Well, I’m back at it on the 128k* (or more) only platform game inspired by our @TITAN 's graphics and plot of shennanigans in Ancient Greece. Implemented using the excellent CPCTeleraNext by the lovely @Arnaud6128.
I’ve given up trying to get smooth full-screen CRTC/memory based scrolling to work as smoothly and as simply as I want on a non-Plus machine, even both with analysing the timings manually, and letting an LLM loose on it, so I’ve moved things over to Flick Screen. So I can get the damned thing completed and out.
But this does mean I can concentrate instead on getting the movement of the player sprite as close as possible to what console games such as SMB etc do. Yes, I’m ripping off the Mario physics and movement/control model because why not:
Some screenshots, and yes, the menu/intro demo is in overscan. There are currently THREE seperate tunes courtesy of our @Targhan, and there will be support for multiple languages (so far planning English/Spanish/French/German and of course Greek for our Forum Grand Poohbah).
Next up is ladder movement, spiky-and-gluggy-death handling, and enemies.
The tileset/graphics are all from here: AmstradMuseum TITAN : Devilry III
I’m using Tiled for the Levels. And yes, I’m using an LLM (ChatGPT) as a coding consultant and assistant to write tools, optimise code, grunt-worker and so on. Because I’ve been a professional software developer for 30-odd years and I’m utterly bored of reinventing the wheel with computers now. That said, I’ve been writing C on-and-off since 1997, so yeah, I know what I’m doing.
Please direct all complaints to the big AI Thread. But all artwork and music are by humans!
I’ll use this thread to keep you all updated on progress.
* No, it won’t run on 64K, you will need 128K (at least) and a disc drive. Yes, that’s deliberate. I was stuck with an unexpanded 464 back in the day, and the 6128 is still my dream machine.



