Earlier quoted context omitted.
Ah, it's not going to be Amiga. The shortlist has two PC and two C64 games.
Yeah I'm working on a C64 game myself (Below The Root). Are yours a secret?
Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
141–147 of 147 posts
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#142Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#143I 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.
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#144What an excellent read. This is why I read HN. Thanks!
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#145> The same twin, the same six frames: 1993 above, 2026 below. But why is the 2026 twin facing right when the original faced left? It's only a minor detail, but IMO it would be easier for comparison if they both would point in the same direction.
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#146Earlier quoted context omitted.
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.
Nice, so it works quite good! So it’s a port, not a re-implementation. Good job on that, I like it that way:) do you have an idea why the trampoline jump didn’t come across?
Re: Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
#147Earlier quoted context omitted.
Nice, so it works quite good! So it’s a port, not a re-implementation. Good job on that, I like it that way:) do you have an idea why the trampoline jump didn’t come across?
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 tvOS 10 years ago. Godot port read it as pressed, so you get high bounce without a fresh press: https://babyloniantwins.com/blog/porting-a-1993-amiga-game-t...