r/retrogamedev

▲ 1.5k r/retrogamedev+2 crossposts

I'm porting the full Need for Speed Underground 2 to the PSP – first WIP video (open world Bayview, races, traffic)

Hey everyone!

I'm happy to share the first video of a project I've been working on: a port of Need for Speed Underground 2 to the PSP. Not a cut-down version like Underground Rivals, but the full game, with the same gameplay and features as the PS2 version.

The goal is a well-optimized build that holds a stable 30 FPS at minimum, so it feels like a true native PSP game.

What's already working (at some level):
- A native PSP engine running the original game data, including most of the graphics features
- Car models
- The entire open world of Bayview, with free roam working
- Circuit races with AI opponents and city traffic
- Audio and music

What's still missing:
- UI / menus
- Career mode, story and dialogue
- The other race types (drag, drift, etc.)
- Garage and cars customization
- Lots of bug fixes and polish

Special thanks to all contributors of the OpenUG2 project that made this port possible https://github.com/whoismept/OpenUG2

If you want to follow the development, I'll be posting updates on my channel:

https://youtu.be/y-cDEKQbwGo

u/SundaeLow2086 — 10 days ago
▲ 362 r/retrogamedev+2 crossposts

DOOM running on a 32-bit RISC-V CPU I built from 93,338 logic gates inside my own game

This is Tiny Logic, a pixel-art circuit sandbox I've been building. Everything starts from transistors and NAND gates, and TINY-32 is a full RV32IM RISC-V CPU built out of them inside the game (it passes the official RISC-V test suite).

DOOM is id's original source (doomgeneric) compiled for RV32IM with the shareware WAD, loaded into the board's memory. No emulator: the circuit on screen is the computer. The simulator compiles the circuit into machine code, which is how it runs around 60 fps on my Ryzen 5 3500 here, while DOOM's own logic ticks at its normal 35 Hz.

Filmed on my phone, no edits. Happy to answer questions about how it works.

u/Mazelldev — 10 days ago
▲ 142 r/retrogamedev+1 crossposts

I made a fruit fly Tamagotchi for the Game Boy Advance using a small FlyWire connectome

I’ve been building a GBA homebrew project featuring an anatomical fruit fly model and a small neural circuit extracted from real FlyWire data.

It includes:

- Animated walking, flight, feeding, grooming, and rest.

- A neural activity viewer with 128 neurons and 2,048 connections.

- A Tamagotchi mode: feed, water, play, clean, sleep, and medicine.

- Health, energy, stress, bond, and age, with SRAM saves.

The body comes from the flybody project. Its articulated 3D model is rendered offline into sprites for the GBA. This is a simplified simulation, not a complete fly brain; the extracted circuit gates feeding through MN9.

The latest release addresses SuperCard/SuperFW boot issues.

ROM and source: https://github.com/LakoMoor/FlyWireGBA

I’d love feedback on the fly’s appearance and controls—and hardware reports if you try it on a flashcart!

https://preview.redd.it/xpc183lfwhth1.png?width=580&format=png&auto=webp&s=6e358083a57b7fc19feeebaba058e8d3322862ae

u/Substantial-Club-582 — 10 days ago
▲ 336 r/retrogamedev+2 crossposts

For nearly 10 years, I've been developing a game for PS1, N64, Saturn, Dreamcast, 3DO and N-gage

And I'm still at it...

Noah and the Poohloudies is a 3d adventure game where you collect these little creatures (Poohloudies) that grant you special abilities.

As you gain new powers and solve puzzles the world opens up in a Metroidvania-style fashion.

This started in 2016 as project for platforms at the time but it got canned. Then in 2017 I started learning ps1 development and I thought it would be cool to build a scaled down version in scope for this console.

Soon after, I added support for the N64 version using the official SDK, but since nobody wants to mess with Nintendo, I ended dropped support soon after.

[DEVELOPMENT VIDEOS RE-UPLOADED -DATED BACK FROM 2017/2018]

[**COLLISION TEST ON PS1**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvmysi522p)

[**PS1 BUILD TEST**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvo5gaa22p)

[**N64 BUILD TEST**](https://fxbsky.app/profile/goldenageturbo.bsky.social/post/3mpvvpf3t6k2p)

From 2017 until the pandemic, I only worked on it a day or two per month. But when the pandemic hit and we were on lockdown, I was able to put it significantly more time which pushed the ps1 version mostly, but also allowed to port the engine to Saturn and Dreamcast.

[**PS1 UPDATE - MAY 2020**](https://www.youtube.com/watch?v=FvuugcLDtv4)

[**SATURN UPDATE - APRIL 2021**](https://www.youtube.com/watch?v=xpkyF7X4O3s)

[**DREAMCAST UPDATE - SEP 2021**](https://www.youtube.com/watch?v=WsuMsfuBQ3w)

After the pandemic restrictions lifted, finding time became difficult again and the project was paused for year and a half.

I slowly got back at it at the end of 2023, rewriting a large portion of the engine to have more flexibility when adding platforms and to add the morphing/LOD system.

[**PC MORPHING SYSTEM TEST - OCT 2023**](https://www.youtube.com/watch?v=8EBz7bBLyS8)

I have since added support for 3DO and N-Gage and resumed N64 development now that LibDragon (an open source SDK for n64) added 3d support. More recent videos can be found in my youtube channel.

You can follow the progress here:

X/Twitter: [https://x.com/GoldenAgeTurbo\](https://x.com/GoldenAgeTurbo)

Bsky: [https://bsky.app/profile/goldenageturbo.bsky.social\] (https://bsky.app/profile/goldenageturbo.bsky.social)

Also, I have recently opened up a [**Patreon**](https://www.patreon.com/GoldenAgeTurbo) where you can download the development builds and some other goodies

u/CyaneCornix01 — 12 days ago
▲ 60 r/retrogamedev+1 crossposts

WIP rollaway raccoon

I’ve started on a game with both a c64 and c64 ultimate version right now I’m just exploring game mechanics and ergonomics plus some graphical possibilities but I think I should be able to have a finished and polished game in a few few months.

u/Stunning_Pineapple57 — 10 days ago
▲ 47 r/retrogamedev+1 crossposts

Bermuda Engine on Sega 32x

After a long night working on this (shout-out to Andrew DeRosier. His Marsdev made it fun and manageable), I'm proud to announce the Sega 32x will join the list of Bermuda Engine build targets with its upcoming v0.2.0 release.

Hopefully this will inspire somebody to create a new homebrew FPS for our favorite Sega stepchild.

youtube.com
u/r_retrohacking_mod2 — 10 days ago
▲ 51 r/retrogamedev+1 crossposts

Sonic Robo Blast 32X - Version 0.3 preview

We're still alive. SSNTails put out this video several days ago, so I thought I'd share here.

youtube.com
u/dgrove727 — 10 days ago
▲ 114 r/retrogamedev+1 crossposts

AmiGalaga: Galaga for the stock A500 at 50 fps (OCS, 512K), open source

This is AmiGalaga, a port of Galaga for a stock Amiga 500 (PAL). It runs at 50 frames a second on that machine, with no fast RAM. Currently I have no hardware to test on, but this is on a cycle-exact emulator (best I can do).

I made this port because I missed coding for the Amiga like I used to do back in the old scene-days. The goal was to make a game that would play exactly like the arcade game from my childhood. I was in no small part inspired by reassembler's work on Outrun and Sonic (genius level coding imho).

Now to be honest I had Claude Code to assist me in this port. I brought in all my old knowledge of the hardware, bus timings, copper tricks, sprites etc. and Claude helped me dismantle the ROM, write much of code, and in general compressed the work into something I could do in my spare time.

This is no slop half-finished port, you can play the entire game, all levels, all waves and all bonuses.

Where the Amiga version shines:

  • The copper allowed for a smoother twinkling starfield
  • Hardware sprites with reuse allows for more player missiles than the original arcade
  • Highscores are saved to disk on exit
  • Options are available for various modes, lives and shots
  • The blitter is doing all the heavy lifting and it really rocks
  • Can be launched from workbench and safely returns

Where a few compromises had to be made:

  • The playfield is vertically a bit smaller than the arcade
  • Scores are moved to the side to give more height
  • Some of the last levels will drop a single frame or two if using 4 missiles
  • I felt 2 player never made much sense, so I dropped it.

If you want to play it:

  • Source only, bring your own ROM. Nothing of Namco's is in the repository. The build reads the graphics and data from your own galaga.zip (MAME's set, Namco rev. B). There is no ADF to download.
  • Building needs vasm, vlink, amitools and Python. The README walks through it.
  • It has only been run in emulation so far. If you have a real A500 and try it, I would love to hear how it goes.

JOTD's Galaga500 already exists and is a great piece of work; this is a different approach to the same game, aimed at full speed on an unexpanded machine.

Get the source: https://github.com/mwulffn/AmiGalaga

See even higher quality on youtube:

[https://youtu.be/S2yhd7DB09k]

Edit: Attempted to clean up line breaks.

u/mwulffn — 12 days ago
▲ 59 r/retrogamedev+2 crossposts

I made a modern style DAW to make music for the Sega Genesis/MD (Feedback is appreciated)

Hey everyone! I've been working on a DAW specifically for composing music for the Mega Drive / Genesis, and it's finally reached a stable state and runs on basically toasters as well.

MD Synth DAW is free, open source (MIT), and available for Windows x64, Linux and macOS (x64+ARM64).

Update 2026-10-04:
As of now the MacOS builds are broken, this happens as that's the only operating system I couldn't test, I'll be working on a solution.

  • Fully built YM2612 and SN76489 chips from scratch in software.
  • Piano roll / Pattern based like FL Studio.
  • Hardware constraint handling, you can't make the song do something the console can't.
  • Export to VGM, VGZ, XGM, WAV, FLAC, OGG, OPUS & WEBM
  • Import VGM, VGZ, XGM, MIDI, TFI (preset file).
  • App comes with it's own file types as well:
    • MDSYN - the project file
    • MDBANK - file containing multiple presets in the form as a "bank". Runs and imports automatically on execution
    • MDPRESET - a singular preset file. Double click importable. Runs and imports automatically on execution

The website has screenshots and usage guides.

I'd love feedback from anyone who uses Furnace, DefleMask, trackers, or other DAWs. Is there anything you feel is missing or could be improved?

Website: https://meguminbot.github.io/md-synth-daw/
GitHub: https://github.com/MeguminBOT/md-synth-daw
Music made with it: https://youtu.be/yKJc5uL4_-4?si=gW3F-08LbgJ0qKSn

>AI was used to gather the material I needed for researching prior to the project, no AI generated code with the exception of the apps dev test suite and the website itself.

u/ThatTastedPurpl — 12 days ago
▲ 39 r/retrogamedev+1 crossposts

for those starting to learn Assembly

https://preview.redd.it/zzmq04yqpfth1.png?width=1867&format=png&auto=webp&s=3a320a0ec26770714f45476008c754651a102feb

For those starting to learn Assembly - step-by-step, how to create a flight simulator for DOS.

It covers everything from a single point to a full 3D engine. I am still in the process of writing the lessons, but the platform is already fully functional right in your browser—featuring a code editor, compiler, DOSBox, and video tutorials all in one place. You can even load your own DOS programs, such as debuggers and other tools, directly into the browser-based DOSBox.

https://kirindenis.github.io/wire-city-2/course/

reddit.com
u/Extension_Emu_9825 — 10 days ago

I'm making a reusable RPG framework inspired by SaGa and all my other favorite old JRPGs for everyone to use with GB Studio.

This is RPGSoup, a plug-in that effectively turns GB Studio into RPGMaker. a reusable framework you drop into your already existing project.

You build a database of your RPG ingredients using define events for your items, equipment, characters, spells, skills, enemies, troops, graphics, animations, etc., and RPGSoup handles the machinery underneath.

It started as just something to handle stats and exp for me but as I fell further and further into the Acid Trap Hole that is the RPG Genre, Soup became the rather complete framework that it is today.

It isn't done yet, but it's getting there. When it's done, RPGSoup will be released for free!

Along with a Full RPG that started as a demo scene, but through my doctrine of "I gotta show off every feature I've implemented at least once for the end user because thats how I learned", became huge!

I'm really excited to give this to the community when it's done and can't wait to see what people make with it!

u/Coobert-Of-Plsia — 11 days ago
▲ 25 r/retrogamedev+1 crossposts

I wrote a new Z80/R800 macro assembler and linker that runs on the MSX: Tatara

Hi all,

I've just released Tatara, a macro assembler, and Tanren, its linker. They're not cross-development tools: they run on the MSX itself, under MSX-DOS2 or Nextor.

The main goal writing this tool was to release a well-documented assembler with enough quality-of-life features so newcomers have an easy way to develop on the MSX, while being feature-complete so experienced developers can use it for serious work.

I like doing MSX development on the MSX, but the tools that run there always frustrated me. M80 was written for CP/M: it doesn't know about directories, keeps only six characters of a symbol name, and runs out of memory on bigger projects. AS/LD is better in places, but it has no real documentation, and tracking down an error inside an include file or a macro was painful. So I wrote my own.

What it does:

  • Runs on any MSX2, MSX2+ or turbo R with MSX-DOS2 or Nextor
  • M80 syntax: most M80 sources assemble with few or no changes
  • Uses the memory mapper for its tables, so program size depends on how much RAM you have, not on the TPA
  • Errors that point to your line, even through include files and nested macros:

​

        MACS.INC(8): ERROR: not a form this instruction has.
            in a repeat block, called from MACS.INC(7)
            in inner, called from MACS.INC(4)
            in outer, called from USE.INC(2)
            included from TRAIL.AS(5)
  • Directories and environment variables for include and object file search paths
  • Long symbol names (255 characters), optionally case-sensitive
  • Macros, conditional assembly, repeat blocks
  • Named segments, so you can keep all related code grouped (graphics routines here, music code there, ...) even if the source code is all over the place.
  • Shared memory for transient data segments, so variables that are never used at the same time can share memory
  • .COM programs, BLOAD binaries and ROM cartridge images
  • R800 MULUB/MULUW and the undocumented Z80 instructions (SLL, IXH/IXL...)
  • Ready-made include files with 900+ MSX-DOS2 functions, BIOS calls, system variables, hooks and I/O ports
  • It builds itself: the release binaries were assembled by Tatara and linked by Tanren, on an MSX

I also put a lot of work into the manual, because the lack of documentation is what makes these tools scary for newcomers. It's a full book, online and as PDF, in English and Japanese. It starts from "what is an assembler" and goes all the way to building a ROM cartridge.

Feedback, bug reports and questions are very welcome. I'd love to see what people build with it.

reddit.com
u/JaviLM — 10 days ago
▲ 10 r/retrogamedev+1 crossposts

Enraptured game testing

Some progress - made some test levels in Tiled, custom importer into the game data. Graphics are very much place-holder, but enough to check mechanics work. Here showing destructable world, player charge, grappling hooks, moving platforms, "dark rooms" with limited visibility around player, flying stages (actually underwater, but same idea) switches to unlock doors etc. Currently working on the real graphics, as these don't really do it justice currently. There are a lot of game mechanics planned, including buying/making weapons, upgrades, augments, looting materials to make specialised tech, rescuing friendly allies, pickups including diaries to move story along, lots of enemy types, secret areas etc. Quite a lot really! The game will include help at any point, boss fights, save/load, achievements etc. There are still bugs, The lift at the end in the video got confused when I dashed across the stop/start button, and I'm sure I'll find a lot more, but it mostly works!

youtube.com
u/r_retrohacking_mod2 — 10 days ago