
r/retrogamedev

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.
3D Zelda-Like game where you make your own temple!
I've been following this awesome game where you can make our own 3D Zelda dungeons or play other people's dungeons kinda like Portal 2 and its modding community!
ReMEXA - A modern Java reimplementation and host runtime for SoftBank MEXA S-Appli, Vodafone V-Appli, and J-SKY V-Appli software.
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.
Prince of Persia, but Every Exit Door Changes Version (homebrew releases appearing from 7:00)
youtube.comCracking 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&BLZParsing: Unpacked the virtual file system and decompressed the ARM9 executable binary.BDL0Mesh Extraction: Decoded 3D geometry by replicating the DS hardware display lists and matrix stacks.NSBTCVRAM Texture Decoding: AutomatedLZ77decompression 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!
Creating new NES style metroidvania
So, I'm knew to game development. For years I've taken notes on things I'd change in games, or scribbled down ideas for games or variations etc.
Some of my favorite games were
Zelda
Zelda 2
Faxanadu****
Final fantasy
Castlevania 2
Blaster master
River city ransom
Romance of the three kingdoms
Defender of the crown
Shadowgate
I figured I'd start simple, and I'm using claude to help.
The first major problem I've ran into is graphics, sprites and background look horrendous.
Any recommendations?
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!
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
Recent fan mod for Grand Prix Circuit (1988, Accolade)
I just found out that someone created mod for old GPEGA! I definitely used to play this game a lot during my childhood.
I would never have thought that I would see a mod for it..
Original author page: https://marnetto.net/2026/06/21/don-matrelli-legacy
[RevShare] Seeking someone to work for a NeoGeo AES+ Platformer Game
Hey everyone!
With the recent announcement of the new Neo Geo AES+, I’ve been feeling inspired to start a new project — a retro-style Platformer designed with that classic hardware in mind.
I’m a software engineer with 15+ years of experience, and I’m looking to collaborate with:
- 🎨 Pixel artists (character sprites, environments, UI)
- 🎵 Musicians (chiptune / Neo Geo–style soundtrack)
🖋️ Writer / Narrative designers (worldbuilding, dialogue, lore)- 🎮 Game designer
What is already working:
- 🛠️ A working engine — building in C/SDL with a full Neo Geo–targeted toolchain, compiling toward real hardware.
The goal is to create something that feels authentic to the era while still being a fresh experience. I’m especially interested in pushing the limits of the hardware and embracing that old-school workflow.
If the project turns out well, I’m also planning to explore a physical cartridge release, so this could become something tangible and collectible.
Right now this is a passion project, but I’m serious about seeing it through and building a small team of like-minded creators who love retro development.
If you’re interested, drop a comment or message me with your portfolio/work!
Let’s make something worthy of the Neo Geo legacy. 🕹️
Check out psptrace!
I made a low latency instrumented profiler for the PSP that's very close to Tracy. Hopefully, it can help people get better performance for their homebrew games more easily.
https://mahmoud1205.github.io/2025/09/06/PSP-Profiling-in-C/
Playtiles are now in retail stores: homebrew games in more hands!
Hey everyone, we’re super excited to share a small but meaningful milestone for us: Playtiles are now officially making their way into physical stores!
For anyone discovering us: Playtiles is a physical controller that attaches directly to your smartphone screen (no Bluetooth/batteries/cable), to turn your phone into a GB/GBC-style handheld. It comes bundled with our app + 24 GB homebrew games officially licensed from indie devs.
Until now, our they were shipping worldwide through our website and a few selected online retailers. But last week, we delivered our first batch of Playtiles Season 2 units to a dedicated retro gaming store in the EU!
This means a lot because it’s part of the mission we’ve set for ourselves: putting indie/homebrew games into more people’s hands.
We’re now working on expanding, so if you run a store or know someone who might be interested in carrying Playtiles, feel free to reach out (:
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:
Discord:
Any feedback, criticism, or suggestions would be really appreciated.
A work-in-progress of Snow Bros (Kaneko Pandora arcade) to the Atari Fal...
youtube.comI originally built an HTML5 Dragon’s Lair port for personal use… years later it became a full remaster
Hi everyone,
A few years ago I created an HTML5 port of Dragon’s Lair for personal use, originally just so I could play it anywhere. Over the past few months, working in my free time, I’ve gradually expanded it into what is now a full remaster.
This is a completely non-profit fan project, made purely out of passion for the original game.
Main features:
- Fully enhanced video quality, optimized for smooth playback in modern web browsers
- Almost every scene now supports Mirror Mode (with “Drink Me” and “Underground Rivers” as exceptions due to in-scene artwork/text that wouldn’t work mirrored)
- Brand-new custom intro/menu screen with its own original soundtrack
- “Guided” mode, where Princess Daphne shows the correct moves with custom animations and voice
- Gameplay has been carefully reworked frame-by-frame: improved inputs, corrected inconsistencies, and a more coherent level order
- Mirror / original scenes are randomized so each playthrough feels different and unpredictable
- Fully playable in any modern browser (including mobile), supporting keyboard, touch controls, and gamepad support when connected
The idea was not just to port the game, but to re-imagine it while staying faithful to the original experience.
It’s basically a love letter to one of the greatest arcade classics ever made.
PxGBA Update 0.2.2 is Live!
Pretty big update, fixed a lot of stuff and can confirm that desktop builds now include everything you need, so no compile errors related to missing dependencies should happen anymore!
Download on itch.io
0.2.2
- desktop builds now contain everything needed to compile
- tested inside clean ubuntu and win11 installs
- added scene type changer to proc gen modal
- add scene button launches proc gen modal for new scenes
- added search filter to actor type picker modal
- when re-generating level designs, old collisions and triggers are removed
- fixed world map overview display issues
- added auto-arrange to world map overview
- added export option to world map overview
- rename actors to their selected actor type instead of actor 1, actor 2, etc
- fixed script editor layout issues (not really bugs, they just bugged me)
- added actor search filter to actor panel
- added grouping to actors panel
- made dialogs top-most in layer order
- added preview sprite beside actor names in actors panel
- actors panel auto scrolls to newly added actor
- grouped actor types into new actor type picker
added a whole bunch of new actor types:
- pushable block actor type
- can be moved around and placed on triggers, fill gaps, etc
- push target
- goal zone for push-block puzzles (pushable block reaches target = solved)
- conveyor belt actor type
- pushes player along when stepped on
- checkpoint actor type
- player respawns here if they die
- turret actor type
- can be set to target player or nearest actor
- can be set to shoot every X frames
- actor spawner actor type
- spawns actors at set intervals
- companion/pet actor type
- follows player
- can be set to orbit player at set radius
- combat assist: attacks enemies when player attacks
- crumbling platform
- disappears after standing on it for a moment, then respawns
- ice block
- slippery surface, player slides until hitting a wall
- save point
- saves game state
- xp orb pickup
- collectible that increments a counter variable
- shield / barrier
- blocks projectiles from one or all directions
- ammo pickup
- refills projectile count
- grenade / explosive
- area damage on timer or contact
- magnet
- attracts nearby collectibles (coins, bonuses)
- boost pad
- speeds up the player temporarily
- checkpoint gate
- lap timing marker for racing modes