Paweł Góralski / nokturnal
nokturnal@mastodon.gamedev.place
<p>🇵🇱 Computer games / engine / rendering / system / performance programmer recovering from porting video games (consoles / PC). </p><p>:paint: I'm also miniature painter / modeler, 💾 destroyer of old computer hardware dabbling in electronics, vintage synths, computers in any form, game consoles, computer science, Linux, open source software, 16 / 32-bit Atari's, music software, MIDI and vintage sound chips programming. </p><p>🌿I'm plant / ☕ coffee based and into fast music for slow people.</p>
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This tour about Atari m68k assembly dialects on rg-asm m68k assembler project page is a pure gem: https://rg.atari.org/tools/rg-asm/dialects.html. #atarist #m68k #retrocomputing
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Probably I'm late to the party, but this is hilarious "Shipping a button in 2026" 😂 https://www.youtube.com/watch?v=xE9W9Ghe4Jk
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I also have very skewed POV, because in Poland, when iron curtain fell, we all got all those nice computers all at once (8, 16 32 bit shortly after), everyone was buying what was at hand and no one actually knew that for some companies it was over. Full realisation usually came after few years.. 🤣 Strange times, but it was pretty cool..
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For STs there was TOS in ROM. Latest ROM for plain STs was 1.04, for STe was 1.62, Mega ST/e got 2.04, TT got 3.06, Falcon latest is TOS 4.04 (first multilingual). Properly written games ran from hard disk and from any tos versions. Due to memory constraints of early models(512kb, not easily ugradable without soldering) programmers used to perform some dirty tricks to get more memory from the system, which often backfired on later TOS versions.