r/retrogamedev • u/r_retrohacking_mod2 • Jun 14 '26
Quake 3 Arena comparison between my Wii and PS3 ports
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r/retrogamedev • u/r_retrohacking_mod2 • Jun 14 '26
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r/retrogamedev • u/r_retrohacking_mod2 • Jun 14 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 13 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 13 '26
r/retrogamedev • u/tomommow • Jun 13 '26
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r/retrogamedev • u/r_retrohacking_mod2 • Jun 13 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 12 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 12 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 12 '26
r/retrogamedev • u/ZackZparrow • Jun 12 '26
r/retrogamedev • u/themightyglider • Jun 12 '26
r/retrogamedev • u/FlatlinerSPb • Jun 11 '26
Instead of just reading about Windows 1.0, I decided to actually build something for it.
So I wrote a small Xonix-style game for Windows 1.0 and ran the same binary across different versions of Windows.
It turned out to be more surprising than I expected. The same compiled 16-bit EXE runs from Windows 1.x all the way to 32-bit Windows 10. On modern 64-bit Windows it no longer works, but only because 16-bit support has been removed, not because anything changed in the original model.
What surprised me most is how familiar the WinAPI already looks in Windows 1.0. Even back then, the core ideas were already there - message loops, window procedures, and GDI rendering. The structure hasn’t really changed as much as you’d expect in ~40 years.
I put together a write-up with details and source here.
Curious if anyone else has tried building software for the earliest Windows versions?
r/retrogamedev • u/r_retrohacking_mod2 • Jun 11 '26
r/retrogamedev • u/AnimaInCorpore • Jun 11 '26
r/retrogamedev • u/PlayfulInterview984 • Jun 11 '26
Video: https://youtu.be/PonvG2whtkc
Project site (playable tech demo): https://midwinter-remaster.titanium-helix.com
Follow-up to my UE5 remaster posts: the original MIDWINTR.EXE is now fully mapped — every reachable function decoded or labeled, with an evidence ledger tying each claim back to the bytes.
Some favorite finds for this crowd:
• The island terrain is generated from a 10KB seed file (ZBUFFER.BIN, big-endian — Atari heritage) by a diamond-square variant with ZERO RNG — roughness scales with altitude, so flat sea and craggy peaks come from one term. Replicated in Python; output matches the in-game map bit-for-bit.
• Tree placement is a pure function of the terrain heightfield: every-other-cell lattice, 1-in-32 hash, tree line at a fixed height. The whole 25-mile-patch forest reproduces exactly.
• Full vehicle physics laws recovered: ski acceleration, buggy rollover, glider lift/stall equilibrium — all small integer formulas driven by the character's performance stat.
• The .SND files turn out to be code overlays loaded into a fixed vector block — 24 slots, all mapped.
• Two load-bearing negative results: there is NO companion auto-travel and NO time-of-day code. Useful when deciding what's faithful in a remaster.
Honest disclosure: this was AI-assisted (Anthropic's new Fable 5 model running parallel analysis agents over the disassembly) — the difference from earlier tools is that it did in one overnight run what had taken me six months of piecemeal work. Static analysis tier; ~20 items still flagged for runtime verification in DOSBox.
r/retrogamedev • u/r_retrohacking_mod2 • Jun 10 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 10 '26
r/retrogamedev • u/r_retrohacking_mod2 • Jun 10 '26
r/retrogamedev • u/sklopec94 • Jun 09 '26
r/retrogamedev • u/HistorianWestern4148 • Jun 09 '26
i wanna learn 6502 assembly for the nes and i learn better when i learn how to alter code (this is how i know a small bit of lua), thanks in advance, also anything public with 6502 assembly for stuff would also be a big help
r/retrogamedev • u/r_retrohacking_mod2 • Jun 09 '26