u/r_retrohacking_mod2

r/N64Homebrew r/mega65 r/sideprojects r/vintagecomputing r/Gaming_es r/SEGA r/nds r/gamejams r/macgaming r/IndieGaming r/harvestmoon r/CatgirlSFW r/gbstudio r/PSP r/VideojuegosMX r/DSP r/AtariJaguar r/MightAndMagic r/QtGames r/webdev r/papermario r/QtFramework r/low_poly r/chipdesign r/windows r/vibecoding r/Arduboy r/6502 r/hackerworkspace r/GamecubeHacks r/YouTubeGamers r/synthdiy r/IndieDev r/RetroTube r/godot r/SEGA32X r/embedded r/wine_gaming r/sandbox r/Demoscene r/programacion r/gaming r/winehq r/TheMakingOfGames r/ps1 r/ghidra r/FlyCast r/nintendo r/gbdev r/FPGA r/originalxbox r/Lain r/8BitGuy r/neogeopocketcolor r/coolgithubprojects r/MSX r/SnowboardKids r/gameboymods r/Pharaoh r/gamingonlinuxsub r/Homebrews r/hacking r/dumbphones r/Argaming r/VirtualBoy r/OpenMW r/gameDevClassifieds r/apple2 r/brdev r/ReSilicon r/CityBuilders r/symbian r/Assembly_language r/Morrowind r/psphacks r/RetroGamingVideos r/lowpoly r/casualnintendo r/hackernews r/vulkan r/Amstrad r/PixelArt r/opensourcegames r/GameboyAdvance r/fantasyconsoles r/rust r/psx_homebrew r/GameDevelopment r/steamdeckhq r/AnimeEspanol r/DOS r/ColecoVision r/AnaloguePocket r/retrobattlestations r/esGaming r/hardwaregore r/asm r/Commodore r/esp32 r/wii r/J2MEgaming r/vitahacks r/VitaPiracy r/decomps r/indiegames r/ngpc r/SMSGG r/ModRetroChromatic r/NESDEV r/WiiHacks r/Atari2600 r/AlienArena r/psx r/romhacking r/lua r/OcarinaOfTime r/Gameboy r/ps2homebrew r/cellular_automata r/linux_gaming r/atari8bit r/emulation r/ps2 r/vintagemobilephones r/pcgaming r/NDSHacks r/psxdev r/ResidentEvilMemes r/zxspectrum r/GraphicsProgramming r/java r/PokemonROMhacks r/linux r/ReverseEngineering r/chiptunes r/residentevilll r/SideProject r/videojuegos r/SteamDeck r/Egypt_Developers r/dosgaming r/retrocomputing r/retrogaming r/EmuDev r/Doom r/homebrew r/tinycode r/ps1graphics r/tycoon r/c64 r/residentevil r/itrunsdoom r/badapple r/osdev r/gameenginedevs r/RomHacks r/quake r/amiga r/thisweekinretro r/atarist r/programming r/retrogamedev
▲ 137 r/retrogamedev+2 crossposts

WOLF 🐺 - A Game Boy Color FPS

Hi, my next game is almost done. I'm making a Game Boy Color FPS called WOLF🐺.
I've made quite a few Game Boy games over the last few years (Outrun GB, Roguecraft GB, Hero GP, Cave Dave ...) and this is the latest.

u/EGVroom — 2 days ago
▲ 17 r/J2MEgaming+1 crossposts

ReMEXA - A modern Java reimplementation and host runtime for SoftBank MEXA S-Appli, Vodafone V-Appli, and J-SKY V-Appli software.

u/nokia_boi — 2 days ago
▲ 33 r/NDSHacks+2 crossposts

Cracking the n-Space Engine: Fully Textured Geometry Extracted for all 46 CoD: Black Ops DS Levels!

Hi everyone,

I’ve been reverse-engineering the proprietary n-Space engine used in Call of Duty: Black Ops DS (2010), and I’ve successfully cracked 6.5 out of 7 core subsystems required for complete geometry and texture extraction.

I have automated the asset pipeline into custom parsers, achieving 100% texture coverage across all campaign maps directly from the retail cart data.

What’s Currently Working:

  • NRF0 & BLZ Parsing: Unpacked the virtual file system and decompressed the ARM9 executable binary.
  • BDL0 Mesh Extraction: Decoded 3D geometry by replicating the DS hardware display lists and matrix stacks.
  • NSBTC VRAM Texture Decoding: Automated LZ77 decompression and successfully mapped Format 5 (4x4 compressed) with native hardware color interpolation modes, alongside Format 1 (A3I5) and Format 6 (A5I3) alpha splits.
  • SBC Bytecode Resolution: Resolved drawing-order permutations within the scene bytecode to eliminate all off-by-one mapping errors (no more untextured blank faces).

Current State:

I now have 46 campaign levels fully exported into Blender with native UV mapping and nearest-neighbor (Closest) filtering to perfectly preserve that crisp, 2010 native pixel-art fidelity.

The last remaining frontier is the Type 4 scene files (the dynamic portal visibility graph). I'm currently using an automated bounding-box (AABB) approach for layout continuity, but I'm actively working on the ARM9 runtime lookup logic to achieve perfect static placement without mesh distortion.

Tools, breakdown specs, and code will be shared with the community once the entire pipeline is finalized. Let me know if you have any questions about the display list geometry or the texture banks!

u/cmaaraverr — 3 days ago
▲ 75 r/c64+1 crossposts

How Rob Hubbard’s C64 music player worked

Luxocrates is back after 5 months with another video. I don't understand a lot of what's being discussed in these videos but I've been enjoying this series a bunch nonetheless.

youtube.com
u/bam_stroker — 3 days ago
▲ 86 r/retrogamedev+1 crossposts

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 days ago
▲ 16 r/thisweekinretro+1 crossposts

Re: Modern Developer Tools for Retro Machines

In the most recent episode, developer tools were discussed. Thought I would suggest mine (browser based, nothing to install, covers lots and lots of systems)

https://youtu.be/-f7cy4VnPVQ

u/makerhacks — 5 days ago
▲ 218 r/FlyCast+3 crossposts

Dreamcast emulation on O.G Xbox The impossible port. Proof of concept.

For years we were told that dreamcast emulation on og xbox wasn't possible. Well I guess they were wrong.

While performance isn't great the proof of concept is done and shows that we might be able to get some decent game play after some optimisations and improvements to the code.

Below are some videos. More can be found on xbox-scene discord.

Source code is public in the hope some devs can hop in and see if they can optimise squeeze some more performance out of this. https://github.com/Team-Resurgent/Flycast-X/

Must have rxdk to compile.

https://youtu.be/ed23GNWgwR0 https://youtu.be/Tx9gjfSLfec https://youtu.be/ArvNFbpYQ3I

u/HoRnEyDvL — 5 days ago
▲ 311 r/retrogamedev+2 crossposts

I’m making a modern editor that can build real PS1 games

Hey everyone,

I’ve been working on a small game engine / editor called Mipsync.

It’s basically my attempt at making a modern editor for PlayStation 1 homebrew development. The goal is to have a Unity-like workflow, but focused specifically on PS1-style rendering and real PS1 output.

Right now it has a Hub for managing projects and engine versions, automatic updates, a scene editor, hierarchy, inspector, asset browser, Game View, and some PS1 render settings like affine texture warping, 15-bit color, dithering, fog, and vertex jitter.

It can also build PS1 output, and I recently tested one of the builds on real hardware by burning it to a CD-R. It booted and worked without any major issues, which was a pretty exciting milestone for me.

That said, this is still very early in development, so please don’t expect too much yet. A lot of features are unfinished, the workflow still needs polish, and I still have a ton of work to do on documentation, templates, audio, debugging tools, and stability.

I’m not trying to make a general-purpose engine or compete with Unity/Godot. Mipsync is meant to be a niche tool for people who are interested in PS1 homebrew, retro 3D, and PSX-style game development.

I just wanted to share the current state and see if people find this interesting.

Website:

https://mipsyncweb.pages.dev/

Discord:

https://discord.gg/JJH43p3ybr

Any feedback, criticism, or suggestions would be really appreciated.

u/Disastrous-Tune-1657 — 6 days ago
▲ 21 r/J2MEgaming+6 crossposts

Super Asteroid - 3D J2ME 2026 Game with Blender

Hi. There's a lot to unpack here, but basically, now in 2026:
You can export M3G byte compliant assets using Blender 3.6. Link>>
The JAR Game is available on my Patreon>>

I am fully aware of the entire 3D production pipeline from 2004 to generate an M3G byte compliant 3D game for retro phones compatible with JSR-184 or modern Android 2026 Java emulation using J2ME Loader.

Ask me anything.
Cheers!

youtube.com
u/activemotionpictures — 8 days ago