Cross-Platform Amiga and Atari ST C Programming (“Not Conio But Compatible”)
Building a conio-like layer so the same game code works on both the Amiga and the Atari ST.

Building a conio-like layer so the same game code works on both the Amiga and the Atari ST.

In this fourth and final building-block post on the way to the multi-platform roguelike in C, we add keyboard input so our player character can move

Redefinable keys, goblins that chase you, d20 combat, and the memory bug that had the game silently overwriting itself.

A procedurally generated dungeon game with, collisions and a teleport escape hatch, all in plain C64 BASIC code that you can actually read and follow.

In this part of the series we look at how Atari St and Amiga handles ASCII text and we create a hard-coded dungeon in C.

It's weird but sometimes BASIC beats C, in ways you might not expect!

What can we learn from 8bitguy's version of the famous C64 BASIC random maze ...?

Explanation of how to create an Ultima-style map view turns into an adventure in C64 BASIC optimisation

Time to investigate how loops work in C as we develop a game for the ST and Amiga
