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

babyloniantwins.com

11–20 of 147 posts

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

#11
post #5

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.

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 :-)

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

#12
> Please post any questions.

Since Claude did the port, wrote the article, 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? Maybe you can share the transcripts you used to port it?

It's marvelous that software can be written with minimal human input, but I guess I'm confused about why I would talk to the human that prompted the AI, rather than the AI that did the work.

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

#13
post #4

Earlier quoted context omitted.

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!

> 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.

Yeah, someone reverse engineered Red Alert 2 recently. Took Fable cranking for almost a month, but it's pretty amazing to see.

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

#14
post #3

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.

session stored on the drive would also contain all of the tool calls , right? unless op changed the default settings it would've expired though by now, since the run was in July

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

#16
post #5

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.

I mentioned the same thing to OP by email, but this story is too good to block on that.

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

#18
> one copy of the Amiga Hardware Reference Manual

aka The Book... my, this brings back dusty memories

Babylonian Twins has such strong "Gods: Into the Wonderful" vibes, I wonder if that game was an inspiration for you

https://www.lemonamiga.com/game/gods-into-the-wonderful

https://www.youtube.com/watch?v=1kAXGjUwHyA

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

#19
What's the point though? If you got the stuff it's better run in UAE. If you have none I don't trust you and therefore think the Amiga name is misleading. To gain trust here show some code running in UAE.

There is no point in "porting to Godot" because either you port Amiga stuff to UAE-likes or FPGAs or you in fact advertise "AN AI REWROTE MY CRAP GWBASIC GAME FROM 93 LOL". Lol. Which is riduculous.

and people will just laugh.

also 68k asm is actually human-readable compared to x86.

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

#20

> Please post any questions. Since Claude did the port, wrote the article, 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? Maybe you can share the transcripts you used to port it? It's marvelous that software can be written with minimal human input, but I guess I'm confused about why I would ta…

This is actually what I did to understand what happened during the port. I did analysis weeks after the game was ready.

While doing the analysis, I came to know about this 108 byte delta. I didn't quite understand the explanation Claude gave me. I added more details about this in the post above. It could be the difference in the assembler used, the environment used (Amiga 500 vs M5 Macbook), or how the binary was saved from memory 33 years ago

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