Jonathan Thomas
atariste.bsky.social
Jonathan Thomas
@atariste.bsky.social
The Atari STE is quite a capable games machine, you know.
Here's a very informal comparison between the existing #AtariSTE version of FASTER and the (WIP) #Amiga OCS/ECS version, because I know you guys love this kind of thing. 😄

Atari left, Amiga right.
April 5, 2025 at 12:47 PM
FASTER for #Amiga OCS/ECS: switched over to single pass (rather than 4 pass) rendering for car and scenery bobs, giving a noticeable increase in performance.

Further evidence for any existing doubters out there that this is definitely not a lazy port from the ST! 😄
April 4, 2025 at 7:31 PM
FASTER for #Amiga OCS/ECS: currently adding in some features that had to be left out of the STE version because they were too CPU intensive. This depth-cueing effect on the ground/road surface is a good example.

I don't love everything about the Amiga, but I love the Copper! 😁
March 29, 2025 at 9:32 PM
FASTER for #Amiga OCS/ECS: currently adding in bobs for top status display. Time digits will be hardware sprites.

As with the STE version that came before it, each new feature requires a load of optimisation work in other areas to hold onto that all-important 50fps framerate!
March 28, 2025 at 2:41 PM
FASTER for #Amiga OCS/ECS: Following much head scratching, the speedo in the bottom right has been switched from BoBs to hardware sprites, giving a nice performance boost and other cool benefits that I'll come to later.

I did say this would be no lazy STE->Amiga conversion. 😄
March 25, 2025 at 9:25 PM
FASTER for #Amiga OCS/ECS: copper sky gradient is now in, enabling reduced bitplane count in parts of screen for better performance. Still frame drops when screen busy but hoping to sort with optimisation.

Next up: status display and speedo, using a mix of HW sprites and bobs.
March 23, 2025 at 6:47 PM
FASTER for #Amiga OCS/ECS: still getting the right foundations in place to build upon.

Switched to interleaved bitplanes to allow single-pass bob drawing. Considering best use of Copper and HW sprites to maximise framerate.

Be assured: this is no lazy STE->Amiga conversion! 😄
March 21, 2025 at 4:45 PM
FASTER for #Commodore #Amiga - a new WIP 50fps racer being ported from the existing Atari STE version.

Game now playable with joystick. Lots of work left - HUD not implemented, no sound and tons of optimisation required to match the STE version. Very happy with progress though!
March 9, 2025 at 10:42 AM
Here it is - the first in-development footage of the much-requested #Amiga OCS/ECS conversion of my #AtariSTE game FASTER.

Weird/unexpected chipset behaviours and optimisation challenges are slowing things down somewhat, so no plans to talk about a release date just yet!
March 7, 2025 at 9:26 AM
Your pre-weekend reminder that FASTER for Atari STE is finally here! A brand new, 100% oldskool, super-fast-and-smooth racer. 1st place in SillyVenture 2024 WE ST game compo!

Download FREE from retroracing.itch.io/faster-atari.... 1000 downloads and counting! Plays on real hardware and emulators.
December 12, 2024 at 11:50 AM
FASTER for Atari STE is finally here! A brand new, 100% oldskool, super-fast-and-smooth racer. 1st place in SillyVenture 2024 WE ST game compo!

Please RT and spread the word by any means possible!

Download FREE from retroracing.itch.io/faster-atari.... Plays on real hardware and emulators.
December 8, 2024 at 11:35 AM
Hello new followers. 👋

This is my 2017 conversion of the Pole Position arcade game to the Atari STE, naturally running on real STE hardware.

The game logic is reverse-engineered from the arcade game, and it features funky realtime sprite scaling.

Download: www.atarimania.com/game-atari-s...
December 5, 2024 at 2:54 PM
This is FASTER, my brand new racing game for the Atari STE. Inspired by Enduro (Atari 2600), Hang On (arcade) and (of course) WEC Le Mans (arcade).

It's being entered into the Silly Venture game compo taking place in Poland this weekend, and will be released to the public on Monday 9th December.
December 4, 2024 at 6:38 PM