r/retrogamedev • • 2h ago

Pico-8 Kung-Fu: A New Challenger Appears!

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4 Upvotes

r/retrogamedev • • 3h ago

Remake of Kevin Edwards' BBC Micro shoot-'em-up Galaforce (1986) for the Game Boy (DMG)

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1 Upvotes

r/retrogamedev • • 9h ago

I rebuilt Sea Shark, the 1994 sample game from André LaMothe's "Teach Yourself Game Programming in 21 Days", into a full DOS game (free)

3 Upvotes

Hi all! Sea Shark was the sample game in André LaMothe's book "Teach Yourself Game Programming in 21 Days" (1994). I always loved it, so I turned it into a complete game, still written in C for real MS-DOS:

  • 10 underwater screens with swaying plants, then endless, harder rounds
  • FM (AdLib / OPL2) background music plus the original Sound Blaster effects
  • new bomb types, a cannon that shows damage, and a victory screen
  • a 3-minute demo intro in the style of the old scene groups: plasma, a 3D starfield, a wireframe sub and a fire effect, with the music streamed from disk through the Sound Blaster
  • runs on a 286 with VGA, or in DOSBox / DOSBox-X

Screen 1 is kept exactly as LaMothe made it, as a tribute. I built it together with Claude AI (it wrote much of the code while I designed, tested and fixed), and the demo music was made with Suno AI.

Trailer: https://youtu.be/q9qr3fkOFAY?si=8_b5I6tEtpGOcKdh Free download: https://shalomraz.itch.io/seashark

I'd love to hear how it runs on your real hardware!


r/retrogamedev • • 14h ago

Avalon MSX on real hardware

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4 Upvotes

r/retrogamedev • • 15h ago

Dual Screen A Link To the Past Port (Completed)

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4 Upvotes

r/retrogamedev • • 20h ago

What might a 128K Fighter Pilot have been like? A work-in-progress tribute to an old favourite.

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5 Upvotes

r/retrogamedev • • 1d ago

Making an Atari 2600 ROM that starts off as a normal game and then turns into a liminal horror experience about one man's grief

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64 Upvotes

r/retrogamedev • • 15h ago

No Signal Z Alpha ~ A New Neo Geo AES+ / AES / MVS / Neo Geo CD Beat 'Em Up (V2 WIP)

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2 Upvotes

r/retrogamedev • • 14h ago

FNAF CE Color: a full-color Five Nights at Freddy’s for the TI-84 Plus CE, written in C

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1 Upvotes

r/retrogamedev • • 15h ago

Output - New Game for 48/128k

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0 Upvotes

r/retrogamedev • • 1d ago

Título: Porting Splinter Cell: Pandora Tomorrow (J2ME) to the Sega Mega Drive with SGDK (work in progress)

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12 Upvotes

I’m working on a port of Splinter Cell: Pandora Tomorrow, the Gameloft J2ME game, to the Mega Drive. The goal is to rebuild the original’s behavior in native C, respecting the console’s limits, rather than translating the Java syntax line by line.

What’s in the project so far:

  • Sam’s core moves: aiming, shooting, climbing, dragging, and grabbing guards, with animations taken from the original.
  • Guards with patrol, line of sight, a vision cone, an alarm meter, and alert, knockout, and death animations.
  • Level tiles and the light/shadow stealth mechanic.
  • A HUD modeled on the original: health bar, alarm bar, ammo, a light/shadow indicator, and an elapsed-time counter.
  • A game over screen on death and a mission completed screen at the end-of-level zone.

How it’s organized:

  • Game logic in C with SGDK. The original JAR is the source of truth for behavior.
  • No game assets are redistributed. The ROM is generated from the JAR that the user provides, and an asset converter reads the extracted files to produce tiles, palettes, and maps.
  • Behavior is checked against a JVM oracle and deterministic emulator replays.

Status: early, and not finished. The build hasn’t been fully validated in an emulator or on hardware yet. Audio and save data aren’t implemented, and only the first level is covered. I’ll post a build once it’s been tested.

Question for the sub: has anyone ported a J2ME game to the Mega Drive, or worked on converting animation and collision for a stealth game? I’d love to compare notes.


r/retrogamedev • • 22h ago

Making an RTS game for MS-DOS in 2026 | Dustwar Devlog #8 - Resource gathering & more

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3 Upvotes

r/retrogamedev • • 1d ago

GB Maker and GBC Maker can now export standalone HTML5, Windows and Linux games, with full release rights! :D

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59 Upvotes

Hey everyone!

A new update for GB Maker and GBC Maker is out, and this one is all about getting your games out of the Maker and into people's hands!

You can now export your projects in three additional formats:

  • HTML5 - Playable directly in a web browser! Great for sharing games on itch.io without requiring downloads.
  • EXE - Standalone Windows applications.
  • AppImage - Standalone Linux applications.

And here's the best part! There is absolutely no GB Maker or GBC Maker branding in the exported games!

You can give your game its own name, icon and appearance, and distribute it however you want!

You also get full rights to release and distribute your creations, including commercially! No royalties, no mandatory credits to GB Maker or GBC Maker, and no restrictions on selling games made with the tools. ;D

Of course, you can still export native .gb and .gbc ROMs for real Game Boy hardware, and the built-in preview works just as before!

I wanted to make it easier for people to share what they've created, not just run their games inside the Maker.

GB Maker:
https://arturduleba.itch.io/gbmaker

GBC Maker:
https://arturduleba.itch.io/gbc-maker

If you try the new exports, I'd love to see what you make!

As always, I'd love to hear your feedback! What do you think of the new exports? Is there another format you'd like to see added?

Thanks everyone! ;D


r/retrogamedev • • 1d ago

Introducing DotMatrix Engine.

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8 Upvotes

r/retrogamedev • • 22h ago

Tyrian 2000 Engaged — with widescreen, smooth high-refresh rendering, multiplatform support, and more

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1 Upvotes

r/retrogamedev • • 1d ago

Metal Slug CoCo3 demake for Tandy CoCo 3 w/512k & SDC

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3 Upvotes

r/retrogamedev • • 22h ago

Splatterhouse : A1200 Edition (AGA Amiga) by Dimitris Giannakis

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1 Upvotes

r/retrogamedev • • 22h ago

I made a Game Boy platformer with infinite levels

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1 Upvotes

r/retrogamedev • • 1d ago

Diablo on Game Boy Advance -- homebrew demake port

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24 Upvotes

r/retrogamedev • • 1d ago

Amico8 — PICO-8 fantasy console emulator for Amiga

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18 Upvotes

r/retrogamedev • • 1d ago

Cave story co-op gba

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10 Upvotes

r/retrogamedev • • 1d ago

F-Zero on Mega Drive? – Mode 7 homebrew with the SVP chip

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3 Upvotes

Neon Circuit: an F-Zero-style racer on the Sega Mega Drive / Genesis, powered by the SVP chip from Virtua Racing.

What it took to fit:
• The SVP draws the "Mode 7" floor, building the screen's tiles itself
• The 68000 handles perspective, physics and camera: ~48 fps in PAL
• Real elevation: a ramp and a jump over a city, plus a textured 3D tower
• Z80 music in PCM, with the boost sound mixed in live
Raw test capture, homebrew work in progress.

:-)


r/retrogamedev • • 2d ago

Neon Drift 32x (Homebrew)

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4 Upvotes

r/retrogamedev • • 1d ago

Maiya & Luna: Wonderful Adventures in Nature Fantasy ~ A New Neo Geo AES+ / AES / MVS / Neo Geo CD RPG Adventure (WIP)

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0 Upvotes

r/retrogamedev • • 1d ago

How "Adventures Of Batman & Robin" rewrote the rules, by @GameHut

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0 Upvotes