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December 05, 2025 - @100.05 (what is this?)
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Author Topic: Thoughts on developing for older platforms?  (Read 195 times)
Gizmo
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« on: November 22, 2025 @932.08 »

The documentation / tools available for discontinued platforms like the NES, Gameboy, etc, has increased massively over the past decade, which makes creating games for them far more accessible. What are your thoughts on developing for these sorts of platforms (I'll include other restrictive environments like PICO-8 and graphing calculators in this as well)? If you've dabbled in them yourself, did you enjoy the experience?
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KrazyKoen
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« Reply #1 on: November 22, 2025 @971.75 »

Developing for older hardware is very cool! It's really neat to see older platforms being kept alive and I imagine it's a fun/infuriating programming challenge as well. I've even looked into buying myself a homebrew NES cartridge, though I've yet to go through with it.
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Succy Beverage
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« Reply #2 on: November 23, 2025 @221.13 »

Knowing my basis, I think it's something more people should do, even if it's not directly applicable.

For context; I'm learning coding and programming as a whole and while my knowledge base is still pretty bare in places where they really shouldn't, even I know that my code is probably bloated and inefficient to all shit. Working with a smaller amount of resources in either processing power or r.a.m. or storage or... all of these since they all evolve side by side with eachother I guess, can really make you think way tighter with your code. Ideally anyways, I haven't tried it for myself yet!


in a professional sense; probably not a good idea for alot of obvious reasons, it'd be like making after-market parts for a ford model-t's base engine.(except the ps2, that thing is still going somehow).
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rhyswynne
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« Reply #3 on: November 23, 2025 @516.93 »

I've built a fair few Pico-8 Games (you can see them here), and I have a goal for 2026 to develop for an old system (maybe MS-Dos  :pc: , but also NES, Gameboy or Commodore 64). I'd love to do a C64 game, but it seems like most of the development takes place in assembly, which terrifies me!

I love the restrictive nature of the design. My design chops aren't great, so only having 16 colours on an 8x8 screen in Pico-8 interests me. There's only so many out of place pixels you can place! But my pixel art is getting better :).
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« Reply #4 on: November 23, 2025 @749.33 »

I LOVE how much more accessible development is for so many platforms these days. Not only are people keeping older systems alive and running (and saving them from the landfill), but it's crazy seeing how many awesome tools and programs people have put on them that we couldn't even dream of when they first came out. If I had told my younger self that I would be making Game Boy games when I grew up (you can see them on my Itch.io page), I would have been able to ride that high up to the current year. Just recently I found someone on Itch.io who made a text file reader for the original Game Boy, and while I'm sure that doesn't seem super impressive, the system is so restricted and ill-suited for that purpose that I dropped them a donation just because of how impressed I was (it's here, btw: Text Reader GB)

I/someone ought to start making a list of all the vintage system game makers I've come across somewhere. I mean there's always C for programming if you want to handle memory management, but there are so many drag and drop engines now that you can target almost any system you like these days and have a much easier time of it.

EDIT: Ok, I got excited and went ahead and made a list. It's on my Free Resources page here:
https://www.thefrugalgamer.net/freeDirectory.php#development
« Last Edit: November 23, 2025 @814.51 by TheFrugalGamer » Logged


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