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#1
Software / Re: New game adaptations
Last post by dakidski - 13-07-2026, 15:21:11
Thanks, sorry, but I can't.
#2
Software / Re: Sleepwalker on Mega STe
Last post by Petari - 22-06-2026, 14:22:18
 It may be because higher RAM usage by TOS 2.06 . Combined with higher RAM usage of HDDriver may cause it not working. Talking about low RAM usage, so 4 MB RAM in machines is not helping.
 I recommend to get my harddisk driver/partitioner SW, or/and my image file with now 2800 adapted games (size is 7 GB). It is with my driver with some special functions for better gameplay.
Details here: PP game adapts
#3
Software / Sleepwalker on Mega STe
Last post by Official Ninja - 14-06-2026, 15:01:53
Hi PP!
The adaption of Sleepwalker will not run on my Mega STe.
https://atari.8bitchip.info/SCRSH/sleepw.html

The system needs to be set to 50hz.
After pressing space at the cover-art scan, the screen blacks, then some disk activity.
After this, nothing.

System is 4md USA TOS 2.06 Mega STE with Lotharek UltraSatan using HDDriver 12.79

I also have a 4mb 1040STE USA TOS 1.62 using the same storage solution and the adaption works there.

Thank you.
#4
Software / Re: New game adaptations
Last post by Petari - 14-05-2026, 17:51:20
Thanx Dakidski. Yes, it may happen when game is not tested thoroughly. I will look about it next week.
Would be helpful if you can send me statesave file at that pos. - when game asks look-up code. Mail me for more details.
#5
Software / Re: New game adaptations
Last post by dakidski - 13-05-2026, 17:49:38
Dear Petari, I was testing the last image you sent me (26XX games image), and found a missing crack.

Fire-Brigade: The Battle for Kiev - 1943.

I was playing it in high-res mono, 16mhz. I set both teams to 'computer', and let it run, computer vs computer. In all three of the available scenarios, the game stopped after a while, demanding manual look-up codes. I guess I could always find a PDF manual online and type them in, but I thought, that I would let you know about it!

Pictures:
https://imgur.com/a/CuzWocP
#6
General chat / Just visited thread at atariag...
Last post by Petari - 23-02-2026, 21:48:00
 Oh yeah, people leading that 'forum' are some fair, responsible, deep thinking and so on ... Like some businessman caring only about profit.
New game adapts - 2021

Of course it is locked

 Well, what we can see there ? Some people which vanity is 'hurt' - as they say, because I'm not polite. Sure I'm not it. I'm pretty old. and I have something called 'life experience' - after working diverse jobs over decades, and most of them was with lot of people. Even when I worked with electronic and computers.
Had over 10000 costumers in my service years with such machines. And can say that some 99% of customers was fair, pretty much polite. Unlike it is with 'big' Atari forums in 21st C. 
And I blame forum admins and their circle for it. Well, + whole nowadays politician attitude - really very bad example, especially for youth. 
 So, in that thread most anti-me was Tillek, as he got insulted that I called him shallow. Well, he confirmed it multiple times, even later - like his writing about me being banned from some 5 Atari forums.
Actually, I was banned from 2 'big' Atari forums only. Some I left on my will.  But real problem is Albert, admin at atariage in later years. I can say only that he is shallow too. And unfair.
 What about banning Cyrano Jones, who wrote multiple times that I stole his ULS code ? Everyone with little programming knowledge can check how true is it. Total ridiculous nonsense. I stole something what he never did - like did code for adapting games using TOS calls, TOS functions and other things in TOS ?
 This self is enough proof how big bullshit is there.
 For the end of this writing:  for bad (things) only thing what it (they) need is that people let it to function - then it will be just worse and worse (as it goes since 2020). Only way to stop bad/evil is to stand up against. Sure, it is not easy, it may be even dangerous. But no other way. Nobody will do it instead us. And it happened many times in human history.
 So, what was my asocial behav. there ? That I openly criticized some bad writings, bad and unfair behaving - giving advantage to people from own circle, or those who licked admin's ass ...
 Example from atari-forum: someone wrote about his SW for Atari ST and what system used , and he wrote too that it is only way how it can be done. On what I reacted with some comment in mocking style - because it is known basic, general rule that things can be done in multiple ways - and of course stays for SW too.
What moron moderators and admin there did ? Deleted my comment as it was so insulting. Well, for me was insulting what that vain person wrote, just to increase opinion of shallow people about his creation.
Yes, most of people is not aware about many/most of some general rules in this World, universe. So, I'm bad person because I would like to point on some, talk about ...
 And worst: many place selfishness, egoism ahead doing something for common interest.
#7
Software / Re: Chip's Challenge
Last post by èné - 19-02-2026, 18:06:21
Hey Peter,

You can find the codes over at gamefaq: https://gamefaqs.gamespot.com/pc/565288-chips-challenge/cheats (scroll down a bit)

You may enter the codes at the start of the game (ather the short intro).

Quote from: Petari on 09-02-2026, 15:37:18Btw. not only game in which are some not passable levels. I corrected couple, but that's enormous work.
I understand  :-\ I mainly reported here to point out that this was yet anoter ST faulty port, ie the game cannot be completed without the cheatcodes. Didn't expect any sort of patch actually (well maybe a bit).

The 'bugggy' levels:
* 59 (code: BLDM), no exit available it seems, but as this level (a maze) differs from the other versions, cannot be 100% affirmative.
* 93 (REKF), this level cannot be finished since it's impossible to push a block on the gravel (gravel = floor with little stones). In the other versions, it works flawlessly.
* 99 (XUVU), one needs to grab some keys here. The problem with the ST version is that's impossible because as soon as you take a key, you are immediately killed by the bugs that are right behind (the keys). In the others versions, you just need to be quick (to avoid the bugs), but it's still doable. Not in the ST version.
* 112 (NJLA), some sort of barrier - which soudn't be there, prevents to reach the exit.
* 124 (TASX), The mechanism with the fireball which is supposed to make you able to pass through the plant doesn't work in the ST version (the plant still retains you, which isn't normal).
* 126 (QRLD), same problem as level 93, cannot be completed because you are not able to push the blocks on the gravel.

There are a few other levels that are buggy. I'd say thare are about 10 levels that don't work in the ST version.

Once again I don't request any patch. I know it's too much work + it's the ST (and Amiga) version itself which has a problem. I don't see what you could do here (other than specify that it is bugged on the page description).
#8
Software / Re: Chip's Challenge
Last post by Petari - 09-02-2026, 15:37:18
I dealt with this game in 2015 and admit that don't remember it. Just looked my YT video of it.
Are those level codes available somewhere ? Is there some hacked one release with selectable start level or like ?
 Btw. not only game in which are some not passable levels. I corrected couple, but that's enormous work.
#9
Software / Chip's Challenge
Last post by èné - 02-02-2026, 04:17:05
The st version is faulty, some levels cannot be finished. i tested all 144 levels (actually 148 with the 'extra' levels) nd 5-6 are corrupted. Whenever it happened (bug or unplayable because of a faulty code) i had no other choice but restarting the game, and access the next lewel through the cheat-codes. This game has far too many levels anyway (though it really is enjoyable, but too much is just too much). Note that i didn't play with your version this time but i did run it to make sure and it's the same (ie missing elements or not responding the way thery are supposed to). There is one level though where your version makes a real difference: with mine, level 148th is unplayable while all plays fine with yours - But that's pretty all (i don't care about 148th cause it is just an 'extra'  :D ).

On a side note, the st & amiga versions have about 15 levels which are differents compared to the others versions (go figure) but these actually are just 'reversed levels' (with the starting point located somewhere else however the levels remain exactly the same) while the others versions (even the 8 bits ones for that matter) were granted with 15 originals levels (new  puzzle, levels design..). No idea why but that's plain fact. Last, the amiga version has exactly the same issue than the st one (no wonder since the levels are identicals).
#10
FAQ / Re: Adapting Atari ST(E) game...
Last post by Ronald J. Hall - 01-02-2026, 03:05:49
Thanks for the explanation, appreciated.  :)