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

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Why This Matters

This article highlights the nostalgic and technical journey of porting a 1993 Amiga game to modern platforms using advanced AI tools like LLMs. It underscores the enduring importance of preserving classic game development techniques and demonstrates how modern AI can facilitate the revival and adaptation of vintage software for today's consumers and industry. This fusion of retro computing and cutting-edge AI innovation offers valuable insights into preserving digital heritage while pushing technological boundaries.

Key Takeaways

By Rabah Shihab · September 1, 2026

In 1993, in Baghdad, I built a game called Babylonian Twins on an Amiga 500: 512KB of RAM, no hard drive, plugged into a TV. I was an engineering student in my twenties. Pure 68000 assembly, every sprite and every scanline by hand. Murtadha Salman drew the art and Mahir AlSalman composed the music. We were under sanctions. No internet, no game development resources, just one copy of the Amiga Hardware Reference Manual, which I used to program the hardware directly, and electricity a few hours a day. The constant floppy disk swapping (because of the small memory) and the 50°C summers killed my disk drive three times.

Left: 1993, on the Amiga. Right: 2026, the same gateway.

On the Amiga, “by hand” means the game doesn’t ask the operating system for anything while it runs. At startup it saves the interrupt vectors, switches the OS interrupts off and takes the whole machine:

move.l #$dff000,a0 ;Base for hardware registers lea save(pc),a1 ;Get the system move.w # $4000 ,intena(A0) ;from the AMIGA

“Get the system from the AMIGA” is my comment, from 1993. From that point on the display is the game’s own copper list (the Amiga’s programmable video coprocessor), rewritten on the fly for sprites and sky colours. Tiles move by writing the blitter’s registers directly and waiting on its done flag. The joystick is read straight from the hardware port, and the fire button is one pin on a CIA chip. The OS comes back only between levels, to load the next level’s files from the disk, and then it’s switched off again.

It was the first commercial game made in Iraq, and for a long time a game very few people got to play. Commodore collapsed and sanctions scared off publishers, so the finished game sat on a shelf. An Amiga forum found it in 2008 from my brother’s YouTube uploads and hunted me down for the disks; the thread is still there.

The game has been ported once before, by hand, in 2010. The same team rebuilt it for the iPhone on an engine written from scratch, about 34,000 lines of C++, over months of nights and weekends. Apple and Google featured it, and it reached over two million downloads. That story is here.

I didn’t do this port. I asked for it, played the result every night, said what felt wrong, and made the few decisions that needed somebody who was there in 1993. The file formats and the assembly reading were the AI’s work, and so were the decisions about how to carry thirty-year-old code across, and it went faster than I could follow. This post is what I found when I sat down weeks later and read what had been done to my own game. Some of it was wrong, and I didn’t notice for weeks.

Why I tried again

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