Builder - Entrepreneur - Eng Leader at Google
Made Babylonian Twins on the Amiga in Baghdad 1993. Steam this fall. Downloand on iOS/Android.
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@claudeai The Definitive Edition comes to Steam this fall, with a free demo up now. Wishlisting it helps more than anything else I can ask for: https://t.co/M4SlTuZa72
Thank you @Indie_RetroNEWS โ that title screen is from 1993, drawn by Murtadha Salman in Baghdad. The game never got its release; it's out now, free, 33 years later: https://t.co/qOh0dfsdBe
Which was favourite retro gaming news story from this week? Babylonian Twins, Sonic (Amiga), Super Mario Bros(SMS), Fix-It Felix Jr(ZX NEXT), or something else? ๐คฉ๐คฉ #retrogaming#amiga#nintendo#zxspectrum#games#gaming
@surrealism19@nawartamawi@claudeai Yes , Uday was working on his own game at that time, and we were meeting often. His game was not completeled though. There are some articles covering that period on the game website. BTW, your wiki is nice, but the dates for Mesopotamia should be the early 90s
On July 1st I gave @claudeai my old game and asked for a Godot port.
22:23 empty project
22:44 both twins playable
23:19 all 38 object types working
00:35 menus, map, saves. The full game.
I wrote this game in Baghdad in 1993. ๐งต
@hackernews And the modern version, for anyone asking: the Definitive Edition is on iOS and Android now, Steam this fall (include the Amiga version playable inside). Free demo on Steam already, wishlist if you want the launch to reach you.
https://t.co/H0IA38vYqX
@hackernews Thank you for posting. The original 1993 game is also out today, free, as ADF for any Amiga hardware or emulator: https://t.co/qOh0dfsdBe
The write-up, with the timestamps and the things it got wrong: https://t.co/AqJwbdSHNH
And the modern version: the Definitive Edition, rebuilt in Godot 4 with the 1993 game running inside it at 50 Hz. Out now on #iOS and #Android, #Steam this fall.
https://t.co/ducAgKuK03
@Indie_RetroNEWS Babylonian Twins, the 1993 Amiga game from Baghdad that was finished but never released: the full two-disk ADF is out this week, free. https://t.co/qOh0dfsdBe
How the 1993 sources were rebuilt byte-identical: https://t.co/AqJwbdSHNH
My 1993 Amiga game, written in 68000 assembly in Baghdad, is now a #GodotEngine 4.7 game, and the original runs inside it at 50 Hz. Write-up on the port is on the front page of Hacker News today. @godotengine
On July 1st I gave @claudeai my old game and asked for a Godot port.
22:23 empty project
22:44 both twins playable
23:19 all 38 object types working
00:35 menus, map, saves. The full game.
I wrote this game in Baghdad in 1993. ๐งต
@claudeai Gave Claude Fable 5, in Claude Code, the 68000 assembly of the Amiga game I wrote in Baghdad in 1993, and asked it to port the game to Godot. It rebuilt the shipped disks byte for byte before porting a line. Thread: https://t.co/FnfJlSKNo5
On July 1st I gave @claudeai my old game and asked for a Godot port.
22:23 empty project
22:44 both twins playable
23:19 all 38 object types working
00:35 menus, map, saves. The full game.
I wrote this game in Baghdad in 1993. ๐งต
@claudeai The Definitive Edition comes to Steam this fall, with a free demo up now. Wishlisting it helps more than anything else I can ask for: https://t.co/M4SlTuZa72
@claudeai The 1993 #Amiga game now runs inside an upcoming modern @Steam port, at its original 50 Hz. Embedding one game inside the other took one evening.
@claudeai My favourite find: The level maps don't display the doors. The doors are 18-byte objects drawn onto the map at runtime. I have forgotten that, but Claude got that from the assembly code.
It rebuilt the shipped 1993 binaries byte-for-byte in less than 1 hour. Then it decoded the rest: analyzed headers, compression, bit encoding, the level maps, the object tables, the sprites.
That night it read the 2010 C++ iOS engine. The original is older: 72,758 lines of 68000 assembly in 26 files, written on an Amiga 500 as a student in sanctions-era Iraq. 512KB of RAM, no hard drive.
Then I handed it that.