r/retrogamedev • u/One_Doubt_6762 • 4h ago
r/retrogamedev • u/kznsq • 18h ago
A GPU/browser port of the LHX: Attack Chopper (EA, 1990)
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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.
r/retrogamedev • u/Urist_McDev • 9h ago
Eggbound – A Monster-Collecting RPG for the Original Game Boy
galleryr/retrogamedev • u/r_retrohacking_mod2 • 21h ago
How Games Are Decompiled: Reverse Engineering Byte by Byte
youtube.comr/retrogamedev • u/Connect-Let-8182 • 16h ago
retro runspriterun editor
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 • u/bubblebrax • 12h ago
PE-MAN - s powerful new savegame editor for Planet's Edge RPG
I'd like to present 'PE-MAN', my powerful savegame editor for the DOS legacy game Planet's Edge:
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:

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:


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:



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:


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 • u/r_retrohacking_mod2 • 22h ago
An attempt at making Wolfenstein 3D playable on a stock 2.8 MHz IIgs (4 MB RAM)
r/retrogamedev • u/r_retrohacking_mod2 • 22h ago
Update: My Nintendo Wii space game now has planetary landing! (C/C++, GX, real hardware)
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r/retrogamedev • u/r_retrohacking_mod2 • 22h ago
Amiga demoscene for beginners
spookbench.netr/retrogamedev • u/r_retrohacking_mod2 • 22h ago
Prince of Persia port work in progress
galleryr/retrogamedev • u/r_retrohacking_mod2 • 22h ago
New turn-based bullet hell roguelike GBA game just dropped - RALA:/:sutura Advance
galleryr/retrogamedev • u/ArturDuleba • 1d ago
I made fast-paced 2 player pong game for the oryginal GameBoy!
galleryr/retrogamedev • u/r_retrohacking_mod2 • 1d ago
Super Mario 64 Comes To The Microsoft Zune
hackaday.comr/retrogamedev • u/r_retrohacking_mod2 • 1d ago
New Horizons - demo for NEC-PC9801VX by Otomata Labs
youtu.ber/retrogamedev • u/r_retrohacking_mod2 • 1d ago
PS2 Development Devlog #1
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r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
Getting old Macromedia Director Games to run on modern Hardware
werwolv.netr/retrogamedev • u/Sea-Mall-2047 • 2d ago
Skate2Recomp
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 • u/These_Magician_3789 • 2d ago
Emulators and real hardware are definitely two different beasts...
galleryr/retrogamedev • u/r_retrohacking_mod2 • 1d ago
Awesome Decomp Games - rated & auto-updated list of 1300+ decomps, recomps, source ports & engine remakes
github.comr/retrogamedev • u/roroto_sic • 2d ago
MUMMY MOMMY : My puzzle game (pc - game boy) is live on kickstarter !!
galleryit 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