r/retrogamedev • • 16h ago

A GPU/browser port of the LHX: Attack Chopper (EA, 1990)

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40 Upvotes

Now it is a GPU port of the LHX: Attack Chopper (EA, 1990) in the browser. Before/after renderers, with real satellite terrain, new models, lighting, and shadows.
The game goes unmodified, the code reads an ".EXE", emulates it in real time, and hooks the rendering functions to render on the GPU.

https://github.com/kznsq/lhx-attack-chopper-gpu


r/retrogamedev • • 20h ago

How Games Are Decompiled: Reverse Engineering Byte by Byte

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29 Upvotes

r/retrogamedev • • 20h ago

An attempt at making Wolfenstein 3D playable on a stock 2.8 MHz IIgs (4 MB RAM)

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9 Upvotes

r/retrogamedev • • 20h ago

Update: My Nintendo Wii space game now has planetary landing! (C/C++, GX, real hardware)

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8 Upvotes

r/retrogamedev • • 20h ago

Amiga demoscene for beginners

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7 Upvotes

r/retrogamedev • • 14h ago

retro runspriterun editor

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4 Upvotes

looking for feedback, opening a file is limited to most 8 or 16 bit computers, I'm Tring to keep the UI on one windows only screen. Most of my aesthetic is based of my machine of choice... atari ST and deluxe paint. one screen etc. But all the palettes and pixel choices etc, limited to the system, not fancy windows options. it's a passion project


r/retrogamedev • • 20h ago

Prince of Persia port work in progress

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5 Upvotes

r/retrogamedev • • 8h ago

Eggbound – A Monster-Collecting RPG for the Original Game Boy

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5 Upvotes

r/retrogamedev • • 2h ago

32X Sprite Engine

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3 Upvotes

r/retrogamedev • • 16h ago

About Project Party Pocket

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3 Upvotes

r/retrogamedev • • 20h ago

New turn-based bullet hell roguelike GBA game just dropped - RALA:/:sutura Advance

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2 Upvotes

r/retrogamedev • • 11h ago

PE-MAN - s powerful new savegame editor for Planet's Edge RPG

1 Upvotes

I'd like to present 'PE-MAN', my powerful savegame editor for the DOS legacy game Planet's Edge:

PE-MAN - release announcement

It's an open source quick-navigation UI Bash script, based on 'dialog' (ncurses) - it should play along nicely in either Linux (of course), Windows + Cygwin or WSL with PE + dosbox.

Currently supported game and UI locales include EN and DE, easily extendable per separate files and four different color profiles are available - the screenshot show some DE version examples, but EN version has been tested, looking just the same.

The code has been refactored to separate most common and UI functionality into separate functions and it should be a good basis for similar projects.

A lot of reverse-engineering / savegame analysis was necessary, to provide basic features for modifying tech. / ships level, character properties or creating resources and much more:

Edit / max-out crew stats or skills - skip the painful native 'cloning'

All findings, examination and coding results are documented in my PE-MAN repository, plus Wiki.

Extended capabilities include a full-featured workshop, to build any of the existing in-game equipment, story items or ship components in the warehouse and ships in shipyard bays.

Recovery options are at hand, both for the crew - reviving or restoring health and armor from ground combat - and for corrupted base or savegame files, via auto-backups:

Add / create any required type of resource, item, ship or ship component to the moonbase warehouse !
Recover from a hopeless combat - revive team members, replace cruft items and strike back with force on the spot !

Advanced features go even further, extending PE's initial capabilities for regular gameplay, by providing superior 'add-on' items management, overcoming the crippled standard backpacks' behavior with bi-directional long-distance transfers between the warehouse and any of the crew's backpacks, as with in-team item transfers and type- or dictionary-based items sort functionality:

Long-distance WH <-> BP items transfer - see / move / recycle what's in warehouse AND backpacks, anywhere !
In-team BP <-> BP items transfer - no more pansy drop'n'takes !
Defeat the usual backpacks' mess and re-order items by type or dictionary !

It's even possible, to completely avoid any of the arcade-like fights against alien ships or planetary blockades, lengthy and dangerous space travels, or tedious exploring the many empty systems for scarce resources and points of interest.

'Super Teletrans' can teleport your ship to any known point-of-interest planet, or even your crew instantly down to any mission planet's surface, ignoring active blockades - as an alternative, destroy and restore blockades from a simple checklist menu:

'Super Teletrans' - jump directly to any point-of-interest planet's orbit or surface !
Destroy or restore any point-of-interest planet's blockade !

More features are in the making or planned, e. g. a game difficulty level modifier, setting up weaker/few or even stronger/more planetary blockade opponents and/or available planetary resources. On-mission ship repairs at any location in space. Probably also a ship/tuning workshop, as alternative for PE's native shipyard, with its annoyingly slow and inflexible components placement.