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rabahs
searching Neon…
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1.
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by
rabahs
12d ago
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 h
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by
rabahs
12d ago
Thanks!
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by
rabahs
12d ago
It is already on itch. Check the babyloninantwins.com for all the links
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by
rabahs
12d ago
The game website link to some articles description the game dev scene back then.
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by
rabahs
12d ago
I tried it with 16k roms. It does take less than 1 hour but if you want to tweak and make playable, you will need half day
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by
rabahs
12d ago
I have the Max subscription. I use mostly weekends and some evenings. I never hit a limit.
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by
rabahs
13d ago
Yes, you can try your game out. I tried with old msx rom files and it worked.
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by
rabahs
13d ago
The fair comparison is between the assembly version and its godot port. I didn't actually notice any performance difference since th game is capped by its 50 frame per second.
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by
rabahs
13d ago
Thanks. I wonder if that was documented in the Amiga Hardware Reference Manual :) that was the only book I had back then. I remember it was mostly registers and assembly language.
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by
rabahs
13d ago
Curious if you had to do any follow up prompts. How large was the binary and which model did you use?
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by
rabahs
13d ago
Thanks! would love to hear your feedback.
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by
rabahs
13d ago
Cool. I wonder how much additional harnesses would improve the porting process. In my case, I gave more freedom to Fable 5. The model was able to figure things out. I am hearing that the latest models works better with less restrictions. Cu
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by
rabahs
13d ago
I hear you. However I wrote that assembly code 33+ ago :) Again, I mentioned elsewhere on this post and in the article, I had to review and/or edit every line in this post. AI biggest help in writing was referencing the right source &
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by
rabahs
13d ago
Are you interested in comparing the 2010 remake (C++) to the original (Assembly)? They are quite different games, so hard to compare, but both run at peak frame rate for their respective platforms (60fps vs 50fps). I have not compared the 2
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by
rabahs
13d ago
No, I have not. I will definitely check before releasing the Amiga port inside the Steam. I think that would be the right approach, especially if you are porting a game you have not played enough. I did use blitter for all graphics. Now yo
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by
rabahs
13d ago
Thanks for sharing. It is truly an amazing feeling when AI helps us excavate the past. I never thought I would be able to do so. I'm so glad I kept all my files over the past 33 years.
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by
rabahs
13d ago
Yes, it was a tough time after the war, but the main difficulty was the economic sanctions, which hit us hard. There are a few interviews and news articles published after I launched the mobile version back in 2010 that discuss our experien
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by
rabahs
13d ago
Thanks! Yes, this was not possible last year, and probably even a few months ago. Amazing times to revive forgotten games and software. Let me know if you have questions on my process.
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by
rabahs
13d ago
Thank you for sharing your experience. It can be hard to remember all the details of debugging in assembly, but the main aspect I recall was managing game performance to ensure all rendering and processing stayed within 1/50 of a secon
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by
rabahs
13d ago
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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by
rabahs
13d ago
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
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by
rabahs
13d ago
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!
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by
rabahs
13d ago
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
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by
rabahs
13d ago
The main inspiration for Babylonian Twins that nobody mentioned or even thought about was https://en.wikipedia.org/wiki/The_Maze_of_Galious it predates them all.
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by
rabahs
13d ago
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
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by
rabahs
13d ago
Your last point is exactly right. I wouldn't have had the time to do this port and write-up without the help of AI. Having said that, the AI wrote this based on my own notes and I edited and reviewed every line over a week. AI also hel
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by
rabahs
13d ago
Just grab any game, especially old rom files form the 80s (I tried TimePilot and Road Fighter from MSX era). The model extracted the graphics, the sounds and then built the whole game. It takes less than 1 hour to port a 16kb rom file, in
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by
rabahs
13d ago
This is actually what I did to understand what happened during the port. I did analysis weeks after the game was ready. While doing the analysis, I came to know about this 108 byte delta. I didn't quite understand the explanation Claud
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by
rabahs
13d ago
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!
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Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
(babyloniantwins.com)
380 points
by
rabahs
13d ago
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