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

A developer recounts the process of porting their 1993 Amiga game, Babylonian Twins, to the modern Godot engine. The project involved using an LLM to interpret original 68000 assembly code written under historical sanctions in Iraq.
Why it matters
It demonstrates the intersection of retro-computing preservation and modern AI-assisted software development, bridging a 30-year technical gap.
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.
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