<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: rabahs</title><link>https://news.ycombinator.com/user?id=rabahs</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Fri, 04 Sep 2026 06:22:22 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=rabahs" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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.</p>
]]></description><pubDate>Fri, 04 Sep 2026 06:22:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=49561157</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49561157</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49561157</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>Curious if you had to do any follow up prompts. How large was the binary and which model did you use?</p>
]]></description><pubDate>Fri, 04 Sep 2026 02:36:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=49559875</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49559875</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49559875</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>Thanks! would love to hear your feedback.</p>
]]></description><pubDate>Fri, 04 Sep 2026 02:16:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=49559713</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49559713</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49559713</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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. Curious to know the progress on the above.</p>
]]></description><pubDate>Fri, 04 Sep 2026 02:14:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=49559701</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49559701</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49559701</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 / graphics..etc. Thanks</p>
]]></description><pubDate>Thu, 03 Sep 2026 23:09:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=49558387</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49558387</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49558387</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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).<p>I have not compared the 2010 port to the current Godot port.  However, I felt the Godot port was smoother. I think that was because Godot uses the latest graphics frameworks (e.g Metal) vs old Opengl ES 1. It would also be interesting to compare the godot port of the original game vs the original in assembly. Curious how I can achieve that. A good question to ask Claude.</p>
]]></description><pubDate>Thu, 03 Sep 2026 23:00:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=49558301</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49558301</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49558301</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 you mentioned MFM, I remember I wrote some disk copy protection code back in the day that leverages MFM encoding. I will check if that code is still around.</p>
]]></description><pubDate>Thu, 03 Sep 2026 22:46:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=49558167</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49558167</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49558167</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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.</p>
]]></description><pubDate>Thu, 03 Sep 2026 22:29:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=49558013</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49558013</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49558013</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 experience in the 90s. You can read more about it here: <a href="https://babyloniantwins.com/story/" rel="nofollow">https://babyloniantwins.com/story/</a> I am happy to go into more detail on any aspect. I will be watching this thread regularly.</p>
]]></description><pubDate>Thu, 03 Sep 2026 22:21:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=49557922</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49557922</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49557922</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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.</p>
]]></description><pubDate>Thu, 03 Sep 2026 22:02:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=49557745</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49557745</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49557745</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 second. My technique was drawing a white line using the Amiga Copper, starting at the beginning of the top vertical blanking period. As I added more game objects, logic, and rendering, I had to make sure the line does not drop below the beginning of the active display area. If it went below that point, a frame would be dropped, resulting the game to flicker. I had to use many techniques to split the processing of the game objects in batches across multiple frames. Fun time.</p>
]]></description><pubDate>Thu, 03 Sep 2026 21:57:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=49557701</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49557701</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49557701</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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.</p>
]]></description><pubDate>Thu, 03 Sep 2026 20:58:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=49556878</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49556878</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49556878</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 everything else ported so smooth. I think the decision that Claude made not to use Godot physics and just port everything as as, made the gameplay feels right without much tweaks.</p>
]]></description><pubDate>Thu, 03 Sep 2026 20:41:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=49556621</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49556621</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49556621</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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!</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:50:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555779</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555779</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555779</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:41:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555643</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555643</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555643</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>The main inspiration for Babylonian Twins that nobody mentioned or even thought about was <a href="https://en.wikipedia.org/wiki/The_Maze_of_Galious" rel="nofollow">https://en.wikipedia.org/wiki/The_Maze_of_Galious</a> it predates them all.</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:39:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555598</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555598</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555598</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 full Amiga game for the first time since 33 years ago. This post was more about my experience using AI and interacting with assembly code from the 90s.</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:30:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555436</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555436</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555436</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 helped with extracting screenshots and code snippets which would have taking me more time. I don't like to read AI writing either, but I thought that the fact that this is based on my own notes and experience and using original code and screenshots from the 90s would be of interest to the community. Thanks</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:24:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555351</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555351</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555351</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>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 one shot. You will get a playable game, but you need a few follow up prompts to get it back to its original form. Usually some sprites or sounds issues, but very easy to fix, if you have played the original game.</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:14:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555197</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555197</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555197</guid></item><item><title><![CDATA[New comment by rabahs in "Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly"]]></title><description><![CDATA[
<p>This is actually what I did to understand what happened during the port. I did analysis weeks after the game was ready.<p>While doing the analysis, I came to know about this 108 byte delta. I didn't quite understand the explanation Claude gave me. I added more details about this in the post above. It could be the difference in the assembler used, the environment used (Amiga 500 vs M5 Macbook), or how the binary was saved from memory 33 years ago</p>
]]></description><pubDate>Thu, 03 Sep 2026 19:04:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=49555039</link><dc:creator>rabahs</dc:creator><comments>https://news.ycombinator.com/item?id=49555039</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49555039</guid></item></channel></rss>