Viewing profile — rabahs
rabahs
HN member- Joined
- Thu, Nov 08, 2007, 12:23 AM UTC
- HN karma
- 307
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- 56 items
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About rabahs
Recent public activity
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Comment #49572949
The trampoline jump physics was correct. The issues was that the 2010 c++ version ignored a held button because of an Apple TV workaround I implemented when I enabled support of tv…
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Comment #49572509
[dead]
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Comment #49572484
Thanks!
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Comment #49567930
It is already on itch. Check the babyloninantwins.com for all the links
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Comment #49567885
The game website link to some articles description the game dev scene back then.
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Comment #49567849
I tried it with 16k roms. It does take less than 1 hour but if you want to tweak and make playable, you will need half day
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Comment #49567797
I have the Max subscription. I use mostly weekends and some evenings. I never hit a limit.
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Comment #49561787
Yes, you can try your game out. I tried with old msx rom files and it worked.
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Comment #49561157
The fair comparison is between the assembly version and its godot port. I didn't actually notice any performance difference since th game is capped by its 50 frame per second.
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Comment #49560596
Thanks. I wonder if that was documented in the Amiga Hardware Reference Manual :) that was the only book I had back then. I remember it was mostly registers and assembly language.
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Comment #49559875
Curious if you had to do any follow up prompts. How large was the binary and which model did you use?
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Comment #49559713
Thanks! would love to hear your feedback.
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Comment #49559701
Cool. I wonder how much additional harnesses would improve the porting process. In my case, I gave more freedom to Fable 5. The model was able to figure things out. I am hearing th…
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Comment #49558387
I hear you. However I wrote that assembly code 33+ ago :) Again, I mentioned elsewhere on this post and in the article, I had to review and/or edit every line in this post. AI bigg…
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Comment #49558301
Are you interested in comparing the 2010 remake (C++) to the original (Assembly)? They are quite different games, so hard to compare, but both run at peak frame rate for their resp…
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Comment #49558167
No, I have not. I will definitely check before releasing the Amiga port inside the Steam. I think that would be the right approach, especially if you are porting a game you have no…
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Comment #49558013
Thanks for sharing. It is truly an amazing feeling when AI helps us excavate the past. I never thought I would be able to do so. I'm so glad I kept all my files over the past 33 ye…
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Comment #49557922
Yes, it was a tough time after the war, but the main difficulty was the economic sanctions, which hit us hard. There are a few interviews and news articles published after I launch…
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Comment #49557745
Thanks! Yes, this was not possible last year, and probably even a few months ago. Amazing times to revive forgotten games and software. Let me know if you have questions on my proc…
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Comment #49557701
Thank you for sharing your experience. It can be hard to remember all the details of debugging in assembly, but the main aspect I recall was managing game performance to ensure all…
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Comment #49556878
With Claude Code command line, you can point to any directory you have in your file system. In this case, Claude Code was working across three directories: the original game in ass…
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Comment #49556621
You mean run them side by side ? No, I did not do that. I played the ported game on my Mac only. The movement feels right based on my thousands of hours playing the original. There…
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Comment #49555779
Thanks. I know the Amiga version took a long time. It was very hard to even look at the assembly code I wrote after so many years. AI was the hero that explained everything and hel…
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Comment #49555643
That's a good point. I looked at the git history for my analysis. What is the best way to analyze claude sessions history? I definitely check if I still have them stored. Thanks
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Comment #49555598
The main inspiration for Babylonian Twins that nobody mentioned or even thought about was https://en.wikipedia.org/wiki/The_Maze_of_Galious it predates them all.