Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly
In a blog post, Rabah Shihab describes porting his 1993 Amiga game Babylonian Twins to Godot 4 using Claude Fable 5, an LLM, running in Claude Code. The original game was written in pure 68000 assembly for the Amiga 500, with 72,758 lines of code, and was the first commercial game made in Iraq. Shihab had previously attempted to use an earlier AI model to decode the game's binary level maps, which required several rounds and hints. With Claude Fable 5, the level format came out in a single pass with no hints. The AI ran in Claude Code with access to a terminal and filesystem, allowing it to edit files, run the assembler (vasm), build the game, and launch it. It added command-line flags for automated testing and used FS-UAE to boot the Amiga result. The port proceeded in three steps: first, moving the 2010 C++ engine (34,000 lines) to Godot 4 as a control; second, rebuilding the original assembly in Godot at the Amiga's 50 Hz; third, integrating the original as a second launchable game within the modern port. All three steps worked. Shihab noted that he did not do the port himself but played the result nightly and made decisions requiring his 1993 knowledge. He found some of the AI's work was wrong, but did not notice for weeks.
Demonstrates LLMs can port legacy assembly code to modern engines, potentially aiding game preservation and migration.