AI, Slop, and Where I Draw the Line
Where do we draw the line with AI in programming and the retro computing community?

Where do we draw the line with AI in programming and the retro computing community?

In this part of the Amiga C series we stop fighting the shell, open an Intuition screen, draw with graphics.library, and read the keyboard

Goblins that hit back, doors and keys, a game over screen, and moving the C64's screen to another memory bank to more than double the room for BASIC.

Drawing the roguelike on the Atari ST with VT52 escapes through GEMDOS

Coding up a "Not Conio But Compatible" library for Amiga VBCC, plus the three painful rakes I stepped on

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.
