Scene.org Demoscene News Service

atrfs - Atari ATR disk image filesystem tool

[ Atariscne.org - News ] atrfs - Atari ATR disk image filesystem tool

Peter Kaczorowski published a tool for accessing and modifying Atari 8-Bit floppy disk images (ATR). This can be very handy for extracting, adding, updating or removing files from ATR images, directly via command line. The tool supports different kinds of Atari file systems and can be integrated in Midnight commander as well.   The functionality of atrfs reminds a bit to Krystone's extremely practical online disk image extractor for the bigger brother, the Atari ST with its ST/MSA-images. While the preference of a graphical or command line interface may be a matter of taste, the command line approach could turn out more sustainable regarding availability on the long term?   🔗 atrfs on Github

FLOP #69 available

[ Atariscne.org - News ] FLOP #69 available

The latest issue #69 of the long lasting Czech FLOP diskmag for Atari 8 Bit has been published.

Last year a pretaste of the mag art has been made available at Sillyventure and Last party. The mag itself was supposed to be released last year as well, but as life plays, the issue got delayed. As one feature, a Fujiama party report is said to be included. The diskmag comes as two ATR disk images.

🔗 Visit the FLOP website for download

In the spotlight: Richard Karsmakers blog

[ Atariscne.org - News ] In the spotlight: Richard Karsmakers blog

Richard Karsmakers aka Cronos of STNICCC party organisation fame has written a nostalgic reminiscence of the first steps of the Atari ST demoscene on his blog. The articled summarizes a brief initial time span 40 years ago and is arguably a bit boldly, entitled "The Rise of the Atari ST Demo Scene".

A closer look at the blog generally indicates that Cronos, who was also one of the former ST News diskmag editors, still has an occasional inclination to write longer articles.

Speaking of STNICCC, the next party edition is about about 6 years away. So get started with your entries! ;-)

🔗 Richard Karsmakers blog

GCC for asm Experts (and C/C++ Intermediates) - Part 3

[ Atariscne.org - News ] GCC for asm Experts (and C/C++ Intermediates) - Part 3

How GCC Actually Compiles

GCC originally stood for GNU C Compiler. Today it is the GNU Compiler Collection, with frontends for C, C++, Fortran, Ada, Go and more, a shared middle-end, and many backends. VAX and m68k were the first in 1987; today the list spans everything from modern x86-64 and ARM to legacy PDP-11 and MSP430. Each frontend parses its language and lowers it to a common intermediate representation. From there, the shared transformation passes take over, most of them entirely generic regardless of whether the target is a modern 64-core server or our humble 68000.

What happens between "C text goes in" and "assembly comes out" is roughly 360 of these passes, each rewriting the intermediate representation. Some optimize. Some check for errors. Some transform for consistency. Most do a little of everything. We will focus on the ones where our beloved 68000 needs the most help. I have put together a summary of all GCC passes for reference.

Debugging this pipeline is where the fun and the pain live. When the output is wrong, which of the 360 passes is at fault? Often it is not the obvious one; a bad decision in pass 47 might not surface as wrong, or inefficient, code until pass 180. Understanding the stages, even roughly, is the key to knowing where to look.

Design + UX for video streaming service/archive

[ Wanted! ] Design + UX for video streaming service/archive

Hi! We're renewing our SceneSat video streaming service and archive and would like to find someone who would like to help designing this. We do have a quite substantial and ever-growing collection of recorded video streams from various parties and events and want to bring this to the world in a good-looking, usable manner. Are you the person to help us out? :)

Cinderella: KUVO's Sight 4 draw

[ Atariscne.org - News ] Cinderella: KUVO's Sight 4 draw

Here comes a little weekend starter kit. A production by a scener you may not haven't heard of, a release that is possibly widely overseen, for a platform many may not have heard of yet:

Kuvo of Caroline Software Incorporated released a new music disc for the Russian Elektronika BK-0010 computer (see wikipedia entry). And indeed, there is a scene for this one. And for a brief moment, the tiny Atariscene feels overdog! ;-)

Anyway, this music disk is quite a surprise, once you found it. It comes with one and a half hours of music for the twin brother of the YM2149F chip, the AY-3-8912. So Atari chipmusic stricken ears feel home immediately.

Very notably, KUVO did all of it, code, music and graphics. If you check is demozoo page you will stumble across an impressive backlog of fantastic ZX Spectrum graphics, too.

Among the tracks there are very enjoyable compositions in various styles, a good flow, sometimes laid back, sometimes uplifting and foremost nicely dynamic and catchy.

But there is more, actually, sound-wise this is way more advanced then the typical AY/YM bleepery. And a reason is found quickly, looking closely at the included VU-meters. The music disks supports 6 channels, so it is tailored for machines with two soundchips. And this offers some quality upgrade for the traditional AY soundscape, nice echoic detuned square leads, interesting slides plus reverb and delay for the masses!

Highly recommended!

🔗 Sight 4 draw by KUVO on Demozoo

🔗 Sight 4 draw by KUVO on Pouet

HT's Handle Charts #1

The boys from Hack 'n Trade teamed up to bring you "HT's Handle Charts #1" - a take on the most cool, intimidating, hilarious or plainly absurd scene handles of all times. With fancy Amiga ANSI art by Goto80, Dino, and Sixx. View it in its colourful glory at [AsciiArena]!


[Submitted by dipswitch]

Atari ST Dev - Visual Studio Code Extension

[ Atariscne.org - News ] Atari ST Dev - Visual Studio Code Extension

The Atari ST Dev extension for Visual Studio Code is making progress.

Regis Cosnier (Dgis), the author summarizes the extension as follows:

"Atari ST Dev is a Visual Studio Code extension for building, running and debugging C, C++ and 68k assembly projects targeting Atari ST/TT/Falcon systems. It integrates a cross-toolchain using GCC/GDB, provides debug-time views for CPU registers, memory and hardware information, and hooks into Hatari's debugger via the cppdbg debug adapter."

🔗 Atari ST VS Code extension at Visual Studio Marketplace

🔗 Atari ST Visual Studio Code extension on Github

Thanks to flav_de for the hint!

Demoscene Report 26 March 2026

Weekly news, links and releases from the active demoscene community. This week in particular a look at the releases from Amiparty in Poland, Forever in Slovakia and all of the news leading up to Revision that is happening next week! Watch on youtube!

[Submitted by psenough]

News on the Re-Falcon project

[ Atariscne.org - News ] News on the Re-Falcon project

The Re-Falcon project has been put on display at last weekend's Indianapolis Retro Computer Expo 2026.

scene.market — trade your retro stuff at demoparties

hey friends! 👋

we just launched scene.market: a community marketplace for trading physical items face to face at demoparties.

what is it?
a simple platform where you can post offers and searches for retro hardware, disks, magazines, merch, and other scene-related stuff. no shipping, no payment processing - just arrange a handoff at the next party.

how it works:

  • login with your SceneID
  • post an offer ("i'm bringing my spare Amiga 500 to Revision") or a search ("looking for a C64 PSU, will be at Evoke")
  • pick which demoparties you'll attend
  • someone interested? they claim your item, you get their contact details, sort out the rest yourselves

pricing options: free, buy me a drink 🍺, fixed price, trade, or surprise me

upcoming parties synced from demozoo: Revision, Evoke, Assembly, Deadline, Edison, and 30+ more already listed.

the whole thing runs on Go + HTMX + SQLite, and is operated by Computerkunst e.V. - source will be made open soon.

we'd love your feedback. try it out and let us know what you think!

https://scene.market

greetings to everyone who still has a box of old hardware in the attic. time to find it a new home. 🖥️

[Submitted by v3nom]

OpenMPT 1.32.08.00 released

[ OpenMPT - Open ModPlug Tracker ] OpenMPT 1.32.08.00 released

This is a regression update to the most recent OpenMPT 1.32 release to address a single bug.

OpenMPT 1.32.07.00 contained a fix for a crash in the sample mixer, which unfortunately also caused the duration of some sample loops to be altered. This was most notable in MOD files, where chip samples could suddenly be out of tune.

OpenMPT 1.32.08.00 addresses this regression, fixing both the crash and also keeping chip samples in tune.

For a complete list of changes, have a look at the full version history. If you are upgrading from OpenMPT 1.31 or older, read the release notes to get a glimpse of the biggest changes.

Atari Invasion 2026 is over

[ Atariscne.org - News ] Atari Invasion 2026 is over

The 10th edition of the Dutch Atari Meeting took place past weekend and judging by the photos available this was a great event for all Atari platforms.

According to wildly circulating rumours also some Atari sceners were present, some of them meeting as ripe men, decades after their previous encounter when they were fresh and young.

🔗 Atari invasion homepage

🔗 Photos on the respective Flickr homepage

GCC for asm Experts (and C/C++ Intermediates) - Part 2

[ Atariscne.org - News ] GCC for asm Experts (and C/C++ Intermediates) - Part 2

What a Compiler Must Get Right (That You Don't)

When you write assembly, you know the context. You know which registers hold what, whether a pointer is aligned, whether the loop count fits in a word. You know because you put it there.

Consider a demo screen where you reserve a6 for the background rasters. You update the pointer in the VBL interrupt and just advance with a minimal (a6)+ in the HBL. All your other code simply does not touch a6, because you wrote all of it. Need to update a screen pointer? Just write the global. No function call, no overhead, no uncertainty.

A compiler has no such luxury. It must be correct for every possible input the language allows. It cannot "just know" that a pointer is word-aligned, or that two buffers never overlap, or that a register is free. It must prove it, or assume the worst. And not all code it calls may even have been compiled by it. Maybe it was built with an older compiler, a different language, or maybe you wrote it in assembly yourself.

DawBeat — an experimental DAW for bytebeat

A new tool for composing bytebeat has just been published: DawBeat, an experimental browser-based DAW designed to arrange bytebeat formulas on a timeline rather than writing a single monolithic expression.

https://dev.eypacha.com/dawbeat/

The idea behind DawBeat is to approach bytebeat composition more like working in a traditional DAW: formulas can be placed in clips, arranged across tracks, and modulated over time.

Current capabilities include:

  • timeline with tracks and clips
  • drag formulas from a library
  • real-time bytebeat playback in the browser
  • variable tracks and value trackers
  • automation lanes for parameters
  • formula effects and audio effects
  • MIDI input for controlling parameters and writing automation
  • MIDI clock synchronization
  • phone or tablet controller via QR (automation companion)
  • undo / redo and multi-clip editing
  • export compositions to WAV or MP3 

The project explores a different way of working with bytebeat, focusing on composition and arrangement over time rather than a single standalone expression.

[Submitted by eypacha]

Sopwith - A 40 Year old MS-DOS game finally comes to the Atari ST!

[ Atariscne.org - News ] Sopwith - A 40 Year old MS-DOS game finally comes to the Atari ST!

Some more old ‘new game’ news is heading our way.

This unexpected gift comes courtesy of Neil Rackett of Mesmotronic, who created the 3D model of an ST running in a browser window.

This time, he’s ported an ancient MS-DOS game ‘Sopwith’ to the ST. 

It features intense biplane action through charmingly retro vector style graphics and arcade style gameplay, with characteristic MS-DOS beepy early PC sound. Interestingly, this game was going to get a dedicated ST version back in the day, but this did not happen, until now.

It can be downloaded from his Github repository. Good luck figuring out the controls!

CiH - 22.3.26.

OpenMPT 1.32.07.00 released

[ OpenMPT - Open ModPlug Tracker ] OpenMPT 1.32.07.00 released

This small update to OpenMPT 1.32 is mostly a bugfix release.

Here's a list of the most notable changes in this version:

  • Plugin editors can now receive SysEx messages from OpenMPT's MIDI recording.
  • Choosing "Copy Pattern" from the order list context menu always copied the currently displayed pattern, not the one on which the context menu was invoked.
  • Work around apparently broken channel negotiation in MaxSynths DR-910 plugin.
  • Small playback fixes for MOD and ULT files.
  • On recent versions of Windows 11, MIDI recording stopped working after receiving a SysEx message.
  • MIDI export from MOD or S3M did not correctly export implicit note-offs when playing a new note on the same channel.
  • The instrument note map category was missing in keyboard settings.

For a complete list of changes, have a look at the full version history. If you are upgrading from OpenMPT 1.31 or older, read the release notes to get a glimpse of the biggest changes.

Encore 500 Volume 2 - The Album!

Encore 500 Volume 2 - The Album! has been released.

16 new tracks are giving tribute to some of the Amiga 500 finest music by amongst others Jogeir Liljedahl, Firefox, Mantronix, Romeo Knight, LMan, Ziona, Base Cadet and many more!

Download the whole album here:

https://nahkolor.c64.page/Encore500_V2-MP3.7z

[Submitted by magic]

New ASCII collection by Tango/Style

Tango, the British Amiga scener (formerly in Nerve Axis and a bunch of other groups), came back from a long hiatus a few weeks ago and released a new ASCII collection. You can view it online with original Amiga fonts and download it at AsciiArena. Hopefully there will be more!

[Submitted by dipswitch]

Evoke 2025: Seminar videos online

With a massive delay: we present recordings of the Evoke 2025 Seminars. Unfortunately we had a issue with the sound of the seminar by Bodo / Rabenauge. This is why we present only two recordings:

The Art of Coding Lightning talks

GRADE-Panel - Digital Subcultures in Times of Crisis

[Submitted by dipswitch]

Demoscene Report 18 March 2026

All the latest news, links and releases from the active demoscene community. This week in particular we take a look at the releases from Fioniadata in Denmark. Watch on youtube.

[Submitted by psenough]

GCC for asm Experts (and C/C++ Intermediates) - Part 1

[ Atariscne.org - News ] GCC for asm Experts (and C/C++ Intermediates) - Part 1

This is a brain dump of what I have learned working with the GCC m68k backend, and maybe an attempt to convince someone else to try. This is the first of an unknown number of posts. No promises for how many there will be; I will continue as long as I have something to say and I find it fun.

I got my start with STOS Basic on an Atari 520STfm around 1990. Me and my classmate Tam formed T.O.Y.S. (Terror on Your ST) and I dubbed myself PeyloW. But in the scene, elite sceners wrote assembly; only lamers used STOS or GFA, every scroll text was clear about this. So we bought DevPac 2 and taught ourselves 68000 assembly, starting with snippets embedded in STOS and eventually graduating to full demo screens. The pattern that would follow me for decades was established early: high-level languages for tooling, assembly for anything that had to be fast. STOS gave way to PurePascal in the late '90s, but assembly remained the language that mattered — right through to the Falcon030 demo "Wait", released at EIL 2001.

My active participation in the scene waned, but I never lost sight of it. For years I stayed as an observer, following releases and discussions from the sidelines. Then around 2021 I had an itch, maybe a mid-life crisis: get back to the simpler machines (the kind a single person can keep entirely in their head) and realize a teenage dream of publishing a completed game. C and C++ had become my main languages through University and work, and modern cross-development tools meant I could use them for Atari too. Not just for tooling, but as the scaffolding of the entire project, dipping into assembly only for the bottlenecks. And as my friend AiO likes to joke: C is just a really powerful macro assembler.

GCC Is (No Longer) Written for Us

The m68k was one of GCC's first backends, present alongside VAX in the 1987 GCC-1.0 release. For a long time it was a first-class citizen. But the world moved on, and the backend fell into disrepair, barely in maintenance mode, with no one actively working on it.

To be fair, the great strides made in modern compiler optimization are what keep the m68k backend limping along. For most codebases the result is on par with yesteryear, even if it completely fails at many of the specifics. Even a 68060 fitted into a Falcon with a CT63 is ancient by modern CPU standards. The optimizations that GCC's middle-end applies (instruction scheduling, loop transformations, register heuristics and reordering) are tuned for modern highly parallel superscalar CPUs, and when they miss on m68k, they miss badly.

Take the inner loop of a simple memory copy (mikro will recognize this one), in C:

*dst++ = *src++;
*dst++ = *src++;
*dst++ = *src++;
*dst++ = *src++;

Any experienced m68k programmer would expect (a0)+ and (a1)+, post-increment addressing, the most natural idiom on our architecture. The compiler should be able to generate this just as-is — it is how the code reads. Here is what stock GCC-15.2 produces at -O2:

.L3:
    move.l (%a0),(%a1)        | plain indexed, no post-increment
    move.l 4(%a0),4(%a1)
    move.l 8(%a0),8(%a1)
    lea (16,%a0),%a0          | pointer update separated from accesses
    lea (16,%a1),%a1
    move.l -4(%a0),-4(%a1)   | negative offset — the lea moved too early

The perfectly fine inner loop gets butchered in the name of scheduling for superscalar execution. Instructions get reordered, pointer increments get separated from their memory accesses, and the fourth copy ends up using a negative offset because the lea was hoisted above it. The result is slower and larger than what GCC-2.95 would have produced, and not even close to what an elite scener would have written. For command-line tools and utilities this is tolerable. For realtime demos and games, it is not.

And Yet — GCC Can Work for Us

But there is light at the end of the tunnel.

AmiPart 35 results

Just finished AmiParty 35.

https://demozoo.org/parties/5587/

[Submitted by stefkos]

Forever 2026 live stream

[ Atariscne.org - News ] Forever 2026 live stream

The live stream of this weekend's FOReVER  party in Suchá nad Parnou, Slovakia can be found here. As it might be of relevance to understand what you see, this year's topic is "8bit winter games".

Cannon Fooder Atari STE version

[ Atariscne.org - News ] Cannon Fooder Atari STE version

Apparently, the Polish developer kTz from Retro Blitter Team known from his latest game Rogul is working on a STE enhanced version of Cannon Fodder, to finally catch up with the Am***.

Atarimania also lists a WIP version already.