A detailed post about the 1993 Amiga game Babylonian Twins says an LLM has now helped port the title into Godot, while also recreating the original code path well enough for the creator to audit the result.

The author says the game began in Baghdad in 1993 on an Amiga 500, was written in 68000 assembly and built under sanctions with little more than an Amiga Hardware Reference Manual and intermittent electricity. He says the game was the first commercial video game made in Iraq and that its original disks are now free on itch.io. The modern rebuild, called the Definitive Edition, is already available on iOS and Android and is due on Steam in the fall.

The striking claim is not simply that the game was remade. It is that the porting work was partly delegated to an LLM. According to the post, the author asked the model to move his 2010 C++ engine into Godot 4 first, then asked it to rebuild the original 72,758 lines of Amiga assembly at the machine’s original 50 Hz, and finally asked it to combine the two so buyers of the modern game could also launch the 1993 original. The author says all three steps worked.

The write-up is especially interesting because it is grounded in process rather than hype. The author says he ran the model through Claude Code with access to his filesystem, the assembler and the game itself. He describes the model editing files, compiling code, launching builds and checking the results. That meant the AI was not just summarizing an old codebase; it was interacting with the same build environment a human developer would use.

The most important technical point is that the port preserved the original timing model. The post says the older game runs at 50 Hz, while the 2010 version and the new Godot rebuild run at 60 Hz, because the author’s gameplay numbers were tuned to those respective clocks. The article explains that friction, jump arcs and collision behavior can feel wrong if a game is moved between tick rates without retuning. The AI-assisted port kept both clocks separate rather than forcing them into one set of numbers.

The creator also says the model uncovered details that had taken him multiple rounds to recover in an earlier attempt. In one case, he says the LLM handled a binary level map format in a single pass where an earlier model had needed hints. He also says the AI rebuilt the original binaries and checked them by running `vasm` and diffing the output, while on the Amiga side it used `FS-UAE` to boot the result.

Still, the post is not a victory lap about perfect automation. The author says screenshots still required human review and that feel-based judgment remained his job. He also says some parts of the port were wrong at first and went unnoticed for weeks. That is a useful reminder that LLMs can accelerate archaeology and translation work without eliminating the need for a developer who understands the original system.

For retro-game preservation, though, the result is notable. It suggests that older assembly-heavy projects may be more approachable than many people assume, especially when a model can inspect the code, run the build and iterate against the original behavior. In this case, the AI did not replace the creator’s judgment. It helped him reconstruct a piece of his own history more quickly than he could have done alone.