u/OrbisMaximus

I’m building a BASIC compiler where one project can become a Sega 32X ROM, Linux app, and Windows app

Hey everyone,

I’m working on ORBIS BASIC 32X, a retro-future BASIC compiler for making real Sega 32X / Mega 32X homebrew.

The original idea was simple: write BASIC code, reference images/audio, and build a real bootable .32x ROM. Not a fantasy console, not an emulator scripting layer, but an actual Sega 32X ROM that can run in emulators and, with the right setup, on real hardware.

The project has now grown into something more interesting for indie devs: the same ORBIS BASIC project can also be built as a native Linux app and a native Windows app.

So instead of choosing between “retro console project” and “PC release,” the idea is:

one codebase
build a Sega 32X ROM
build a Linux version
build a Windows version

That opens up a nice workflow for games, demos, interactive toys, visual experiments and retro-style releases. You can make something with the limits and identity of the Sega 32X, but still offer PC versions for people who do not use emulators or retro hardware.

The Linux build also makes the project interesting for retro handheld devices, including Anbernic-style handhelds and the wider retro handheld market. An ORBIS BASIC game could potentially exist as a real .32x ROM, a desktop release, and a Linux handheld build for devices that support native games or ports.

The compiler handles automatic asset baking. Images and audio can be referenced directly from BASIC code, and the compiler prepares them for the target build. The goal is to avoid a huge external toolchain and keep the workflow simple.

Recent builds also added mouse support, including Sega/Mega Mouse support on 32X and matching desktop mouse support for Linux/Windows builds.

I think this kind of multi-platform release path is interesting for indie development: a project can live as a real retro console ROM, a desktop game, a handheld Linux release, a homebrew release, and potentially something that could be tested on flash cartridge hardware or prepared for physical cartridge production.

Project page:
https://orbismagic.itch.io/orbis-basic

I’d be happy to hear thoughts from indie devs, especially about the idea of releasing the same game as a desktop app, a handheld Linux game, and a real retro console ROM.

u/OrbisMaximus — 5 days ago
▲ 127 r/SEGA32X+1 crossposts

ORBIS BASIC32X: A dependency free BASIC compiler for building real Sega 32X ROMs

Hi everyone,

I wanted to share a project I have been developing called ORBIS BASIC 32X.

ORBIS BASIC 32X is a retro futuristic BASIC compiler for creating real Sega 32X and Mega 32X software. You write programs in a BASIC style language, run the compiler, and get a bootable .32x ROM that can be tested in an emulator or on compatible hardware.

This is not a fantasy console or an emulator scripting layer. The output is an actual Sega 32X ROM containing native SH 2 machine code, compiled program data and baked in assets.

The goal is to make Sega 32X development more immediate, creative and accessible while still respecting the hardware direction. The compiler uses a compact SH 2 runtime, direct color framebuffer graphics and a lightweight workflow focused on building actual ROMs.

It supports classic BASIC style programming with variables, strings, arrays, loops, fixed point math, drawing commands, image based presentation tools and integrated asset workflows.

One of the key features is automatic asset baking. Images and audio can be integrated into the ROM during compilation. The compiler handles conversion and integration as part of the build process, so the workflow stays direct and does not require a large external toolchain.

The compiler is also designed to be dependency free. It is distributed as a standalone Cosmopolitan executable, so the same executable can run directly across major desktop platforms without installation, package managers or platform specific setup.

The 32X is a very specific and unusual target, so part of the fun of this project is exploring what a BASIC first workflow for it can look like, with direct ROM generation, native SH 2 code, automatic asset integration and a portable standalone compiler.

An initial demo version is available to download on itch.io for anyone who wants to try it, inspect the workflow or follow the development progress.

The project is still in active development, but it already has working ROM output, documentation, examples and ongoing feature work.

I would love to hear what other Sega 32X fans and developers think of this direction.

u/OrbisMaximus — 14 days ago