Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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- Atari Super Hero
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Ah, I see. Thanks for the update and for doing this for the community.
- calimero
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
And if you make “sprite streaming” then it will require less then 4MB?
using Atari since 1986. ・ http://wet.atari.org ・ http://milan.kovac.cc/atari/software/ ・ Atari Falcon030/CT63/SV ・ Atari STe ・ Atari Mega4/MegaFile30/SM124 ・ Amiga 1200/PPC ・ Amiga 500 ・ C64 ・ ZX Spectrum ・ RPi ・ MagiC! ・ MiNT 1.18 ・ OS X
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
The sprite streaming idea has no proof of concept yet so I cannot comment on that. I did some tests on how to read from files on the harddisk directly without using the OS, though. So far this works on ACSI and IDE devices already.
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Will it work on an emulated GEMDOS drives under emulator or different (non-Atari) partition type on the real hardware?
Mega ST 1 / 7800 / Portfolio / Lynx II / Jaguar / TT030 / Mega STe / 800 XL / 1040 STe / Falcon030 / 65 XE / 520 STm / SM124 / SC1435
DDD HDD / AT Speed C16 / TF536 / SDrive / PAK68/3 / Lynx Multi Card / LDW Super 2000 / XCA12 / SkunkBoard / CosmosEx / SatanDisk / UltraSatan / USB Floppy Drive Emulator / Eiffel / SIO2PC / Crazy Dots / PAM Net
Hatari / Steem SSE / Aranym / Saint
http://260ste.atari.org
DDD HDD / AT Speed C16 / TF536 / SDrive / PAK68/3 / Lynx Multi Card / LDW Super 2000 / XCA12 / SkunkBoard / CosmosEx / SatanDisk / UltraSatan / USB Floppy Drive Emulator / Eiffel / SIO2PC / Crazy Dots / PAM Net
Hatari / Steem SSE / Aranym / Saint
http://260ste.atari.org
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
As long as the hardware is connected to the ACSI or IDE interface it should work. At least I think it should work since I still need a working test program.

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.
As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.
EMX2 from DML acts in this way, as well this sprite format is based in your work
As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.
EMX2 from DML acts in this way, as well this sprite format is based in your work

The inner mastery...
Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0
Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0
Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Thank for the info. In fact, I already have read about the size optimisations in the AGT thread.masteries wrote: ↑Mon Sep 06, 2021 11:11 am FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.
As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.
EMX2 from DML acts in this way, as well this sprite format is based in your work![]()

Unfortunately I cannot use it because the arcade program ROM is located in the same space which "kills" the OS completely. Also the drawing routines are optimized to match the CPS sprite and playfield structures.
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Understood, excuse me if I obviate that your game is really the arcade game, with a replacement of the drawing and sound routines.Anima wrote: ↑Mon Sep 06, 2021 2:04 pmThank for the info. In fact, I already have read about the size optimisations in the AGT thread.masteries wrote: ↑Mon Sep 06, 2021 11:11 am FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.
As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.
EMX2 from DML acts in this way, as well this sprite format is based in your work![]()
Unfortunately I cannot use it because the arcade program ROM is located in the same space which "kills" the OS completely. Also the drawing routines are optimized to match the CPS sprite and playfield structures.
A CPS game running natively...

The inner mastery...
Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0
Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0
Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Any upodates?
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Anything new on the topic?
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- Atariator
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Hi there! I'm trying to find the latest version for a real STE with 4MB (found the first test version but I guess there is something newer) and the published link doesn't work anymore.
Thanks in advance!
Agv
Thanks in advance!
Agv