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

babyloniantwins.com

31–40 of 148 posts

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

#31
post #15

Very cool! Wish you had released it back then

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 helped me to package it for releasee. Enjoy!

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

#33
post #29

Earlier 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

sessions are stored in the home folder somewhere but are deleted after 30 days by default. it won't be stored in the bash history, at least it does not for me on macOS with zsh + omz

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

#35
post #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.

I couldn't detect it from my casual read. English is almost certainly OP's second language so it seems much more forgivable.

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

#36
post #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.

You handled GP's post much better than I would have.

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

#37

Hmm 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...

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 was only small tweak I had to make the trampoline jump, but everything else ported so smooth. I think the decision that Claude made not to use Godot physics and just port everything as as, made the gameplay feels right without much tweaks.

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

#38
post #35
post #16

Earlier 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.

Yeah I think it's not 100% AI but my vomit senses started tingling at

> 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

#39

Hmm 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...

There are a few instructions that are functionally equivalent. It is possible that one of the assemblers has the ability to auto convert equivalent behaviour instructions into smaller instructions that do the exactly the same thing. That is fairly common in assemblers. If one of the assemblers had a normalisation phase where they treat multiple forms of the same instruction as the same thing prior to checking if a more compact encoding is possible then that normalisation phase could be generating a same size instruction with same behaviour but with a different encoding. A small number of bytes different with same behaviour is what I would expect from a reassembly like this.

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

#40
post #30
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!

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?

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 assembly, the 2010 port in C++, and the new Godot port.
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