In 1993, the game "Babylonian Twins" was created in Baghdad on an Amiga 500. The game was programmed entirely in 68000 assembly language, directly manipulating hardware components like the copper list and blitter for graphics and reading joystick input from hardware ports. This development occurred under sanctions with limited resources, including only an Amiga Hardware Reference Manual and intermittent electricity.
The game, initially unreleased commercially due to Commodore's collapse and sanctions, was rediscovered in 2008. In 2010, the original team manually rebuilt the game for iPhone, creating a new engine in C++ that comprised approximately 34,000 lines of code. This iOS version achieved over two million downloads.
The latest port of "Babylonian Twins" to the Godot engine utilized a large language model (LLM). The LLM was responsible for interpreting the original file formats and reading the 68000 assembly code. The developer oversaw the process, providing feedback and making key decisions based on his original involvement, while the LLM handled the technical translation of the thirty-year-old code.
The use of the LLM significantly accelerated the porting process, exceeding the developer's ability to follow its pace. This demonstrates a practical application of AI in software development, specifically in modernizing legacy systems and translating complex, low-level codebases to contemporary platforms.
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A developer successfully used a large language model (LLM) to assist in porting his 1993 Amiga game, "Babylonian Twins," written in 68000 assembly, to the Godot engine. This project demonstrates the potential of LLMs to interpret and translate legacy code, significantly accelerating the porting process for older software.