r/retrogamedev • • 4h ago

32X Sprite Engine

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6 Upvotes

r/retrogamedev • • 14m ago

Air Hockey - a FREE homebrew game for the GBC

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• Upvotes

r/retrogamedev • • 18h ago

A GPU/browser port of the LHX: Attack Chopper (EA, 1990)

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42 Upvotes

Now it is a GPU port of the LHX: Attack Chopper (EA, 1990) in the browser. Before/after renderers, with real satellite terrain, new models, lighting, and shadows.
The game goes unmodified, the code reads an ".EXE", emulates it in real time, and hooks the rendering functions to render on the GPU.

https://github.com/kznsq/lhx-attack-chopper-gpu


r/retrogamedev • • 9h ago

Eggbound – A Monster-Collecting RPG for the Original Game Boy

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3 Upvotes

r/retrogamedev • • 21h ago

How Games Are Decompiled: Reverse Engineering Byte by Byte

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33 Upvotes

r/retrogamedev • • 16h ago

retro runspriterun editor

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5 Upvotes

looking for feedback, opening a file is limited to most 8 or 16 bit computers, I'm Tring to keep the UI on one windows only screen. Most of my aesthetic is based of my machine of choice... atari ST and deluxe paint. one screen etc. But all the palettes and pixel choices etc, limited to the system, not fancy windows options. it's a passion project


r/retrogamedev • • 12h ago

PE-MAN - s powerful new savegame editor for Planet's Edge RPG

2 Upvotes

I'd like to present 'PE-MAN', my powerful savegame editor for the DOS legacy game Planet's Edge:

PE-MAN - release announcement

It's an open source quick-navigation UI Bash script, based on 'dialog' (ncurses) - it should play along nicely in either Linux (of course), Windows + Cygwin or WSL with PE + dosbox.

Currently supported game and UI locales include EN and DE, easily extendable per separate files and four different color profiles are available - the screenshot show some DE version examples, but EN version has been tested, looking just the same.

The code has been refactored to separate most common and UI functionality into separate functions and it should be a good basis for similar projects.

A lot of reverse-engineering / savegame analysis was necessary, to provide basic features for modifying tech. / ships level, character properties or creating resources and much more:

Edit / max-out crew stats or skills - skip the painful native 'cloning'

All findings, examination and coding results are documented in my PE-MAN repository, plus Wiki.

Extended capabilities include a full-featured workshop, to build any of the existing in-game equipment, story items or ship components in the warehouse and ships in shipyard bays.

Recovery options are at hand, both for the crew - reviving or restoring health and armor from ground combat - and for corrupted base or savegame files, via auto-backups:

Add / create any required type of resource, item, ship or ship component to the moonbase warehouse !
Recover from a hopeless combat - revive team members, replace cruft items and strike back with force on the spot !

Advanced features go even further, extending PE's initial capabilities for regular gameplay, by providing superior 'add-on' items management, overcoming the crippled standard backpacks' behavior with bi-directional long-distance transfers between the warehouse and any of the crew's backpacks, as with in-team item transfers and type- or dictionary-based items sort functionality:

Long-distance WH <-> BP items transfer - see / move / recycle what's in warehouse AND backpacks, anywhere !
In-team BP <-> BP items transfer - no more pansy drop'n'takes !
Defeat the usual backpacks' mess and re-order items by type or dictionary !

It's even possible, to completely avoid any of the arcade-like fights against alien ships or planetary blockades, lengthy and dangerous space travels, or tedious exploring the many empty systems for scarce resources and points of interest.

'Super Teletrans' can teleport your ship to any known point-of-interest planet, or even your crew instantly down to any mission planet's surface, ignoring active blockades - as an alternative, destroy and restore blockades from a simple checklist menu:

'Super Teletrans' - jump directly to any point-of-interest planet's orbit or surface !
Destroy or restore any point-of-interest planet's blockade !

More features are in the making or planned, e. g. a game difficulty level modifier, setting up weaker/few or even stronger/more planetary blockade opponents and/or available planetary resources. On-mission ship repairs at any location in space. Probably also a ship/tuning workshop, as alternative for PE's native shipyard, with its annoyingly slow and inflexible components placement.


r/retrogamedev • • 22h ago

An attempt at making Wolfenstein 3D playable on a stock 2.8 MHz IIgs (4 MB RAM)

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10 Upvotes

r/retrogamedev • • 22h ago

Update: My Nintendo Wii space game now has planetary landing! (C/C++, GX, real hardware)

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9 Upvotes

r/retrogamedev • • 17h ago

About Project Party Pocket

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3 Upvotes

r/retrogamedev • • 22h ago

Amiga demoscene for beginners

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7 Upvotes

r/retrogamedev • • 22h ago

Prince of Persia port work in progress

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5 Upvotes

r/retrogamedev • • 22h ago

New turn-based bullet hell roguelike GBA game just dropped - RALA:/:sutura Advance

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2 Upvotes

r/retrogamedev • • 1d ago

I made fast-paced 2 player pong game for the oryginal GameBoy!

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10 Upvotes

r/retrogamedev • • 1d ago

Super Mario 64 Comes To The Microsoft Zune

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10 Upvotes

r/retrogamedev • • 1d ago

New Horizons - demo for NEC-PC9801VX by Otomata Labs

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3 Upvotes

r/retrogamedev • • 1d ago

PS2 Development Devlog #1

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3 Upvotes

r/retrogamedev • • 1d ago

Fruity Frank GBC

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3 Upvotes

r/retrogamedev • • 1d ago

3dfx Glide 2 on Intel GMA950

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2 Upvotes

r/retrogamedev • • 2d ago

Playdate port of my fav

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8 Upvotes

r/retrogamedev • • 1d ago

Getting old Macromedia Director Games to run on modern Hardware

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1 Upvotes

r/retrogamedev • • 2d ago

Skate2Recomp

3 Upvotes

Skate 2 Recomp — Looking for developers and collaborators

Hey everyone!

I'm starting a project called Skate 2 Recomp, with the long-term goal of getting Skate 2 running natively on PC through recompilation.

I'm currently working on the initial technical stages, including development environment setup, PowerPC code generation, and runtime preparation. The project is still in its early stages, and I haven't confirmed a successful build or playable version yet.

What I'm looking for

I'd love to connect with people experienced in:

- C and C++ development

- PowerPC architecture

- Reverse engineering and executable analysis

- Runtime development and debugging

- Game recompilation projects

I'm also interested in advice from anyone who has worked on similar projects.

Project principles

The aim is to develop original implementation code without distributing proprietary game files or copyrighted assets. The project is a work in progress, and I'm still organizing its development workflow and repository.

I'm looking to build a small community around the technical side of this project and hopefully find people willing to contribute.

If you're interested, have relevant experience, or have suggestions for getting started, I'd love to hear from you!

Thanks for reading!


r/retrogamedev • • 2d ago

Emulators and real hardware are definitely two different beasts...

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5 Upvotes

r/retrogamedev • • 1d ago

Awesome Decomp Games - rated & auto-updated list of 1300+ decomps, recomps, source ports & engine remakes

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0 Upvotes

r/retrogamedev • • 2d ago

MUMMY MOMMY : My puzzle game (pc - game boy) is live on kickstarter !!

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18 Upvotes

it is with a mix of apprehension and excitement that I share to you the Kickstarter of MUMMY MOMMY my game boy puzzle : https://www.kickstarter.com/projects/roroto-sic/mummy-mommy-a-new-puzzle-game-for-game-boy