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

babyloniantwins.com

141–147 of 147 posts

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

#141
post #129

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?

Not at all - I'm just not mentioning names because I don't want to discourage anyone to get started before I decide that I'm ready to work on ANY game. If I do it, I'll ping you here :).

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

#143
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 judge articles by the value delivered. Not the writing style. And this article is very much high value compared with the a-simple-idea-explained-with-a-wall-of-text low value/noise most HN stuff has become.

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.

[dead]

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

#146
post #37

Earlier 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?

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...

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

#147
post #146

Earlier 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...

Oh so it’s about the platform where it lives, not about the logic, fair enough. Porting logic as is looks like the best approach, the one thing that broke wasn’t really logic:)
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