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

babyloniantwins.com

21–30 of 148 posts

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

#21
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.

Just grab any game, especially old rom files form the 80s (I tried TimePilot and Road Fighter from MSX era). The model extracted the graphics, the sounds and then built the whole game. It takes less than 1 hour to port a 16kb rom file, in one shot. You will get a playable game, but you need a few follow up prompts to get it back to its original form. Usually some sprites or sounds issues, but very easy to fix, if you have played the original game.

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

#22
post #7
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.

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.

Tics, tropes are worn out predictable plot devices

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

#23
post #9

Wow, that's gorgeous for something written in assembly, running in 512k, nice work!

amigas were way ahead of their time. We had an Amiga 500 and then got a 386 and it was such a downgrade, but the Amiga was clearly a dying system.

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

#24
post #7
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.

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.

Your last point is exactly right. I wouldn't have had the time to do this port and write-up without the help of AI. Having said that, the AI wrote this based on my own notes and I edited and reviewed every line over a week. AI also helped with extracting screenshots and code snippets which would have taking me more time. I don't like to read AI writing either, but I thought that the fact that this is based on my own notes and experience and using original code and screenshots from the 90s would be of interest to the community. Thanks

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

#25
post #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…

This is inordinately harsh, though I agree with wanting to just play the original Amiga game. It's available at the following link from all the way at the bottom of the article: https://bithunch.itch.io/babylonian-twins

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

#26
post #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…

Thanks for the feedback. If you have read the article, I also mentioned that I have released the Amiga version for free to the Amiga community. AI actually helped addressing a few bugs and get it ready. You can download the ADF and play the full Amiga game for the first time since 33 years ago. This post was more about my experience using AI and interacting with assembly code from the 90s.

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

#27
post #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…

This is inordinately harsh, though I agree with wanting to just play the original Amiga game. It's available at the following link from all the way at the bottom of the article: https://bithunch.itch.io/babylonian-twins

[flagged]

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

#28

> 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

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.

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

#29
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

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

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

#30
post #4
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.

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!

Dumb question this, but how do you load it into Claude? I’ve only seen APIs for text and image uploads. Not random files. Or maybe that’s a limitation of the SDK I’m using?
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