Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
232 points - yesterday at 2:28 PM
These are my notes from porting my Amiga game, which I originally built in Baghdad in 1993 in MC68000 assembly, to Godot, using Claude Fable 5 during last July holiday. It took an evening! Getting the feel right and shipping it took a few more weekends and evenings.
I spent the last few weeks analyzing what Claude did, feeding it my 33 years of memory of how I built the game, my notes and the git repos. It wrote the first draft of the article, and I edited line by line over a week. The screenshots of my 1993 map editor is the first I have run it since then. The one thing I never verified myself is the 108-byte explanation.
"Before starting everything, the model assembled the code using vasm on my Mac, and kept going till the binary is byte-identical to the binaries I had in my original game. Even after that, the there was mismatch of about 108 bytes. I originally used AsmOne which assembles into memory, and the game saved into the disk by saving that memory after running the game. So the original shipped files are a snapshot of the game that had already been running, not clean asm-one output."
Please post any questions. I am also releasing the original game for free.
Comments
What a crazy thing it is to be first at the advent of personal computing, and then in the inflection point where AI treats that first experience as archeology.
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
Since then I've done static/native ecosystems for the Super NES, GBA. Nintendo DS, Playstation (most popular) and even Sega Genesis, such also uses the 68k.
https://github.com/mstan/segagenesisrecomp
I even extracted the 68k decoder to its own repo because I wanted to reuse it for the Phillips CDI.
Sega does Sonic 1 2 and 3&K. Also Rocket Knight adventures. Still early yet though. CD-I does the BIOS. Didn't get a game running end to end yet though.
move.l #$dff000,a0 ;Base for hardware registers
lea save(pc),a1 ;Get the system
move.w #$4000,intena(A0) ;from the AMIGA
Crude, although perfectly fine in practice. The system-friendly way is to call the function exec.library has for the purpose, Disable()[0].
0. http://amigadev.elowar.com/read/ADCD_2.1/Includes_and_Autodo...
The amount of non standard hackish and obtuse things that had to be done to implement things in the past feel impossibly complicated to touch today. Lots of people made it up as they went along and used the hardware in ways no one expected. Reminds me of Tim Follin doing the audio for Plock on SNES and Miamoto being shocked the audio was real. It would be so interesting to see what we could learn about development of the past from agentic insights into how code was constructed. I love stuff like this an appreciate the in depth post.
Sooooo cool! I did something similar a few months ago: had the old source code (and executable files) of a game I wrote in 1991 (PC DOS) and a few notes in source code and, well, my old memories of how things worked. I didn't know how to compile it anymore but with the help of LLMs I managed to get it compiling again.
Since then I found about 8 pages of handwritten notes I took back in the days and I did immediately scan them and I added them to the repo.
Now my PC DOS from 1991/1992 does compile again and, well, I really should blog post about it one of these days (if only I had a blog...).
Since Claude did the port, wrote the article, and apparently understands it better than you do at this point, can we ask Claude? Is there a git repo we can point Claude at to interrogate it on the way things were done? Maybe you can share the transcripts you used to port it?
It's marvelous that software can be written with minimal human input, but I guess I'm confused about why I would talk to the human that prompted the AI, rather than the AI that did the work.
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 just laugh.
also 68k asm is actually human-readable compared to x86.