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Amiga · Assembly · 68000

Amiga assembly

Learn 68000 assembly by building games

CPU
MC68000
Speed
7.16 MHz
RAM
512 KB+
Graphics
Agnus/Denise
Sound
Paula

Where you are

04 · Machine track

Amiga assembly is the concrete 68000 and custom-chip route.

This is the application layer: 68000 instructions, memory, Copper lists, Blitter operations, DMA, Paula audio, frame timing, and complete games under real Amiga constraints.

  • AMOS or Blitz experience helps with the machine, but neither is required.
  • You should be comfortable with variables, loops, branches, and binary or start with Foundations.
  • Use The Craft when the game pauses on reusable ideas such as timing, collision, state, motion, or feel.

Before you begin

You'll need an assembler and an emulator. Both are free and take five minutes to install.

Set up your tools →

Games

Each game teaches new skills while building something you'll want to play. Start with Game 1 and work through in order — each builds on what came before.

0
Meet the Machine screenshot
Meet the Machine
The assembly on-ramp — meet the 68000 and the Amiga's custom chips one idea at a time, before you build a thing.
The 68000 and MOVEData sizes and the register fileThe bitmap screen and the CopperThe Blitter
19 / 19 units
1
Flock screenshot
Flock
Get the daft flock home — a sheep-crossing arcade game built on hardware sprites and collision
Hardware spritesSprite collision (avoid and ride)Lane-reading and timingScore, lives and the fold
18 / 18 units
2
Exodus screenshot
Exodus
Terrain puzzle in the Lemmings tradition — a landscape of walking creatures, growing into the Blitter game
Copper landscapesBitplane terrainAutonomous creaturesBlitter terrain verbs (in rework)
16 / 16 units
3
Soon
Shatter Point
Bat and ball with mood and sound — Copper splits and your first Paula samples
Copper splits and gradientsPaula sample audioBlitter drawBall physics
Coming soon
4
Soon
How the Copper Works
A between-games demo — drive the Copper DMA by hand and watch it paint the screen, one scanline at a time
The Copper as a co-processorCopper DMA and the display listWAIT and MOVE instructionsColour by scanline
Coming soon
5
Soon
Signal
A lane-crosser where the hazards are hardware sprites — the chip overlay, by hand
Hardware sprites (SPRxPOS/CTL)The chip overlayBlitter and Copper, revisitedCollision
Coming soon
6
Soon
Ascent
A single-screen platformer — jump physics and Blitter cookie-cut enemies
Jump physicsBlitter cookie-cut spritesSprites and masked blitsHazards
Coming soon
7
Soon
Crypt
A flip-screen dungeon — room structures, Copper transitions and state
Room structuresCopper transitionsPersistent stateSprites and Blitter
Coming soon
8
Soon
Gobble
A maze chase — Blitter tiles and ghosts with their own personalities
Blitter tilesGhost AI personalitiesSprites and stateCollision
Coming soon
9
Soon
Wanderer
A scrolling platformer in the Shadow of the Beast tradition — smooth hardware scrolling
Smooth hardware scrollingBitplane moduloCamera dead zonesSprites and tiles
Coming soon
10
Soon
Onslaught
A vertical shooter with a full soundtrack — MOD replay on Paula, with bullet patterns
MOD replay on PaulaBullet patternsScrolling and spritesThe Blitter under load
Coming soon
11
Soon
Highway
A pseudo-3D racer in the Lotus tradition — Copper road rendering and sprite scaling
Copper road renderingSprite scalingScrolling and spritesSpeed illusion
Coming soon
12
Soon
Parallax
A horizontal shooter with layers — dual-playfield parallax and a boss
Dual playfieldMulti-layer parallaxSprites over layersBoss patterns
Coming soon
13
Soon
Brawler
A beat-'em-up — Y-depth sorting and large Blitter objects
Y-depth sortingLarge Blitter objectsMany enemiesCombat state
Coming soon
14
Soon
Fortress
An isometric adventure — isometric projection and depth sort, composition under constraint
Isometric projectionDepth sortingCompositionState and Blitter
Coming soon
15
Soon
Echoes of the Ancients
A connected metroidvania world — ability-gating and multi-disk loading
A connected worldAbility-gatingMulti-disk loadingScroll, sprites and audio
Coming soon
16
Soon
Ascension: The Guru Meditation
The capstone — custom disk loading, deep combat and a full save, every technique together
Custom disk loadingDeep combatA full save systemIntegrate and polish
Coming soon

What you'll master

By the time you've built all the games, you'll have deep knowledge of Amiga hardware and 68000 assembly.

Copper programming

Program the co-processor to change colours mid-frame, create gradient skies, and achieve effects impossible on other machines. The Copper runs in parallel with the CPU.

Blitter operations

Hardware-accelerated graphics: copy, fill, and combine bitmaps at speed. Understand DMA, channels, and how the Amiga achieves smooth scrolling and sprite movement.

68000 assembly

The instruction set that powered Amiga, Atari ST, Sega Genesis, and early Macintosh. Clean orthogonal design with 32-bit registers and flexible addressing modes.

Paula audio

4-channel 8-bit PCM audio at 28 kHz. Mix samples, create tracker music, and achieve sound quality that made the Amiga legendary.

Custom chipset

The Amiga's custom chips work in parallel, giving you hardware-accelerated graphics, sound, and I/O. This is what made the Amiga the ultimate games machine.

AgnusBlitter + Copper + DMA controller
DeniseVideo processing + sprites + playfields
Paula4-channel audio + disk + serial I/O
GaryMemory management + chip select

Ready to start?

Game 1 starts with the Copper — a coloured display built from a Copper list. By the end of Unit 1, you'll have gradient bands on screen controlled entirely by the custom chipset.

Start Game 1: Exodus →