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Hey there! Well done so far, keep up the good work! What is your dev stack if I may ask? I am assuming VS Code with some Asm  integration?

Thanks! Well this is being developed in Codex Desktop/ChatGPT with 5.6 SOL as model, I instructed it to make Amiga games in C / lowlevel and started from there and from scratch. Now many hours later we have a complete toolchain. Because I'm a software engineer I do regularly check what is being produced in code in VSCode which sometimes determines my next prompt/question

I just let Codex summarize the the complete toolchain/dev-env:

  • C — the main programming language for the game and direct Amiga hardware control
  • VBCC — cross-compiles the C code for the Motorola 68020
  • VASM — assembles the generated and low-level 68k code
  • VLink — links everything into the final Amiga executable
  • AmigaOS NDK — provides the AmigaOS headers, system structures and hardware definitions
  • GNU Make — automates asset generation, compilation, testing and release builds
  • Python and Pillow — convert artwork into Amiga palettes, bitplanes, sprites, masks and packed runtime assets
  • Git — version control and development history
  • FS-UAE — emulator testing at both 68020 and 68030 configurations
  • Real hardware — final testing on an A1200/68030
  • ADF, HD and WHDLoad packaging tools — create bootable floppy images and installable release packages

The game is mostly written in C rather than handwritten assembly, but it directly controls the Copper, Blitter, hardware sprites, DMA and Paula audio.

The AI models are indeed improving in leaps and bounds in a matter of weeks! I used AI to optimize my Blitz Basic code for Hyper Runner, specifically by converting hot-path logic from BASIC to Assembler and I saw a lot of performance improvements, to the point where Hyper Runner could run on a stock 1200.

I think going with the C approach is a good idea as the models deal better with higher level languages, while on the other hand C is also good for the low level operations (register access etc) required.

I will certainly adopt this approach in future Amiga projects.

My current project is for Neo Geo, using NgDevKit and a setup very similar to the above, using Python and Powershell for data processing tools etc.

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Ah just now I realize you're behind Hyper Runner, awesome game, I have a reminder set to order the physical version. Really nice work and good luck with your new project!

Now you mention Blitz Basic, when I started I asked to do it in C but also look for other options, Blitz Basic, Amos, Scorpion etc we're all mentioned and researched but for my usecase we sticked to C

About performance, my mistake was test too much on 030 so 020 became horrible FPS wise. Gained a lot FPS back and fixed other issues along the way  by letting ai inspect and debug the compiled code. Fun times.

Great game, thanks.

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Thx! I see that you wanted to complete the level after falling into the water, nice!

Shared on my channel, cheers

Thx! Nice CRT filter and you even completed the level twice!

My pleasure :)

Featured! https://www.indieretronews.com/2026/08/sparkpaw-stormstone-quest-ai-game.html

Wow thx! I love your site and check if often to see what is going on in the Amiga scene. And now you shared my game even when it's developed with AI. I take "it isn't bad at all" as a compliment, thx!

You're welcome! :) I've sent it to Amiga Bill as well, so hopefully a feature by Sunday too

Cool, well, that would definitely stir up a lot of discussion around AI game development.

AmigaBill doesn't mind AI if it's done well or used as a tool to help. I mean if you used all AI and the game was really bad, probably different haha - I think you're safe though :D :D

Haha we'll see, I expect to be roasted :D 

Great game

Thx! You didn’t give up after falling into the water, nice going!

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There's no need to worry so much about AI. People will play if they like it and won't if they don't, and that's it. The tools are less important.

Thx and agreed!

Nice game!

Thx! I’ve been following your channel for quite some time now, and seeing my game pop up on YouTube on my TV was awesome.  And you even included the complete intro, cool!

The sound glitches are coming from the game, right? In this video, they seem to be a bit more present than in the other videos...