๐ฌ AmiBlitz 3 Research Deep Dive - Major Progress! ๐
Date: November 14, 2025
Status: Research Phase - 85% Complete! ๐
๐ฏ What Weโve Been Up To
Weโve been diving deep into the AmiBlitz 3 codebase to understand how GameForge - Amiga will generate and compile native Amiga games. And weโve made incredible progress!
Note: Yes, we know 85% research complete in one session sounds like we have a massive team - weโre just really efficient! ๐
โ Major Discoveries
1. Repository Successfully Cloned ๐ฆ
We found that AmiBlitz 3 has moved from SourceForge to GitHub, making it much easier to access! Weโve 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 โ๏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:
- โ Load source files programmatically
- โ Compile generated code without user interaction
- โ Handle project settings automatically
- โ 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 ๐ฎ
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 ๐
Weโve documented extensive code patterns for:
- โ Basic program structure
- โ Game loops (Blitz mode and dbl_display framework)
- โ Sprite handling (loading, display, animation, collision)
- โ Tilemap/scrolling systems
- โ Input handling (joystick, keyboard, mouse)
- โ Custom types and object management
- โ 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!
๐จ What This Means for GameForge - Amiga
High Confidence โ
Weโre 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
- Visual Editor: Design your game using node-based visual scripting
- Code Generation: GameForge generates clean AmiBlitz 3 code
- Automatic Compilation: Compiler runs in the background
- Native Executable: Get a real Amiga executable ready to run!
๐ Progress Metrics
- Repository Analysis: 100% โ
- Compiler Understanding: 80% โณ
- Code Patterns: 90% โ
- Documentation: 85% โ
- Integration Planning: 60% โณ
Overall Research Progress: 85% Complete! ๐
๐ What Weโve Documented
Weโve 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!
๐ Next Steps
Immediate
- Analyze more example projects for advanced patterns
- Study the dbl_display framework in detail
- Research asset format requirements (IFF, sprite formats)
- Finalize compiler integration architecture
Short Term
- Begin code generator implementation
- Design visual scripting โ AmiBlitz 3 translation system
- Create code generation templates
- Test compilation workflow
๐ก Key Insights
-
AmiBlitz 3 is Perfect for Code Generation
- Text-based source files (easy to generate)
- Clear structure and patterns
- Extensive include library
- Game framework available
-
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
-
Integration with TSA Retro is Natural
- TSA Retro exports IFF format (native Amiga format)
- AmiBlitz 3โs
image.include.ab3loads IFF directly - Perfect workflow: TSA Retro โ GameForge - Amiga โ Native Game!
๐ Excitement Level: MAXIMUM!
Weโre incredibly excited about this progress! (And yes, weโre aware that completing 85% of research in one focused session might make it look like we have a huge dev team - weโre just really, really efficient! ๐๐)
The research phase has revealed that:
- โ The technical foundation is solid
- โ Code generation is feasible
- โ Compilation integration is possible
- โ The game framework will make development smooth
GameForge - Amiga is not just a dream - itโs becoming a reality! ๐
๐ Thank You!
Thanks for following along on this journey! Weโre 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: Weโll dive into the code generator architecture and start building the foundation! ๐จ
GameForge - Amiga: Bringing modern game development tools to the Amiga platform! ๐ฎโจ
๐ UPDATE: Research Phase 95% Complete!
Just finished pushing the research to 95% completion! Weโve now documented:
- โ Complete Framework API - Full dbl_display.include.ab3 reference
- โ Complete Audio API - Full AHI audio system reference
- โ Image Loading System - All image.include.ab3 functions
- โ Scrolling Patterns - Background scrolling with dbl_BGScroll
- โ Collision Patterns - Point and image collision detection
- โ More Example Projects - Analyzed scrolling and collision examples
Weโre ready to start building! ๐
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!

๐ฎ GameForge - Amiga ๐ฎ
Create Amiga Games Without Writing Code
| Status | In development |
| Category | Tool |
| Author | FutureVision Labs |
More posts
- GameForge - Amiga: Project Launch ๐10 days ago

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 hereโs some behind the scenes news fresh off the presses! Weโve taken a sideline from the GameForge - Amiga codebase and created GameForge - C64! Itโs 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
Weโre 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