Very cool! Wish you had released it back then
Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
31–40 of 147 posts
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#32Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#33Earlier quoted context omitted.
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
#34Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#35I 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
#36What'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
#37Hmm did you ever run the game port against the original one in UAE? With the same inputs? Or is it just "it plays right when I play it"? That 108 byte delta is puzzling...
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#38Earlier quoted context omitted.
I mentioned the same thing to OP by email, but this story is too good to block on that.
I couldn't detect it from my casual read. English is almost certainly OP's second language so it seems much more forgivable.
> The test was deliberate.
> Step one, the safe ask
> Step two, the unfair ask
My guess "AI write a blog post about this" and then he edited it, but didn't quite eliminate the stench. Pretty close though to be fair.
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#39Hmm did you ever run the game port against the original one in UAE? With the same inputs? Or is it just "it plays right when I play it"? That 108 byte delta is puzzling...
The proof of the pudding would be to have a look at what the differing bytes were encoding.
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#40Earlier 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!
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?