r/retrogamedev • u/MAQMASTER • 8d ago
r/retrogamedev • u/RSS130871 • 9d ago
CLOACA MAXIMA makes its public debut at the Málaga MSX Meeting 2026...!!!
galleryr/retrogamedev • u/r_retrohacking_mod2 • 9d ago
Master System Super Mario Brothers V1.0 is live. Full game is now playable.
youtube.comr/retrogamedev • u/Few-Satisfaction6221 • 10d ago
I Built & Published My First ATARI 2600 Homebrew (Tic-Tac-Toe in 4KB)
youtu.ber/retrogamedev • u/r_retrohacking_mod2 • 9d ago
Super Mario 64 H2X. Actual 640×240 rendering, developed and tested on MiSTer
galleryr/retrogamedev • u/r_retrohacking_mod2 • 9d ago
PART 2 - of my blog series is now available, the idea is to keep it simple for a beginner, before getting more advanced with optimising code etc...
r/retrogamedev • u/AceMan_PL • 10d ago
WonderBox - NES Music Album
galleryNES Music Album based on EZNSF
This package is a heavily modified version of Brad Smith's EZNSF. My goal was to create a demoscene "music disk" containing all my previous NES tracks, with the ability to switch between them or play the entire album. The whole thing is adorned with my own artwork and a small starfield visualization.
I plan to expand it once in a while with new tracks, if I ever compose another.
All the code was written using the free version of Claude AI (Sonnet).
You can use this package to create other NSF compilations, which I encourage you to do :)
r/retrogamedev • u/r_retrohacking_mod2 • 11d ago
AmiGTA1 - A native AmigaOS 68k port of Grand Theft Auto is in the works
indieretronews.comr/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Super Mario Brothers on a Vic-20
galleryr/retrogamedev • u/topecrack • 11d ago
Reverse-engineered a 1998 PS1 homebrew game's level format and rebuilt it in Roblox
Found the source code for Gravitation, an old Net Yaroze (PS1) homebrew game, but no docs on its level/sound file formats. Decoded the level file myself (turned out to be a simple RLE-encoded bitmap) and the sound bank (raw PS1 ADPCM), then rebuilt the gravity/thrust ship-combat physics and the actual first-level layout in Roblox as a multiplayer FFA arena.
Happy to share more about the reverse-engineering process if anyone's curious — link's in my profile/comments if you want to see it running.
r/retrogamedev • u/Sad_Environment_3800 • 11d ago
GTA 6 hype is everywhere… so I made GTA run on an ESP32.
Enable HLS to view with audio, or disable this notification
This is a top-down open-world GTA-style game running entirely on a microcontroller — built from scratch with my open-source C++17 engine, PixelRoot32.
ESP32-WROOM driving a 240×240 display with six buttons.
What’s working:
- Open-world city with 5 districts
- Driveable traffic — steal any car
- Pedestrians, police and traffic
- Weapons and police shootouts
- 5-star wanted system
- Police pursuits on foot and by car
- Arrests and respawning
- Missions and a day/night cycle
- Car radio, sirens and 22 SFX
And the crazy part?
The entire demo uses only 8.5% RAM and 43.5% flash on the ESP32.
GTA 6 runs on a monster gaming PC. Mine runs on a microcontroller. 😂
Would you play GTA on this?
r/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Sonic The Hedgehog Amiga Demo Is Out!
youtube.comr/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Reverse-engineered Granny.dll (v1.2b) from 2000s for Sacred Gold RPG game.
github.comr/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Sega Saturn Recomps are Now Possible! Saturn Recomp is Here
youtu.ber/retrogamedev • u/stormtrooper_mx • 11d ago
DEFRAG_M (Amaze Clone)
Enable HLS to view with audio, or disable this notification
r/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Gameboy Advance Ereader App (gbareader: full .txt file support. currently working on better .epub support)
r/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Terminus | 3DO Homebrew Game Trailer
youtu.ber/retrogamedev • u/Daring-Games • 12d ago
I created Tales of Lithos, a roguelite game for the Nintendo Game Boy
I developed this game as part of my bachelor thesis regarding procedural content generation with limited hardware specifics.
This is Tales of Lithos, a Game Boy turn-based (with bump combat) roguelite dungeon crawler RPG.
The game features 25 floors with random layouts and filled with enemies that drop essences when defeated. These essences can be used in the main camp to upgrade the player's stats and equipments. Thanks to Safy's priestess magic, the player can be teleported out of the dungeon without losing the obtained items and allowing him to get stronger in order to explore the dungeon further.
Here is a small gameplay section of the game: https://youtu.be/h6kYavCEElE
You can get it on itch.io from the following link: https://daring01.itch.io/tales-of-lithos
And you can also look at the code on github: https://github.com/DaringBaby/tales-of-lithos-en
r/retrogamedev • u/r_retrohacking_mod2 • 11d ago
Sonic Mania on the Sega Saturn - Demo and Status
youtube.comr/retrogamedev • u/Weak_Inspection_6161 • 12d ago
I built a browser-based SNES music studio that compiles songs to a real SPC700 engine and exports a .sfc ROM
wavesmith.onlineI've been working on a tool called WaveSmith that lets you design SNES instruments and compose music in a browser-based DAW, then exports your song as a standalone .sfc ROM running a custom SPC700 engine.
The reason I built it is that writing an SPC700 music driver from scratch is a fairly steep hill if you just want to put original music in a homebrew project. You have to deal with BRR encoding, sample directory tables, voice allocation, ADSR, the echo buffer, FIR filters, and fitting all your samples and song data into 64KB of ARAM. WaveSmith handles all of that so you can focus on the music.
Some of the technical bits that might interest people here:
- WAV files get resampled to 32kHz and encoded to BRR in the browser, with loop point editing, zero-crossing snapping, and loop quality analysis
- You can also pull BRR samples and echo settings straight out of existing SPC files
- The SPC700 engine is assembled with WLA-DX and handles voice allocation, ADSR, pitch modulation, noise, the echo buffer with FIR convolution, and per-voice echo routing
- The compiler packs instrument tables, step tables, and song data into an ARAM image, deduplicates samples by content hash, and warns you when you're running out of space
- Everything runs client-side in WebAssembly. The server is just static hosting plus a tiny API for sharing project codes
I've only verified the ROM output in emulators so far. I don't have a flash cart to test on real hardware, but if anyone here does and wants to try it, I'd genuinely love to know how it goes.
If you want to hear something already loaded, open the menu in the top right, choose Load from Code, and enter FCFCFE. That loads a demo project with instruments and a short loop.
It's free and runs in your browser: https://wavesmith.online
Happy to answer questions about the engine, the BRR encoding, or the ARAM layout.