ORBIS BASIC 32X: BASIC compiler for creating real Sega 32X ROMs

Hi everyone,

I wanted to share a Sega 32X project I have been developing called ORBIS BASIC 32X.

ORBIS BASIC 32X is a retro futuristic BASIC compiler for creating real Sega 32X and Mega 32X software. You write programs in a BASIC style language, run the compiler, and get a bootable .32x ROM that can be tested in an emulator or on compatible hardware.

This is not a fantasy console or an emulator scripting layer. The output is an actual Sega 32X ROM containing native SH 2 machine code, compiled program data and baked in assets.

The compiler uses a compact SH 2 runtime, direct color framebuffer graphics and a lightweight workflow focused on building actual ROMs. The goal is to make 32X development more immediate and approachable while still respecting the hardware and its limitations.

Current features include classic BASIC style variables, strings, arrays, loops, fixed point math, drawing commands, image based presentation tools and integrated asset workflows.

One of the main workflow ideas is automatic asset baking. Images and audio can be integrated into the ROM during compilation. The compiler handles conversion and integration as part of the build process, so you do not need a large external toolchain for basic asset preparation.

The compiler is also designed to be dependency free. It is distributed as a standalone Cosmopolitan executable, allowing the same tool to run directly across major desktop platforms without installation, package managers or platform specific setup.

The 32X is a very specific and unusual target, so part of the fun of this project is exploring what a BASIC first workflow for it can look like, with direct ROM generation, native SH 2 code, automatic asset integration and a portable standalone compiler.

An initial demo version is available on Itch.io for anyone who wants to try it, inspect the workflow or follow the development progress.

The project is still in active development, but it already has working ROM output, documentation, examples and ongoing feature work.

I would be very interested to hear thoughts from the SegaXtreme community, especially from people familiar with 32X development, SH 2 behavior, ROM structure or homebrew tooling.
 
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