Well, I still can't show screenies ATM, but I can show mockups!

Mockups as in one. All that I have done lately is shown here, and it looks 100% like that in game (besides the "Level 1-5" thing, I have two custom text routines, one for the "BULLET" and the other for "Level 1-5" I'm working on but it'll look like that):
I have enemy movement almost down (they can move, they have a line of sight and such, but I still need to get them to attack Drake and doze off after a while of you hiding). Then the enemies will be perfect state machines and will be awesome and kill you

(in this replica mock, it shows only skeletons, which are one of the ~10 different enemies, which, as you can't see as the main character isn't included, are twice your size)
I also have compression working perfectly now, that above screenie looks like this with no prediction and only bits to map with:
This is compressed to about 15 bytes with my algorithm. The moon in the background is overlain on top based on the level nibble's value, and it is checked to see if the space needed for drawing the moon is occupied, and draws as much of it as possible.
HUD is now somewhat functional. Added a bullet indicator and a health bar (I finally got dithering to work well with this in-program) and almost done the level thing you see there.
And on a side note, I think UCTI is the first game that features a non-normallic 1st/3rd party scripting language (I made a scripting language, TCPS, found here in the projects section) on a calculator that can be used to mod and make add-ons to the game (almost 100% functional and documented)
So, decent progress today and yesterday