Last updated with AmiWind v0.0.58-dev2 (31 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.
Not painted backdrops: every frame is rendered in real time by the engine.
More in the gallery.
The newest release is v0.0.57: Remembering The Emperor, dedicated to the memory of Sir Patrick Stewart, the voice of Emperor Uriel Septim VII: you can talk to Vvardenfell's people, who answer with the game's own words, and they and its creatures wander, walk and run with their feet on the ground, every resident animates, creatures attack with their own moves, guards light their torches at night, 957 of the game's 1,207 scripts run whole, and the busiest places are lighter to draw with the fog at 300 by default, running on CHIM Engine v0.2.2 (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.
The development line is at v0.0.58-dev2 (31 October 2026): on top of dev1's links, persuasion, services and creature sounds, the scripts of answers run (choices, Goodbye), Enchanting, your own pain and death lines, and steadier builds, for testing in game (dev2 notes, dev1 notes).
What comes next is in the roadmap: v0.0.58, "Time To Talk", is the conversation and the character: the rest of the conversation (choices, every quest's journal, the services still missing), levelling as in the original with its level-up box and sound, character creation at the Census Office as in the original, the box you see when you aim at something, every voice and sound in place and heard, the game's area sounds and Morrowind's own mouse cursor, and a performance history per version. Characters placed by scripts, more weapons, lighter large interiors, the rooms that still load in on arrival and the save import move to v0.0.59.
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, the journal and the map; saving and loading, with what you pick up staying picked after a save and a load; basic hand-to-hand combat (damage, armour, block, knockdown, knockout, fatigue, death); a torch in 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: quests, dialogue, most services, schedules, weapon and magic combat and most other game logic are unfinished, and items and containers in rooms are not live objects yet; the jail markers are in the door table for the jail system to come. Characters do not wander by their records yet, nobody attacks on sight yet, and Dagoth Ur does not fight or speak yet; the Unmarked Shipwreck's upper trapdoor still keeps the use key out of reach (v0.0.55 release notes).
- 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-v0.0.52-FS-UAE.fs-uae and
AmiWind-v0.0.52-WinUAE.uae.
- 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
- 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

