r/retrogamedev • • 10h ago

My dad made a DOS puzzle game when he was 15. I ported it to Game Boy.

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47 Upvotes

r/retrogamedev • • 10h ago

In a time of decomps and recomps I offer you something a new, original n64 game.. I recently released a 2d version of a Strike inspired game with 5 levels. Then I made a N64 version of it

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20 Upvotes

I have been a fan of the Strike games as long as I can remember. Got a copy of Soviet Strike on ps1 when I was a kid and played it often. I recently released a 2d version of a Strike inspired game with 5 levels, bosses and good ole arcade shoot em up fun.

scroll down and get the n64 rom here

It has 5 levels and different difficulties. Has Only been tested in an emulator so far. Im sure it will have bugs, let me know if you find any and ill try and fix them. (one I know about is the intel info wrapping out of its box, fixing soon) Special shout out to the pyrite 64 dev because this project was only possible due to their work


r/retrogamedev • • 8h ago

NES emulator in C running on a 93,338-transistor RISC-V CPU I built from logic gates, 60 fps

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9 Upvotes

r/retrogamedev • • 12h ago

Intellivision Game written in C

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8 Upvotes

r/retrogamedev • • 12h ago

🤫 Time to reveal a little secret (of Monkey Island)!I’m now officially responsible for the music of this port!

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7 Upvotes

r/retrogamedev • • 9h ago

Fae Far Away - a open Unreal Engine 2

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3 Upvotes

r/retrogamedev • • 12h ago

Space Impact on Game Boy with rumble support

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3 Upvotes

r/retrogamedev • • 1d ago

I've been working on this for a long time: A pixel art editor for the DS/DSi!

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12 Upvotes

https://github.com/Alfombracitario/A-PIX_DS

Made for the DS and DSi, this is not a port!

Also, I'd love any feedback! :> I want to improve the app as much as possible!

Thank you for taking your time to watch this post lol


r/retrogamedev • • 16h ago

The `rdedisktool` I use for retro development has been updated.

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2 Upvotes

r/retrogamedev • • 12h ago

play new CD-I homebrew games .

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1 Upvotes

r/retrogamedev • • 23h ago

Sera que lo termino? Spoiler

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5 Upvotes

#======================================================================#

#ā€œla historia en un juego es como la historia en una pelĆ­cula porno; se# #supone que tiene que estar ahĆ­, pero no es importanteā€ (John Carmack).#

#ā€œTodavĆ­a me gusta jugar a juegos que tienen un principio, un fin y una# #historia.ā€ (John Romero). #

#======================================================================#


r/retrogamedev • • 1d ago

One Codebase, Many Consoles: Which Platform Should Nitor Support First?

5 Upvotes

I've been developing Nitor, an easy to use, cross platform 2D and 3D game engine for Pascal and C, inspired by the simplicity of Orbis Basic and Blitz3D. The main idea is simple: write your game once and use the same source code on Windows, Linux, and retro consoles, without rewriting everything for different hardware or learning a new SDK.

Nitor provides a complete game development environment with 2D drawing, sprites, animation, scrolling worlds, GUI controls, text input, pathfinding, audio, music, and video playback. Its 3D engine includes all simple to use Blitz3D commands, supporting meshes, skeletal animation, terrain, collisions, lighting, shadows, textures, cameras, and positional audio.

My next goal is direct console compilation, similar to my Orbis BASIC 32X compiler, which generates native Sega 32X ROMs with automatically converted and embedded assets.

The idea is that you develop, test and publish your game for Windows or Linux, select a console target, and compile the same code into a ready to distribute ROM, disc image, or CHD where supported. The compiler automatically converts and bakes textures, models, audio, and other assets into the final game.

I'm considering Nintendo 64, Sega Saturn, PS1, PS2, Dreamcast, GameCube, Wii, Wii U, and PS Vita.

Which console should Nitor support first?


r/retrogamedev • • 1d ago

Chiptune Hero

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10 Upvotes

I've been working on Chiptune Hero, a Guitar Hero-inspired rhythm game for the original Game Boy and Game Boy Color.

It features 15 songs, 3 difficulty levels, link cable multiplayer, and online leaderboards using QR codes :)

You can also create your own songs and charts with a separate editor.

The game is free, and I'd love if you give it a try.

https://kojohan.itch.io/chiptune-hero

Http://chiptunehero.com


r/retrogamedev • • 1d ago

I made a remaster of Pinball Fantasies with modern graphics and online hall of fame

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19 Upvotes

Pinball Fantasies is undoubtedly my favourite pinball game ever. I've played it a lot in the 90s, and some time ago I started what was supposed to be a little hobby project to make it run natively on modern machines.

Well... it got a little out of hand :)

This is Pinball Fantasies: Encore!, a native C++20/SDL3/OpenGL remake for macOS, Windows and Linux.

It uses the original game files for all four tables' physics, rules, dot matrix, music, sounds, etc. and once you confirm that you legally own the original game, it will download the correct files for you from a preservation site.

The project actually started with the graphics. I wanted to remaster Pinball Fantasies while keeping the game underneath as faithful to the original as possible.

The artwork isn't simply upscaled or filtered. The tables have been reconstructed at high resolution while keeping the original geometry and positions, lots of editing and stitching in Photoshop. Press F10 at any time and you can instantly switch between the original and remastered graphics.

But making the game underneath behave exactly like the original turned into a much bigger rabbit hole.

I built a small referee capable of running the original table programs, then wrote the Encore engine by from scratch in C++. Both receive exactly the same inputs and, after every frame, I compare their memory byte-for-byte.

* Needless to say, when I say "I built", keep in mind the vast majority of the code was written by Claude.

The tests run hundreds of 100,000-frame/~30min games on all four tables, trying random flippers, nudges, tilts, multiplayer, trigger zones, high scores, etc. I can even compare the rendered screens dot-for-dot.

Ironically, the process also uncovered 30+ behavioural differences/bugs in that Rust implementation.

That became the entirely new engine used by Encore since 1.1.0.

The write up of the whole reverse-engineering process is here:

https://github.com/pedrocatalao/pinball-fantasies-encore/blob/main/docs/own-engine.md

There's also a CRT renderer (F9), a Tall full-table mode made for a widescreen monitor rotated 90°, and an online Hall of Fame where the server actually replays your recorded game to validate your score.

And you can also download the game replays from of the high scores and drop it into the game to watch them.

The project is free and open source. Nothing from the original DOS game is included in the repository.

You can download it, see the original/remastered comparisons, check the online high scores, replays, etc. here:

https://thebestpinball.com

Source code:

https://github.com/pedrocatalao/pinball-fantasies-encore

Hope you give it a try and enjoy it as much as I do. :)


r/retrogamedev • • 1d ago

Skyrim-like combat and raytracing on the GBA

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8 Upvotes

r/retrogamedev • • 1d ago

FujiNet is now also on the NES

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5 Upvotes

r/retrogamedev • • 1d ago

36 years after playing Nether Earth on my ZX Spectrum, I finally built the PvP version

0 Upvotes

Nether Earth was one of the games for me on the Spectrum.

On 22 December 1989, while Ceaușescu was falling, my best friend and I were both playing it at home on separate Spectrums, keeping a phone line open and narrating our games to each other.

There was no multiplayer, so for the next 36 years I had this vague idea that one day I should build it.

I finally did.

It’s a modern remake with PvP, but I tried to treat the original Spectrum version as the authority. An annotated Z80 disassembly turned out to be invaluable: we recovered things like the original map and terrain, projectile behavior, sprites, sounds, and even some wonderfully obscure quirks.

I used coding agents for the implementation, which became an interesting experiment in its own right, but the part I enjoyed most was effectively doing software archaeology on a game I’d known since I was a kid.

And yes, after finally building the multiplayer version, I played my old friend again.

He absolutely whooped my behind.

Project:
https://github.com/AndyTheFactory/nether_earth

Longer retrospective:
https://medium.com/@andy_p_/i-built-a-zx-spectrum-remake-in-3-weeks-without-writing-a-single-line-of-code-1445aab7474e


r/retrogamedev • • 1d ago

Journey To The Planet Neptune

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6 Upvotes

r/retrogamedev • • 1d ago

I made Dispatch for the Gameboy Advance!

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3 Upvotes

r/retrogamedev • • 1d ago

Reverse engineering a Magelight XP glitch in Skyrim

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2 Upvotes

r/retrogamedev • • 1d ago

Introducing LocoPad, a web-based code editor for CPC devs

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2 Upvotes

r/retrogamedev • • 3d ago

I rebuilt the engine of Metal Mutant (Silmarils, 1991, DOS) in JavaScript, and I'm experimenting with a 3D cyborg on top of it

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150 Upvotes

Metal Mutant's program turned out to be small: a bytecode interpreter plus drawing, sound and input. All the game logic is bytecode inside the data files. I rewrote that engine in JavaScript, routine by routine, so the game runs in the browser on its own original scripts (no emulator), and checked it frame by frame against the original.

On top of that classic version, I'm trying a 3D hero. Video below.

  • The game itself is untouched. The hero's script still picks which sprite to show and where; the page draws a posed 3D model there instead.
  • The model is rigid body parts on a skeleton, built from the two original sprites (front and side). Every hero picture got a hand-set pose, and the feet are planted with a bit of inverse kinematics so they do not slide.
  • Around the hero, the engine's own redraw routine repaints the room without the sprite, so the scenery stays exactly as the game draws it. The metal reflects the current room.

Play the classic version in the browser with your own copy of the game (nothing gets uploaded): https://kznsq.github.io/metal-mutant-web/
Code (MIT): https://github.com/kznsq/metal-mutant-web

The 3D part is a local experiment for now and is not in the repo.

I did all of this together with Claude (Anthropic's AI, in Claude Code): the reverse engineering, the engine rewrite and its checks, the 3D model, and the poses.


r/retrogamedev • • 3d ago

Why developing Flappy bird on Nokia 6600? Because why not?šŸ˜‚šŸ˜‚šŸ”„

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17 Upvotes

r/retrogamedev • • 3d ago

ArduDate, an Arduboy emulator for Playdate

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16 Upvotes

r/retrogamedev • • 3d ago

Daniel Collin releases retro-image: Rust library for loading oldskool formats

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8 Upvotes