u/r_retrohacking_mod2

r/Egypt_Developers r/neogeopocketcolor r/MightAndMagic r/SteamDeck r/hacking r/gameboymods r/QtFramework r/CoOpGaming r/tycoon r/FreeAppReviews r/gamejams r/lowpoly r/sandbox r/ModRetroChromatic r/CoD4 r/PokemonRomhackDev r/rust r/PlaydateDeveloper r/commodorepet r/Unity3D r/SoftwareEngineering r/ViceCity r/OcarinaOfTime r/YugiohFMR r/AtariJaguar r/dumbphones r/vintagemobilephones r/Pharaoh r/vitahacks r/Gaming_es r/shmups r/apple2 r/neogeo r/electricadventures r/chipdesign r/Arduboy r/3DO r/GtaViceCity r/nintendo64 r/3dshacks r/AnimeEspanol r/AndroidEmulation r/dotnet r/cellular_automata r/visualbasic r/LilyGO r/ModRetro r/pc88 r/SoloDevelopment r/3dshomebrew r/osdev r/beneater r/CityBuilders r/love2d r/nintendo r/VirtualBoy r/Argaming r/legendofzelda r/RomHacks r/abandonware r/FlyCast r/macgaming r/RetroArch r/hackerworkspace r/HalfLife3 r/MinecraftUnlimited r/WiiHacks r/tinycode r/indiegames r/SEGA r/psphacks r/wine_gaming r/vintagecomputing r/SnowboardKids r/pc98 r/italygames r/IndieDev r/dosbox r/VideojuegosMX r/valve r/linux r/kingsbounty r/ColecoVision r/sideprojects r/GamecubeHacks r/Amstrad r/coding r/gameenginedevs r/vulkan r/PokemonGenOne r/SMSGG r/lua r/symbian r/atari8bit r/bbcmicro r/DSiBrew r/hackernews r/embedded r/lowlevel r/Doom r/SEGAGENESIS r/asm r/Atari2600 r/synthdiy r/YouTubeGamers r/ghidra r/NESDEV r/coolgithubprojects r/Vectrex r/M64 r/harvestmoon r/aigamedev r/ps2 r/AnaloguePocket r/mega65 r/steamdeckhq r/decomps r/originalxbox r/low_poly r/raylib r/GameDevelopment r/papermario r/gameDevClassifieds r/ReSilicon r/psx r/residentevil r/chessprogramming r/PlaydateConsole r/hypeurls r/programming r/hardwaregore r/Forth r/ngpc r/chiptunes r/esGaming r/linux_gaming r/bindingofisaac r/IndieGaming r/RetroGamingVideos r/residentevilll r/vibecoding r/dosgaming r/ps1 r/casualnintendo r/Assembly_language r/pcgaming r/AlienArena r/N64Homebrew r/Demoscene r/gaming r/sharpx68000 r/PokemonROMhacks r/GraphicsProgramming r/VitaPiracy r/Megadrive r/webdev r/romhacking r/homebrew r/ps1graphics r/LGR r/ps2homebrew r/gameDevPromotion r/MAME r/Commodore r/esp32 r/gbdev r/PixelArt r/SideProject r/itrunsdoom r/ItTakesTwo r/wii r/thisweekinretro r/QtGames r/simracing r/itchio r/nds r/J2MEgaming r/emulators r/celestegame r/retrobattlestations r/c64 r/gba r/java r/SEGA32X r/OpenMW r/gamingonlinuxsub r/DSP r/amiga r/8BitGuy r/6502 r/Morrowind r/retrocomputing r/opensourcegames r/CatgirlSFW r/FPGA r/RetroTube r/MSX r/NintendoDS r/videojuegos r/badapple r/SG1000 r/GameboyAdvance r/jailbreak r/Homebrews r/ResidentEvilMemes r/Gameboy r/zxspectrum r/brdev r/TheMakingOfGames r/godot r/ReverseEngineering r/psxdev r/emulation r/programacion r/NDSHacks r/windows r/fantasyconsoles r/gamedev r/gbstudio r/PSP r/EmuDev r/quake r/DOS r/Lain r/winehq r/dsi r/atarist r/psx_homebrew r/retrogamedev r/retrogaming
▲ 6 r/gbdev+1 crossposts

GB games with anamorphic widescreen support for GBA display

Made this prototype to see if the "full screen stretched" mode on the GBA when playing a GB game could actually be useful. ​​The game simulates an 8x12 tile mode, which when stretched on GBA 50% wider looks correct, and you have a proper widescreen GB game using the full resolution of the GB.

I wonder if anyone else finds this concept interesting. Maybe something like a horizontal space shooter could really benefit from a widescreen aspect ratio on GBA, while also supporting the old school Game Boys in a letterbox mode using regular 8x8 tiles.​ So far I think no games have ever done this.

In order to do this you need​ each 8x12 tile to be represented by one 8x8 tile consisting of the top two thirds, one consisting of the bottom two thirds, and one of the bottom third plus the top third of every other possible neighboring tile.

The 256 unique background tile limit on Game Boy will allow 15 unique 12x8 background tiles using this method (21 for GBC), which can obviously be increased through smarter memory management. The code that assigns them during gameplay is light on the CPU. It allows for a visible area of ​20x12 virtual bkg tiles. Color palettes could be adjusted using LCD interrupts every 12 scanlines. Adding sprites is easy, since they can already be set to 8x16 mode.

u/Odd-Organization-740 — 23 hours ago
▲ 13 r/Assembly_language+1 crossposts

OWL FLY III is now in development

The third generation of our 8086 combat flight sim has left the runway - forked from the finished OWL FLY II. We went through the feedback you sent us after the OWL FLY II release, and the request that came up most was support for the different displays of the era — so that is exactly where development began, and it is already flying: the game opens with a SELECT VIDEO SYSTEM menu, quizzes the actual hardware, and offers only what the machine really owns:

Hercules - 720×348 monochrome, the 6845 programmed by hand

CGA - 320×200, the classic cyan/magenta palette

EGA - 320×200 and 640×350, sixteen colours

MCGA - 320×200, 256 colours (colors? :) )

VGA - 320×200 in 256 colours, or 640×480 in 16 colours.

On every retro card the cockpit isn't a downscaled conversion - it is its own drawn artwork, redrawn the way 1988 drew instrument panels. Playable in the browser right now:

- COLOR (CGA EGA VGA): https://kirindenis.github.io/wire-city-2/owlfly3.html

- HERCULES (monochrome): https://kirindenis.github.io/wire-city-2/owlfly3h.html

THE SOURCE CODE:

https://github.com/KirinDenis/wire-city-2/tree/main/GAMES/OWLFLY3

u/Extension_Emu_9825 — 23 hours ago
▲ 50 r/decomps+2 crossposts

Breath of the Wild 3DS Port is Here! But Where Did It Come From? A Gaming Mystery

port? decomp? fell off the development truck?

youtu.be
u/chicagogamecollector — 23 hours ago
▲ 70 r/3dshomebrew+2 crossposts

StereoScopeSystem is now online

There are 8 Sega Master System games designed to be played in 3D. I made this port to finally experience them as intended.

You can play with it from this repository.

u/Slinkwyde — 23 hours ago
▲ 86 r/retrogamedev+1 crossposts

GBC Mystery Labyrinth (Roguelike) work in progress! 'Mara's Abyss'

Let me know your thoughts and critiques. It's made with gbdk and C. All art by me. The game has been starting to become fun, and the overworld load times are finally under control (all loading is around 3 seconds maximum now). The framiness in recording I think is because I'm on an ancient thinkpad with chrome open while testing.

Working features not shown: recall to town/back, leveling up stats/spells (several per class) conversations (npc/merchants) big bosses, a companion, re-playable seeds, short story/intro. Tested on my gba sp as well. I'm a fan of dungeon crawl stone soup, fatal labyrinth, and shiren- so those have been my inspirations on this project.

Hope to add soon: fully modular item generation (suffixes etc), main quest:craft super items from boss drops for endgame dungeon, endgame dungeon.

u/avatarofwar — 3 days ago
▲ 58 r/MSX+1 crossposts

Tooling

For those wondering what kind of tool I used for the pixelart: EXCEL!!!
There's a macro in there that exports the picture into three linked BASIC programs, that once run create a 16kb binary file that you can BLOAD straight into VRAM...

u/RSS130871 — 3 days ago
▲ 19 r/nintendo64+2 crossposts

Almost finished my Game Boy ROM/Save Dumper for the N64 Transfer Pak

I've been working on a small N64 homebrew project called GB Transfer Dumper, and it's almost ready.

It lets you use an original Nintendo 64 Transfer Pak to read Game Boy and Game Boy Color cartridges and dump them directly to a SummerCart64 microSD card.

Right now it can:

  • Dump GB/GBC ROMs as .gb / .gbc
  • Backup cartridge saves as .sav
  • Restore .sav files back to the cartridge
  • Display cartridge info such as mapper, ROM/RAM size, battery, RTC and rumble support
  • Show transfer progress, speed and estimated time

Everything runs directly on the N64 using libdragon + libtrpak. ROMs are streamed to the SD card, so it doesn't need to keep the entire cartridge ROM in RDRAM or require an Expansion Pak for larger dumps.

Still doing some testing and cleanup, but it's getting pretty close.

GitHub:
https://github.com/alexishida/gb-transfer-dumper

Would love to hear what you guys think, especially if anyone here has a Transfer Pak + SummerCart64 and wants to test it.

u/nbsuicida — 3 days ago
▲ 14 r/SG1000+4 crossposts

Block'em Sock'em (Colecovision, MSX, Spectravideo, Sega SG-1000/SC-3000)

This is an action puzzle game called Block'em Sock'em, designed by  u/johnhancockretro  (John Hancock) and converted by me to the Colecovision, MSX, Spectravideo or Sega SG-1000/SC-3000 systems.
Physical copies come with a box, instructions, a red cartridge and a signed and numbered certificate.
Digital copies will allow you to play the game using an emulator or an appropriate ROM cartridge loader for your system.
#retro #gaming #blockemsockem #homebrew #msx #colecovision #spectravideo #sg1000

youtu.be
u/Calm-School-6270 — 4 days ago
▲ 83 r/ModRetro+6 crossposts

Grandleon - Tactical RPG Engine and Editor

Hey folks, sharing here a project I've been working on called Grandleon. It serves as an engine to create games similar to Fire Emblem, with a web editor to create the campaign with maps, units, cut scenes, etc.
It's still at fairly early stages, but I wanted to share and see if folks had any feedback. Issues, comments, contributions, etc. are all appreciated. Right now it can build a N64 rom as well as a PS1 disc, and the idea is to keep it multiplatform and possibly extend in the future. Including improvements to graphics (README has a few screenshots/animations, you can check out).
There's a sample game on the github page in the releases section if you want to test it out as well.

github.com
u/CyaneCornix01 — 4 days ago
▲ 30 r/retrogamedev+1 crossposts

Dino game on Minitel

A friend and I rewrote the ROMs of French Minitels to run a native game.
Those beast have a 1 MIPS CPU with a stunning 256 bytes of RAM and the graphic chip is designed for displaying text, so it was a bit of a challenge. We nonetheless managed to get a fluid (no screen tearing by carefully ordering the drawing so that it doesn't intersect with the beam), responsive (no buffering at any level), and actually quite fun game.

youtu.be
u/Jyaif — 6 days ago
▲ 150 r/retrogamedev+1 crossposts

guac: Cycle Accurate GBA Emulator 🥑

Guac (GB/GBA/NDS) now has a cycle-accurate* GBA Core! A ton of tests and ROMs work now, including the notorious Classic NES series games. Additionally, DMG Games on GBC emulation and GBC Games on DMG emulation are now supported.

guacemulator.com

github.com/aabalke/guac

A big thank you to everyone who documents, builds, tests, and provides support!

youtu.be
u/aabalke — 6 days ago