
r/retrogamedev

Design deep-dive: my toy Tetris for a C64 Forth
(Document permalink at time of posting.)
A couple years ago I saw someone on 4chan /g/ writing a Tetris in 6502, and I was tinkering around with durexForth so I tried my hand at writing one myself. I start them sometimes but don't usually get that far. This one came together mostly fully-formed in a week or two and I've been picking at it to pass time ever since.
In recent months I've mostly been documenting it. Maybe I can upgrade one or two "Forth curious" persons dabbling in this subreddit into "Forth tinkerers" by way of a nontrivial thing to prod at. It's dense in the Tetris and C64 weeds, though, shrinking an already small audience!
For your perusal.
This is the original source code for the Amiga game Twintris!
Many thanks to Svein Berge (the original Twintris programmer) for releasing the source code to the public, and to Dieter Mückter from former Digital Marketing for giving his permission to do so! Also a special thank you to Tor Bernhard Gausen for the music of the game! :)
You can now build PS1 games directly in Unity!
A new tool called PSX Splash 2.0 lets you build games in Unity and run them on real PS1 hardware.
It’s still early, but this could be a huge shift for PS1 homebrew, making development faster and more accessible. In short, you can use Unity to build your scenes, script the game logic with Lua, and create your own animations within the engine.
We go into more detail about the importance of this tool in our article:
VB Mario Demo - Virtual Boy - WIP
A year ago, people found new screenshots from the VB Mario Demo on a old AOL account. With that and the available Video, I was able to rebuild all the Level Assets pixel by pixel. A bit later I used VUEngine Studio to rebuild the Demo for the Virtual Boy. It is still early WIP. Please note, there is a playable PC version of the VB Mario demo. I gave permission to use my assets. In return they created a few additional animations like the Top down Mario that I now can use in the VB version.
https://youtu.be/nVor89RW3s0 < normal version
https://youtu.be/snDij2MghG8 < stereoscopic version
The Sega Genesis Titan Overdrive Demo ROM running from SRAM (Sega Neptune)
The Sega Genesis Titan Overdrive Demo ROM running from RAM with a 32X attached.
The Titan Overdrive ROM Demo stored from SegaCD into a RAM cart plugged into a 32X.
The Demo is running entirely from RAM thru the MD2 and 32X (Sega Neptune)
As seen here: https://retrorgb.com/sega-cd-ram-cart-project.html
True Overclock is now possible on PSP!
Developer m-cid has released an Open Source solution for Overclocking the PSP’s CPU. Which is now integrated into ARK-5.
Notes:
- While the plugin allows up to 555MHz, it is more than probable that these frequencies are unachievable by any PSP, the highest I’ve seen is my Go at 483. For safety, ARK-5 will not allow you to reach beyond that frequency.
- There was a previous developer claiming to have achieved overclock on the PSP up to 366MHz and videos showcasing it. While this plugin may have been real, it was never made open source and the code for this new overclock plugin is completely different and written from scratch, as well as battle tested by various users and many different PSPs.
- You can find the original source code of the plugin and stress tester here: https://github.com/mcidclan/psp-555mhz-plugin.
- You can find a beta pre-release of ARK-5 if you dig around, it’s not that hard.
Got Autodesk Maya 2008 Book for gamedev
I just ordered my Autodesk Maya 2008 books! :D
Used for game development and animations, got them for learning training\resources.
They come with CD-ROM and DVD-ROM
Maya 2008 SP1 is already setup on my dev PC
New ZX Spectrum Graphics Editor
Hi All
I've been working on a web-based graphics toolchain for Spectrum development. Looking for some feedback. No installation needed — runs in the browser.
https://zx-editor.vercel.app/sprite_editor
Five integrated editors:
- UDG Editor — Design your user-defined graphics with a pixel-perfect canvas,
resizable up to the full UDG character budget
- Player Sprite Editor — Create software sprites at 8x8, 16x16, 16x24 or 24x24
pixels with full animation support (up to 32 frames), onion skinning, and
real-time preview at 1–30 FPS
- Scene Editor — Full 256×192 screen canvas (32×24 chars) for painting
backgrounds and title screens
- Tile Editor — Design reusable tiles at 8, 16 or 24 pixel sizes
- Level Editor — Assemble levels from your tile library across multiple named
screens
Drawing tools throughout: pencil, line, flood fill, rubber, and pan
(right-click drag works with any tool).
Authentic Spectrum palette with per-character INK/PAPER/BRIGHT attribute
control — it won't let you break the colour clash rules.
Trace Image — load a reference PNG as a semi-transparent underlay to trace
over. Drag, scale and adjust it independently of your artwork.
Export to Z80 assembly directly. The sprite exporter has options for
transparency masks (interleaved or separate blocks), all 8 pixel pre-shifts
for smooth horizontal movement, and a lookup table for runtime frame/shift
addressing.
Save and load projects as JSON files between sessions.
Retro game collectors, is it seen as a last option to get fake/ bootleg copies?
[deleted]
New GB Studio focussed pixel art tile editor tool
I've been working on a pixel art tile editor, to make level building easier and quicker, and with a bunch of features for GB Studio workflows. Shared tile sets, palettes, tile optimisation, heat maps, drawing tools, GBS font support, terrain builder, GBS frame support & more.
You can try it out with a free download over at – https://joelj.itch.io/tessarium, it's still being developed so let me know what you think!
A 1990s flight simulator just got ported to Windows NT and Apple Silicon
pantspantsrevolution.comThe Final Fantasy Battle Engine: A Dissection of Physical Attacks - Behind the Code | Displaced Gamers
youtube.comNew Game Engine For The NES
This is based on the NESFab language. More info can be found here: https://kcfresh53.github.io/NESFabStudioWebsite/