Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly Babylonian Twins creator Nour El-Rayes ported his 1993 Amiga 500 game to Godot 4 using an LLM (Claude Fable 5) to read the original 72,758 lines of 68000 assembly, completing all three planned steps—including embedding the original game inside the modern port—in a single weekend, with the level format that previously required multiple rounds and corrections decoded in one pass. The port, which preserves the Amiga's original 50 Hz timing, was driven by the AI with El-Rayes providing feedback and making key decisions, though he noted some errors went unnoticed for weeks. 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 https://eab.abime.net/showthread.php?t=39120 . 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 https://babyloniantwins.com/story . 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 I’d tried this before. About a year ago I gave an earlier model the same Amiga material and asked it to make sense of my binary level maps. It got there in the end, but it took several rounds and a lot of hints from me. Then Claude Fable 5 shipped, and I gave it the same files. The test was deliberate. My guess was that there is little Amiga assembly code in LLM training sets. If the model was better at working things out rather than recalling them, this is where it would show. The July 4th weekend was coming up, so I planned three steps, each one conditional on the previous working. Step one, the safe ask: my own 2010 engine, the 34,000 lines of C++, moved into Godot 4. This was the control. Step two, the unfair ask: the original 72,758 lines of 68000 assembly, for a machine that had gone out of production, with no comments to speak of and nothing in common with the C++. Rebuild that in Godot too, at the Amiga’s original 50 Hz. Step three, the greedy ask: put the second one inside the first, so buying the modern game gets you the 1993 original as a second thing you can launch. All three worked. The level format that had taken several rounds and my corrections a year earlier came out in a single pass, with no hints from me. How it was run I ran it in Claude Code, so it had a terminal and my filesystem. It could edit files, run the assembler, build the game, launch the game and read what came back. When I say below that it rebuilt my 1993 binaries and checked them, it did that by running vasm and diffing the output. Early on it added a set of command-line flags to the game so it could play without me: --level=