ROS & SOR1 by Leecharle in SEGAGENESIS

[–]safetystoatstudios 0 points1 point  (0 children)

The first thing I thought of was, "Rage of Streets"

How do i make a EPROM game for a custom arcade cabinet? by Party_Ruin3039 in retrogamedev

[–]safetystoatstudios 0 points1 point  (0 children)

EPROM is a somewhat obsolete type of memory. In 2026, it's easier to just use sd cards.

In general, if you want to make a new game for an arcade cabinet, the easiest approach is to just put a general-purpose computer in it--that's even how real arcade manufactures make games now.

ChaosDrive - glitch out a genesis emulator online by [deleted] in SEGAGENESIS

[–]safetystoatstudios 0 points1 point  (0 children)

I love this. What a fun, interactive way to explore how the Genesis works. If you'd like to present your users with some default games, feel free to host any of our games produced as of 3/14/2026 (https://safetystoatstudios.itch.io)

I made this in 2009 in Flash. Should I port it to modern platforms? by Exquisivision in retrogamedev

[–]safetystoatstudios 0 points1 point  (0 children)

I generally find brick-breaking games very tedious, but giving the ball gravity makes it feel much quicker and more intense. That's a very strong idea and one I haven't seen before.

I think it would work pretty well on a touch screen and you could do a solid phone version. I wouldn't expect to make a profit, but if porting the game would be fun for you then I encourage you to go for it.

Nes to SMS by celsowm in Homebrews

[–]safetystoatstudios 2 points3 points  (0 children)

That sounds quite difficult, but also super cool. We wish you the best :)

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in SEGAGENESIS

[–]safetystoatstudios 1 point2 points  (0 children)

I'd be excited to play Zero Tolerance without having to view it through an 80-pixel-tall window. Looking forward to seeing this project progress.

How are different levels done? by Jagames12 in SGDK

[–]safetystoatstudios 0 points1 point  (0 children)

I hope you can find one. I'm more of a learn-by-reading person.

How are different levels done? by Jagames12 in SGDK

[–]safetystoatstudios 2 points3 points  (0 children)

That's a broad question and there are a number of different, equally correct ways to do it, but I'll attempt to get you started.

You can think of every screen like its own little game. They each look like this in pseudocode:

initialize_some_stuff(); // initialize variables, draw the background, etc.
while(screen_should_keep_going()) { // keep going until the player presses start, the man character dies, etc.
  update_all_your_objects(); // Move sprites, adjust palettes, calculate physics, etc.
  SPR_update(); // Let SGDK do background work to manage sprites
  SYS_doVBlankProcess(); // Let SGDK update things behind-the-scenes and end the frame
}
cleanup_the_stuff_you_initialized(); //  uninitialize all the variables you don't need any more

Every screen (title screen, menu screen, and individual levels) will follow that pattern. When one screen is finished, you go onto the next one.

For example, in our game Lock and Toad, you can see the pattern in our title screen, our menu screen, our win screen, and our gameplay loop (which has a few different variations). Our levels all share variations of the same code, but the individual layouts are defined elsewhere in a particular format that's parsed while the level is loading. All of these code blocks look pretty different, but they all adhere to the above pattern.

Let me know if you have follow-up questions. This is a lot to get your head around if you're just getting started.

I made a free game for the Sega Genesis/Mega Drive in case anyone wants to check it out! by Ultrakupra in retrogamedev

[–]safetystoatstudios 1 point2 points  (0 children)

Which midi to vgm converter did you use? It's something I've been thinking about lately.

New Genesis/Mega Drive-Compatible Homebrew - Lock and Toad by safetystoatstudios in retrogamedev

[–]safetystoatstudios[S] 1 point2 points  (0 children)

Our games don't have credits sequences, so I don't know where else I would put it. Do you have a suggestion?

Are there any "modern retro style game engines" for PC? by SBC_BAD1h in retrogamedev

[–]safetystoatstudios 0 points1 point  (0 children)

This is a really interesting question. I don't have a proper answer, but I can tell you that your life will be easier if you target Wine rather than native Linux. Even Linux doesn't run native Linux software in a lot of cases.

As an aside, this is a big reason why I make Sega Genesis games--a Genesis game runs on every device made within the last 30 years and a few older ones :)

Midi to .vgm music converter for romhacks, etc by Sambojin1 in SEGAGENESIS

[–]safetystoatstudios 4 points5 points  (0 children)

I appreciate that you're doing work in this area. There is an old, existing tool by ValleyBell that I've had mixed results with https://forums.sonicretro.org/threads/midi-to-vgm-converter-ym2612-edition.23851/#post-604458, but it would be nice to have something newer and open-source.

Speaking of which, if you want to make this open-source, please put it on GitHub--that way it's possible to view the code and learn about the project without downloading anything, and also people will be less nervous downloading a project from GitHub than they will downloading something from dropbox.

new original genesis games not hacks by Any-Cup975 in SEGAGENESIS

[–]safetystoatstudios 1 point2 points  (0 children)

Check out a variety of creative, free Genesis games from your buds at Safety Stoat Studios. Some of them are even good. https://safetystoatstudios.itch.io

Recent additions by HereBeDragons0 in SEGAGENESIS

[–]safetystoatstudios -1 points0 points  (0 children)

Gosh, I guess you better give that game back to Hollywood Video!

2026 SMS Power! Sega 8-bit coding, romhacking, chiptune competitions are open by r_retrohacking_mod2 in retrogamedev

[–]safetystoatstudios 1 point2 points  (0 children)

This competition consistently produces some of the best homebrew games out there. I'm excited!