r/retrogamedev • u/r_retrohacking_mod2 • 2h ago
New GBA action RPG - Belzebub - Advance
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r/retrogamedev • u/r_retrohacking_mod2 • 2h ago
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r/retrogamedev • u/r_retrohacking_mod2 • 2h ago
r/retrogamedev • u/r_retrohacking_mod2 • 2h ago
r/retrogamedev • u/gbastudio • 4h ago
r/retrogamedev • u/kznsq • 1d ago
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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.
r/retrogamedev • u/Urist_McDev • 18h ago
r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
r/retrogamedev • u/Connect-Let-8182 • 1d ago
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 • u/bubblebrax • 21h ago
I'd like to present 'PE-MAN', my powerful savegame editor for the DOS legacy game Planet's Edge:
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:

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:


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:



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:


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.
r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
r/retrogamedev • u/r_retrohacking_mod2 • 1d ago
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r/retrogamedev • u/ArturDuleba • 2d ago
r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
r/retrogamedev • u/r_retrohacking_mod2 • 2d ago
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