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AmiWind is an unofficial, experimental project bringing Morrowind to the Commodore Amiga. Its CHIM engine, based on AmiQuake, streams the world in small pieces from disk, and its conversion pipeline builds the game from your own copy of Morrowind. No game data is included.

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AmiWind: an open-source RPG engine for the Commodore Amiga

AmiWind

Last updated with AmiWind v0.0.47 (21 October 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.

AmiWind v0.0.32 in Vivec: ten in-game screenshots in turn

Not painted backdrops: every frame is rendered in real time by the engine.

More in the gallery.

Where AmiWind stands (21 October 2026)

The newest release is v0.0.47: CHIM: The More, The Merrier, running on CHIM Engine v0.2.1 (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. Interiors are still ordinary Quake maps, and many of the base game's interiors are not converted yet; Solstheim is not converted.

What comes next is in the roadmap: streamed crossings into and out of the towns first, collision built from the game's own movement rules, then the open bugs from the playtests, then every interior of the base game.

What v0.0.47 changed

The builder in this repository now builds every exterior cell on CHIM by default (since v0.0.36 the cell list the project's own builds used was not in the repository). Crossing a frame border outdoors is no longer a level change, creatures and people appear outside the towns, mushrooms can be picked indoors, and the Ghostfence, the Vivec waterfalls and the ash mire shimmer. The terrain is generated from the game's heights, repeated files and skins are stored once, and the builder walks no stairs by default, reuses more on a rebuild and keeps its workers at full width while memory allows. The emulator presets and the launcher start with 128 MB of Fast RAM; 16 MB, the smallest machine the game runs on, stays a choice.

What v0.0.46 changed

Red Mountain is red again: every region chooses its weather the way the original game does, and the mountain draws its blight sky. The Ebonheart dragon statue is back on its pedestal, the torch shows in third person, the Vivec dock walkways hold the player up and the Dreamers greet you. The collision of the whole island now keeps only the surface you walk on exactly, so every frame fits its memory again. 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.

What works, and the honest limits

  • You can walk the whole outdoors of Vvardenfell, enter Balmora, Seyda Neen and the city of Vivec, and go through the doors of the interiors that are converted; characters are created through the opening sequence, and music streams from disk.
  • Combat, quests, services, schedules and most game logic are unfinished.
  • The reference target is an A1200 with AGA, a 68040 with FPU, 2 MiB Chip and 16 MiB Fast RAM; development and every performance figure so far come from emulators and are relative. The one real-hardware figure, from a tester in October 2026, is about 0.2 frames per second on an A4000 with a 68060 at 100 MHz with an earlier build: not playable yet. 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.

Build it from your own Morrowind

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 --autoinstall

and, 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-v0.0.47-FS-UAE.fs-uae and AmiWind-v0.0.47-WinUAE.uae.

Where to read more

About

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

About

AmiWind is an unofficial, experimental project bringing Morrowind to the Commodore Amiga. Its CHIM engine, based on AmiQuake, streams the world in small pieces from disk, and its conversion pipeline builds the game from your own copy of Morrowind. No game data is included.

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