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Jonas Eschenburg
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Jonas Eschenburg
@indyjonas
Brought DOOM and Command&Conquer to the Atari ST. #robotics, #fp, #gamedev, #demoscene, #16bit.
Somewhere on Phobos, Mars
indyjo.itch.io/commandconquer
Joined March 2011
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    Jonas Eschenburg
    @indyjonas
    Jun 19
    The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST!
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    Jonas Eschenburg
    @indyjonas
    Jun 2, 2024
    Comanche-style Voxelspace engine on an #AtariST at 8MHz. Thanks to hard work and #m68k assembly-level optimization, the framerate is now at 12.5 fps. Mixing the 16 palette colors creates 104 additional tones, without cost in performance.
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    Jonas Eschenburg
    @indyjonas
    Mar 5, 2025
    This is a VoxelSpace renderer running on a 1MB, 8MHz, 16-color Atari ST. Lots of optimization went into this project written mostly in C and inline m68k assembly. Most recently, use of the CRT was reduced, making the executable only 13430 bytes small, freeing almost 200KB of RAM.
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    Jonas Eschenburg
    @indyjonas
    May 10, 2024
    Some more optimization and the Motorola 68000 is churning out full-screen voxelspace graphics at roughly 10fps. Who would have liked to play Novalogic's Comanche on an 8MHz Commodore Amiga or an Atari ST back in 1992? #retrograming #16bit
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    Jonas Eschenburg
    @indyjonas
    Mar 24, 2025
    The rotating minimap is actually a test for the chunky-to-planar code I'm experimenting with. At 64x32 pixels, it takes exactly 10ms per frame to render on an 8MHz Atari ST. The dithering is integrated in the c2p routine and I like how it makes the 2x pixel scaling less obvious.
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    Jonas Eschenburg
    @indyjonas
    Apr 27, 2025
    Goodbye grayscale: DOOM on the Atari ST, now in 16 colors with a lot of dithering. Palette effects (screen going red when taking damage) supported as well.
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    Jonas Eschenburg
    @indyjonas
    Apr 26, 2025
    Porting DOOM to the Atari ST. Now with keyboard control which makes the game almost playable. Emulation accelerated so you don't have to wait several seconds per frame... 😂
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    Jonas Eschenburg
    @indyjonas
    May 1, 2024
    More fun with my #Voxelspace engine. Framerate is now almost good enough on a stock 8MHz #AtariST. Distance fog is creating a nice #retrogaming atmosphere. Written in C with a tiny little bit of 68k assembler.
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    Jonas Eschenburg
    @indyjonas
    Jun 21, 2024
    Getting #Dune vibes on the #AtariST. How about an Ornithopter simulator on 16-bit hardware? Now if there only were Sandworms... #VoxelSpace #m68k
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    Jonas Eschenburg
    @indyjonas
    Jun 9, 2024
    Comanche-style #Voxelspace engine running on an #AtariST. The flickering is greatly reduced and the framerate is now above 15 fps (on a stock 8MHz machine). Should I keep the cockpit (and maybe even add some instruments) or do you prefer the pure full-screen demo style?
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    Jonas Eschenburg
    @indyjonas
    Jun 7, 2025
    DOOM on Atari ST: Who needs 16 colours when you can have 4? Now with full support for the ST's fancy schmancy Medium Resolution (640x200, 4 colours).
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    Jonas Eschenburg
    @indyjonas
    May 30, 2025
    DOOM for Atari ST has come a long way. Thanks to m68k assembly, countless hours of optimization and a lot of help by some of the most superbly skilled people I've ever met, the framerate has steadily increased and more than doubled since the baseline version of two weeks ago!
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    Jonas Eschenburg
    @indyjonas
    Apr 29, 2025
    DOOM on Atari ST. Got better dithering results now with much less distracting noise. I'll just post a couple of screenshots for you to enjoy. Disclaimer: still running on emulated Atari STE with 8MB of RAM accelerated to ludicrous speed(TM). Don't expect a playable game yet :-)
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    Jonas Eschenburg
    @indyjonas
    May 1, 2025
    DOOM on Atari ST! To be fair, an emulated one with a 32MHz Motorola 68060. The memory limit is now down to 4MB so this could actually run on real hardware. Let's start optimization from here.
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