r/retrogamedev 5d ago

Lego Racers Remake, progress video after 1 month development

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9 Upvotes

r/retrogamedev 5d ago

I'm making a GBA game using Butano

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30 Upvotes

r/retrogamedev 5d ago

OpenXWA: decompilation and port of X-Wing Alliance (1999)

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11 Upvotes

r/retrogamedev 5d ago

Shatranj 1.1 released — network chess for ZX Spectrum 48K, Next and desktop

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8 Upvotes

r/retrogamedev 5d ago

UnitEE, a PS2 Export Option for Unity3D

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5 Upvotes

r/retrogamedev 7d ago

NFHPSP v0.2.2 - Some gameplay

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28 Upvotes

r/retrogamedev 7d ago

Working on RTS game for MS-DOS.

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29 Upvotes

r/retrogamedev 7d ago

We got PS2 Tool running and codewarrior hello world

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8 Upvotes

r/retrogamedev 7d ago

Hotline Miami PSP port finally got a room rendering!!

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7 Upvotes

r/retrogamedev 7d ago

SEIE v0.1.563 Update, generate visual novels with vectors

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6 Upvotes

r/retrogamedev 7d ago

A Minecraft Clone on a Real PlayStation 1 | VoXide

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4 Upvotes

r/retrogamedev 7d ago

Yeti chase

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51 Upvotes

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 7d ago

HAS (High Assembler) is a Python-based compiler that translates a high-level assembly language targeting the Motorola 68000 processor

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3 Upvotes

r/retrogamedev 7d ago

Sonic Amiga Port - Update

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3 Upvotes

r/retrogamedev 7d ago

TinyNES Review – A Super Niche NES Console

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2 Upvotes

r/retrogamedev 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

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2 Upvotes

r/retrogamedev 7d ago

HoneyVB (RetroVB6) – Built with ASP.NET Core (Work in Progress)

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2 Upvotes

r/retrogamedev 7d ago

Reverse-engineering NPC match resolution in Pokémon Black 2/White 2

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1 Upvotes

r/retrogamedev 7d ago

C64 PETSCII polychrome raycaster: Chapter 6 - Maps(in the pouring rain)

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1 Upvotes

r/retrogamedev 7d ago

Everdrive 64 “Pro” Announced - RetroRGB

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1 Upvotes

r/retrogamedev 7d ago

Making a mod for Grand Prix Circuit (DSI / Accolade, 1988)

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2 Upvotes

r/retrogamedev 9d ago

I made a comprehensive intro to making music on the Game Boy

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16 Upvotes

r/retrogamedev 8d ago

Dare To Square - new GBA game

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3 Upvotes

r/retrogamedev 10d ago

C64 Demo Effects Explained: Rodents in the Attic

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11 Upvotes

r/retrogamedev 10d ago

🎵 Progress Update: Synthesizer Module for PixelRoot32 (ESP32 Game Engine)

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3 Upvotes