Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Mon Oct 23, 2017 11:32 am

WIP update: just a video of running through stage 2.


https://youtu.be/HSmUEYImmKk


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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby marss » Mon Oct 23, 2017 11:59 am

Impressive

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby MM41 » Mon Oct 23, 2017 12:04 pm

Very good, great Anima :cheers:
Always 8Mhz playing?

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Mon Oct 23, 2017 1:10 pm

:cheers:
MM41 wrote:Always 8Mhz playing?

Yes.

The main target is actually an Atari STE running at 8 MHz with 2 MB RAM.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Mon Oct 23, 2017 3:49 pm

2mb of ram ? awesome !
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby TheNameOfTheGame » Mon Oct 23, 2017 4:26 pm

Thanks for the video! Amazing as always!

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby bear » Mon Oct 23, 2017 5:34 pm

Insane as always!

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby tresas » Mon Oct 23, 2017 7:13 pm

Awesome!!!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Frank B » Mon Oct 23, 2017 7:24 pm

MM41 wrote:Very good, great Anima :cheers:
Always 8Mhz playing?



8mhz + kick ass ST Blitter :)

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Mon Oct 23, 2017 7:34 pm

Frank B wrote:8mhz + kick ass ST Blitter :)

:cheers:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby EvilFranky » Mon Oct 23, 2017 8:25 pm

Ridiculously good Anima :mrgreen:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby CiH » Mon Oct 23, 2017 10:08 pm

It looks like you made a stock STE swallow a whale of a game, and you got away with it!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Tue Oct 24, 2017 1:34 pm

CiH wrote:It looks like you made a stock STE swallow a whale of a game, and you got away with it!

:lol:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby vebxenon » Wed Oct 25, 2017 10:20 pm

That's really impressive. Thanks for your great work! :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby bushing » Thu Oct 26, 2017 8:53 pm

I keep watching these YouTube videos, shaking my head, wondering how on earth this is possible.
Incredible, fascinating project. Just shows what the mighty STe could have achieved had it been given a decent chance.
Thankyou so much!

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Thu Oct 26, 2017 9:43 pm

Anima, I wonder if there is anything that would prevent you from doing this back in 90s? (If you had access to ROM files and this fantastic color pallete? :) )
If not, ehat would be greater obstacle back in 90s compare today?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Thu Oct 26, 2017 11:22 pm

calimero wrote:If not, ehat would be greater obstacle back in 90s compare today?

I think it was my lesser system knowledge and mainly the lack of emulators like MAME/Hatari. Also, today it is way easier to develop on modern machines especially considering that the CPU performance and amount of memory isn't an issue anymore. So I would say that an experiment like this would've been almost impossible back in the old days.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby darklight » Fri Oct 27, 2017 5:44 am

Would it be fair to say 2MB was not available to most STe owners in the 90s? I mean it was possible, but most people did not have it.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby jvas » Fri Oct 27, 2017 6:15 am

darklight wrote:Would it be fair to say 2MB was not available to most STe owners in the 90s? I mean it was possible, but most people did not have it.


Though the final product may require only 2MB, the development definitely needs a lot more!

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Fri Oct 27, 2017 7:08 am

Development would require a Cray computer in 90s :D

Btw we have 4MB in STe in early 90s. We also have 2.5MB in ST in 80s but we use Atari for work.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Fri Oct 27, 2017 7:15 am

calimero wrote:Development would require a Cray computer in 90s :D

Btw we have 4MB in STe in early 90s. We also have 2.5MB in ST in 80s but we use Atari for work.


4mb on professional machines used in companies, indeed. But the home user at this time had 512kb ST computers.

you forgot how expensive was such an amount of ram....

For an Atari Workstation, 4mb of ram costed 1450 GBP (14500 francs back in the day) or 1636 euros as of today.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Fri Oct 27, 2017 12:29 pm

dlfrsilver wrote:
calimero wrote:Development would require a Cray computer in 90s :D

Btw we have 4MB in STe in early 90s. We also have 2.5MB in ST in 80s but we use Atari for work.


4mb on professional machines used in companies, indeed. But the home user at this time had 512kb ST computers.

you forgot how expensive was such an amount of ram....

For an Atari Workstation, 4mb of ram costed 1450 GBP (14500 francs back in the day) or 1636 euros as of today.


I am not sure what was the price of memory but we were home users, we lived in SFRJ Yugoslavia and we bought Atari ST in 1986.
My father upgrade to 2.5MB before 1990. He used ST for work (German Protext (not UK!) and STad for engineering; I for writing and some DTP).

Later we bought STe somewhere in 1993. with 4MB of RAM.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Oct 27, 2017 1:16 pm

darklight wrote:Would it be fair to say 2MB was not available to most STe owners in the 90s? I mean it was possible, but most people did not have it.

Sure, most users even haven't had a HD only for playing purposes. So, in fact, it's not the common system requirement for this project but it shows that it's still possible with the original hardware.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Fri Oct 27, 2017 5:44 pm

Anima wrote:
darklight wrote:Would it be fair to say 2MB was not available to most STe owners in the 90s? I mean it was possible, but most people did not have it.

Sure, most users even haven't had a HD only for playing purposes. So, in fact, it's not the common system requirement for this project but it shows that it's still possible with the original hardware.


2MB SIMM (for STe) in 1991. cost 120GBP. I just check in ST Format so 2MB was quite affordable at time.

2MB STe cost little more (30GBP) than Amiga 500 (512KB) Batman pack in 1991. !!! :D link
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby rj1 » Tue Oct 31, 2017 3:01 pm

Anima wrote:
rj1 wrote:Test1 kinda works in about 1 in 10 times on a boosted 50MHz 030 STE, CPU caches off.
There are some glitches, could that be blitter issues?
The 030 board is still in development so it could be an issue on hardware side as well.

https://www.youtube.com/watch?v=kqaSq5BWu60

Wow, interesting results. Thanks for testing.

It's an issue with the Blitter code which certainly has a problem with the MC68030 bus timing. Running the current code on the Atari Falcon 030 shows the same glitches. So at least in this case the hardware seems to be fine.

However, Test1 shouldn't work on a machine with an enabled MMU. Probably this has something to do with the one out of ten running issue!?


Actually I had MMU disabled at that time (MMUDIS pin grounded).
Later I can test with MMU enabled.

I also verified with 68020 in place, it shows the same kind of glitches.

I still don't know the reason for starting 1 out of 10 times.


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