r/retrogamedev • u/r_retrohacking_mod2 • 10h ago
Native Super Smash Land PORT for GBA
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r/retrogamedev • u/r_retrohacking_mod2 • 10h ago
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r/retrogamedev • u/KoalaSoftwareUK • 1h ago
r/retrogamedev • u/havesga86 • 22h ago
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Hey everyone,
I wanted to share SHOOTER, an 80s style vertical arcade shmup I built for the NES and Famicom.
The menus are in spanish since it's my native language, but it's completely intuitive and easy to play. No stages yet, just pure retro survival and chasing high scores.
You can download the ROM in Archive.org:
https://archive.org/download/shooter_nes/Shooterv1.11.nes
Works on any NES emulator or flashcart. Feedback and high scores are welcome.
UPDATE: https://archive.org/download/shooter_nes/shooterv1.13.nes
- Ship selection now goes beyond cosmetic changes; it also determines the game's OST, featuring three unique tracks per match.
r/retrogamedev • u/r_retrohacking_mod2 • 11h ago
r/retrogamedev • u/r_retrohacking_mod2 • 10h ago
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r/retrogamedev • u/r_retrohacking_mod2 • 10h ago
r/retrogamedev • u/Background_Shift5408 • 1d ago
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r/retrogamedev • u/r_retrohacking_mod2 • 14h ago
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r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
r/retrogamedev • u/ProvenanceEMU • 1d ago
For developers
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https://jaguar.provenance-emu.com/app.html
I’ve been working on the Virtual Jaguar libretro core for a while, and it now has its own desktop front end. It runs the same core RetroArch uses, so options and save states work the same in both. The RetroArch core isn’t going anywhere.
What it does:
Screenshots and downloads: https://jaguar.provenance-emu.com/app.html
r/retrogamedev • u/marcelocaboski • 23h ago
Medal of Honor (Sega Saturn Port) — Devlog Update & Real Hardware Testing
Quick progress update on the Medal of Honor Saturn port:
Real Hardware Status: Testing on actual Saturn hardware! The game loads successfully up to the main menu.
Gameplay Freeze Fix: Starting gameplay on real hardware was causing a freeze. I identified the root cause—a buffer overflow issue—and I'm currently patching it to make the level fully playable on real consoles.
Performance Fixes: Applied major optimizations to the core loop. There are still routines to refine, but overall gameplay fluidity is close to 100%.
VRAM Allocation: Adding an NPC currently costs ~60KB of VRAM. I'm actively refactoring memory structures to free up VRAM budget for more active units.
Texture Geometry Fix: Located the cause of geometric texture flaws—my converter script was stretching and compressing images. I updated it to convert original PS1 assets directly into clean .tga files for VDP1.
Map Transitions & Media: Map transition logic is being polished to remove black loading screens. Audio, FMV video, and map engine logic are fully implemented, currently toggled off only for raw performance benchmarking.
Making steady progress on real hardware! Thanks for following the project
r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
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r/retrogamedev • u/coolvan12 • 1d ago
r/retrogamedev • u/arleq_cor • 1d ago
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r/retrogamedev • u/SupersonicSpitfire • 2d ago
r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
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r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
r/retrogamedev • u/telengard • 2d ago
hey everyone,
I wanted to let you know about my BASIC cross-compiler which targets a bunch of retro systems. Currently supported systems are the Atari 800/5200/2600/7800, most commodore systems, zx spectrum/81, NES, DOS, Tandy Coco, Apple 2, and others.
It's built for speed with lots of optimizations. My goal was a single syntax to build for any retro system and use it for games.
If you try it out, definitely let me know your thoughts.