Project Dream LEAKED Prototype SNES (Beta Banjo-Kazooie)
The prototype is available as a ROM file, but I'm not sure if such a leaked prototype of a game is illegal to link. So I only link to gameplay footage.
I can also recommend following historical documentation video series from 2024 by The Obsessive Gamer. Each video about 23 minutes. They document cut content and history how the game was developed first on Super Nintendo as Project Dream, which later became Banjo Kazooie on Nintendo 64:
- Banjo Kazooie : History and Cut Content (Part 1): YouTube / Invidious
- Banjo Kazooie : History and Cut Content (Part 2): YouTube / Invidious
- Banjo Kazooie : History and Cut Content (Part 3 - Final): YouTube / Invidious
From README:
Today, I’m releasing the SNES proof-of-concept alpha of Project Dream, the proto-type that would go on to become Banjo-Kazooie.
I’ve held on to this for years, it was fun to have something that only a handful of people had, and as I am several people removed from how it got out of Rare to begin with, I didn’t want to risk that it could somehow get someone else in trouble, (so how I got it is a story I don’t plan to share.) I will just say that I got it from someone who got it from someone, who got it from somewhere.
But with the current state of the industry and Microsoft's current heartless gutting and mismanagement of Rare and other companies it controls, plus with how long it's been, I feel it's more important to make sure this is properly preserved, and the ROM dissected by people with far more knowledge on how to do such things.
I hope by releasing this, that it also inspires other people to release what they have as well. I know the Twelve Tales Conker 64 prototype is out there somewhere, but sadly, this is the only thing that I have.
There is little joy left in the industry, as it relentlessly marches towards AI, layoffs, l anti-preservation and ownership tactics, and, in Microsoft’s case, the support and approval of literal genocide in Gaza.
Let’s get the last beautiful things hiding on our hard drives out there for everyone. That's all we have left.
Please delete Microsoft and Sony from your lives, install Linux, boycott Switch Game Key Cards and buy Nintendo Switch 2 titles that still come with the full game on the cartridge. Your dollar is the only thing that counts in our late stage capitalist hellscape.
The attached zip contains a .bin file of the raw dump, and then the same file renamed to a .sfc to work in emulators, as well as this text file.
If any game journalists choose to report on this prototype release, I would ask they kindly include the full contents of this text file as courtesy to me for finally getting this out to you all.
Be blessed, and love each other.
Signed,
FvckAsha&Phil
From Java to Unreal
For a long time now, I have been obsessed with the idea of revealing to people a simply insane masterpiece from the era of games on push-button telephones.
The game is inspired by stylish sources, Silent Hill, Lynch, Forbidden Siren
This game is "Nowhere", it is written in Java, I made a complete transfer of the code logic to Unreal, and decided to try to restore the scene of the original game
This is just amazing, I can't take my eyes off it
Visit the Citadel
cross-posted from: https://lemmy.world/post/51657959
I did this quick new Mass Effect-inspired painting, acrylic on 8x10 canvas panel. I really want to get it on a shirt. I wonder if Avina could point me in the right direction?
Who is behind "unlicensed" game discs? [1:00:54]
The SD Media Launcher. The Action Replay. The Advance Game Port? How could someone manufacture unlicensed game discs and sell them out in the open? Let's figure that out, and how the companies behind this Media may be on Thin Ice.
This video is an investigation into the companies (mainly Datel and Thin Ice Media) who were making unlicensed third-party devices, peripherals and games for many different consoles in the late 90s and early 2000s, including the Action Replay and other cheat-code and region-unlocking devices. It documents the lengths they had to go to to run code on these consoles as the console manufacturers increased the complexity of their copy-protection schemes with each generation, and it also shows some of the weird and wacky ways that they used this capability to sell additional products and skirt the boundaries of what was legal.
It's both informative and entertaining, and I think it's worth a watch.
Issues with PS1 optical drive installation
I'm trying to get to the screws under the spindle cap, but they're stuck under it, so I was wondering if getting rid of these screws highlighted would help me to get to those screws
"I Was Determined To Breathe As Much Life Into The Population Of Britannia As Possible" - The Ultima VII Team On Making The Epic RPG
https://www.timeextension.com/news/2026/09/i-was-determined-to-breathe-as-much-life-into-the-population-of-britannia-as-possible-the-ultima-vii-team-on-making-the-epic-rpgOpen linkView original on lemmus.orgHow Halo Became a Game Boy Color Game: An Interview With Halo: Combat Devolved Creator Mike Miller
I had the chance to interview Mike Miller, the developer behind Halo: Combat Devolved, an ongoing project that aims to bring Halo: Combat Evolved to the Game Boy Color (and retro handhelds) using GB Studio. I've been playing through it on my Brick Hammer, it really feels at home on there.
We talked about the difficult process of translating Halo's weapons, enemies, vehicles and levels to such limited hardware, the creative solutions he's come up with along the way, why authenticity sometimes means changing the original game, and what he's got planned for future levels. If you've ever wondered what Halo would have looked like as a '90s Game Boy game, or wanted to hear a bit more about how he's made it all happen this one should be right up your alley!
https://gardinerbryant.com/how-halo-became-a-game-boy-color-game/Open linkView original on lemmy.worldThe Legend of Zelda Ocarina of Time 8, Sep 2026 Trailer The Deep Remix
cross-posted from: https://lemmy.ml/post/52481047
(Note: For 4k visuals you must watch on YouTube directly. Invidious supports up to 1080p only as far as I know.)
- Invidious, a privacy respecting frontend for YouTube: https://inv.nadeko.net/watch?v=ww-IBB-ICT0
- YouTube: https://www.youtube.com/watch?v=ww-IBB-ICT0
This is a homage to the original video for Legend of Zelda - Ocarina of Time for Nintendo 64 1997 promotional VHS, with the iconic music. I took the new Switch 2 Remake 2026 version and mixed in the music, and slightly altered video and cut music to fit everything in.
Baseline trailer video of Switch 2 Remake: The Legend of Zelda - Ocarina of Time - The Legend of Zelda 40th Anniversary Direct 9.8.2026 by Nintendo of America
Music: Mark Russell - The Deep (Hard Drama, ATMOS96)
Original Nintendo 64 promotional VHS video: Zelda Ocarina of Time Promo VHS 720p HD
Retro Handheld Supply Chain Attacks?
Has there been any instances of these retro handheld companies (which are typically from China) shipping with malware on them just waiting to be connected to your local network?
Vampire (1983) - a ridiculous arcade game where you play as a vampire stalking women
cross-posted from: https://lemmy.zip/post/71061864
I was trying to find more retro video games involving vampires (as I tend to do) when I stumbled upon this one. The premise seems straightfoward enough but they made the vampire look like such a creep it really does looking like you're "stalking" these women and not "hunting" them.
Just look at this explanation that comes up before you insert a coin. Look at that vampire!
Anyway, the gameplay is basically pac-man. You move around the maze trying to touch women (like a creep) while trying not to let priests or nuns touch you. But there are so many priests and nuns moving around the stage (and moving faster than you can) that it's extremely difficult. So this isn't a good game but it's certainly an odd one. And I just had to share.
Here's a longplay of the game.
Abuse v1.0.8 released (enhanced version of the classic Crackdotcom game)
Abuse
Changelog
Abuse 1.0.8 by Metin Çelik (2026-09-04)
- Fixed level transitions.
Abuse 1.0.7 by Metin Çelik (2026-09-04)
- Fixed fRaBs level exits loading levels from the Abuse campaign.
- Added a campaign selector dialog when starting a new game.
Abuse 1.0.6 by Metin Çelik (2026-09-04)
- Added online multiplayer.
- Added Co-op with checkpoints and shared items.
- Added streamer mode.
- Added widescreen support.
- Added colored weapon lighting effects.
- Added customizable player skins.
- Fixed replay recording and playback.
- Improved mouse and gamepad controls.
- Added randomized pitch variation to alien sounds.
- Put a previously unused alien death animation into use.
- Made gibbed enemy body parts remain in the level.
- Made flying enemies destroyed by non-explosive weapons crash and explode on impact instead of exploding immediately.
- Added language, window mode, and SoundFont settings.
- Added the level editor to the main menu.
- Improved multiplayer chat and connection reliability.
- Improved the save/load interface.
- Fixed collision bugs.
- Added Flatpak, Debian, and RPM packages and improved installers.
- Migrated to SDL3, SDL3_mixer, and SDL3_net.
Abuse 1.0.5 by Metin Çelik (2026-02-28)
- Fixed a bug on Windows that caused the movement inputs to get stuck.
- Fixed a bug that caused the game to switch from fullscreen to window when starting a multiplayer game.
- Fixed soundfont command-line parameter not being handled.
Abuse 1.0.4 by Metin Çelik (2025-11-16)
- Fixed a bug in the interpolation code that caused screen shaking.
Abuse 1.0.3 by Metin Çelik (2025-10-18)
- Added a Co-op mode.
- Fixed the server browser.
- Added level selection to the Net Game menu.
- Fixed numerous multiplayer-related bugs.
- Merged Abuse 2025 by @apancik.
Abuse 1.0.2 by Metin Çelik (2025-03-15)
- Improved performance of light calculation.
- Fixed VRAM leak by rewriting the renderer.
- Fixed weapon switching using the mouse wheel.
Abuse 1.0.1 by Metin Çelik (2025-03-09)
- Corrected the behavior of the icon buttons in the main menu.
- Increased the brightness of the icon buttons in the main menu.
- Made camera movement smoother when climbing ladders.
- Fixed music not working on Linux if FluidSynth was not installed.
- Fixed crashing when hitting ESC in the main menu before a level was loaded.
Abuse 1.0.0 by Metin Çelik (2025-03-02)
- FPS Unlocked: The game is no longer locked to 15 FPS. Frame rate is now interpolated to match your screen refresh rate.
- Adaptive VSync: Added support for FreeSync and G-Sync to eliminate screen tearing.
- Music: Resolved the issue of music not playing by including a SoundFont.
- Controller Support: Automatically detects controllers without requiring additional setup.
- No Automatic Weapon Switching: You now retain your current weapon when picking up a new one.
- No 'Are you sure?' Prompt on Quit: Removed the confirmation prompt for quicker exiting.
- Menu & ESC Key: Pressing ESC from the main menu now returns you to the game instead of quitting.
- AppImage Support on Linux: Added AppImage support, plus
.deband.rpmpackages for easy installation. - Fixed typos and corrected character encoding in German and French text.
- Addressed minor bugs that caused occasional crashes or slowdowns.
Abuse 2025 by Andrej Pancik (2025-01-07)
Multiplayer
- player tints
- reenable networking GUI
- name saving/loading
Rendering
- sharp scaling
- high DPI screens support
- widescreen support
- window resizing
- remove border from rendering
Others
- file handling refactor
- MIDI soundfonts
- compiles on Mac and Ubuntu
- new macos icon
- enable translations through config
Abuse 0.9a by Antonio Radojkovic (2016)
Abuse
- enabled custom screen size and resolution
- light enabled at high resolutions
- local config file
- screen width, height, scale, borderless window, grab input
- editor mode
- controller aiming, right stick sensitivity, dead zone and crosshair distance from the player
- physics update time in ms
- unlocked framerate for rendering, physics locked at custom value
- re-enabled OpenGL rendering, enabled vsync
- fullscreen scaling and "fit screen" scaling using F11 and F12
- merged flags_struct and keys_struct into one settings class
- Xbox controller support:
- fixed aiming using the right stick
- fixed player movement using left stick and dpad
- calculating and updating the crosshair position when aiming with a controller
- rebindable controller buttons, saving and loading of button bindings via config file
- navigating the main menu and save/load screens using dpad or left stick
- toggle controller use using F8
- toggle mouse scale type using F7
- fixed level music not being played correctly when level was loaded
- quick load using F9, quick save using F5 on save consoles
- fixed gamma setting not being saved
- added cheats via chat console: god, giveall, flypower, sneakypower, fastpower, healthpower
- enabled some high resolution images from the 1997 Mac OS release
- toggle window input grab using F6
- turned off that image that would randomly flicker in the bottom-left corner
- fixed health power object image
- turned on, what seems to be, the original big font and aligned GUI objects for it
- set the small font to always be used for save game thumbnails
- fixed mouse image when choosing initial gamma
Abuse Tool
- extracting PCX images in SPEC files to modern image formats using OpenCV
- extracting as individual files
- extracting as tilemaps
- extracting animations as individual files
- extracting as a texture atlas using texture packing algorithm
- handling transparency in different types of images
- padding between images
- outline around groups in a texture atlas
- external color palettes(tints)
- tilemap palettes for tile positions
- extraction settings and list of files via "../abuse-tool/extract.txt"
- printing to console trough a log, log file saved at "../abuse-tool/log.txt"
- list of output texture files, image positions, sizes... saved at "../abuse-tool/texture_info.txt"
- created a list of all available SPEC files containing images and added settings for individual SPEC files
Abuse-XV 0.9 by Daniel "Xenoveritas" Potter (unreleased)
- Xenoveritas's fork of the SDL version
- Change to CMake for easier cross-platform build support
- Builds under Windows now
- Move from SDL to SDL2:
- Fullscreen is now the default using SDL2's windowed fullscreen (Currently there is no method to do "real" fullscreen)
- OpenGL support is punted to SDL2 instead of being handled here
- Which also gets DirectX support plus whatever other backends SDL2 can offer
Abuse 0.8 (2011-05-09)
- Support for the original music packs!
- The fRaBs and main Abuse artwork were merged. Due to name conflicts in the level files, fRaBs save games will no longer work.
- 15 save slots instead of 5.
- The Lisp interpreter was heavily improved and now uses its garbage collected allocator instead of malloc.
- A new abuse-tool binary helps editing Abuse data files.
Abuse-SDL 0.7.1 (2008-03-02)
- Countless bugfixes (memory leaks, alignment issues, 64-bit portability, buffer overflows, uninitialised data).
- New webpage.
Abuse-SDL 0.7.0 (2002-12-15)
- Added OpenGL support. (Joris Beugnies)
- Fixed to compile on MacOSX. (Ben Hines, Julian Mayer)
- Fixed window manager "Quit" events being ignored.
- Can specify the location of the datafiles in the abuserc now.
- Updated documentation regarding installation of the datafiles.
Abuse-SDL 0.6.1 (2002-02-04)
- Fixed video blit routine, giving a large speedup. (Bob Ippolito)
- Fixed to compile with gcc 3.0.x.
- Fixed to compile on Sparc systems.(Arto Jantunen)
Abuse-SDL 0.6.0 (2002-01-19)
- Rebuilt the make and configure scripts, including patches.(nix)
- gamma.lsp now stored in the ~/.abuse directory.
- Sound is disabled if no sound files are available.
- Tweaked timing routines.
- Improved mouse handling, should be more responsive on slower systems.
- The binary can now be in a different location to the datafiles. (nix)
- Fixed -fullscreen command-line option.
- Fixed pressing both mouse buttons being ignored if "Emulate3Buttons" is enabled.
- Fixed the size of the volume settings dialog.
- Fixed to compile on BigEndian systems.(Arto Jantunen)
- Added scaling.
- Added a man page.
Abuse-SDL 0.5.0 (2001-08-14)
- More 100% CPU usage fixes.(Ed Snible)
- More temp files (light.tbl, end.mem) are now stored in the ~/.abuse/ directory.
- Fixed compile problems on Solaris.
- Fixed slight graphics corruption at the bottom of the main menu screen.
- Added the ability to customise the keys used in the game.
- Updated documentation.
Abuse-SDL 0.4.8 (2001-04-29)
- Stopped Abuse using 100% CPU time in certain places.(Ed Snible)
- Fixed problem with saving games on some systems.
- Added missing documentation about the abuserc file.
- Configure script now handles the X libraries not being in ld's default library path.(Arto Jantunen)
- Fixed compile problem when SDL isn't installed in a /SDL directory in the include path.
- Fixed the -window_scale option to set the size of the window properly. Performance when using this option is still bad.
- Can now use the mouse to skip the intro story.
Abuse-SDL 0.4.7 (2001-03-09)
- Temp files (fastload.dat, level backups etc) are now stored in the ~/.abuse/ directory.
- SDL include and library locations are now gathered from sdl-config.
- Fixed a crash on some systems when saving games.
- Those who were getting this crash may not be able to save games.
- Abuse-SDL will print out what it was trying to do in this case.
- Improved audio mixing when lots of sounds are playing.
- Toggling Grab Mouse now informs what state it is in.
- The numpad can now be used for movement aswell as the cursor keys.
- Settings can be stored in an rc file (~/.abuse/abuserc).
Abuse-SDL 0.4.6 (2001-02-15)
- Don't even check for the existence of a sound file if sound is disabled.
- Added some checks to the video code to handle failure gracefully.
- Fixes to compile under gcc 2.96.
- Fixed the graphic glitches relating to the gamma window and the save game dialog.
Abuse-SDL 0.4.5 (2001-02-06)
- Stopped loading and trying to play sound files when sound has been disabled.
Abuse-SDL 0.4.4 (2001-02-05)
- Adjusted the make and configure scripts.
- Can now specify the install location with the
--with-abuse-dirflag toconfigure. Defaults to/usr/local/binif not specified.
- Can now specify the install location with the
- Added grab-mouse support. F12 toggles this on and off.
- Added screenshot support. PRNT-SCRN key takes a screenshot.
- Can now toggle fullscreen during the game. F11 toggles this on and off.
- Added mousewheel support for changing weapons.
- Savegames are now stored under ~/.abuse/
- Window now has it's own icon(abuse.bmp). Looks nicer in tasklists etc.
- Updated the AUTHORS file as it was a little out of date.
Abuse-SDL 0.4.3 (2001-01-21)
- Fixed a problem with initialising the mouse driver.
- Reenabled net code. Doesn't work very well yet.
Abuse-SDL 0.4.2 (2001-01-20)
- Fixed to compile under gcc 2.95.2
- More code tidying.
Abuse-SDL 0.4.1 (2001-01-13)
- Rebuilt the make and configure scripts.
- Added an icon. (abuse.png)
- Code tidying.
- Improved key and mouse handling.
Abuse-SDL 0.4 (2000-12-30)
- First release with source available
- Fixed a huge memory leak caused by the stereo sound stuff. (oops)
- Fixed a crash if SDL failed to initialise.
- Tidied up the code, makefiles and configure scripts.
Abuse-SDL 0.3 (2000-12-24)
- Fixed palette changing when running at 8bpp.
- Fixed draw problem when a window was moved off the screen.
- Fixed sound getting choppy and eventually disappearing.
- Fixed an extremely rare crash when playing sounds.
- Added stereo sound and panning. (-mono to disable)
- Removed some stray debug messages that I accidently left in.
Abuse-SDL 0.2 (2000-12-13)
- Removed dependancy on lnx_sndsrv. All sound is now handled through the SDL API.
- Added fullscreen and doublebuffer modes.
Abuse-SDL 0.1 (2000-11-10)
- First public release.
How Another World was created (14:28 YT vid)
Another World, what a great game! This video goes into the techniques used to create such an iconic style back in 1991 on the hardware of the time, and all fitting on a single floppy disk (880k or maybe 837k).
It discusses the maths and code, but I don't think you don't need to be good at either to enjoy the video.
Just finished a Metroid 1-4 play through
I wanted to play Metroid again, and having a handheld capable of playing all classic games in one, I wanted to give it a go!
Metroid 1 was done with Zero Mission. I played and beat NES Metroid and can confidently say it’s not my cup of tea. Love Zero Mission and love replaying it.
Metroid 2 was done with AM2R. This was my first time playing and beating AM2R, and a handheld is the right way to play it. Might try to beat the original and the 3DS remake… eventually but it’s not my favorited Metroid.
Super Metroid. I have the snes game, I played it here and… it’s a love hate relationship. I played and beat it before, but not in a long time. And coming off of 2 fusion clones, the controls are way too floaty and watered down for my poor muscle memory. I also got lost… a lot. And it took my 4 hours of game time. About 2 weeks of on and off play time. Ultimately I like it, but this is the oldest I can recommend anyone going back in Metroid.
Metroid Fusion. My personal fav since it was my first game (the save battery died in my original game as a kid and I can beat this game on 2 AA before they die). Snappy fast smooth and I just love this game and replaying again for the untenth time.
More games in the mail today!
Very excited to have Super Breakout. Growing up we had the first Breakout, but I only ever hear people talk about this sequel nowadays. Now I'll get to see what the hype is about! Space Jockey is cool too, but I'm awful at it 😅
The Complete History Of The Nintendo UK Hotline
From 1991 to 2000, the Nintendo UK hotline answered millions of calls from players
Anbernic RG DS "Plus" was recently announced, what do you all think of it?
The main improvement seems to be the larger 1024x768 4.3" screens (compared to the 640x480 4" screens on the RG DS) and the inclusion of a built-in stylus (still one of those rubber nib ones though), as well as some minor changes to the hinge and other bits. However, it uses the same chip, has less RAM (from 3GB to 1GB), and ships with a Linux-based OS instead of a barely-runnable Android version. It also has a single stick instead of dual, but the RG DS was never powerful enough to run most dual stick games anyways (PS2, GC, etc.), so that probably isn't an issue. The internal eMMC storage has also been removed in favour of another microSD slot (one for the OS, another for ROMs)
It's a little weird they called it the Plus, since the only improvement is the screens and maybe the stylus, while having downgrades to the memory.
It comes in pink, black, and blue (navy-ish), while the RG DS had the red/black, turquoise, and white colourways.
What do you all think of this RG DS "Plus"?
edit: announced, not released!!
Guide to Spotting Authentic PS3 Controllers
(From Reddit by the user "u/Renegade_Soviet")
