DAD.PRG - making BombBloke

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DAD.PRG - making BombBloke

DAD.PRG - making BombBloke

@dad_prg

I’m a dad, I love retro (especially Atari ST), I build stuff, AI helps me get shit done. I’m building a game and a pixel art sprite tool.

انضم Kasım 2023
145 يتبع208 المتابعون
تغريدة مثبتة
DAD.PRG - making BombBloke
Let's talk about how fucking badass lemon&lime sprite editor is. Because I'm fucking proud of it. And it's only just beginning. It exports a fucktonne of formats. - Atari ST — Degas, NeoChrome and DPaint IFF, bundled into a real FAT12 .st. - Amiga — proper OCS/ECS IFF in a hand-rolled AmigaDOS OFS .adf - Amstrad CPC — Mode 0 screen + OCP .WIN + a palette-setting BASIC loader on an AMSDOS .dsk you can RUN. - C64 — Koala multicolour with per-cell colour reduction, on a CBM-DOS .d64 with real track/sector chains. - ZX Spectrum — a true .SCR with attribute handling, wrapped in a .TAP with a hand-tokenised autorun BASIC loader. - Atari 8-bit — four GTIA modes, each as a raw screen, a self-displaying .XEX, and a self-booting .ATR with a custom boot loader and an ANTIC display list hand-assembled in 6502. Palettes and constraints match the real fucking hardware. Spectrum colour clash. C64 colour regions. Atari mode budgets. If a frame breaks the rules you can jump straight to it. This shit is fucking amazing. You can draw your fucking sprite, download a disk image and throw that fucker right into your real machine or your emulator and it will fucking work. Put that in your motherfucking pipe and smoke it.
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
@dad_prg MicroProse was the king of manuals though... that's one area where Lucasfilm could not touch them :)
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
"Splendid shooting. You're an expert gunner!" Battlehawks 1942 (1988) is an early WWII naval air combat flight simulator developed by Lucasfilm Games (designed by Lawrence Holland who later also created X-Wing and TIE Fighter). Set in the Pacific theatre, it lets you fly as either an American or Japanese pilot in four historical operations. You engage in carrier-based dogfights, torpedo and dive-bombing runs, and escort missions using planes like the F4F Wildcat, SBD Dauntless, A6M Zero, and Val. What made Battlehawks 1942 great were its gorgeous (for its time!) graphics, and a strong emphasis on historical accuracy. It was so good that two more sequels followed, in what became a truly legendary WWII air combat trilogy. The sequels were: Their Finest Hour: The Battle of Britain (1989), now focused on the European theatre with more/better campaigns and RAF/Luftwaffe dogfights. Secret Weapons of the Luftwaffe (1991), the final chapter, focusing on the final years of WWII (1943 - 1945) with experimental German jets and a dynamic campaign.
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DAD.PRG - making BombBloke
Some people preferred Populous, but I preferred PowerMonger (or Warmonger as Bullfrog wanted to call it but were denied by EA). Did you prefer it to Populous? I love the visuals and clever things like chopping trees down making it more rainy, running out of wood eventually, the villagers going about their daily lives, it's just a really good chill game.
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@RaceSimCentral It’s more accurate than you might expect. I’ve driven on a few real F1 tracks over the years and obviously layouts changed but the bits that haven’t match up surprisingly well.
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Race Sim Central
Race Sim Central@RaceSimCentral·
Just how accurate were the tracks in Geoff Crammond's Formula One Grand Prix? Here's a side by side comparison between F1GP (Amiga version) and real-life. The real lap has been adjusted to match speed only. #simracing #retrogaming #f1 #senna #monza
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DAD.PRG - making BombBloke
Off topic I know but is anyone else finding the recent update to @plex with the new UI painfully slow and crashy?
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DAD.PRG - making BombBloke
@dhh Honestly one of my all time favourites. Played the demo on ST Format 25 to death and later played the Amiga version a tonne. Sensible were so so good.
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DAD.PRG - making BombBloke
@maraka77i Definitely getting some hints on what to cover here. Seems we need some Paradroid. The Spy Who Loved Me was definitely one I wanted but with a limited budget I didn’t get it, but it looked cool as fuck.
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Marko Latvanen
Marko Latvanen@maraka77i·
@dad_prg Paradroid 90 aswell. When this was published, I didn't even know the original Paradroid existed. But oh boy, we played tons of this! And Torvak! And The Spy Who Loved Me! I think Lost Soul ended up in, er, being lost, even if a rolling demo was archived some years ago.
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DAD.PRG - making BombBloke
This was the peak of the Atari ST. Which was your favourite game out of *deep breath*: Spindizzy Worlds James Pond Shadow Of The Beast Paradroid 90 Gettysburg Voodoo Nightmare Turrican Dragon Breed Spiderman Strider 2 Ranx Flipit & Magnose The Spy Who Loved Me Chuck Yeager's AFT Torvak UN Squadron Pick N Pile Spellbound Atomic Robokid Bat Legend Of Faerghail M1 Tank Platoon The Light Corridor Blitzkrieg Fire & Forget 2 Back To The Gold Age Lost Soul Badlands Pete That is, to use a technical term, a fuckload of games.
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Tammisoiro
Tammisoiro@TommiSairo·
@dad_prg Out of that lot: Paradroid '90, no question about it
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DAD.PRG - making BombBloke
@budgames To this day, just walking in and wandering around the Hall Of Champions is just perfect chill. I'm just in my happy place right there.
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budgames
budgames@budgames·
@dad_prg I remember the first time I opened the door ... And the giant worm
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DAD.PRG - making BombBloke
@exQUIZitely While a subtle distinction I’d say Mega Lo Mania was more turn based but with auto advancing turns. Certainly when I’ve experimented with remaking the basic design that’s where it’s typically landed. Fantastic game though and ergonomically it’s tewwific.
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exQUIZitely 🕹️
exQUIZitely 🕹️@exQUIZitely·
"We've advanced a tech level!" Popular belief credits Dune II as the first major RTS, and it certainly launched the genre into the spotlight with near perfect reviews and massive commercial success. However, other RTS games predated it. One was Mega-Lo-Mania, developed by Sensible Software and released in 1991 for the Amiga and Atari ST. You control one of four gods: Scarlet (red), Oberon (yellow), Caesar (green), or Madcap (blue), trying to conquer 28 islands across eras from 9500 BC to 2001 AD, each with new units and structures. You begin with 100 men per island, mine resources, research tech trees to unlock units from primitive cavemen to powerful tanks and lasers. Though smaller in scope than Dune II, it helped pave the way for the genre. The digitized speech and pixelated beauty still holds up if you ask me. Not bad for a 35 year old game.
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John Heritage
John Heritage@johnrheritage·
@maraka77i @dad_prg @Philsan69 The color effect below can be done in Atari 8bit hardware. ST would require software. (Not sure if STe's blitter could even do this?)
GIF
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NES Professor
NES Professor@NES_Professor·
What’s your honest opinion of this controller?
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DAD.PRG - making BombBloke
Conversion from 8-bit formats to the 16-bits should land tonight - the other way is going to be a bit of hard work that needs a bit of thinking about.
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DAD.PRG - making BombBloke
Let's talk about how fucking badass lemon&lime sprite editor is. Because I'm fucking proud of it. And it's only just beginning. It exports a fucktonne of formats. - Atari ST — Degas, NeoChrome and DPaint IFF, bundled into a real FAT12 .st. - Amiga — proper OCS/ECS IFF in a hand-rolled AmigaDOS OFS .adf - Amstrad CPC — Mode 0 screen + OCP .WIN + a palette-setting BASIC loader on an AMSDOS .dsk you can RUN. - C64 — Koala multicolour with per-cell colour reduction, on a CBM-DOS .d64 with real track/sector chains. - ZX Spectrum — a true .SCR with attribute handling, wrapped in a .TAP with a hand-tokenised autorun BASIC loader. - Atari 8-bit — four GTIA modes, each as a raw screen, a self-displaying .XEX, and a self-booting .ATR with a custom boot loader and an ANTIC display list hand-assembled in 6502. Palettes and constraints match the real fucking hardware. Spectrum colour clash. C64 colour regions. Atari mode budgets. If a frame breaks the rules you can jump straight to it. This shit is fucking amazing. You can draw your fucking sprite, download a disk image and throw that fucker right into your real machine or your emulator and it will fucking work. Put that in your motherfucking pipe and smoke it.
DAD.PRG - making BombBloke tweet media
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DAD.PRG - making BombBloke
Testing import direct from disk - unfortunate that this particular game arranges its sprites in an awkward way, suggests I might need to have some more options on slicing. Anyway, good to see that it works either way.
DAD.PRG - making BombBloke tweet media
DAD.PRG - making BombBloke@dad_prg

Let's talk about how fucking badass lemon&lime sprite editor is. Because I'm fucking proud of it. And it's only just beginning. It exports a fucktonne of formats. - Atari ST — Degas, NeoChrome and DPaint IFF, bundled into a real FAT12 .st. - Amiga — proper OCS/ECS IFF in a hand-rolled AmigaDOS OFS .adf - Amstrad CPC — Mode 0 screen + OCP .WIN + a palette-setting BASIC loader on an AMSDOS .dsk you can RUN. - C64 — Koala multicolour with per-cell colour reduction, on a CBM-DOS .d64 with real track/sector chains. - ZX Spectrum — a true .SCR with attribute handling, wrapped in a .TAP with a hand-tokenised autorun BASIC loader. - Atari 8-bit — four GTIA modes, each as a raw screen, a self-displaying .XEX, and a self-booting .ATR with a custom boot loader and an ANTIC display list hand-assembled in 6502. Palettes and constraints match the real fucking hardware. Spectrum colour clash. C64 colour regions. Atari mode budgets. If a frame breaks the rules you can jump straight to it. This shit is fucking amazing. You can draw your fucking sprite, download a disk image and throw that fucker right into your real machine or your emulator and it will fucking work. Put that in your motherfucking pipe and smoke it.

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