Brought DOOM and Command&Conquer to the Atari ST. #robotics, #fp, #gamedev, #demoscene, #16bit.

Somewhere on Phobos, Mars
Joined March 2011
The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST!
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Beautiful 16 colors.
In 3 words or less describe your niche on X.
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For my #AtariST friends in Spain: A new issue of Micromanía is hitting the stores around Nov 20, featuring Command&Conquer on the cover and... Well, I won't spoil the surprise. Seriously considering picking up a copy myself, though.
¿Es o no es una portada espectacular?😍 ¡Ver a @DinamicSoftware de nuevo en una portada de @MicroManiaPapel es una pasada! Pero también vienen cosas de @dantemendes , @indyjonas, la nueva Nexus de @evercaderetro y muchísimas más sorpresas. tienda.hechoconpixels.com/pr…
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Out now: Command & Conquer for Atari ST 0.3.8! Fixed: GDI out-of-memory on first winter mission, final map selection. Nicer: winter theater palette, map effects, transition fonts. Faster: animations, Blitter (about 7% on Falcon) and redraw (about 1–2% on the STe).
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... and a quick 0.3.9 follow-up, because 0.3.8 was missing some files and had broken colors in the campaign map.
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A few palette optimization runs later and we have a nice little winter wonderland. Command & Conquer in beautiful 16 colors on the Atari ST.
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Here's a screenshot from the DOS version in 256 color VGA.
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Surprised that there are, in fact, winter scenario missions in Command & Conquer's GDI campaign. I thought those were only for multiplayer. Now I need to optimize the Atari ST palette for that scenario as well and prevent an out-of-memory crash on machines with only 4MB of RAM.
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Finally taking care of the readability of fonts in a number of screens. Also tackling the more complex palette effects (animated arrows, highlighted country). 16 colors can work well if chosen right. Command & Conquer for Atari ST.
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Slightly historical moment for me playing Command & Conquer on an actual Atari TT here at #OFAM in Münchberg (with some legends of the Atari scene). To celebrate, there’s a new release out today! (1/2)
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Command & Conquer for Atari ST 0.3.7 adds another 5-13% performance, fixes a number of bugs including the ending sequence and adds support for the Nod stealth tank. All the details on the itch devlog! indyjo.itch.io/commandconque…
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Command & Conquer for Atari ST: Cloaked units are finally supported.
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I asked Claude Opus 5.5 to come up with a 10% frame rate increase and it delivered. However, not all...
New week, new optimisation. This time, reducing the setup overhead of the main sprite drawing operation yielded 1.4% performance increase.
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modifications affect gameplay. One particular tweak, omitting the calculation of a CRC checksum, only speeds up the benchmark. Another interesting one: Claude de-inlined a function to prevent register spillage when compiled with GCC. Pretty impressive.
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Slightly overkill? Command & Conquer for Atari ST.
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Command & Conquer for Atari ST. Freeing memory, the 1337 hax0r's way. (sigh)
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Jonas Eschenburg retweeted
I've added YM music to #Dune2 (OpenDUNE) for #AtariST, and in-game sound effects for regular STs, so you no longer have to play in silence. Let me know what you think!
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I gave an interview to Sprite Fountain, a new retro gaming blog, where Command & Conquer for Atari ST is now featured in a comprehensive article along the likes of Monkey Island, Rescue on Fractalus and Space Pizza. Enjoy! spritefountain.com/command-c…
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New week, new optimisation. This time, reducing the setup overhead of the main sprite drawing operation yielded 1.4% performance increase.
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Another 1.6% after introducing a culling test in CCR and basing the arithmetic on 16-bit shorts instead of 32-bit ints.
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