Retro Nanny

My Coding/interest projects around Amiga, retro gaming and "stuff".


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  • Rebelstar 2 - Audio Development (part 3)
  • Rebelstar 2 - Video Development (part 2)
  • Amiga tactical squad turn-based games
  • Rebelstar 2 - some initial developing info
  • Rebelstar 2: Alien Encounter - Amiga Remake
  • Recycling my old blog for new projects...
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   Rebelstar 2 - Audio Development (part 3)
 

If you a take a small piezoelectric buzzer and place it on a computer what do you got? Yes - the popular Sinclair ZX-Spectrum 48k. That's what the original Rebelstar contended with... But you know what? - It had a very distinct and characteristic sound, minimalistic in some aspects, and it actually worked...

What could be re-used, repurposed, altered or thrown away would come with time.

But first we had to add Amiga music - that's a must! And like I posted previously for that purpose  I reached JMD (Simone Bernacchia) which at this stage has a lot of experience with retro Amiga game music (both commercial and non-commercial) - Check it out!

Music

All the original had was the end/start turn jingles and a end game jingle (not nothing that could be described as music), that meant nothing to cling to. So, that meant a clean slate!
I started by just putting some in-place tunes - such as the Reunion In-game music. It was helpful as I could start to sort places, moments and amount of tunes.

Talking with Simone (JMD /Saimon), he agreed on helping, and he quickly realized I had not a real style or essence established. 

There was nothing to adapt or inspire, apart from the Rebelstar games in Gameboy advance - that we both were shocked with excellent audio quality, (I knew it was really good audio chip, but wow...). And it was clear that this GBA title style did not really fit the retro nature of the original (more UFO vibes than the original Rebelstar lore). So, he chose to go with a synthwave style more akin to the Amiga.

From the man himself (Simone Bernacchia):

"When [Hardwired] asked me to contribute to the game, I had to do some research: while I kinda know the original series - which Lazer Squad belongs to - I did not knew this particular game. Rebelstar, as tactical RPG from the 80s, has lot of things that got improved further on, and which more modern games as Shining Force owes to.

Not a big player but this stuff is right down my alley so I happily cooperate! I decided to approach the music from an 80s B-movie atmosphere point of view: synths and steady rythm machines. 

Memory constraints might limit on how much instruments to use but is not necessarily a bad thing: this forces me to be more creative with the effects and make it sound like it could not! I do my job using milkytracker, that I consider superior to the original protracker thanks to xm support, multithreading (can have more than one song open at once) and lately also scripts that help to process sounds."


At first, we established 2 tunes (as it was divided by a main event) for in-game, and one smaller for briefing/debriefing (as well as start-menu and A500/A600/lower mem models in-game). As the game progressed, we then agreed on three major ingame tunes context sensitive (and two very minor ones), along the briefing one, and two lighter ones for Title screen / start menu and another for the Outro.

As for in-game music the instruments were shared as much as possible, and it was possible to make one music file having all 5 tunes, that made disk access less necessary during game and save space on it. Naturally since protracker does not support multi-song support it was basically a question of mapping the pattern sequences and call them (accordingly to context) from the music routines.

Here's an audio preview of the music style in RebelStar 2

Sound effects

One thing I planned at first was amiga specific sounds. Initially, I just sampled the original sounds in emulation. Some were scrapped (such as the end turn and the end game sounds) as it seemed repetitive.

I wished to actually make the sound from data/equation functions, so it would save more space on disk, but while I managed some sounds like that, it proved too much fuss. So, for now I'm keeping as it is.

Rebelstar 2 : Alien Encounter Screenshot
For now the sounds will be like the original

While it would be good to have more variety, and more broad sound situations it would probably require more thought put into it. Amiga specific sounds may or may not happen. It sure won't be me doing that...

Maybe JMD might be inclined to do that, but seems to me that he is happy with current sounds. Besides there's the size of data to consider. We'll check in the end...

Labels: Amiga, Rebelstar

Tuesday, 2 December 2025

   Rebelstar 2 - Video Development (part 2)
 

Amiga Video Modes (To intuition or not intuition...)

When I first envisioned Rebelstar 2 on the Amiga it was to be like my later programming on Amiga. Fully Amiga library driven, fully AmigaOS compliant. AmigaOS 3.0+ and AGA had really opened my view on what games could be on. And the examples were there - take colonization for example.

But usability and performance were still on my mind, besides would make any sense to convert a 48kb ZX-Spectrum game to a specific high Amiga?

Still, I tried to make OS compliant and compatible with all Amigas. But early on I found that outputting to windows was not what I wanted for free mouse scrolling. Writing directly to Screen was more appealing but that also raised problem with keeping mouse pointers GFX synced and Intuition pull-down menus drawing and operating correctly, especially when I introduced double buffering. 

And again, while with v39+ I could probably solve these issues, but not with previous versions without some ugly hacks. Besides the performance was important. High resolution screens (>=640x400), Flicker-fixed on A3000 and DBLPAL or DBLNTSC on AGA would be great... but alas!

Trying to keep compatible with lower models, it was clear that I had to quit OS intuition compliant game, and go for hardware banging as much as possible. PAL and NTSC low-res view modes (320x256/208 pixels). I kept my code with compiler conditioning flags for the fully compatible route (even added a window specific render routine). Maybe it will be good for AGA/RTG support one day...

As mentioned, the original font was redone in FED and then made into bitmap, as it makes more sense in the hardware blitting mode.


Graphic design

A feature that I was somewhat reluctant to add at first, were the faces of all the individual units, and the Alien ones. I thought it would be hell to design the Raiders (each unit a different face). But once started, and got the first two faces right, it really flowed (though it took a while). Actually, the Aliens were more complicated... Go figure.

Some raider portrait graphics - WIP

The Alien units faces are a cross between a "Predator" and "Xenomorph" like, rather than the intent on the original as portraying them as "Xenomorph" like. I mean the xenomorphs didn't carry weapons! So, this makes more "logic". At first I even considered a dinossaur cute look alike alien (that's what I always saw in original gfx in my youth)...

I really struggled... Going through multiple designs, just to discard most of them. Getting a good looking, different enough - yet - recognizable and fitting the Amiga gfx style of the rest of graphics... It was a really dificult task!

Alien portraits - WIP

It was going to be a AGA exclusive, but since I made it with OCS palette in mind, I was able to make it into OCS/ECS version. Still requires more than 1mb chip ram (A3000 and A600 with Chip mem added).

As for a AGA version was considered, but 64 color graphics are not a priority at the moment. AcidBottle did dabble a bit and went a good way on the map graphics, but he wasn't happy with them. Maybe another time...

Another Amiga specific addition was the GFX menus as option to the text ones. While the text options try to resemble as much as possible the original, I added the option to switch to GFX button style layout. They still show the keyboard shortcuts (if possible), but make more sense in a Mouse GUI style environment.

Some GFX buttons (different modes / options) 

They're not fixed, instead being processed on the go, allowing for composition of two different bitmaps with some shadowing possible. Allows for more flexibility and also saves some memory. And don't worry when you float over them, there's a text shown below what they are (no confusion needed) ...

Well apart from that a new Title Screen (which I tried doing in the spirit of the original but still being its own thing), I didn't really change on add anything major on the GFX department. And this was devised on Inkscape and GIMP (that were the only PC productivity software used - all the rest was Amiga Personal Paint and other Amiga tools).

On that subject I leave a link which might prove useful for some amiga artists who enjoy using GIMP: GIMP IFF plugin – Blitter Studio

All said and done - I definitelly need a gfx artist for a next Amiga project.


NTSC specific coding

A later GUI problem arose, the NTSC original low-resolution screens were only 8 pixels bigger than the ZX original (and I already added 8 pixels for overscan in height, so that it would allow for at least the same game area the PAL allowed). Still, the real estate that the PAL allowed for a ROSTER and MINI MAP frame in the bottom not possible for NTSC. One could reduce the amount of gameplay area in NTSC, but that would not make any sense it should be at least as big as the original. 

Tactical map and Roster window accessible 

So keys were added to allow for quick window display of the roster and map window (the map is slightly bigger and is called tactical map).

Also added text and gfx menu options. It's all still in development but makes NTSC at least on par with the PAL version in features.

Labels: Amiga, Rebelstar

Sunday, 30 November 2025

   Amiga tactical squad turn-based games
 

While there wasn't Rebelstar on the Amiga, it's not to say that there weren’t no Tactical turn-based games. And to be more specific SCI-FI with line of fire/line of sight ranged combat.

On that definition these are the released titles:

Breach (1987)

By Omnitrend, this early entry offers simple playing with your squad of space marines facing other troops, alien, monsters and assorted array of robots and cyborgs.
Very simple no real flashy stuff, animation is almost nonexistent, minimal sound and no music. Makes full use of Amiga intuition, and is still playable up kickstart 3.1 and higher CPU's.
The game mechanics are simple enough (maybe to simple), and its controls are not bad, although it does take your time to get around how it works. Also, you have to add a commander and saving it, before starting the game executable - It's not pick up and play like Gollop Rebelstar.

 

This is a decent entry with the possibility of making your own maps/scenarios and play them - that's the strength of this title.

Breach 2 (1989)

By the same developer, it improves on somethings but also fumbles in others. 

Once you load the game you're greeted to music title screen. Nice addition, but not particularly memorable.

In the game the first you notice is the isometric view, and I mean really 45-degree angle between all axis. There aren't many games in such a perspective and it's quite simple why. It was only meant for engineering see throughs, not artistic takes on game views with such reduced pixel tiles and sprites. Still a good artist might actually work around it - some things work better than other, individually, but when put together they clash. As they still work as square tiles in an angular grid. It really messes with your head at first before you get used (if ever one gets used).


 

Also, there are two versions. The original and the enhanced, and while the enhanced has improved menus and slightly different sprite, I didn't notice anything really different on the graphics front.
All everything is still controllable by mouse, but it will take some time to get used, especially since the button and overall options are different from the original or in different places.
It does improve on having 8 direction movement and not only orthogonal.
It also adds more different type of units and more scenario goals and diversity. Also, you can link different mission and have the possibility to link them into a mini-campaign. You can still design your own scenarios and play them - and that might be where the fun could be found.
In short, the game has the potential, it just not lives up to it's full, in any area.

Laser Squad (1989)

Ah! The mighty Laser Squad... what can be said that hasn't been said before!...

Well, a lot. Yes - the music stands out both in the intro and in-game (really memorable and famous in the Laser Squad fan universe)!

 
 

Most game graphics, apart from animated intro and some image cutscenes (which are of variable quality), are a simple recoloring in most cases (based on both the ZX and C64) with limited improvement.
But what lets it down are the controls. Joystick/Keyboard only? More button / menu selections to do things that were almost instantaneous on ZX...  All the rest has been completely added into this version. And it plays accordingly.
In short - the original was exploring the full potential of the ZX-spectrum 48kb. The Amiga version does not, apart from some audio-visual additions, it does not use mouse and the control scheme is more complex/tedious than the original. While decent and playable enough. is a bit of let down for fans of the Julian Gollop original. On a more positive note, the Amiga L.S. offers a 2 player hot-seat game. And I'm sure it was the delight of many gamers.

Space Crusade (1990)

It's SCI-FI but does differ, when using own set of rules from the tabletop, rather than relying on a more "realistic" approach with its own fire rules, turn events, and random placement of units during in-game.

The probability is rather simple set of two different dice (white and red) and number depending on unit, attack/defense situation and bonus/penalty card played / events.

Sot it's difficult to place it on the same tactical level as the rest - but while debatable it is on the same mould.

  

 

It switches between top-down perspective for operations and isometric view for showing units firing/ dying or events unfolding.

It does allow for 3 players hot seat game, cooperative and/or competitive - that and for the fans of the tabletop will place high on their preferences. IMHO, the graphics work much better than the DOS version.


ACT OF WAR (1992)

Public Domain turn based, some will just dub it as Laser Squad clone. 

 

Boasting 3 difficulty levels, it offers line-of-sight as option (that's uncommon) and features explosive scenery.

The graphics are clean and easy to identify. It does not complicate a lot. It's reported that this game was written by Dave Smith in AMOS.

It's probably best with two players, although I cannot point really fault the computer IA - it offers a decent "challenge". 

More info can be found here: Act of War - amigapd


UFO: Enemy Unknown / XCOM (1994/5)

The Magnum Opus of the Gollop brothers for Microprose. Who doesn't know this one? From the Geoscape global management strategy, to the Tactical combat all projecting an amazing intuitive playing experience oozing with atmosphere.  

The dedication and quality are evident in the final product, in either AGA, ECS or CD32 dedicated versions. 


The music is brilliant, and sets the tone for all the play experience. The sounds adequate to good, fit the game in all instances.
The graphics adopt a classic isometric perspective that works so well. The graphics fit nicely and pop out with the relevant details, making it work all the way, with different unit sporting different flesh tones and haircuts (although not having much diversity, it actually works well).
The game mechanics are clearly updated, improved and adapted to all game events, offer enough versatility to make it worth. The procedural generated maps and all the different type of alien, events and actions, allow for so much re-playability. It never gets boring.
This is a big and complex game, and a 68030+ is clearly recommended. I remember playing on my A1200, and having some slowdowns. On my Amiga 4000 it faired adequately.


Taskforce (1994)

A squad level, turn based strategy game for Amiga & Amiga emulators. Originally release for this game was 1994. This game was distributed for free on CU Amiga as a popular coverdisc. In the end of the day this was still shareware.

I'm not too familiar with this one, and I really need to test it more, to give an objective opinion. But it has some nice identifiable graphics (nothing earth shattering) and nice music.

Download from ITCH.IO

Hilt II: The revenge (1996)

Produced by Mark Sheeky (very productive guy!), Hilt II is a sequel of sorts to the dungeon game Hilt, but more like to Taskforce in gameplay.




Very nice graphics with a nice metallic texture and does tick the most of the right boxes on the gameplay. 
It just did not click with me, and I can't quite put the finger on why...

You can download it from AMINET or from ITCH.IO


Final Chapter (2003/4)

Developed by Scot Gordon it's described as a laser squad type of game. But I would classify a sort of mix between Rebelstar / laser squad / space hulk (crusade) / UFO. 


This is a homebrew game, and the author wears that badge proudly. Started in 1993 and done in Blitz Basic, it clearly has the potential to deliver fun to players either as 1 player or much more in 2 player mode.
It's shown on a top down 2D / 2.5D, and graphics rank from good to adequate. The units pop out from the scenery and make it easy to identify the surrounds.

More info can be found on this EAB forum thread on Final chapter by SabreGolly

Rather than try difficult game mechanics, it tries to keep it simple so that the player can get into it with few tries. And it's a game that you feel you can try stuff out. It doesn't try to intimidate or daunt you. It's not to say that it's a walk in the park - but seasoned players will get grips with it quickly.

If I could point obvious faults are lack of music, and some menu options that are not obvious at first glance. But once you're used, none of that will bother or hinder the fun.

Highly recommended! You can download here from AMINET.


Tactical Squad based games but without the SCI-FI setting : 

Frontline(1989)

This is supposedly based on an existing tabletop game, and aims to be overly "realistic".


It really reminds me of sniper tabletop game, specially the monochromatic unit graphics seem like those cardboard/plastic squares with soldiers drawn into it. 

AFAIK, it wasn't that well received, being put on par with the PC version and both regarded as better than the original ST version.

Quite frankly I gave up after 10 minutes. It's really not intuitive or user friendly, and it really requires you to read the manual. And quite frankly the scenarios offered don't seem to offer that much variety.


Sabre Team (1992)

The only thing that keeps this one from joining the above list is not having a SCI-FI setting.



Al the other Squad Tactical based turn tropes are here.
The graphics range from great stills, to good ingame graphics and adequate button menus. They work very well. 
I admit the isometric perspective with show/reveal building rooms does put some disorientation. And I make some stupid mistakes because of that. Not so common with UFO...

It's well regarded as tactical squad turn based game. And I quite recommend you try it, if you haven't already - after all it's not an obscure game.


Task Force (1997/2000)

This is a different game with name Task Force. Written by Jens Granseuer with AmigaOS completely integrated with pull-down intuition menus and all. Viewed from top-down perspective, is totally controlled by mouse. 



Easy to pick up and understand the fundamentals, also provide scenario editor.
Serviceable client for this type of game IMHO.

Can be download from Aminet - game/think/TaskForce.lha


And Now for something completely different:

UFO: Enemy Unclothed

This a parody of UFO/XCOM.




It's well... Strange would be a common word to describe it. Instead of aliens you have mental sexual offenders. Yeah... It's... Well, if you're curious play it yourself!


Maybe there are more games like these around for Amiga...

Labels: Amiga, Games, Laser Squad, UFO

Saturday, 22 November 2025

   Rebelstar 2 - some initial developing info
 

In the early days I started exploring what I could do on the Amiga. 

After getting some assets in PPaint, PNG image Map in RED Mapeditor and a few documentation from the  Rebelstar series from the web - I started taking a stab at it. 

I started doing the map in RED Map editor from the Amiga Blitz Basic packages. With the assets and my surface go with the map on the side, I used my old Laptop with my Amiga WinUAE setup.

It gone well, so I decide to do the fonts in the original FED from Workbench 1.2/1.3. Later I got an improved version from Aminet to finish it. Did the raiders and rebelstar fonts and they didn't look bad.
With all this done I felt I could go further.

In January 1st 2025 I started coding with no real end in sight, just for the fun. I was trying to mimick Colonization with Windows GUI and Menus, as I was more experienced in that AmigaOS compliant (AGeo-CAD and Entities were my last Amiga devs). Apart from that added the keyboard support, not really changing much of the original ZX layout (that in my mind it worked well and was comprehensible enough).

It went well, but I started to realize that while Amiga OS 3.0+ would work nice for these games, the 1.3 would put some limitations. Even when trying to keep all under 1.3 compatibility, it was clear that it was not working the same. Some exceptions had to handled, and some memory leaks would become more apparent on the early models. Flushing IDCMP events was something I had to try a lot until got it right (mostly at least). 

Rebelstar 2 on Amiga with original ZX gfx

Still, in early Febuary, I was able to get a 2 player proto-version up and running, and the next step was to actually remake the ZX graphics in 32 colours. Took me a week and half of pixel pushing, but it got to a point I was satisfied. Added a new mode, and it fit well with minimum changes I could use the new gfx. I could finally say that there was an Amiga remake on my hands.

Rebelstar 2 with early Amiga 32 colour gfx


The movement was fully working, I added Double-buffering for smooth animation of movement of units as well as firing. It was tricky and several iterations of those routines went and gone and I started to play in what could I use to make this version stand out from the original, without being something diferent or that felt different.

 

The graphics also took some stabs from time to time, the early version of the "Swamper" unit had the colour sheme I liked, but it clashed heavilly with the water, almost becoming imperceptible. I could change the water colour or the unit colour. 

Hmmm... 20 tiles vs 1 sprite - there's just one reasonable and pragmatic decision.  The diference can be spoted in the first ECS screenshot and the last.

It still had Intuition compliance but I was starting to ditch the windows and pretty soon the pull-down menus were for Dev and debug purposes only.

It became apparent that I needed help, specially with the music. I used a few place ins to inspire, specially the ingame tunes from Reunion game. But I needed someone to help. I asked Dante (Dev of Castlevania AGA and he suggested JMD). Also he said it would be better to post in EAB and then ask for help in there. I was hesitant, so far I had no pressure, once I would go public it might be more complicated.

In febuary I posted on EAB in the following post: Remake of ZX Rebelstar 2: Alien Encounter - English Amiga Board

After that AcidBottle offered to beta test and was major source of morale support. His emails kept me going.

Next post I'll add more info on this ongoing project...

Labels: Amiga, Rebelstar

Thursday, 2 October 2025

   Rebelstar 2: Alien Encounter - Amiga Remake
 

It started back in December 2024, I was playing with ZX emulator and started playing Rebelstar 2 and I got the idea to quickly port it to Amiga and add mouse support. The usability would be great, and it would make it more accessible. Also not resetting in the end...

ZX Original Rebelstar 2 : Alien Encounter

We could look into other work of the genre in the Amiga, unfortunatelly there aren't many, apart from the Omnitrend Breach series.

The Amiga Laser Squad is the very first Gollop's work to be ported to Amiga (by Teque), but it was a clinical affair on the gameplay front. Music and sound was clearly upgraded. GFX, apart from some cutscenes still and animated intro it seemed a simple recoloring of the sprites.The controls work worst than the ZX original - if it only had the mentioned mouse support...

Now UFO: Enemy unknown was a much well sorted affair on the GFX, music, sound and gameplay front fitting more the Amiga.

Well I'm getting ahead in the story. We should take a look at the original game in question.

What is Rebelstar 2?
Since there's a 2 in the title people will immediately admit that this the 2nd game... And actually, is the third in the Rebelstar series.
The Rebelstar games are a series of science fiction-themed turn-based tactics game designed by Julian Gollop (programmed as well). In each game the player controls an opposing squad of soldiers, using their individual Action Points (A.P.) for movement, combat/firing, as well as other inventory operations. The playing area is a sort of top-down plan view, with units shown in profile. The games went from good reviews to critical acclaim. The evolution of this series led to the Laser Squad and even the UFO / X-COM series.
Rebelstar Raiders was published in 1984 by Red Shift for the ZX Spectrum 48kb (and was comprised of 3 maps). This was hot seat 2 player game. Played on a single screen with limited map dimensions and units of size of 8-pixel chars.
 


Rebelstar Raider Screenshot
Rebelstar Raiders

The first and last maps were reworked and made into a new Rebelstar, published by Telecomsoft under their budget label Firebird in 1986. It was 1 player game primarily, with the 2 player game version on the other side of the cassete. It clearly has Space 1999/Star Wars inspirations (Moonbase Delta, a unit named Luke Solo, droids resembling R2-D2 units) 

Rebelstar 1
Rebelstar - Moonbase Assault

It was a great departure from the first game, being programmed entirely in Z80-Asm, introduced multi-screen scroll on bigger map (80x50 tiles comprising a total 1280*800pixels).


Rebelstar 2 ZX Loading Screen
Rebelstar 2 ZX Loading Screen

We arrive at the sequel, Rebelstar II  (also known as Rebelstar II: Alien Encounter). It was published in 1988/89 (probably developed in 88 and published in 89) by Telecomsoft on the Silverbird label. The same division of the 1 player / 2 player was done as well. While it was programmed by Julian Gollop, this had more evolved graphical aspect, probably because of Ian Terry additional graphical aid. The gfx overall vibe also transitioned to the later Laser Squad games.

The scenario takes place on the planet of Thray 6, on which an alien race is threatening Rebelstar. The game features two sides: the Raiders (the titular series heroes), controlled by the player, and the Aliens (controlled by the computer or player 2). This one has clear "Aliens" inspirations (with the Hicks and Hudson units in there as well), as well as "Space 1999" (the shuttle clearly resemble the EAGLE Space transport). 

Rebelstar 2 : Alien Encounter Screenshot
Rebelstar 2 : Alien Encounter Screenshot

The Raiders initiate the assault, aiming to infiltrate the alien base with objective to kill aliens, kill the alien queen, and capture alien eggs. The Raiders have a set escape window, with their shuttle landing on round 15 and taking off on 26. In the end the game checks for victory points and the winning side is declared. The west half of the map is an outdoor environment, with bushes, trees, rivers and marshes, the eastwards side is where the Aliens caves are located. In there the alien eggs and the queen herself lies. It's a powerful unit that can fire a short-ranged but deadly acidic spit.



Amiga 500


This is the starting point of my Amiga remake. I tried to make a set of rules for myself:
  • This should as close as to the original
  • It should be based on the original graphics, sounds, maps and set of rules.
  • Modifications should stick within the dimensions, scope and spirit of the originals.
  • Additions should try to stick to the known LORE established within the original series of games.
  • Gameplay and GUI can be updated, but in a manner that even using the original gfx should feel as natural as possible.
Music is an addition but a more complicated issue, since apart from some sound effects and beepy jingles there's nothing to pick up. Even if we look further into the future (laser-squad and UFO) it clearly had no connection and were thing of their own. 
I know that the in-game Laser Squad Amiga music is very good (actually the stand out feature of the game), but it doesn't really fit this theme. It's better to leave in the hands of a propper musician.


After RebelStar 2...
One last curiosity is that there was a sort of sequel in the form of a spiritual successor titled Rebelstar: Tactical Command, developed by Gollop's company at the time and released for the Game Boy Advance by Namco in 2005. There were talks of  more Namco Rebelstar projects and even there were working titles (Psionic Rebellion and The Meklon Conspiracy), but ultimately were cancelled.

Rebelstar GBA game
NAMCO's Rebelstar: Tactical Command (GBA)

Labels: Amiga, Games, Rebelstar

Saturday, 30 August 2025

   Recycling my old blog for new projects...
 

New Blog, new projects, new...

Well let's start by introducing Retro Nanny. It's some sort of label for my Retro projects, it's not a personal one. Maybe someone can join in... For now it's a blog logo!

Well anyway, From now on this is the blog for Amiga retro related projects.
Used to be "Wandering around AROS..." blog regarding an OS that truly represents the AmigaOS spirit going beyond it.
And in 2025 we have a fully m68k-AROS ROM and several AROS m68k dev/distro/based projects. As well as being the first (and only so far) implementation of 64 bit with a branch trying to use multiple cores. The first true multitasking personal computer OS is getting a modern revamp!

Anyway so many things to mention...
So many Amiga related projects/releaseses. Even I am on board this train...

I've already have one project in hands. Since the begining of the year, I've been coding an Amiga remake of Rebelstar 2.

This isn't a new thing for me - even have posted something related:
Retro Nanny: October 2010

More posts will follow... Hopefully!

Friday, 29 August 2025

   AROS Playground - Help Wanted
 
First of all - I'm sorry that I have been away, but unfortunately I had to deal with RL issues, and AROS had to be a part of something that I had to leave behind.

I always planned in coming back, but it's not the time now.

So after stumbling in the last weekend by accident on this forum post at EAB: http://eab.abime.net/showthread.php?t=84284 I have to try to make a mend with myself.

You all know that back in 2012 I, with the help of a few people started a blog page regarding AROS games - to publicize them and and helping the global awareness of the potential of AROS.

Click to see original Image in a new window


That blog was: http://arosgamer.blogspot.pt/

I wished it continued, but when I offered to Paolone to carry the work he already had much on his hands, also other people declined.

So I'm coming here to ask if anyone wishes to carry the torch.
Even if it's only for posting about the new games on AROS - which is simple since it's a blog...

If anyone wishes to apply just leave a comment in AROS-EXEC and PM. And I'll make the arrangements to pass the admin rights to the site.

If you wish only to post I can give access as well.

If not, Maybe I'll just shutdown the site.

And hopefully one day I'll be back with time and passion to carry on with AROS.

To all that carry on, specially the devs - my deepest thanks to a project that I hold dear in my heart.

Thursday, 27 April 2017