Last updated with AmiWind v0.0.64-dev4 (10 November 2026).
An unofficial, experimental RPG engine and enthusiast project bringing Morrowind to the Commodore Amiga, featuring CHIM: an AmiQuake-based engine and an asset conversion pipeline that builds the game from your own legally obtained copy of Morrowind, and, in time, a base for your own Amiga RPG adventures.
Like community projects such as OpenMW, MGE XE and MWSE, AmiWind ships with no game data or proprietary assets.
Not affiliated with or endorsed by Bethesda Softworks or ZeniMax. Please support the original creators: buy Morrowind.
Not painted backdrops: every frame is rendered in real time by the engine.
More in the gallery.
The development line is v0.0.64: Gone Beyond The Gate. Its fourth snapshot,
v0.0.64-dev4, carries the first three. Cobwebs, hanging moss and leaves
are drawn with their see-through parts instead of solid rectangles, now on by default (aw_seethrough_material 0/1/2);
spell and trap damage meets the target's resistances and weaknesses; the stats page lists the player's factions; the
journal no longer skips an ending entry; a room load gives back the area cache first; and the groundwork for Solstheim's
map rows and HUD region names is in, though Solstheim is not playable yet. Race resistances were seen in play on a test
build; the rest is checked by tests, not yet in play. Not in it yet: the Heart Chamber still does not load at 32 MB, and
the tree methods are test-only. Its third snapshot,
v0.0.64-dev3, carries the first two (neither was published on its own, so
it is the first snapshot of v0.0.64 on GitHub). It makes the spells, powers and enchantments of the game take effect again
(a fault since v0.0.63 left every game spell without its effects), lets the console activate the Ghostgate's switches and
other objects no script names, stands in lava and kills, keeps god mode across map changes, sorts a quest's state in the
journal by its endings, shows the game's expulsion message, adds a see-through face pass for cobwebs and hanging growths
(off by default in dev3, on from dev4), a test-only star-shaped copy of Solstheim's spruces (a forest view goes from 45,964 faces
at the median to 6,096), and three map panes for the Toolkit's CHIM Progress Tracker. Argonian Breathing, the Ghostgate's
switches, the door list's arrival lines and lava were checked in play on a test build; the rest is checked by tests, not
yet in play. Its second snapshot,
v0.0.64-dev2, made trapped doors and containers spring their trap on the
player as in the original, added a switchable load trace and a memory line per load for the stall on the trip from Seyda
Neen to Balmora, gave the Toolkit's CHIM Progress Tracker a view for each expansion, and measured the first Solstheim
frame as a test build. Its first snapshot is
v0.0.64-dev1: the builder can choose which expansions it includes
(--dlc tribunal|bloodmoon|both|none, --no-dlc) with the base world's keys independent of them, the Tribunal and
Bloodmoon files are counted (no expansion area is built yet), the console finds and uses world objects that are not
characters, scripts cast spells on other characters, and dbg tp takes the floor under the feet as its height.
605 of the 1,207 scripts run, as in v0.0.63.
The newest release is v0.0.63: Every Script Of Vvardenfell, the release of the base game's scripting (release notes). It follows five development snapshots (dev1, dev2, dev3, dev4 and dev5), whose work it carries, with the fixes made after dev5. It runs on CHIM Engine v0.2.2 and needs 32 MB of Fast RAM. Its fixes were checked by tests, and a release check on the last snapshot was played in the emulator and on a Raspberry Pi 4B; the rest is not yet seen in play.
- The base game's scripting. The three game files hold 1,207 scripts, of which the original game uses 1,074; the
other 133 are scripts that no object, character, item, dialogue line, start record or other script ever names or
starts, so they never ran in the original game either (the developers' test and example scripts, earlier versions
replaced by others, and cut content). They stay in the game and are listed apart in the tracker. Of the 1,074 the
original uses, 605 run as scripts and 9 are carried by AmiWind's own code (the opening's and the game's main script);
the rest wait for Mournhold and Solstheim or for a function not carried out yet. Of Morrowind.esm's 616 scripts, 528
are used: 518 run, 9 are carried and 1 belongs to an add-on, so every script of the base game that the original uses
runs, except one that Tribunal places (88 are not used). Of Tribunal.esm's 255, 236 are used: 42 run in Vvardenfell, 8
wait for a function, 186 belong to Mournhold (19 are not used). Of Bloodmoon.esm's 336, 310 are used: 45 run, 20 wait
for a function, 245 belong to Solstheim (26 are not used). Mournhold and Solstheim come with the expansions, the goal
of the next release. 460 of the original's 504 script functions are carried out, and the original game's console
commands work on any reference (
dbg help mw). Every script with its state: the MWScript tracker. - The game's systems, in one table. 49 systems of the base game with their state and proof: 7 done, 39 partial, 3 missing (game features).
- Creatures and fights. Creatures walk, run and attack wherever they are met and stand on the ground; hostile ones attack on sight; characters fight each other, and allies, guards and followers take sides; the original's chance to hit and hit cone, and an Always use best attack option in Options.
- Breath and drowning under water, with Water Breathing from the race, potions, spells and worn items, and a god mode that holds back every damage.
- A text box that leaves the stats visible: a spoken line's box is drawn at once (type 2, the new default; type 1 stays a choice in Options).
- A world that follows its scripts: the opening as in the original, scripts that move and turn the objects they name (the Ghostgate's portcullises), fire pits that burn, containers in rooms that open, items that can be dropped on uneven tomb and cave floors.
- A builder that keeps its work: every finished unit is kept the moment it comes back, a later build reuses what exists and shows its plan before any stage runs, and actor models share their repeated shapes (78.4 MB less on the v0.0.62 payload).
The release before it was v0.0.62: Stick To The Script, the scripts, crime and alchemy release: alchemy as in the original, the creatures placed in rooms, 588 of the game's 1,207 scripts running (the tracker of the game's scripts), the census office running its own scripts, dialogue choices as rows to pick, guards who arrest for crimes with the fine and the jail of the original, persuasion and dialogue links that work, a room that fails to load recovered instead of locking the game, a New Game that resets the game state, a double-click in the inventory, character models reduced with measured seams, and debug commands for gold, load and level, running on CHIM Engine v0.2.2 and needing 32 MB of Fast RAM (release notes). It was cut from what was to be the third snapshot; the second snapshot, dev2, was not delivered and its work ships in it. The one before it, v0.0.61: Keep Your Lantern Lit, was the combat, magic and light release: casting with a spell-effect system, weapons and shields of every type in their stances, enchanted items that cast, one set of stats for every person and creature, an inventory limited only by carry weight, carriable lights that take their flame with them, theft that witnesses report, a fuller dialogue and loot window, the first slice of an in-game recorder, and a faster game (release notes). Before it, v0.0.60: Work With What You've Got, made beds and the two rank raises work again, levelled container contents show their items, the bodies of the dead can be searched, and the residents read small per-area tables (release notes). Before that, v0.0.59: Assembling The Bits And Pieces, Once Again, gave every item its own world model, a world that keeps what you change across rooms and saved games, the player's body and hands assembled from parts, the container strip, the original's journal view, and resting and waiting by the original's rules (release notes). The project's own builds have had every exterior cell of Vvardenfell on CHIM since v0.0.43 (a build from the repository does so only from v0.0.47, when the cell list became part of the repository and the default): 1,409 cells, counting the 61 in the town frames (1,348 are one-cell region frames; 1,292 land cells, 98 sea-floor cells and 19 open-sea cells), with no classic region maps left outdoors. What these numbers count: the counting table; every cell: the CHIM Progress Tracker. Since v0.0.48 every interior of the base game but two (the prison and the census office) is built as a CHIM room, with the people the game places in them. Solstheim is not converted.
v0.0.62 shipped as what was to be its third snapshot with the final version number; its first snapshot (dev1 notes) added alchemy, the creatures placed in rooms, the scripts of a new game and the falling mage, and its second (dev2 notes) was not delivered. v0.0.61 shipped as its third snapshot with the final version number (release notes).
What comes next is in the roadmap. The next release is v0.0.64: Gone Beyond The Gate (its snapshots, dev1, dev2, dev3 and dev4, have the expansion switch, the keys, the traps and a test-only Solstheim frame but no expansion area in the game yet): Tribunal (Mournhold) and Bloodmoon (Solstheim) built in by default where you own them (a warning when the files are not found, and a builder switch for the base game only), their scripting, and scripted world events such as the Ghostgate's doors and the traps that poison when opened; then the remaining partial systems, among them the rest of the crime system (pickpocketing, picking owned locks), enchanting and spellmaking in play, per-area data tables for containers, doors, items, activators and creatures, outdoor items that can be picked up, dropped lights with their flame, the Constant Effect items of non-player characters, summoned creatures that fight for the player, and the in-game check of the pieces not yet seen in play. Items that are in no version's list yet stay in the backlog until they are scheduled.
The base game's scripting: 605 of the 1,074 scripts the original uses run and 9 more are carried by AmiWind's own code, with 460 of the
original's 504 script functions carried out (the werewolf, forced run, scale, moon, magic effect, game hour, soul gem and
console functions among them) and the original game's console commands usable on any reference; Mournhold's and
Solstheim's scripts wait for those worlds. Creatures that walk, run and attack wherever they are met, stand on the ground
and attack on sight; characters that fight each other, with allies, guards and followers taking sides; the original's
hit chance and hit cone; breath and drowning under water, god mode against every damage, and health that never stands
above its maximum. The opening closer to the original, scripts that move and turn the objects they name, fire pits,
containers in rooms that open, drops on uneven floors, dates as in the original, and dbg tp into any room (its menu lists the rooms too). A spoken
line's text box that leaves the stats visible. A builder that keeps every finished unit, reuses every earlier run and
shows its plan first, with world stages keyed on their own inputs, and an image whose actor models share their repeated
shapes. The game systems table is refreshed (7 of 49 done, 39 partial, 3 missing). Known limits:
the race's Water Breathing is checked by tests only after two failed reports, a player who becomes a werewolf is not
drawn as one, pickpocketing and owned locks are not done, the Heart Chamber may not load at 32 MB Fast RAM, and the
fixes of the release were checked by tests, not yet in play. Full list:
v0.0.63 release notes.
Alchemy as in the original (the window, potions, ingredients); the creatures placed in tombs, caves and other rooms; 588 of 1,207 game scripts running, among them the census office's own scripts, items that are carried or kept in containers, HitOnMe, PlayBink and weather changes; dialogue choices as rows to pick, links that stay clickable, thin scroll bars and persuasion that works; guards who arrest for theft, assault, murder and trespass, with the fine, resisting arrest and jail, and pursuers saved in games; a failed room load that brings the player back and a New Game that resets every state; the player's torch, the use key and the container and class windows reworked; a double-click in the inventory; character bodies reduced with measured seams; summoned creatures; and debug commands for gold, the carrying limit, the level and the stats. Known limits: the Heart Chamber may not load at 32 MB Fast RAM, pickpocketing and owned locks are not done, 619 scripts do not run yet, and the new fixes were checked by tests, not yet in play. Full list: v0.0.62 release notes.
Player casting with a spell-effect system of 143 effects kept in saves; weapons and shields of every type in their stances, first-person bow, crossbow and thrown stances, two styles of weapon sway and creatures that resist normal weapons; enchanted items that cast (Cast When Strikes, Cast When Used, Constant Effect) and the class starting spells; every person and creature carrying the full stats of its record; an inventory with no fixed number of kinds, only carry weight; carriable lights that take their flame with them, held candles, candlesticks and lanterns drawn and lit as themselves; witnessed theft with a bounty; dialogue notices, keys and a fuller loot window; first-person arms in their own view, the armour rating and swimming in the worn clothes; and the first slice of an in-game recorder. Where it is faster: Seyda Neen waits 31 to 49 % less for the disk, and containers, the inventory and place loads much faster with hundreds of kinds carried. Known limits: a dropped light gets no flame, a Shield effect does not soften blows yet, and the full crime system, alchemy, enchanting and spellmaking are v0.0.62. Full list: v0.0.61 release notes.
The scripts stage is rebuilt whenever the script compiler changes, so placed beds open the rest window and the two
rank raises happen again (v0.0.59 shipped scripts of an older compiler). Containers whose contents are levelled lists
roll their items by the original's rules and keep them across saves, and a dead actor under the crosshair reads "E:
Search" and opens what it carried in the container strip. The walking residents and the residents built from parts take
their data from small tables per area, kept in memory. The game feature tracker lists 48
systems of the base game; dbg kill kills the actor picked with a red crosshair, and the game shows its own message
when an essential character dies (both checked by tests, not yet in game). The builder warns early about size growth and
output names, and the reuse check is faster. Known limits: the first frame in Seyda Neen takes about a second, the
residents' walking steps can cost 200 to 800 ms on some frames (the new tables are not yet measured in game), and
casting waits for v0.0.61. Full list: v0.0.60 release notes.
World items: 880 item models in one shared table, a model table of 512 entries per map, the game's own items placed from it and taken, and an index of the items you can pick up. The world change list keeps what you change across rooms and saves, with respawn and saves that survive a change of game data. The player's body and arms are built from parts and kept in memory, so arriving in Seyda Neen takes about a second instead of 12 to 15. Containers open in a strip with Take All, the journal is the original's dated view, resting and waiting follow the original, conversations open at once again, and the mouse cursor is the original's. Builds rebuild less, and the disk images are padded to whole IDE cylinders. Known limits: containers with levelled contents open empty, bodies cannot be looted yet, the residents' walking steps can cost up to 800 ms on some frames, and casting waits for v0.0.60. Full list: v0.0.59 release notes.
Dialogue: topic names in an answer are links; Admire, Intimidate, Taunt and Bribe work with the original's rules; Travel, Training, Spells, Barter, Repair, Spellmaking and Enchanting open from the conversation; answers run their scripts (choices, faction reactions); the greeting is picked at talk time; the journal's topic pages open the dialogue. Character creation has a scrolled class list, the birthsign page, the install's class questions, a class of your own and the review sheet. Aiming at something shows a box (name, weight and value for an item), placed items can be taken, books and letters are read in place, and Left Ctrl sneaks. Creatures make their own sounds and the combat sounds are on by default. The cliff racer is drawn whole, an NTSC machine starts, the presets show only the drawn picture, and the AmiWind Toolkit's build monitor shows progress, gates and tests with their cores. The game's scripts run, and a played character creation, a stolen item kept through a save and the debug restart from the main menu were checked in game; the filled text macros in books and the journal, taking a free item, the aim box on doors, the Fargoth greeting, your own footsteps, the creature sound test, the class questions with the install's data, a class of your own and the class list are not yet checked in game. Known limits: the back-room table of the Census and Excise Office is not drawn, casting waits for v0.0.59, dialogue texts still fill the player's name at run time (action-key macros show the action's word, not the bound key), and the aim box measures the reach to an item's origin. Full list: v0.0.58 release notes.
Talk (E) opens the dialogue window: the greeting, the topics, and the game's own answers chosen by the original's
rule, with the blue disposition bar and answers that follow the game as it goes. People and creatures wander and idle
by their own records, walk and run by the distance they cover, and turn on the
player within their fight distance; cliff racers fly and attack, fish swim, every resident animates, and creatures
attack with their own moves. Guards light their torches at night. 957 of the game's 1,207 scripts run whole, using
scripted objects works, and saves keep the player's standing and the characters' orders. The fog starts at 300, the sky
fades into it, large interiors fade into fog, and the heaviest models are lighter. dbg tp opens a list of the 82
named places, and the race page shows each race's stats. Full list:
v0.0.57 release notes.
A Raspberry Pi 4 starts straight into AmiWind from a USB stick, and tools/pi_image/make_pi_image.sh makes such a
stick from your own Kickstart and your own AmiWind image; on a Pi 4 the game is playable, about 10 to 50 frames a
second by scene. dbg fps on shows the frame rate without the debug HUD, and new teleports reach Khuul and the Vivec
Arena Pit. Full list: v0.0.56 release notes.
Nearer Red Mountain the sky, the light on the land and, at half strength, the fog turn toward the game's own Blight
weather before the mountain's region begins (Ald'ruhn keeps its own weather), the clouds speed up toward Blight's and
the crater sky is darker still (aw_redmountain, on by default). The builder reads the machine's memory when there is
no container, retries a worker lost to memory with fewer units at once instead of failing, and watches the build disk
like the memory; the Toolkit's build monitor shows RAM, the disk, a memory curve and every warning of a build. The
garbage collector (tools/build_gc.py) now ages out the runs of old release series, and every build warns before its
disk is full and names it. The docs have folders and a generated index. Full list:
v0.0.55 release notes.
Humanoid characters choose every animation by what they are doing (standing, walking, running, fighting, casting, dying) by OpenMW's rules, and their hair is kept whole instead of being cut to a budget. All 3,437 NPCs and creatures of Morrowind, Tribunal and Bloodmoon have one record each, from the game data (stats, behaviour, items, spells), kept in saved games; the experimental scripts read and change them, and 715 of the game's 1,207 scripts now run whole. Silt striders, boats, gondolas and guild guides travel again with the original destinations and prices. Spells can show the game's own effect textures as sprites and particles (experimental, off by default). 34 of the 35 entrances whose converted collision kept the use key out of reach can be used. Weather and smoke follow the game's tables, interiors have their fog, outdoor creatures come from the levelled lists, and the interface has a crosshair, a hide-HUD key and the player's arrow on the map. NPC Gallery v2.0 shows the game's own characters, and an engine change no longer rebuilds the CHIM world.
The base game's main pieces are finally coming together:
- every interior of the base game on its way in as a CHIM room;
- the people and creatures standing where the game places them;
- every NPC speaking with its own voice.
The good news: the whole thing still takes a reasonable amount of disk space. The sad part: some of it would need far too much squeezing to fit a 16 MB expansion. Everything runs so smoothly with 32 MB that 32 MB is the default from here on. On today's accelerator cards that is rarely a problem: many of them carry well over 32 MB of Fast RAM, and AmiWind puts the extra to use. Most of the island can still be explored with 16 MB: of the base game's 1,134 interiors, the 16 biggest ask for 32 MB at the door (and 5 region frames at their border), and the rest open as before.
For now the game requires 32 MB of Fast RAM, the safe minimum, which should be enough for the entire game. More RAM is used automatically (a larger game heap, CHIM's caches and reading ahead). 16 MB still starts, with a warning at boot and a warning box for a few seconds before the AmiWind logo (from v0.0.52), but parts of the game will run incorrectly or not at all. The emulator presets and the launcher start with 32 MB. Why, with the measured numbers: why 32 MB.
The doors of a region frame work after you walk into it across a frame border: before, the engine read only the door
table of the frame the game started in, and 830 of the 1,102 exterior entrances were dead once walked into. Every
build now runs the engine's own door code over all 1,102 entrances (the prompt, the use key, the way back out, and
the wall between the player and the door), and the count of usable entrances may only go up; 1,102 of 1,102 work after
a walk over a frame border. A stricter check, which also traces the wall between the player and the door in the world's own collision, counts
1,067 usable, 31 more than before the release's doorway slack; the 35 left (Daedric shrine steps the player slides
off, raised trapdoors, a few Dwemer and hut doors) move to v0.0.54. The four
dancers of the base game who have a dance of their own (Desele's House of Earthly Delights in Suran among them) now
dance it, from the shared animation table. A Halloween scene on the animation stage (the game's own skeletons, the
Suran dancers and Dagoth Ur dancing to a beat, filmed by a camera director) is also the standard benchmark: aw bench halloween (the aliases aw halloweenbench and dbg halloween bench) plays the same 600 frames on every machine and
prints one line to copy. In v0.0.53 the scene and the benchmark need a build with the cast (--miniwind-halloween);
from v0.0.54 every full-world build carries the cast (about 1 MB, loaded only when the scene starts), so the
benchmark works in the release images (HALLOWEEN.md). A build can carry one track of your own for the scene (the custom OST slot); public builds
ship no song. Builds check the free disk space first and stop
before their first stage when it is short, the GitHub checks run in parallel jobs, a version-only change no longer
rebuilds the CHIM world, and a maintainer's deferral to a version stops counting at that version.
Every character moves by one shared skeleton and one shared action table, as in the original game, instead of frames baked one character at a time (modular NPCs): the base game's 2,612 placed characters take 512 MB of models instead of 3,222 MB, and each can walk, run, swim, fight with every weapon, cast, block, dodge, fall and die, with weapons, shields and the guards' torches on the hand bones. On a slow 68040 a town frame draws as fast as with baked characters. Dagoth Ur, his whole original model, and the Heart of Lorkhan are in Akulakhan's Chamber for the first time, and the chamber loads on 32 MB, also coming from a town. A full memory no longer stops the machine with a Software Failure, and a WARNING box says so when there is less than 32 MB.
Earlier releases: the release notes link back through every version, and the sections the front page used to carry are kept in earlier README sections.
- The whole main island is in. All of Vvardenfell's outdoors, 1,409 exterior cells, is converted and streamed as you walk; visit the towns and cities of the main island, such as Seyda Neen, Balmora, Vivec and many others.
- Every interior of the base game is in. 1,132 of the 1,134 are CHIM rooms; the two where the opening sequence runs (the prison ship and the census office) stay classic room maps on purpose until rooms have object state. The people and creatures the game places in a room stand in it with their full set of animations and their own voices.
- Every door leads in and back out. All 3,133 load doors and markers of the base game resolve through one door table; the build fails if one does not (door graph). Since v0.0.53 the build also runs the engine's own door code over all 1,102 exterior entrances, also after a walk across a frame border, and its count of usable entrances may only go up.
- Play: create your character through the opening sequence; the inventory (no limit on the kinds of item, only carry weight, with the armour rating and a preview that follows what you wear), the journal and the map; saving and loading, with what you change in the world staying changed; melee combat with the original's rules (damage, armour, block, knockdown, knockout, fatigue, death), creatures that walk, run and attack with their own animations, and weapons and shields of every type in first and third person; casting spells, with the original's chance, cost and effects, and enchanted items that cast; talking to people (topics, choices, disposition, persuasion and the services; spoken lines show in a box that leaves the stats visible); containers and the bodies of the dead opened in a strip; crimes seen by a witness bring the guards, with the arrest, the fine and jail; alchemy (making and drinking potions); breath and drowning under water; a torch, a candle, a candlestick or a lantern in the hand to explore Vvardenfell at night and underground; mushrooms to pick indoors and out; the original movement speeds; weather by region, and music streamed from disk; travel by silt strider, boat, gondola and guild guide.
- Not yet: Mournhold (Tribunal) and Solstheim (Bloodmoon), and with them their scripts (the goal of v0.0.64); the quests played through from start to end in a test; pickpocketing and picking owned locks, trespass, making your own enchantments, the shot of a bow or a thrown weapon, schedules by the time of day and most of the scripted AI packages, and Dagoth Ur's fight and voice. The jail markers are in the door table for the jail system to come. The Unmarked Shipwreck's upper trapdoor still keeps the use key out of reach (v0.0.55 release notes). The game feature tracker lists every system of the base game with its state.
- The game's scripts: the three game files hold 1,207 script records, 1,074 of them used by the original game. Every one of Vvardenfell that the original runs also runs here: 605 run as scripts and 9 more, the opening's and the game's main script, are carried by the game's own code (in every Vvardenfell region all of them, for example the Ascadian Isles 115 of 115 and the Ashlands 66 of 66). The other 460 of the 1,074 wait: 433 belong to Mournhold or Solstheim and wait for those worlds to be built (one of them is a Morrowind.esm script that Tribunal places), and 27 also call a function not carried out yet, such as placing their own records there. The remaining 133 are not named or started by anything in the original game and never ran there either; they stay in the game and are listed apart. 460 of the original's 504 script functions are carried out (the MWScript tracker lists every script with its state and area).
- The reference target is an A1200 with AGA, a 68040 with FPU, 2 MiB Chip and 32 MiB Fast RAM (the safe minimum; 16 MiB starts with a warning); development and every performance figure so far come from emulators and are relative. The first real-hardware figures, from testers in October 2026: about 0.2 frames per second on an A4000 with a 68060 at 100 MHz (an earlier build), and about 0.6 to 0.7 on an A3000 with a 68060 at 80 MHz through RTG (a tester's own modified build): not playable yet. The game aims at today's accelerated 68k Amigas, with a classic 68060 as the floor. See AmiWind on real hardware and AmiWind on the 68060.
- Crossing from one outdoor cell to the next is streamed; walking into or out of a town is still a level change (cell crossings).
- The known problems are listed in the bug register and under "Known in this build" in each release's notes.
Original Morrowind game files are required. You must provide your own copy, and you need your own licensed Amiga Kickstart 3.1 ROM to run the result. The repository includes neither. AmiWind recommends the GOG GOTY edition (the best tested; the Steam GOTY edition is a supported fallback with bitmap fonts). More: About AmiWind.
On Ubuntu/Debian (or Ubuntu under WSL), compile with:
./build.sh --autoinstalland, with FS-UAE installed, build and run in one go:
./build.sh --autoinstall --autorun-fs-uae \
--kickstart-file "/path/to/your/kickstart-3.1-a1200.rom"--autoinstall --plan shows the setup steps without installing anything. On Windows start with
.\setup-windows.cmd -Plan (experimental; Windows setup guide). A normal build includes
everything the release ships; the default builder is CHIM. The recorded v0.0.31 Seyda Neen maps
(--seyda-recorded DIR) are optional and NOT RECOMMENDED since v0.0.31: by default Seyda Neen is converted from
your data (which Seyda Neen is in my build). For a quick
test image of one spot see MiniWind: the test ground, the
build type reference and the CHIM build guide.
Everything else about building, the build speed options, the FPU support library and running the image in FS-UAE or
WinUAE: Building and playing, the Linux build guide and the
FS-UAE launcher. The newest emulator presets are
AmiWind-v0.0.64-dev4-FS-UAE.fs-uae and
AmiWind-v0.0.64-dev4-WinUAE.uae (for the previous snapshot:
AmiWind-v0.0.64-dev3-FS-UAE.fs-uae and
AmiWind-v0.0.64-dev3-WinUAE.uae; then
AmiWind-v0.0.64-dev2-FS-UAE.fs-uae and
AmiWind-v0.0.64-dev2-WinUAE.uae; for the first:
AmiWind-v0.0.64-dev1-FS-UAE.fs-uae and
AmiWind-v0.0.64-dev1-WinUAE.uae; for the v0.0.63 release:
AmiWind-v0.0.63-FS-UAE.fs-uae and
AmiWind-v0.0.63-WinUAE.uae); all start with 32 MB of
Fast RAM, which is the requirement.
- Every document, by topic: the documentation index · every release with its notes: releases
- Project: FAQ · Gallery · Project state · Roadmap · Changelog · Open bug reports
- How it works: Architecture · Actor placement · CHIM · CHIM progress tracker · CHIM progress map (colours) · Asset coverage · Game features
- Building: Building and playing · Build dependencies · Release workflow · Hosted CI jobs
- Development: Repository layout · Project rules (including the required Linux and Windows compatibility) · Polycount Inspector · Earlier README sections
- Licences and credits: About AmiWind · Licensing and credits
Created by FlyingFathead a.k.a. Horstator. Thanks to: ChaosWhisperer. Official project repository: FlyingFathead/amiwind.
AmiWind runs on the CHIM engine, built on GPLv2 code from id Software's Quake (John Carmack and the id team) and its Amiga port AmiQuake (Peter McGavin, NovaCoder, Stephen Leary). The CHIM builder that converts your own Morrowind files is GPLv3 (LICENSE). The public source package holds no Quake or Morrowind game data, ROMs or compiled AmiWind executable; game images you build yourself are private build outputs. Copyrights stay with their holders; the full statement is in About AmiWind.
Massive thanks to everyone in the Amiga community who have been willing to share code and ideas to make this dream come true to a beloved platform. May the wind be on your back!
AmiWind is brought to you by FlyingFathead

