Skip to content
Amiga · Assembly · Game 00 68000 ● 19 of 19 units live

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

Phase 1

What the machine is

Toolchain, MOVE, data sizes, the register file, memory, the bitmap screen, colour and the Copper

Units 1–7 Complete
Phase 2

What it can do

Decisions, the vertical blank, input, pointers, counted loops, subroutines

Units 8–13 Complete
Phase 3

Rounding out

Arithmetic and bit manipulation on the 68000

Units 14–15 Complete
Phase 4

The custom chips

The Blitter, hardware sprites, and Paula's sampled sound

Units 16–18 Complete
Phase 5

The mindset

No OS, no safety net — debugging by observing the machine

Units 19–19 Complete