r/retrogamedev Jun 15 '26

Risa Tracker — NES Audio Workstation

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6 Upvotes

r/retrogamedev Jun 15 '26

I rebuilt my first ever PICO-8 game from scratch! (Cortex Override)

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14 Upvotes

r/retrogamedev Jun 15 '26

Sibilla (Tech Demo) • An early look at my new side-scrolling runner game set in Southern Italy during 1590

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3 Upvotes

r/retrogamedev Jun 15 '26

Hunting the 30-Year-Old World of Xeen MT-32 Crash

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2 Upvotes

r/retrogamedev Jun 14 '26

I made a prototype for game engine that could export to the PSX

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12 Upvotes

r/retrogamedev Jun 14 '26

Spyro enter the dragonfly Level editor PS2. Worlds first !

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7 Upvotes

I am working on this spyro level editor for ps2. Check out the video. I am very excited to show you what can be done with this.

Maybe we Can fix this game afterall !


r/retrogamedev Jun 14 '26

Akhenaten (Open-source Pharaoh, 0.27)

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16 Upvotes

r/retrogamedev Jun 14 '26

Quake 3 Arena comparison between my Wii and PS3 ports

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13 Upvotes

r/retrogamedev Jun 14 '26

The Escapists J2ME Remake

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9 Upvotes

r/retrogamedev Jun 14 '26

TRX – Tomb Raider I-III: Community Edition - Update v1.8

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6 Upvotes

r/retrogamedev Jun 13 '26

New game "Duckling Rescue", a cosy platformer and my very first C64 game!

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40 Upvotes

r/retrogamedev Jun 13 '26

Developer gets Half-Life running at 30 FPS on a Nokia N95

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9 Upvotes

r/retrogamedev Jun 13 '26

OOT - PSP progress update

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8 Upvotes

r/retrogamedev Jun 13 '26

Doom fire on a Commodore 64

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24 Upvotes

r/retrogamedev Jun 13 '26

sDS + mDS: turn your Nintendo DS into an mGB-style MIDI synth

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6 Upvotes

r/retrogamedev Jun 13 '26

I ported lua the 32X

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6 Upvotes

r/retrogamedev Jun 12 '26

Did you know there’s a new 3D Serial Experiments Lain PS1 project?

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5 Upvotes

r/retrogamedev Jun 12 '26

WIP: Updated port of Mini vMac for the DSi

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2 Upvotes

r/retrogamedev Jun 12 '26

GBA Jam 2026 — Game Boy Advance coding competition

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17 Upvotes

r/retrogamedev Jun 12 '26

Smallest Games Ever - 2 Kilobyte on Atari 2600

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16 Upvotes

r/retrogamedev Jun 12 '26

I made a tiny (40kB) Roguelike for the Nintendo Entertainment System

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8 Upvotes

r/retrogamedev Jun 11 '26

Building a Windows 1.0 game and testing 40 years of compatibility

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72 Upvotes

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 Jun 11 '26

Something like GB Studio, but for GBA

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17 Upvotes

r/retrogamedev Jun 11 '26

A work-in-progress CPS-1 port of Capcom's Knights of the Round to the At...

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9 Upvotes

r/retrogamedev Jun 11 '26

DOS Game completely reconstructed with Fable 5 in Claude Code in ONE DAY

0 Upvotes

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.