# Splat! (nicer scrolling edition)

**URL:** <https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773>\
**Category:** AI remakes\
**Tags:** ai\
**Created:** [October 10, 2026, 10:44am UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773 "2026-10-10T10:44:33Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![ervin](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/ervin/32/87_2.png) [@ervin](https://forum.cpcwiki.eu/u/ervin)\
**Post date:** [October 10, 2026, 10:44am UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/1 "2026-10-10T10:44:33Z")

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### Code & Logic Involvement

Debugging / Optimization only (Human wrote, AI analyzed/fixed)

### Assets & Pipeline Involvement

None (Code-only or pure human assets)

### Project Notes & Prompts

Hi everyone.

Here is Splat! running with improved scrolling.  
It’s not perfect, and there is a tiny glitch where the scroll meets the game border, but the scrolling is certainly a lot nicer now.

I haven’t had a chance to play it a whole lot, so I don’t know how reliable the code is.

[Splat\_smooth.dsk](https://forum.cpcwiki.eu/uploads/short-url/vAsFjwSH7aJFF6bgjQ9WjTmkxQv.dsk) (191.0 KB)

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**Author:** ![BSC](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/bsc/32/23_2.png) [@BSC](https://forum.cpcwiki.eu/u/BSC)\
**Post date:** [October 10, 2026, 2:20pm UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/2 "2026-10-10T14:20:25Z")

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Erm, does not look very improved to me (quite laggy, at least in the browser), but I don’t know the original game.

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**Author:** ![slider271](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/slider271/32/501_2.png) [@slider271](https://forum.cpcwiki.eu/u/slider271)\
**Post date:** [October 10, 2026, 9:21pm UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/3 "2026-10-10T21:21:58Z")

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I’ve just played both the original and this version back to back, and you’re right - the original runs and scrolls fine.

The “smooth” version runs quite a bit faster (which I don’t think the game needs), but the scrolling isn’t inherently smoother, and it also introduces that flicker @ervin mentioned which wasn’t in the original.

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**Author:** ![Anthony\_Flack](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/anthony_flack/32/35_2.png) [@Anthony\_Flack](https://forum.cpcwiki.eu/u/Anthony_Flack)\
**Post date:** [October 11, 2026, 12:51am UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/4 "2026-10-11T00:51:18Z")

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This is interesting… I mentioned Splat because the screen tearing on the original hurts my eyes; it could use faster drawing or a screen buffer.

This version runs at about the same speed overall but the screen scrolls in smaller increments. The gameplay seems to be otherwise unchanged.

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<div class="post-metadata">

**Author:** ![slider271](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/slider271/32/501_2.png) [@slider271](https://forum.cpcwiki.eu/u/slider271)\
**Post date:** [October 11, 2026, 1:00am UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/5 "2026-10-11T01:00:55Z")

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I tried both versions on RVM, so perhaps the tearing of the original was removed, it seemed fine to me (and I’m quite sensitive to tearing).

And the increased speed of the new version did make it feel quite different of me. But I have to admit, I’d never played the CPC version before, only the Spectrum version.

EDIT: I bow to your superior timing skills @Anthony_Flack I’ve now videod both versions running the demonstration and they run at the same speed! It’s the smaller scrolling increments that made it feel faster to me, I was wrong.

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<div class="post-metadata">

**Author:** ![ervin](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/ervin/32/87_2.png) [@ervin](https://forum.cpcwiki.eu/u/ervin)\
**Post date:** [October 11, 2026, 5:08am UTC](https://forum.cpcwiki.eu/t/splat-nicer-scrolling-edition/773/6 "2026-10-11T05:08:16Z")

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Hi everyone.

For anyone wondering what I asked Claude to do…

I gave it the dsk from cpc-power called “Splat! (UK) (1985) [Amsoft] [Original].dsk”.

Then I used this prompt:

_an old classic. disassemble please. the ONLY thing i want to do with this one is smooth out the scrolling a bit. i don’t want it to run any faster. i’d love for the scrolling to move in half the increments of what it currently does. however the player character needs to move in the same way it does now, so that alignment with scenery blocks still works while moving_

Claude asked me if I’d like half-increment scrolling, which would have been 3 pixels at a time (and cause slowdown due to bit shifting requirements), or if I’d like 2 pixel scrolling, which i said yes to.

After a bit over 3 hours (and the remainder of my credits for this week), it gave me the dsk file that I uploaded to this thread.

By comparison, Roland on the Ropes needed A LOT more testing and back-and-forth with Claude to get it right.

And here is Claude’s report at the end:

_ **Scrolling:** _

- _ **Up and down:** a block now scrolls in two steps of 6 lines instead of one step of 12._
- _ **Sideways:** a block scrolls in three steps of 2 pixels instead of one jump of 6._
- _**Sideways on the fastest speeds (level 8 onwards):** there isn’t enough spare time for three steps, so a block moves 2 pixels and then 4._

_ **Zippy:** he still moves one whole block at a time, as you wanted. While the screen is part-way through a scroll, his sprite, his collision checks and the death splat all shift with the scenery, so he still lines up with it._

_ **Same game:** in every test, the game state and the playfield matched the original exactly:_

- _Six full games, played through to game over with scripted joystick input._
- _A long run with an invincible bot through four level completions, at two of the faster speeds._
- _Demo mode at three speeds._

_ **Speed:** it usually runs within 0.5% of the original’s pace. The worst cases were about 2% slower, in a couple of very short games and in the demo at one of the faster speeds._

_ **Two small differences:** _

- _If Zippy moves into a block that is part-way off the edge of the play area, collision only checks the visible part of it._
- _The game now has 128 fewer bytes of BASIC memory, because the extra code needed somewhere to live. The game doesn’t need that space._
