---
title: "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"
description: "babyloniantwins.com indexed from Hacker News."
canonical: "https://www.symbaiex.com/news/porting-my-1993-amiga-game-to-godot-with-an-llm-reading-the-68000-assembly-49550375"
last-updated: "2026-09-03T14:28:18.000Z"
---
# Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly

Source: babyloniantwins.com
Hacker News: https://news.ycombinator.com/item?id=49550375
Original source: https://babyloniantwins.com/blog/porting-a-1993-amiga-game-to-godot/

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.
