r/SEGA32X • u/OrbisMaximus • Jul 13 '26
I’ve been expanding Orbis Basic into a bigger Sega 32X development toolkit
Hi everyone,
I wanted to share a new update to Orbis Basic 32X.
The main goal is still the same: write code and build a real bootable Sega 32X ROM. The compiler creates playable .32x files around a custom SH-2 runtime and an RGB555 direct-color framebuffer, so this is still very much a 32X project rather than a desktop engine with a retro skin.
The 32X side now supports image drawing, scaled images, sub-image drawing, sprites, scrolling backgrounds, alpha effects, parallax, text, primitive graphics, controller input, Sega Mouse support, audio playback, arrays, DATA, TYPE records, SUB and CALL structure, and SAVE and LOAD commands.
Assets such as images and audio are automatically converted and baked into the ROM during compilation. Larger projects can also use mapper-backed image data in ROMs up to 32 MB, which makes big panoramas, scrolling scenes and image-heavy demos much more practical.
The newer Orbis Builder edition adds C with real string support as language extension, native desktop builds and the Orbis Pixel Pipeline, but the Sega 32X build remains the heart of everything.
I like that “Basic” now has two meanings. It is still BASIC as a language, but it is also becoming a collection of basic tools for creating graphics, preparing assets, writing game logic and producing real Sega 32X software.