/r/retrogamedev
Developing homebrew games for systems from 70s, 80s, 90s, and early 00s. Whether it be in assembly, C/C++, or BASIC... 8-bit, 16-bit, 32-bit, we've got them all. Discuss, share tips and tutorials, show off projects. Learn more about coding techniques of olde through reverse-engineering existing classic games and understanding hardware details.
Developing homebrew games for systems from 70s (or even older!), 80s, 90s, and early 00s. Whether it be in assembly, C/C++, BASIC or a high-level language library… 8-bit, 16-bit, 32-bit, we've got them all.
Come here to discuss, share tips and tutorials, show off projects and your workflow -- that is dev/graphic/sound tools you use (or you made yourself). Take part in vintage game-making jams.
Learn more about arcane coding techniques of olde through reverse-engineering existing classic games. Understand intricate hardware details about your childhood consoles and computers.
(Warning! Some crafty individuals present here are living in an alternate timeline by creating new retro-inspired hardware architectures and writing "classic" software for them...)
Keywords: how make/write/program own Nintendo gameboy, nes, Commodore c64, new game homebrew? easy with our help, make own Gameboy gb nes cartridge cart
/r/retrogamedev
I've been trying for days to get this working, all i'm trying to do is display a logo, wait for a few frames, then jump to a subroutine (which currently just disables display). No matter what i've tried, i've yet to get it working, and it's not like i can debug it either since the only Genesis debugger i know how to use is REGEN which just crashes whenever i try to run my program. Generally, i just really can't figure out where the fault lies. The loop that's supposd to wait for a few frames looks like this (yes i know 0x3D doesn't equal 240);
move.l #$7C000003, VDP_CTRL ;Center NeSoft logo
move.l #115<<16, VDP_DATA
move.w #$8164,($c00004).l ;This should enable Vblank interrupts
move.w #$003D, D0 ;Wait for 240 frames (4 seconds on NTSC systems)@wait:
move.w #0,VBLANKON
u/cmp: cmp.w #1, VBLANKON
bne.s u/cmp
dbra D0, @wait
this probably isn't enough context so here is a link to the entire file, all the other files are irrelevant and only contain data so they weren't included
EDIT: Solved! (mostly, see comments)
I used to develop games in python. I wanted to teach myself to code in assembly. I love gba console so I wanted to try making games for gba. But all the resources I found online were coding the games in C and then converting it into thumb instructions. I found some resources online for developing games in assembly for game boy (the og one), but I read somewhere else that the process is much different for making games in gba. It would be a great help if someone can provide a resource to follow so that I can start to teach myself to make games for gba purely using assembly
Hello!
Over the course of a few weeks, I developed a small racing game for the GBA named Speed Rally!. It was made in the course of a couple of weeks, and is a remake of an old 1976 Mattel electronic handheld game called Auto Race!. I previously posted a prototype version of the game for feedback, and after various days, changed some aspects of it to get it to it's current released version.
Here is the Itch.io project page. It is playable on a browser, and it provides the ROM, and .cia for 3DS GBA Virtual Console.
https://project68k.itch.io/speed-rally
Feel free to give any feedback! It is very much needed and appreciated!
Huge major update game, gameplay and gfx. Massively more action and fun, more enemies, more power-ups, better enemies, better main menu.
YT: https://m.youtube.com/watch?v=WzOCR7VuO5g
Link 1: https://tetramatrix.itch.io/old-school-retro-mini-game-spaceship Link 2: https://tetramatrix.github.io/spaceship/
Last year, I finished up a small MS-DOS based casual game project, and I though it would be cool to make a small (25 copies max) run of physical copies, with box, disk and manual. The disk part is pretty straightforward; I have plenty of NOS disks and can produce labels; the part I've never dealt with before is boxes and manuals.
For the manual, I've produced a 20 page guide, currently in PDF format, that I assume could be printed as 5 double sided sheets with 2 pages per side, but I don't know whether such a document can be printed as-is, or if print shops expect a particular layout. The bigger issue is boxes - I'm fine with making a folding box in PC small-box format using a typical thickness card stock (or equivalent) but really don't have a template to do that.
Has anyone here gone through this process before? If so, how did you handle these issues? Also, did you use a local print shop, or is there an online resource that specializes in this kind of production specifically?
Hey :) So, I've been to this subreddit before asking stuff about retrocomputers that I never have used but would have liked to have used, like the Amiga, C64 and ZX Spectrum.
This is different. I've played a lot with my NES (actually, mostly famiclones) when I was a kid and a teenager. Now that I'm starting my own gamedev company I would like to do some modern homebrew games with possible physical carts.
I've seen the Retroblaster and the INL retro programmer. Any recommendations regarding choosing a programmer for NES carts? Are there other options? Any place in Europe where we can find them? Also, Famicom carts don't seem to be available easily, only the NES ones.
Also, are there any legal hurdles to this? Because, you know... Nintendo.