
Breath of the Wild 3DS Port is Here! But Where Did It Come From? A Gaming Mystery
port? decomp? fell off the development truck?

port? decomp? fell off the development truck?
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.
A new version of CyberVGA released on itch!
This version has:
Static octree based renderer
A separate 64-bit Windows port
You can use editor, save the world you created and see in action using VIEWER module.
Resubmitting as it seems like you can't both submit a link and put body text on old Reddit :')
Previous description:
> Now, this is a mess of a post, but I got inspired by posters like u/mightykin and u/Swing-Dancing-Dragon in another thread who wanted to see more bloggy stuff about bizarre bullshit. I dusted off a blogpost I was drafting a couple months ago and finished it tonight. In this case, it's an intro post about my design thoughts and tech stack developing a game for MS-DOS (mostly just about MS-DOS tech and how the stack works, rather than about the game itself, but I figure the stack would be interesting as well). Would be glad to hear your weeping and gnashing of teeth.
> No intelligence, artificial or otherwise, was used in constructing this post, and I am promoting nothing.
A relatively short (~4.5k) post about what I've decided to spend some time on, and how I got MS-DOS to comply
Hi everyone! Just wanted to share this footage of 'The Curse of Issyos', a new homebrew project coming to the Mega Drive in 2026. The quality and the music are top-notch for our beloved console. What do you think about this new wave of 16-bit homebrews?
You can check the gameplay here: https://youtu.be/-2LWwm3e9Xg
I'd love to hear your thoughts on it!"
¡Hola a todos! Solo quería compartir este metraje de 'The Curse of Issyos', un nuevo proyecto homebrew que llegará a Mega Drive en 2026. La calidad y la música son de primer nivel para nuestra querida consola. ¿Qué os parece esta nueva ola de homebrews de 16 bits? Podéis ver el gameplay aquí: [Enlace]. ¡Me encantaría saber qué opináis!
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
Alguno le interesaria que publique este mini juego?, buena musica y jugabilidad dificil
It’s a cross between Chuckie Egg and Nebulus - more details here https://bbcmicro.co.uk/game.php?id=4575
Our Kickstarter campaign has been live since about 9am and those day 1 rewards are going fast! Please check it out and play the game's free prologue episode.
We still have a lot of great physical and digital rewards including boxed copies of the game, limited edition art booklet and stickers. We passed our initial goal in less than an hour and a half, so now it's all about the stretch goals!
Showing some new additions since last time :)
Kumanchu Royale fully ported do MIDP J2ME by me (żelbetoniarz).
Now you don't need to have an i-mode phone to play it.
Find it here!
https://ishmaru.itch.io/debriz
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.
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...
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:
.gb / .gbc.sav.sav files back to the cartridgeEverything 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.
A decompiled 2004 RuneScape 2 client reveals an obsessive effort to waste no bytes, squeezing a 3D world of thousands of players through roughly 5 KB/s. The Java applet sandbox forced everything down one TCP connection, and the server advanced in 600ms ticks, so the battle came down to bytes, not latency. A walk sends only path corners as coordinate deltas, so a single step north costs seven bytes. Each client mirrors nearby players, and updates carry only what changed: bit-packing turns "nothing changed" into one bit and a step into seven. New arrivals get positions relative to you, ten bits instead of thirty-two. The protocol enciphers only the opcode byte and mangles others to deter cheats.
Hi, I really want to get into makeing Sega MD games. Iv playing them for pretty much my whole life on a emulator my dad gave to me. I'm 15 and almost 16 rn. I love it so much I'm extremely aware of all its limits. But do you guys have any recommendations on what tools to use. I want to do in as close way as they were made in the time so I want to do in pure assembly. Iv done computer science + my dad has done assembly with the same processor as the Sega md before so he can teach me. And secondly what do you guys recommend I use for graphics. I mean like pure pixel art. Also for music I already use furnace and have seen its txt export wich im pretty I can convert to the games format once I learn assembly with a python script as I know python! Also excuse my spelling and sentence structure I'm a little dyslexic lol. But ty for reading any recommendations would be awesome. But pls can u say the most memory efficient options as I myselfe am obsessed with compression and makeing cool stuff in the smallest file size as possible!
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.
Today I'm releasing(I have a couple of these projects) source code recreation for Wacky Wheels 1994.
https://github.com/jmarshall23/wacky_wheels_1994/tree/main/src
Singleplayer works - Multiplayer is not implemented.