Hacker Newsnew | past | comments | ask | show | jobs | submit | rabahs's commentslogin

Thanks!


It is already on itch. Check the babyloninantwins.com for all the links


The game website link to some articles description the game dev scene back then.


I have the Max subscription. I use mostly weekends and some evenings. I never hit a limit.


Thanks. I wonder if that was documented in the Amiga Hardware Reference Manual :) that was the only book I had back then. I remember it was mostly registers and assembly language.


You're welcome.

It's all in the NDKs, which I didn't have at the time, either. I only got my hands on the AHRM once I started university, and that was after 2000.

Having very belated fun with Amiga development today. It's never been easier to get into, with all the archived tools and books, and the modern ones.


Curious if you had to do any follow up prompts. How large was the binary and which model did you use?


Thanks! would love to hear your feedback.


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.


If you want to see a bit more in depth, some shameless plugs but here's a few articles I've written as I've made progress:

https://1379.tech/building-enhancing-recomps-ecosystem-updat... https://1379.tech/recomp-ai-5-months-later/

Ultimately, Sega Genesis has been low priority. I've been focusing mostly on community feedback for my existing ones. Playstation is by far the most popular and the one I get the most PRs on. SNES is second. And right now Nintendo DS is newer, but has a very popular Metroid Prime Hunters I've been working a ton on.

NES and Sega Genesis get little attention. CDI and VirtualBoy [understandably] get no real attention.

I have an early original Xbox LLE prototype. Hoping to do more with it soon, but I'm all tapped out of usage at the moment. I got a lot done during all the crazy resets with OpenAI there for a while.


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


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).

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.


> They are quite different games, so hard to compare

Yeah, that's fair. I was just wondering what the performance of a modern version as close to the original would be, if written with Godot or another vastly higher-level framework than handwritten assembly. Given the 3+ orders of magnitude difference in processing power and memory.


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.


Yep, at equal resolution the game should presumably run at at least 10000fps uncapped on a modern machine. Of course that's not how it works in practice due to bottlenecks in the input stack and elsewhere.

I also doubt the Godot version fits in 512kB of RAM ;)


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: