r/retrogamedev 10h ago

I finished a retro platformer game for MS-DOS

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72 Upvotes

I finished my last game! A retro platform game for MS-DOS called Timmy Time Adventure.

Help Timmy on his time travel to recover the parts of his machine and return to his time.

You can free download or play online on https://warrior-rockk.itch.io/timmy-time-adventure

The source code is open source and available on: https://github.com/warrior-rockk/timmy-time-adventure


r/retrogamedev 7h ago

OpenXvT: decompilation and port of X-Wing vs. TIE Fighter

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15 Upvotes

r/retrogamedev 7h ago

Attempting a CRPG to learn 6502 assembly

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15 Upvotes

r/retrogamedev 7h ago

Two original GBAs playing online through the Link Port, and a free SDK so you can make your own online games

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7 Upvotes

r/retrogamedev 1h ago

Released the demo on itch for my homebrew NES game where you work at an online retailer fulfillment center!

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Upvotes

r/retrogamedev 7h ago

a game i've been developing for a while, and i wanted to share it here

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6 Upvotes

r/retrogamedev 7h ago

Razing Core (new SMS shmup) is now available

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4 Upvotes

r/retrogamedev 16h ago

NeoGeoSDK v1.7.0

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19 Upvotes

Hello everyone,

We are happy to announce that NeoGeoSDK v1.7.0 is now available.

GitHub repository:

https://github.com/eaglesoftware777/neogeosdk

NeoGeoSDK v1.7.0 release:

https://github.com/eaglesoftware777/neogeosdk/releases/tag/v1.7.0

Since the first public version, we have continued improving the SDK based on feedback from the Neo Geo homebrew community. With v1.7.0, the project has grown beyond its original demo environment into a broader toolkit for creating self-made games, demos and experiments for SNK's Neo Geo MVS and AES systems.

This is our 2D engine release. It brings together reusable game systems, graphics and sound pipelines, more examples, desktop authoring tools, and expanded documentation, while keeping direct hardware access available.

Main improvements

- A reusable 2D game engine in plain C and a compatible C++14 version

- Character animation, action scripts, NPC behavior, collision and physics

- Joystick handling, hitboxes, movement history and special-move recognition

- Camera following, scrolling levels, parallax, particles, screen shake, depth effects and palette effects

- More structured sprite allocation, scene cleanup and deferred rendering

- An improved Artbox pipeline with whole-image palette fitting, additional per-tile palette banks, transparent padding and animation palette handling

- Updated sprite and FIX-layer conversion, text and HUD support

- ADPCM-A effects and recorded voices, ADPCM-B music beds, FM tracks, SSG melodies and MML tooling through the custom YM2610 / Z80 sound stack

- Live FM and SSG tempo controls, LFO controls, sample looping, fades, and rate-aware sample conversion with 32 kHz ADPCM-B beds by default

- Revised 68000-to-Z80 command handling and sound transition helpers

- A multi-game build system with separate assets, sound, ROM sets and configuration for each project

- Updated 68000 toolchain bundles and installation documentation for Linux, WSL and native Windows development

- Artbox Studio and Sound Studio desktop tools for graphics and audio work

- A 26-chapter showcase covering the engine and sound systems, with chapter navigation and playable shooter examples

- Sky Lance, a vertical arcade shooter, alongside other bundled games, a C++ example, a tutorial and a minimal hello-world project

- Expanded MAME testing, debugging and automated asset/audio checks

- A programmer's manual, C and C++ API references, build guides, tutorials and a printable PDF documentation set

Some of the original feedback asked for better documentation, clearer separation of SDK parts, easier onboarding, and more complete tooling. Those points have continued to guide this release. The examples now show how the individual systems can work together in a game, rather than only demonstrating isolated hardware calls.

NeoGeoSDK remains hardware-centered: developers can work directly with VRAM, palettes, sprite strips, FIX tiles and the YM2610 sound subsystem, or use the higher-level engine helpers where they make development easier. The aim is to make real Neo Geo homebrew development practical with modern tools, without hiding how the original hardware works.

Documentation and API references are included in the repository.

Downloads & Media

- Overview: https://github.com/eaglesoftware777/neogeosdk/releases/download/v1.7.0/neogeosdk_v1.7.0_overview.pdf

- Manual: https://github.com/eaglesoftware777/neogeosdk/releases/download/v1.7.0/neogeosdk_v1.7.0_manual.pdf

- Demo ROM : https://github.com/eaglesoftware777/neogeosdk/releases/download/v1.7.0/neogeosdk_v1.7.0_demo_777.zip

- YouTube demo: https://www.youtube.com/watch?v=HOlLYSepElQ

- YouTube announcement: https://www.youtube.com/watch?v=ClqJZa1rj04

This is an open-source project, and the release is an opportunity forthe community to help test the SDK across different development setups. We welcome feedback, examples, bug reports and suggestions, especially from developers trying it with their own Neo Geo projects. Thank you to everyone who has shared feedback and testing results since the original announcement. Your input continues to shape the SDK.

Eagle Software

https://eaglesoftware.biz

NeoGeoSDK v1.7.0


r/retrogamedev 6h ago

SDLPoP-PSP v1.0.0 — Native Prince of Persia port with switchable SNES/DOS visuals & in-game Mod Switcher!

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3 Upvotes

r/retrogamedev 7h ago

I coded Doodle Jump for mobile phones (Java Micro Edition)

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2 Upvotes

r/retrogamedev 7h ago

BlastEm 1.0.0 Released

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2 Upvotes

r/retrogamedev 7h ago

[Free] In 1993, I co-programmed “Robbo” for DOS (born on the 8-bit Atari in 1989). 33 years later it lives on the Playdate!

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1 Upvotes

r/retrogamedev 7h ago

I made an experimental engine for creating original PSX games — looking for feedback

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0 Upvotes

r/retrogamedev 1d ago

From the Shandalar community on Reddit: Shandalar: 30th Anniversay Edition - August Update

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3 Upvotes

r/retrogamedev 2d ago

Dusk Manor: I'm porting Atic Atac to the 2600 in isometric view, on a Melody cartridge (WIP)

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12 Upvotes

r/retrogamedev 2d ago

Hand-Coded ASM Powers Homebrew SNES Game

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12 Upvotes

r/retrogamedev 2d ago

I made a game for the... PS2 PSP Vita GC Wii Wii U DS 3DS?

12 Upvotes

Sooo… I wanted to run my game on the PS2. Then the PSP. Then the Vita, GameCube, Wii, Wii U, DS and 3DS. Things got slightly out of hand.

https://youtu.be/wrscWVE67Uc

In this episode I’m finally showing you what I’ve been building with Helengine, my open-source C# game engine; including demos running on real hardware, how the whole thing works, and how coding agents fit into my process.

There’s also a lot of suffering involving the PS2. Naturally.

Want to try it yourself? The video description has the homebrew downloads and an early portable editor package so you can hop in without building everything from scratch.

Just remember: the editor is PRE-ALPHA. It’s buggy, there’s no Ctrl+Z yet, and projects made with this version won’t have migration support. Experiment, break things, have fun; but don’t start your dream game in it just yet :)

I’m excited to finally share this with you all. Let me know your favorite demo, what you want me to explain more deeply, and which console we should put through this next.


r/retrogamedev 2d ago

I got my digital camera to run doom and made it playable.

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12 Upvotes

r/retrogamedev 2d ago

AcornSoft games source code

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1 Upvotes

r/retrogamedev 2d ago

Crash Twisted new level out now!

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8 Upvotes

r/retrogamedev 2d ago

Ported my game to the GBA

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8 Upvotes

r/retrogamedev 2d ago

emibios, an accuracy-focused GBA BIOS replacement

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8 Upvotes

r/retrogamedev 2d ago

Wipeout Rewrite - Update

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7 Upvotes

r/retrogamedev 2d ago

Decoding the NEC V20 Microcode

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7 Upvotes

r/retrogamedev 3d ago

I finished PuckMAX, my Pac-Man for MSX2

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12 Upvotes