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Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly

https://babyloniantwins.com/blog/porting-a-1993-amiga-game-to-godot/
44•rabahs•4h ago
These are my notes from porting my Amiga game, which I originally built in Baghdad in 1993 in MC68000 assembly, to Godot, using Claude Fable 5 during last July holiday. It took an evening! Getting the feel right and shipping it took a few more weekends and evenings.

I spent the last few weeks analyzing what Claude did, feeding it my 33 years of memory of how I built the game, my notes and the git repos. It wrote the first draft of the article, and I edited line by line over a week. The screenshots of my 1993 map editor is the first I have run it since then. The one thing I never checked myself is the 108-byte explanation.

Please post any questions. I am also releasing the original game for free.

Comments

hedgehog•3h ago
This is fantastic. It would be interesting to have Claude Code export an engineering guide for doing similar ports, including descriptions of the tooling it built to do it. I've done some reversing from binary but never with results this good.
rabahs•3h ago
This is a great idea. It could be a generic game porting skill to make the porting experience smoother. After my experience above. I have actually tried giving Claude binary files of games and it was able to reverse engineer to GoDot!
sedawkgrep•15m ago
> I have actually tried giving Claude binary files of games and it was able to reverse engineer to GoDot!

Oh wow...I hadn't even thought of trying something like this. There are soooo many games from that era that I'd love to play again without the hackery of emulation.

ericd•3m ago
Yeah, someone reverse engineered Red Alert 2 recently. Took Fable cranking for almost a month, but it's pretty amazing to see.
mattbruv•26m ago
I really tried to start reading this because I am interested in the idea, but the obvious AI writing prose is just so off-putting that I can't force myself to continue reading it without my eyes rolling into the back of my head. I'm not against using AI to code, but if you're actually passionate about the project and want to share it with others, you should use your own words.
khazhoux•22m ago
There were a couple of AI tropes but not overly so. This is a great story, especially if you’ve programmed the Amiga before.

Think of it as: this is a story that quite possibly would not be told without AI to help with the writeup.

aenis•12m ago
To me, someone with interest in amiga games and low level assembly ports, having that write up being done by hand wasn't load bearing.

Though I'd admit that using claude for a few hours every day this year desensitivized me to its prose :-)

robviren•19m ago
I'm actually glad to see it stumbled in a few areas. Always surprised to see how much it gets right though. I had always hoped the rather obscure parts of computer history and games would be this incredibly difficult area for Agents to mine.

The amount of non standard hackish and obtuse things that had to be done to implement things in the past feel impossibly complicated to touch today. Lots of people made it up as they went along and used the hardware in ways no one expected. Reminds me of Tim Follin doing the audio for Plock on SNES and Miamoto being shocked the audio was real. It would be so interesting to see what we could learn about development of the past from agentic insights into how code was constructed. I love stuff like this an appreciate the in depth post.

ericd•16m ago
Wow, that's gorgeous for something written in assembly, running in 512k, nice work!
a2ff6eeb0•6m ago
> Please post any questions.

Since Claude did the port and apparently understands it better than you do at this point, can we ask Claude? Is there a git repo we can point Claude at to interrogate it on the way things were done?

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Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly

https://babyloniantwins.com/blog/porting-a-1993-amiga-game-to-godot/
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