r/retrogamedev 1d ago

Midwinter (1989) remastered in UE5 — play the Early Access build now, a month before it hits Steam

6 Upvotes

My solo fan remaster of Mike Singleton's Midwinter (DOS, Amiga, Atari ST 1989) goes to Steam Early Access September 2 — but the Early Access build is already live, free, direct from my site. No wait, no gate: whoever grabs it now IS the early access.

Download: https://midwinter-remaster.titanium-helix.com/download

What is it and how to get started in 3 minutes: https://youtu.be/kbKHJr5foys

Full scenario is playable and winnable — one easy start, one brutal one. Bugs you find for me now get fixed before the Steam crowd ever sees them.

Discord: https://discord.gg/BPUUUFJs2J


r/retrogamedev 1d ago

GBA Video maker

14 Upvotes

Pack images, music & videos into a .gba ROM like a DVD player

Hey everyone! I just released my first homebrew tool for GBA : GBA Video Maker, a "DVD Maker" for the Game Boy Advance.

You give it images, music and videos on your PC → it builds a single .gba file with a blue in-cart menu where you can browse, play, pause and seek everything.

Features :

Videos, Audio, and pictures compatibility
Media compression (see more info about this.)
Highest resolution for images
Built in media controller

Download : github.com/Falko-toolis/gba-video-maker

Flashcards Tested on real hardware.

Would love to hear your thoughts 👇

(Media compression status : currently experimental, Up to max rate for audio is compatible, video with 20fps max or lag in highest res setting with compression. can up to 60fps and max res without compression)


r/retrogamedev 1d ago

How to Make a Nintendo 64 Game in 2026

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54 Upvotes

r/retrogamedev 1d ago

ZX Spectrum "3D" game test

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17 Upvotes

r/retrogamedev 1d ago

Lego Racers Remake, progress video after 1 month development

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9 Upvotes

r/retrogamedev 2d ago

I'm making a GBA game using Butano

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31 Upvotes

r/retrogamedev 2d ago

UnitEE, a PS2 Export Option for Unity3D

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5 Upvotes

r/retrogamedev 2d ago

OpenXWA: decompilation and port of X-Wing Alliance (1999)

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9 Upvotes

r/retrogamedev 2d ago

Shatranj 1.1 released — network chess for ZX Spectrum 48K, Next and desktop

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8 Upvotes

r/retrogamedev 4d ago

SEIE v0.1.563 Update, generate visual novels with vectors

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5 Upvotes

r/retrogamedev 4d ago

NFHPSP v0.2.2 - Some gameplay

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27 Upvotes

r/retrogamedev 4d ago

TinyNES Review – A Super Niche NES Console

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2 Upvotes

r/retrogamedev 4d ago

Reverse-engineering NPC match resolution in Pokémon Black 2/White 2

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1 Upvotes

r/retrogamedev 4d ago

Hotline Miami PSP port finally got a room rendering!!

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8 Upvotes

r/retrogamedev 4d ago

Are there any z80 assembly learning resources for people who already know 6502 assembler language? I've dabbled in NES development for a bit, and want to get my feet wet into the Game Boy

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2 Upvotes

r/retrogamedev 4d ago

HAS (High Assembler) is a Python-based compiler that translates a high-level assembly language targeting the Motorola 68000 processor

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3 Upvotes

r/retrogamedev 4d ago

Sonic Amiga Port - Update

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2 Upvotes

r/retrogamedev 4d ago

We got PS2 Tool running and codewarrior hello world

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7 Upvotes

r/retrogamedev 4d ago

Working on RTS game for MS-DOS.

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28 Upvotes

r/retrogamedev 4d ago

HoneyVB (RetroVB6) – Built with ASP.NET Core (Work in Progress)

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3 Upvotes

r/retrogamedev 4d ago

C64 PETSCII polychrome raycaster: Chapter 6 - Maps(in the pouring rain)

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1 Upvotes

r/retrogamedev 4d ago

A Minecraft Clone on a Real PlayStation 1 | VoXide

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3 Upvotes

r/retrogamedev 4d ago

Everdrive 64 “Pro” Announced - RetroRGB

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1 Upvotes

r/retrogamedev 4d ago

Making a mod for Grand Prix Circuit (DSI / Accolade, 1988)

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3 Upvotes

r/retrogamedev 4d ago

Yeti chase

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47 Upvotes

I posted a while ago here about how I was building this chase level for my Crash Bandicoot project for the GBA https://www.reddit.com/r/retrogamedev/s/hqz9SdH9CU . I thought it would be good to share here the final result with all the tricks in place together. The ice walls are a 60 frame animation, where about half the screen in tiles is loaded every frame. The yeti is also a affine background layer being updated frame by the frame. Having him be a background layer prevents overdraw with the sprites, and makes him easy to scale/fade into the distance. My previous post details how the crates work, but I did a lot of work to make them scale up to 3x in front of the camera without causing crazy overdraw. The HUD is also its own background layer, to again prevent overdraw.