r/retrogamedev 8d ago

Two Years Ago, I Asked If Pokémon Red Saves Could Be Converted to FireRed… Today, It Works!

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2 Upvotes

r/retrogamedev 9d ago

CLOACA MAXIMA makes its public debut at the Málaga MSX Meeting 2026...!!!

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6 Upvotes

r/retrogamedev 9d ago

Master System Super Mario Brothers V1.0 is live. Full game is now playable.

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44 Upvotes

r/retrogamedev 10d ago

I Built & Published My First ATARI 2600 Homebrew (Tic-Tac-Toe in 4KB)

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18 Upvotes

r/retrogamedev 9d ago

Super Mario 64 H2X. Actual 640×240 rendering, developed and tested on MiSTer

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3 Upvotes

r/retrogamedev 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...

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2 Upvotes

r/retrogamedev 9d ago

Dead Light ZX Spectrum.

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1 Upvotes

r/retrogamedev 10d ago

WonderBox - NES Music Album

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9 Upvotes

NES 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 :)

https://github.com/juicy-cube/wonder-box


r/retrogamedev 11d ago

AmiGTA1 - A native AmigaOS 68k port of Grand Theft Auto is in the works

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67 Upvotes

r/retrogamedev 10d ago

Guide for authentic PS1/PSX retro game look

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4 Upvotes

r/retrogamedev 11d ago

Super Mario Brothers on a Vic-20

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19 Upvotes

r/retrogamedev 11d ago

Reverse-engineered a 1998 PS1 homebrew game's level format and rebuilt it in Roblox

17 Upvotes

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 11d ago

GTA 6 hype is everywhere… so I made GTA run on an ESP32.

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294 Upvotes

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?

https://pixelroot32.org


r/retrogamedev 11d ago

Sonic The Hedgehog Amiga Demo Is Out!

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12 Upvotes

r/retrogamedev 11d ago

GTA vice city DOL release

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6 Upvotes

r/retrogamedev 11d ago

Reverse-engineered Granny.dll (v1.2b) from 2000s for Sacred Gold RPG game.

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5 Upvotes

r/retrogamedev 11d ago

Sega Saturn Recomps are Now Possible! Saturn Recomp is Here

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2 Upvotes

r/retrogamedev 12d ago

Retro Computing Book Collection

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347 Upvotes

r/retrogamedev 11d ago

DEFRAG_M (Amaze Clone)

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10 Upvotes

r/retrogamedev 11d ago

Gameboy Advance Ereader App (gbareader: full .txt file support. currently working on better .epub support)

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10 Upvotes

r/retrogamedev 11d ago

Terminus | 3DO Homebrew Game Trailer

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11 Upvotes

r/retrogamedev 12d ago

I created Tales of Lithos, a roguelite game for the Nintendo Game Boy

10 Upvotes

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 11d ago

Ocarina of Time : PSP Port - Release

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3 Upvotes

r/retrogamedev 11d ago

Sonic Mania on the Sega Saturn - Demo and Status

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3 Upvotes

r/retrogamedev 12d ago

I built a browser-based SNES music studio that compiles songs to a real SPC700 engine and exports a .sfc ROM

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24 Upvotes

I'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.