Meet the Machine
The assembly on-ramp. Before you build a game, meet the 68000 and the Amiga's custom chips one idea at a time — MOVE, registers, the bitmap screen, the Copper, the Blitter — until the machine stops feeling like magic.
What this is
Not a game — a bridge. Meet the Machine moves you from a high-level mental model into the Amiga's own, one small idea at a time, so that when you build your first game nothing feels like magic.
Short units, each teaching exactly one thing and showing it on screen the moment it runs: a screen that fills with colour, a value that moves between registers, a gradient the Copper paints by itself, a block the Blitter shifts in a single sweep. By the end you can read the 68000's registers and memory, paint a bitmap, drive the Copper, build an IF from compare-and-branch, read the player, loop, call a subroutine, set the Blitter going, and — most importantly — debug a machine you took away from its operating system, which does exactly what you said even when you were wrong.
Who it's for
You've met variables, loops, conditionals and subroutines somewhere — General Programming, our BASIC course, or any language. New to programming entirely? Start with General Programming first; this track assumes those foundations.
Come from one of the 8-bit Primers (Spectrum, C64 or NES)? You're ready — but expect more to be new here than transferred. The Amiga is a 16/32-bit machine with a wholly different CPU (the Motorola 68000, not the 6502 or Z80) and a family of custom chips that do the heavy lifting. The thinking carries over; almost none of the instructions do.
The shape
- What the machine is — the build-run loop,
MOVE, data sizes, the register file, memory, the bitmap screen, colour and the Copper. - What it can do — decisions, the vertical blank, input, pointers, counted loops, subroutines.
- Rounding out — arithmetic and bit manipulation on the 68000.
- The custom chips — the Blitter, hardware sprites, and Paula's sampled sound: the family that makes an Amiga an Amiga.
- The mindset — there's no operating system underneath you and no safety net; you debug by observing, not by reading errors.
You won't have built a game yet — that's the point. You'll have built the understanding a game needs.
Unit roadmap
What the machine is
Toolchain, MOVE, data sizes, the register file, memory, the bitmap screen, colour and the Copper
What it can do
Decisions, the vertical blank, input, pointers, counted loops, subroutines
Rounding out
Arithmetic and bit manipulation on the 68000
The custom chips
The Blitter, hardware sprites, and Paula's sampled sound
The mindset
No OS, no safety net — debugging by observing the machine