Command & Conquer for Atari ST
A downloadable Atari ST game
Command & Conquer on the Atari ST - because why not?
This is a work-in-progress port of Westwood's 1995 real-time strategy classic Command & Conquer to the Atari ST, a 16-bit computer introduced in 1985.
Build and defend your base, harvest Tiberium, fight the enemy and conquer their base in this genre-defining classic. Whether you play on the side of the Global Defense Initiative or the Brotherhood of NOD, a thrilling ride is waiting for you.
What makes this special
The original DOS version of Command & Conquer ran on 256-color VGA graphics. The ST port has to run on 16 colors. If you like the 16-color aesthetics, Command & Conquer for Atari ST is for you!
There is now full support for playback of video sequences, making Command & Conquer the first Atari ST game with full-motion video. A glorious intro, mission briefings, storytelling. everything that made the original game such a unique experience.
Why donate
This project is driven by the author's passion for the Atari ST and the original game. However, it is also an experiment in whether work of this kind can carry itself financially. Your contribution is voluntary and will motivate further development of Command & Conquer and future Atari ST projects.
You don't need to donate upfront. In fact, feel free to download the game first, and donate whenever you want and how much you want.
Hardware requirements
The DOS version of Command & Conquer required a 486-class CPU and at least 8MB of RAM. Starting with version 0.3.0, the Atari ST port manages to lower these requirements to an Atari ST with 4MB of RAM.
Command & Conquer for Atari ST runs on all Atari ST(e), Atari TT and Atari Falcon computers. If you don't care about Atari ST hardware, the best option is to play on an emulator like Hatari.
Minimum: Any Atari ST-compatible computer with at least 4MB of RAM.
Recommended: 68020+ @ 32MHz, 4MB+ RAM, DMA sound, Blitter (e.g., Atari TT).
In a nutshell:
- 4MB RAM is a hard requirement
- Faster CPU is good
- DMA sound is recommended for sound effects and music, but YM-2149 and the Covox Speech Thing are also supported; disable sound for better frame rate
- Blitter is good (but not required on faster machines)
- TT-RAM is good
How to play
- Download the executable game package using the "Download Now" button.
- Download the Command & Conquer CD's from cnc-comm.com. You need the DOS version of both the GDI or NOD CD.
- Use the web-based remix tool to generate a combined ZIP file.
- Extract the resulting combined ZIP file to some folder on the (emulated or actual) Atari ST, run CNC.TOS and enjoy the game!
Frequently Asked Questions
- Processing the videos in the web-based remix tool takes very long
First of all, you can skip the video step altogether. Of course, you won't have any videos in the game then. If you want videos, try running at minimum quality/effort with the highest possible number of parallel encodes. You only have to do this once: You can skip the conversion step if you have a converted MOVIES.MIX from another installation that you can copy. - The game crashes, what can I do?
Update to the latest version if you haven't already. If that doesn't help, have a look at the file CNC.LOG, the game's log file, often it contains valuable hints. Use the comments section to report an issue. - I have an accelerated Atari ST with Alt-RAM, why does the game disable the Blitter?
It's on purpose. Some Alt-RAM can't be used by the Blitter, so the game does the safe thing, which is to not use the Blitter. Usually, on those systems, the CPU is better at blitting than the Blitter is, so the choice makes sense. There are exceptions, however. Some acceleration boards add Alt-RAM which is mapped into the 16MB region that the Blitter can access. In those cases, putting "HardwareFills=1" into the [Options] section of CONQUER.INI prevents the Blitter from being disabled. - I have a Covox Speech Thing, how do I enable it?
Open CONQUER.INI, look for the [AtariST] section, and set "Audio=Covox"
Development
This port started as a port of the released source code of Command & Conquer Remastered Collection from EA. It was then ported onto a community-maintained fork, Vanilla-Conquer. Since this is all Open Source code released under the GPLv3 license, this Atari ST port's code is available as well: Vanilla-Conquer-Atari-ST.
The author's development process uses the following tools:
- Cursor as an AI-driven IDE
- Thorsten Otto's m68k-atari-mint cross-tools for the GCC compiler toolchain and basic libraries
AI was not used to generate any artwork, but it was used to port the software itself and to create tools for dealing with the game's assets. Most importantly, the tools to convert the graphics to 16 colors. AI was also incredibly helpful in porting the parts of the code which were implemented in x86 assembly code.
Disclaimer
Command & Conquer, Westwood Studios, and related names, logos, and assets are trademarks and/or copyrights of Electronic Arts Inc. and/or its licensors. This project is not affiliated with, endorsed by, or sponsored by Electronic Arts or Westwood Studios.
This is an independent, community-developed port of open-source game code (Vanilla-Conquer / GPLv3). It does not include Command & Conquer game data. You must legally obtain the original DOS CD assets yourself (e.g. from cnc-comm.com) and use them only if you are entitled to do so under applicable law.
This software is provided “as is,” without warranty of any kind. Features, performance, and hardware requirements may change between releases. Save games, multiplayer, movies, and other functionality may be incomplete or absent.
Development of this port used AI-assisted tools for code porting, debugging, and asset-conversion tooling. No game artwork was generated by AI; visual assets are derived from the original game files via conversion tools.
By downloading or playing, you accept that this is experimental work-in-progress software.
| Updated | 9 days ago |
| Status | In development |
| Release date | 78 days ago |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | indyjo |
| Genre | Strategy |
| Tags | 16-bit, 2D, atari, Real time strategy |
| Code license | GNU General Public License v3.0 (GPL) |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Links | GitHub |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:
Development log
- Version 0.3.4 released9 days ago
- Version 0.3.3 released16 days ago
- Version 0.3.2 released27 days ago
- Version 0.3.1 released31 days ago
- Version 0.3.0 released37 days ago
- Version 0.2.2 released41 days ago
- Version 0.2.1 released57 days ago
- Version 0.2.0 released63 days ago











Comments
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Awesome!
indeed! Thanks once more!
Way to go!!!
AWESOMEEEEEEEEE!
Version 0.2.1 Benchmarking results on REAL ST hardware (most accelerated)
Base Atari ST's with 4mb RAM and with or without blitter fail to run
Thanks man, those are interesting numbers! Especially the Falcon060. In theory, there is a framerate limiter that should limit to about 15 fps. That limit is configurable using the in-game options menu. However, the number is embedded in the recording and I'm looking for ways to maybe patch the recording in order to no longer limit framerate. Surprisingly, the Falcon exceeds those 15 fps substantially. Another surprise is the TT030, especially in comparison with the emulated version (which gives me 11.1879 fps).
I'm taking all numbers with a grain of salt for now.
Fantastic game and great portage idea, but I'm having a problem with the NOD CD. I'm getting this error in the remix tool: "ZIP does not contain an ISO, BIN, or IMG file." However, I did download the correct NOD CD for MS-DOS.
Uploading the ZIP file containing the ISO file is supported, but I recommend extracting the ZIP file first and then uploading only the ISO file into the remix tool. If that doesn't help, the NOD CD download is called "DOSCNC_Nod.zip" containing the file "DOSCNC_Nod.iso". Double-check whether that's the case and report back whether you got it solved or whether we have to dig deeper. Thanks!
Thanks! It works now! But unfortunately not on my ST because I have a 1040 STE with 4MB of RAM, but I realize that it requires a MEGA STE... So I'll have to play on an emulator, alas!
actually a 4MB STE is fine, if you can live with a low framerate.
No, it doesn't work for me, neither on my real Atari 1040 STE with 4MB of RAM nor on Hatari configured for a 1040 STE with 4MB of RAM. I get the same error message: "Failed to allocate hidden planar". However, on Hatari, when I configure it for a MEGA STE, it works.
Interesting, the message means that a very early memory allocation failed, and that should not be the case on a 4MB machine.
One of the first things the game does is to dump how much ST-RAM and TT-RAM it can allocate at max. Something like:
I'd love to know what your system is saying (you can pause the real Atari ST by pressing Ctrl+S and resume with Ctrl+Q).
Awesome!
Thank you so much, this is great. Also a reminder I need to get that green background color bug in the map selection fixed. Are you recording on emulation or on hardware?
Emulation - Hatari emulator.
I'm doing something similar with FRUA and Ultima VI. But I'm also targeting Falcon/TT first, then going to try and get them running on an ST.
The reduction to only requiring 4mb of ram seems pretty required, since normal hardware is kind of maxed out at that (without adding in something like a pistorm, etc).
Still, it's hard to believe you got that to run even in Hatari in ST mode, plus with that good of sound! Insane what the AI can do these days...
Thanks, can't wait to see what you're cooking :)
I always held a certain fascination for Ultima VI.
And yes, I want to reach that point where C&C runs on a 4MB machine. It's quite a challenge. C&C is keeping a large chunk of its assets in RAM, in compressed form. Probably the only option is on-demand-loading from disk and caching as much as possible.
FRUA has a resource manager built into it so that it swaps things in and out of memory as they're needed. That might be difficult with an RTS, but something to think about. It's always been the more impressive thing to me is how people manage to squeeze so much into such limitations of memory. These days, developers are just like 'meh, they can buy more ram.' well, maybe not so much now, since ram prices are insane...
Haha, it's been like that since the dawn of the PC :)
But I have a pretty clear Idea of how to proceed now, by only keeping metadata of images in RAM and loading the actual pixels from disk on demand. And then use the rest of available memory for caching. Should get me below the 4MB line.
Some more gameplay by zeusgb. And yes, I have to fix that broken-sidebar-in-second-mission bug. Workaround: hide the sidebar once (using the TAB key or the little button that says "SIDEBAR") and show again.
nice! thank you!
very good
Much obliged, and enjoy the game!
WOOOOOOOOOOOOOOOOOOW!!!!!!!! https://www.indieretronews.com/2026/06/command-conquer-westwoods-hit-strategy.ht...
Thank you, that’s a great review!
Cheers man! Caffeine helps ;)
Great port!
Always cool seeing some gameplay action. Thanks for sharing!
Great!!!
Thanks, and enjoy the game! :)