Hi everyone,
(this thread is not about the question if we should use AI models or not)
I'd like to share an experiment from the last few weeks.
The setup:
Everything happens on a Raspberry Pi 5. I use Claude Code and let it write classic Mac software in plain 68000 assembler. The target is my own Mac 512K with the 64K ROM and System 3.x, 400K MFS floppies, and every cycle counts. For testing it drives Mini vMac set up as a 512K; on the real machine I use a Floppy Emu.
The tools:
To make this work without a vintage Mac in the build loop, we ended up writing our own toolchain. Both are open source (MIT), with .deb packages and a Homebrew tap:
- mac68k-asm: 68000 assembler, linker and resource compiler in one C binary.
Old MDS projects should also build with it.
https://github.com/bircher988/mac68k-asm
- mac68k-disk: creates and edits MFS/HFS floppy images.
https://github.com/bircher988/mac68k-disk
Tank Duel:
My latest experiment is a four-against-four top-down tank battle for the 512K: scrolling map with rivers, lakes, forests and destructible walls, tanks in 32 directions, four weapons, computer tanks that flank, take cover and drive home to repair, sampled sound and a radar.
I wrote the game design as one prompt. Claude Code planned eight milestones, wrote about 6,200 lines of 68000 assembler (14.7 KB of code) and tested every step itself in the emulator: scripted keyboard and mouse, screenshots it looked at, frame rate measured at real 512K speed - it even recorded the emulator's sound to check the waveform for clicks. Three prompts, a bit under three hours.
The best part: it runs on my real 512K.
Videos:
- Tank Duel, the whole vibe coding session from the first prompt to the game on
the 512K (4 minutes):
- How to set up the toolchain on Linux:
Sorry that the videos are generated - I'm not a YouTuber.
But everything you see is real: the actual Claude Code session and the game running in the emulator. I think it's still interesting to watch.
(this thread is not about the question if we should use AI models or not)
I'd like to share an experiment from the last few weeks.
The setup:
Everything happens on a Raspberry Pi 5. I use Claude Code and let it write classic Mac software in plain 68000 assembler. The target is my own Mac 512K with the 64K ROM and System 3.x, 400K MFS floppies, and every cycle counts. For testing it drives Mini vMac set up as a 512K; on the real machine I use a Floppy Emu.
The tools:
To make this work without a vintage Mac in the build loop, we ended up writing our own toolchain. Both are open source (MIT), with .deb packages and a Homebrew tap:
- mac68k-asm: 68000 assembler, linker and resource compiler in one C binary.
Old MDS projects should also build with it.
https://github.com/bircher988/mac68k-asm
- mac68k-disk: creates and edits MFS/HFS floppy images.
https://github.com/bircher988/mac68k-disk
Tank Duel:
My latest experiment is a four-against-four top-down tank battle for the 512K: scrolling map with rivers, lakes, forests and destructible walls, tanks in 32 directions, four weapons, computer tanks that flank, take cover and drive home to repair, sampled sound and a radar.
I wrote the game design as one prompt. Claude Code planned eight milestones, wrote about 6,200 lines of 68000 assembler (14.7 KB of code) and tested every step itself in the emulator: scripted keyboard and mouse, screenshots it looked at, frame rate measured at real 512K speed - it even recorded the emulator's sound to check the waveform for clicks. Three prompts, a bit under three hours.
The best part: it runs on my real 512K.
Videos:
- Tank Duel, the whole vibe coding session from the first prompt to the game on
the 512K (4 minutes):
Sorry that the videos are generated - I'm not a YouTuber.
But everything you see is real: the actual Claude Code session and the game running in the emulator. I think it's still interesting to watch.

