My games

Here are games I’ve been developing lately (well, mostly vibecoding).

Most of them are ports of old Amiga games to HTML/JavaScript. I am trying to test the limits of current LLMs by hacking, decoding, and disassembling old games.

Hired Guns

Hired Guns screenshot 1

This is the “easy” port of the bunch — relatively speaking. The goal is still pixel-perfect fidelity to the original, and for once we have real material to work with: the full ASM codebase and a wealth of original assets. The game was also hard-drive-installable, so its art files are far easier to reach, even if still encoded and compiled.

That codebase comes from the unreleased Amiga CD32 build, shared with the community years ago by one of the game’s original programmers. I cross-checked it against gameplay footage, memory, and the Amiga 500 release running in WinUAE.

Opus 5 handled most of the heavy lifting, with Codex and Grok 4.6 pitching in. Every model contributed something, but the first two clearly carried the job.

Hired Guns screenshot 1 Hired Guns screenshot 2 Hired Guns screenshot 3 Hired Guns screenshot 4 Hired Guns screenshot 5 Hired Guns screenshot 6

There is even a full level editor now, if you want to try it. I have other improvements planned. Stay tuned.

For the cool bits and technical details of the port, read the post-mortem:

Saint Dragon

Hired Guns screenshot 1

This is an old side-scrolling shoot-‘em-up that I loved on the Amiga. It is a much harder port than Hired Guns because the only source material is an original IPF disk image and a cracked ADF image, with no source code or usable assets.

The project involved decoding the disk, disassembling the 68000 executable, and reconstructing the game’s sprites, backgrounds, palettes, sound effects, music, enemy behaviour, and stage logic. A partial Amiga emulator helped verify the discoveries, but the final game is a native JavaScript implementation rather than an emulator.

The post-mortem goes into the fascinating technical details of that process.

Hired Guns screenshot 1 Hired Guns screenshot 2 Hired Guns screenshot 3 Hired Guns screenshot 4 Hired Guns screenshot 5 Hired Guns screenshot 6

And here it is in all its glory:

MegaPop

The Moon That Forgot

The Moon That Forgot title

The Moon That Forgot is a work-in-progress retro point-and-click adventure based on my novel of the same name. You wake inside a dying Ark with no clear memory of how long you’ve been asleep, accompanied only by a damaged maintenance robot named M7. Explore, talk, investigate, combine objects, and solve increasingly strange machine-logic puzzles as you uncover what happened to the sleepers, what the Ark has become, and what is still moving beyond its walls. Final art style would be different than what the banner above hint at, and more similar to my book cover’s artworks.

I am vibecoding the adventure game editor, tools to turn images into pixel art, background matting, de-spilling colors, closing animation loops, and using image gen, video gen and musicgen to generate almost all art assets.

Hired Guns screenshot 1 Hired Guns screenshot 2 Hired Guns screenshot 3 Hired Guns screenshot 4 Hired Guns screenshot 5 Hired Guns screenshot 6 Hired Guns screenshot 7 Hired Guns screenshot 8 Hired Guns screenshot 9 Hired Guns screenshot 10 Hired Guns screenshot 11

Megapop title

My next project won’t be a port, but a new game. PROJECT MEGAPOP is a retro-inspired god game where you guide a semi-autonomous civilization from primitive settlements to a dangerous technological future. Shape the land, influence your people, uncover local resources, push research forward, build industry, wage wars, and unleash divine powers as the world evolves around you. Every mountain moved, city founded, resource discovered, and war fought can change the course of history. And by the time your followers reach the nuclear age, they may have become powerful enough to survive without you… or destroy everything you helped them build. Think Populus meets Mega-lo-Mania!