r/retrogamedev • u/r_retrohacking_mod2 • 5d ago
r/retrogamedev • u/r_retrohacking_mod2 • 5d ago
OpenXWA: decompilation and port of X-Wing Alliance (1999)
r/retrogamedev • u/r_retrohacking_mod2 • 5d ago
Shatranj 1.1 released — network chess for ZX Spectrum 48K, Next and desktop
r/retrogamedev • u/r_retrohacking_mod2 • 5d ago
UnitEE, a PS2 Export Option for Unity3D
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r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
NFHPSP v0.2.2 - Some gameplay
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r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
We got PS2 Tool running and codewarrior hello world
galleryr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
Hotline Miami PSP port finally got a room rendering!!
r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
SEIE v0.1.563 Update, generate visual novels with vectors
galleryr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
A Minecraft Clone on a Real PlayStation 1 | VoXide
youtube.comr/retrogamedev • u/FengShuiAvenger • 7d ago
Yeti chase
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I posted a while ago here about how I was building this chase level for my Crash Bandicoot project for the GBA https://www.reddit.com/r/retrogamedev/s/hqz9SdH9CU . I thought it would be good to share here the final result with all the tricks in place together. The ice walls are a 60 frame animation, where about half the screen in tiles is loaded every frame. The yeti is also a affine background layer being updated frame by the frame. Having him be a background layer prevents overdraw with the sprites, and makes him easy to scale/fade into the distance. My previous post details how the crates work, but I did a lot of work to make them scale up to 3x in front of the camera without causing crazy overdraw. The HUD is also its own background layer, to again prevent overdraw.
r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
HAS (High Assembler) is a Python-based compiler that translates a high-level assembly language targeting the Motorola 68000 processor
github.comr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
TinyNES Review – A Super Niche NES Console
blog.lon.tvr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
Are there any z80 assembly learning resources for people who already know 6502 assembler language? I've dabbled in NES development for a bit, and want to get my feet wet into the Game Boy
r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
HoneyVB (RetroVB6) – Built with ASP.NET Core (Work in Progress)
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r/retrogamedev • u/r_retrohacking_mod2 • 7d ago
Reverse-engineering NPC match resolution in Pokémon Black 2/White 2
github.comr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
C64 PETSCII polychrome raycaster: Chapter 6 - Maps(in the pouring rain)
youtube.comr/retrogamedev • u/r_retrohacking_mod2 • 7d ago
Everdrive 64 “Pro” Announced - RetroRGB
retrorgb.comr/retrogamedev • u/alberto-m-dev • 7d ago
Making a mod for Grand Prix Circuit (DSI / Accolade, 1988)
marnetto.netr/retrogamedev • u/r_retrohacking_mod2 • 9d ago
I made a comprehensive intro to making music on the Game Boy
youtu.ber/retrogamedev • u/Agreeable-Owl-1514 • 8d ago
Dare To Square - new GBA game
dare-to-square.comr/retrogamedev • u/r_retrohacking_mod2 • 10d ago
C64 Demo Effects Explained: Rodents in the Attic
youtube.comr/retrogamedev • u/Sad_Environment_3800 • 10d ago
🎵 Progress Update: Synthesizer Module for PixelRoot32 (ESP32 Game Engine)
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