๐Ÿ”ฌ AmiBlitz 3 Research Deep Dive - Major Progress! ๐Ÿš€


Date: November 14, 2025
Status: Research Phase - 85% Complete! ๐ŸŽ‰


๐ŸŽฏ What Weโ€™ve Been Up To

Weโ€™ve been diving deep into the AmiBlitz 3 codebase to understand how GameForge - Amiga will generate and compile native Amiga games. And weโ€™ve made incredible progress!

Note: Yes, we know 85% research complete in one session sounds like we have a massive team - weโ€™re just really efficient! ๐Ÿ˜„

โœ… Major Discoveries

1. Repository Successfully Cloned ๐Ÿ“ฆ

We found that AmiBlitz 3 has moved from SourceForge to GitHub, making it much easier to access! Weโ€™ve cloned the entire repository and mapped out its structure:

  • Compiler Source: 28,923+ lines of AmiBlitz 3 code (yes, the compiler is written in itself!)
  • CLI Support: Confirmed! The compiler can be invoked from the command line
  • 180+ Example Projects: Tons of reference code for sprites, scrolling, games, and more
  • 100+ Include Files: Complete libraries for graphics, audio, networking, and utilities

2. CLI Compilation Confirmed โš™๏ธ

This was a critical finding - we discovered that AmiBlitz 3 has full command-line compilation support via CLIModeSupport.ab3. This means GameForge - Amiga can:

  • โœ… Load source files programmatically
  • โœ… Compile generated code without user interaction
  • โœ… Handle project settings automatically
  • โœ… Generate native Amiga executables

This is huge! It means we can build a seamless workflow: Visual Editor โ†’ Code Generation โ†’ Automatic Compilation โ†’ Amiga Executable.

3. Game Framework Discovered ๐ŸŽฎ

We found an amazing game development framework called dbl_display.include.ab3 that provides:

  • Double-buffered graphics (smooth 50/60 FPS on Classic Amiga!)
  • Sprite handling and animation
  • Tilemap rendering and scrolling
  • Object management systems
  • Multiple rendering modes (blitter, CPU, screen buffer)
  • Works on all Amiga systems (OCS/ECS/AGA, OS4, MorphOS)

This framework will make code generation much easier - we can leverage it for all GameForge - Amiga projects!

4. Code Patterns Documented ๐Ÿ“š

Weโ€™ve documented extensive code patterns for:

  • โœ… Basic program structure
  • โœ… Game loops (Blitz mode and dbl_display framework)
  • โœ… Sprite handling (loading, display, animation, collision)
  • โœ… Tilemap/scrolling systems
  • โœ… Input handling (joystick, keyboard, mouse)
  • โœ… Custom types and object management
  • โœ… Include file system

All of this is now documented in our CODE_PATTERNS.md file, which will serve as the blueprint for our code generator!

๐ŸŽจ What This Means for GameForge - Amiga

High Confidence โœ…

Weโ€™re now highly confident that GameForge - Amiga can successfully:

  • Generate AmiBlitz 3 code from visual scripting
  • Compile generated code to native Amiga executables
  • Support sprite-based 2D games
  • Support tilemap-based games
  • Integrate seamlessly with The Sprite Alchemist - Retro for sprite assets

The Workflow

  1. Visual Editor: Design your game using node-based visual scripting
  2. Code Generation: GameForge generates clean AmiBlitz 3 code
  3. Automatic Compilation: Compiler runs in the background
  4. Native Executable: Get a real Amiga executable ready to run!

๐Ÿ“Š Progress Metrics

  • Repository Analysis: 100% โœ…
  • Compiler Understanding: 80% โณ
  • Code Patterns: 90% โœ…
  • Documentation: 85% โœ…
  • Integration Planning: 60% โณ

Overall Research Progress: 85% Complete! ๐ŸŽ‰

๐Ÿ” What Weโ€™ve Documented

Weโ€™ve created comprehensive documentation:

  • RESEARCH_NOTES.md - Detailed research findings
  • CODE_PATTERNS.md - Code generation patterns and templates
  • PROGRESS_SUMMARY.md - Progress tracking and insights
  • RESEARCH_CHECKLIST.md - Task tracking

All of this will guide the implementation phase!

๐Ÿš€ Next Steps

Immediate

  1. Analyze more example projects for advanced patterns
  2. Study the dbl_display framework in detail
  3. Research asset format requirements (IFF, sprite formats)
  4. Finalize compiler integration architecture

Short Term

  1. Begin code generator implementation
  2. Design visual scripting โ†’ AmiBlitz 3 translation system
  3. Create code generation templates
  4. Test compilation workflow

๐Ÿ’ก Key Insights

  1. AmiBlitz 3 is Perfect for Code Generation

    • Text-based source files (easy to generate)
    • Clear structure and patterns
    • Extensive include library
    • Game framework available
  2. The dbl_display Framework is a Game-Changer

    • Provides everything needed for 2D games
    • Works on all Amiga systems
    • Well-documented and battle-tested
    • Will significantly simplify code generation
  3. Integration with TSA Retro is Natural

    • TSA Retro exports IFF format (native Amiga format)
    • AmiBlitz 3โ€™s image.include.ab3 loads IFF directly
    • Perfect workflow: TSA Retro โ†’ GameForge - Amiga โ†’ Native Game!

๐ŸŽ‰ Excitement Level: MAXIMUM!

Weโ€™re incredibly excited about this progress! (And yes, weโ€™re aware that completing 85% of research in one focused session might make it look like we have a huge dev team - weโ€™re just really, really efficient! ๐Ÿ˜„๐Ÿš€)

The research phase has revealed that:

  • โœ… The technical foundation is solid
  • โœ… Code generation is feasible
  • โœ… Compilation integration is possible
  • โœ… The game framework will make development smooth

GameForge - Amiga is not just a dream - itโ€™s becoming a reality! ๐Ÿš€

๐Ÿ™ Thank You!

Thanks for following along on this journey! Weโ€™re building something truly special - a modern, visual game development IDE that compiles to native Amiga executables.

Stay tuned for more updates as we move from research to implementation!


Next Update: Weโ€™ll dive into the code generator architecture and start building the foundation! ๐Ÿ”จ


GameForge - Amiga: Bringing modern game development tools to the Amiga platform! ๐ŸŽฎโœจ


๐ŸŽ‰ UPDATE: Research Phase 95% Complete!

Just finished pushing the research to 95% completion! Weโ€™ve now documented:

  • โœ… Complete Framework API - Full dbl_display.include.ab3 reference
  • โœ… Complete Audio API - Full AHI audio system reference
  • โœ… Image Loading System - All image.include.ab3 functions
  • โœ… Scrolling Patterns - Background scrolling with dbl_BGScroll
  • โœ… Collision Patterns - Point and image collision detection
  • โœ… More Example Projects - Analyzed scrolling and collision examples

Weโ€™re ready to start building! ๐Ÿš€

The remaining 5% is just testing (requires Amiga/emulator) and some low-priority format details. All the core information needed for implementation is documented and ready to go!

Comments

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awesome, deeply looking forward to this tool and your others as well, ill be going to buy your already released tools next month with almost 100%  certainty, will you sell them all together as a bundle with a discount? as if this was the case, id even wait longer....

great work, thumbs up, best regards, love and peace

Thank you so much X, that means the world to us. <3

Yes, we will for sure bundle them, and hereโ€™s some behind the scenes news fresh off the presses! Weโ€™ve taken a sideline from the GameForge - Amiga codebase and created GameForge - C64! Itโ€™s pretty amazing, it has 60k SID tunes built in, WITH a SID player that has playlists and favourites, as well as 600+ C64 charset fonts! The engine for this one is based on the Oscar64 C library!

And in other news, we are revisiting the tool that kicked off the Forge Family, GameForge - Phaser, which was initially a Cursor IDE style AI Assist phaser.js tool, and recreating it in the image of its node graph based siblings, so it will basically be visual scripting for phaser! :D

Weโ€™re totally open to branching the GameForge family onto other platforms as well, if you have any ideas feel free to drop us a line! :D <3

Yours truly,

The FutureVision Labs Team