’s honestly far from being “playable,” yet. This is at 2x.
Working on hardware bugs w/GD as well…
This also a test to see how some NG titles can have a “base” port protocol that offers optimal coding outputs for those interested in dev on it.





























