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Jonas Eschenburg

@indyjonas.bsky.social
78 followers 27 following 40 posts

Software developer with a passion for inconsistency | WIP: Command & Conquer for Atari ST | Brought DOOM to Atari ST | Graphics • Programming Languages • Robotics • Demo Scene • Retro Gaming • Retro Programming • Reverse Engineering • Flight Simulation

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Jonas Eschenburg @indyjonas.bsky.social · 05/08/2026
More information here: indyjo.itch.io/commandconqu...
indyjo.itch.io
Version 0.3.1 released
Release 0.3.1 is out — a bugfix update on top of 0.3.0. What's fixed? Random crashes during play — audio streaming (AUDX) no longer performs GEMDOS calls from the VBL interrupt. That was a common...
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Jonas Eschenburg @indyjonas.bsky.social · 05/08/2026
NEWSFLASH: A new version of Command & Conquer for Atari ST has been released. Version 0.3.1 fixes nefarious game-crashing bugs planted by this game port's misguided author. Viewers are advised to update immediately. This is Greg Burdette, WWN, somewhere in Central Europe.
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Jonas Eschenburg @indyjonas.bsky.social · 18/07/2026
Music is "Airwolf (Sylvester Levay)" by Rhino. (Added in post production) sndh.atari.org?ID=3830 Voxel-ST source code and TOS binary on GitHub. github.com/indyjo/voxel...
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Jonas Eschenburg @indyjonas.bsky.social · 18/07/2026
This demo is what got me into retrocoding in 2024, and I'm still a little proud of all the hand-optimized m68k assembly. A VoxelSpace implementation running on a stock 8MHz 68000, 1MB RAM, 16 color Atari STe. Terrain taken from NovaLogic's 1992 helicopter sim Comanche: Maximum Overkill.
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Jonas Eschenburg @indyjonas.bsky.social · 30/06/2026
This is about gathering data for expected latency of disk operations when streaming in-game music. The screencap shows streaming from floppy, which has very high latency and is pretty unsuited. The benchmark can be downloaded here. It's only 3kB in size! github.com/indyjo/strmp...
github.com
GitHub - indyjo/strmperf: Tiny Atari ST benchmark for streaming file reads
Tiny Atari ST benchmark for streaming file reads. Contribute to indyjo/strmperf development by creating an account on GitHub.
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Jonas Eschenburg @indyjonas.bsky.social · 30/06/2026
Who wants to help develop Command & Conquer for Atari ST by running a small benchmark? Simply point STRMPERF.TTP to some file (appropriate size: 0.5 up to 2MB) and reply with a screenshot of the results and information about your hardware (epecially storage).
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Jonas Eschenburg @indyjonas.bsky.social · 27/06/2026
This is giving me Starglider 2 vibes. Incredible! (And can’t wait for the Atari ST port 😁)
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Jonas Eschenburg @indyjonas.bsky.social · 24/06/2026
I'd like to thank Westwood for their 1995 smash hit, EA for making it open source, and the team of Vanilla Conquer for their efforts. Another thank you goes to the testers who took part in the closed beta. Follow me if you're interested in news and updates on this project.
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Jonas Eschenburg @indyjonas.bsky.social · 24/06/2026
Needless to say, this is an indie project and I'm not affiliated with EA or Westwood in any way. Playing on actual hardware is currently possible with an Atari Falcon with 10MB+ of RAM. Development and optimization ongoing.
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Jonas Eschenburg @indyjonas.bsky.social · 24/06/2026
Download your copy today! It's free but if you'd like to show your support you're invited to donate a small amount. indyjo.itch.io/commandconquer
indyjo.itch.io
Command & Conquer for Atari ST by indyjo
Westwood's 1995 RTS on 16-color Atari STe — bring your own DOS CD assets.
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Jonas Eschenburg @indyjonas.bsky.social · 24/06/2026
The world had to wait for 30 years. Here it is, at last: Command & Conquer for the Atari ST! In development for the last six months, Command & Conquer for Atari ST is now in public beta.
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Jonas Eschenburg @indyjonas.bsky.social · 28/01/2026
Wen meint er denn? Steinmeier fordert Haltung ein, vermeidet diese selber aber durch Verwendung maximal abstrakter Begriffe, einschließlich der von allen politischen Lagern vereinnahmten Worthülse „Antisemitismus“. Kein Wort zu Israel, Gaza, Siedlern, Netanyahu, Besatzung. Bloß nicht anecken!
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Jonas Eschenburg @indyjonas.bsky.social · 30/10/2025
I ported DOOM, a 1993 PC game, to the Atari ST, a 1985 homecomputer. Read all about my journey into retroprogramming: medium.com/@jonas.esche...
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Jonas Eschenburg @indyjonas.bsky.social · 11/07/2025
My prediction for what will happen in Gaza: Those who move to the camp will never in their lifetimes be allowed to return to their homes again. Those who refuse will suffer bombings, shootings, raids and remain cut off from food, water, electricity, health services and education.
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Jonas Eschenburg @indyjonas.bsky.social · 12/06/2025
DOOM on Atari ST: The High Resolution mode of 640x400 (monochrome) made the ST a serious contender to the Apple Macintosh, earning it the nickname "Jackintosh". STDOOM is now one of the very few games that support all three screen modes.
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Jonas Eschenburg @indyjonas.bsky.social · 10/06/2025
Just spoke with a coworker who is 30 years old and we realized that DOOM for him is like Space Invaders was for me. Crazy.
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Jonas Eschenburg @indyjonas.bsky.social · 08/06/2025
I can spoil it for you, should I? ... It's pitch black!
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Jonas Eschenburg @indyjonas.bsky.social · 08/06/2025
Haha, that's true! I for one welcome our new cyan/magenta overlords.
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Jonas Eschenburg @indyjonas.bsky.social · 07/06/2025
Merci beaucoup for featuring my little project :-)
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Jonas Eschenburg @indyjonas.bsky.social · 07/06/2025
It does! Here is how the four colours mix to reproduce DOOM’s 256 colour palette.
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Jonas Eschenburg @indyjonas.bsky.social · 07/06/2025
This is running on an emulated 32MHz Mega STe with 68030 processor. Full source code and binaries for download available on GitHub. github.com/indyjo/STDOOM
github.com
GitHub - indyjo/STDOOM: A port of DOOM to the Atari ST/STe
A port of DOOM to the Atari ST/STe. Contribute to indyjo/STDOOM development by creating an account on GitHub.
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Jonas Eschenburg @indyjonas.bsky.social · 07/06/2025
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). #retrogaming #atari #16bit
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
And if you want to be fancy, you can reduce the original to 64 colors and use the byte value directly as an offset into the LUT, without bitshift.
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
If you’re using a LUT anyway you could map the 256 PLAYPAL colors directly to planar without loss of efficiency.
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
Or did I misunderstand and you simply reduce to 16 colors and then pack two pixels into a byte for memory efficiency?
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
It’s not only the palette, it’s also how the colors are mixed in dithering. There’s some color perception biology going on. I wrote an optimizer for finding good weights. Of course it’s a quick hack, but feel free to use it. github.com/indyjo/STDOO...
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
Cool, so you can take one byte of texture data and directly extract two colors which you then mix. Do you use movep to fill 8 pixels at once?
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Jonas Eschenburg @indyjonas.bsky.social · 31/05/2025
Looking sweet, and I love the PC speaker sound 😊 Getting this to run on a 512KB ST is crazy cool, I have a 1MB one. Looking forward to playing Doom on it! Are all the textures still stored in chunky format? And how do you come up with the palette? Fixed subset of the 256 PLAYPAL colors?
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Jonas Eschenburg @indyjonas.bsky.social · 28/05/2025
Listened to the first episode and loving it. As the world’s greatest Battlehawks 1942 fan I can’t wait to listen to the Lucasfilm feature!
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Jonas Eschenburg @indyjonas.bsky.social · 19/05/2025
Rule #1 of programming the YM-2149 sound chip: It will sound different from what you expect it to sound like.
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Jonas Eschenburg @indyjonas.bsky.social · 16/05/2025
If you have c2p anyway, the additional cost of high-quality dithering is so low it’d be a crime not go do it. Seriously, it’s a simple lookup-table.
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Jonas Eschenburg @indyjonas.bsky.social · 16/05/2025
Source code and binary on GitHub: github.com/indyjo/STDOOM
github.com
GitHub - indyjo/STDOOM: A port of DOOM to the Atari ST/STe
A port of DOOM to the Atari ST/STe. Contribute to indyjo/STDOOM development by creating an account on GitHub.
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Jonas Eschenburg @indyjonas.bsky.social · 16/05/2025
DOOM on the Atari ST: I'm porting id software's 1993 classic to the 80's home computer platform. Colors are dithered to 16, resolution is reduced, and what you're seeing is an (emulated) accelerated STe with 32Mhz and a 68030 CPU... way faster than the original 8Mhz 68000. Still having a lot of fun.
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Jonas Eschenburg @indyjonas.bsky.social · 10/05/2025
I updated the input code in STDOOM since I regularly got annoying input buffer overflows. This resulted in spurious keypress events when moving the mouse in certain ways, often interpreted as the Esc key, causing the menu to open. You might want to have a look whether Doom8088 is affected as well.
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Jonas Eschenburg @indyjonas.bsky.social · 09/05/2025
This is fantastic! Have to try it.
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Jonas Eschenburg @indyjonas.bsky.social · 03/03/2025
Source code and binaries available on GitHub github.com/indyjo/voxel...
github.com
GitHub - indyjo/voxel-st: An experimental VoxelSpace engine for the Atari ST
An experimental VoxelSpace engine for the Atari ST - indyjo/voxel-st
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Jonas Eschenburg @indyjonas.bsky.social · 03/03/2025
Most recent achievement: Freed a whopping 140kB of RAM (on a 1MB machine!) by programming against native TOS API instead of C stdio where possible (this is the way!) and linking against libcmini. Binary size reduced to 15108 bytes. Finally some memory left for sprites?
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Jonas Eschenburg @indyjonas.bsky.social · 03/03/2025
Hello BlueSky! I’m having a lot of fun lately programming a VoxelSpace engine for the Atari ST, a 1980‘s 16 bit computer very dear to my heart. I’ll be talking about random aspects of C and m68k assembler retroprogramming from time to time. Let’s see if there’s a community here for this content.
Screenshot of the Hatari emulator running the loading screen of my VoxelSpace demo which reports 148826 bytes free.Screenshot of the VoxelSpace engine on Atari ST compared to Comanche, the original PC game that established this kind of graphics.
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Jonas Eschenburg @indyjonas.bsky.social · 18/11/2023
200 lignes : 32000B 1 ligne : 160B La mémoire de l'écran doit être multiple de 256B. Le plus petit multiple commun de 160 et 256 : 8x160 = 1280 = 5x256
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Jonas Eschenburg @indyjonas.bsky.social · 18/11/2023
Ich mische mich mal ein. Bin zwar ein paar Gehaltsstufen unter denjenigen bei Kuka, die direkt mit den Vertretern von Midea zu tun haben. Mein persönlicher Eindruck war aber bisher, dass die Chinesen ein langfristig orientierter Investor sind. Mehr kann man sich eigentlich nicht wünschen.
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