SegaXtreme Saturn 31st Anniversary Homebrew Showcase - Entry Thread

Hey everyone,

For this year’s submission, I decided to recreate the classic Flash game The World's Hardest Game on the Sega Saturn.

This year I honestly didn’t have much free time to work on anything, but I still wanted to participate, so I managed to throw something together at the last minute.

Sorry reviewers. I swear I did not make this game specifically to annoy you guys… :laughing:


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My main entry - the final/completed version of Pixel Poppy Pong!

I spent waaay too much time on this. I hope somebody plays it 😀

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Main updates:
  • Ported from Jo-Engine to SRL (basically completely re-written)
  • Particle system
  • Pixel-Art redrawn from scratch
  • Completed "story mode"
  • Enhanced gameplay
  • New music
  • Faster Loading time
  • Uses RTC to change game assets (try messing with the clock!)
  • Lots of easter eggs
See this readme for additional technical details and the gameplay manual:

See the resource page for the download link:



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Attachments

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UPDATE: Fixed Satiator hang related to VCD Card detection. Please test with 3.7.1 if you are using Satitator: Release Fix Satiator Hang · slinga-homebrew/Save-Game-Copier. Thank you to Reyeme for reporting and testing.

My entry is Save Game Copier 3.7.0 Alpha: Release Contest Entry Alpha · slinga-homebrew/Save-Game-Copier. Save Game Copier is a utility to transfer Saturn save game files. This release is based very much on the work of the community. I ported work from the community to Jo Engine and then to Save Game Copier.

The three new features are:
  • Modem Support (Experimental, Write-Only)
  • Serial Link Support (Experimental, Write-Only)
  • VCD Card Dumping Support
I ask the reviewers to only review these three features and not anything from previous years.

main.png


Usage
From the README.md:

Modem Support (Experimental, Write-Only)​

SGC supports both the Netlink and Saturn Modem. This has only been tested with the Netlink Internet Tunneler.

[server:199407]
name = SaveGameCopier
host = 127.0.0.1
port = 4827

  • Start netcat listening: nc -l 4827 > save.BUP
  • Start the Netlink Intrenet Tunneler
  • Within SGC click on a save and select "Send to Modem"
    • This will dial the tunneler and send the data
  • The 512k BIOS takes about 9 minutes to send

Serial Link Support (Experimental, Write-Only).​

If you have a custom serial link adapter you can send saves to PC.
  • Start SGC
  • On your PC run picocom: picocom -b 209954 -g ** Example: picocom /dev/ttyUSB0 -b 209954 -g BIOS.BIN
  • Within SGC click on a save and select "Send to Serial"
  • The 512k BIOS takes about 30s to send
  • The SGC screen will be blank but you will data on picocom

Dumping VCD Card Firmware​

SGC can dump the firmware of your VCD card. If your VCD card is detected there will be a "VCD Card" menu option. Satiator does not support the VCD card.

Prior to adding these features to Save Game Copier I implemented them in Jo Engine with Demos. My work is based on the community's work, so it only made sense to contribute it back again.

1) Modem (joengine/Samples/demo - modem at modem · slinga-homebrew/joengine)
  • Not merged to Jo Engine yet
modem.png



2) Serial Link (joengine/Samples/demo - serial link at master · johannes-fetz/joengine)
serial.png


3) VCD Card (joengine/Samples/demo - vcd card at master · johannes-fetz/joengine)
  • Only supports detecting the VCD card and dumping it's firmware. No other features (playback, etc) are implemented
vcd.png


Future Work (no ETA!)
  • Get recv working on the Saturn side for Modem and Serial Link. This will require thought, spewing bytes to a PC is pretty easy. Ultimately I envision a single python script that can handle both.
  • Get video playback with the VCD Card working. Will require RE-ing the firmware

Community Help
I figure this is a good time for to ask for help.
  • My Jo Engine modem branch is very early. Code review and guidance would be appreciated. GitHub - slinga-homebrew/joengine at modem
  • If anyone with art skills wants to improve my Jo Engine demo images I won't complain.
  • I haven't tested the new SGC Alpha. Testing always welcome.
Thanks
 
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Hi,

I submit these sources to the tools category : These tools allow translating many elements of the game "Culdcept".
As described in more details in the GitHub repository README, I aborted this work following the announcement of "Culdcept the First" in the "Sega Saturn Tribute Series". Still, tools are mostly functional.

I let the judges decide if this entry is valid or not as a tool entry.
I'm fine with disqualification if this is considered as "incomplete" / "not enough". 🙂

I also attach here a SSP patch, which is a very limited demo to showcase that tools are working.

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Attachments

Hi, quick last minute entry :

noiz2sa-0.51a-saturn​

Github : GitHub - willll/noiz2sa-0.51a-saturn

Based on : Noiz2sa
I used GP32 port alongside with v5.1 source code.

Controls : A Fire, Start Pause, d-pad to move the ship.

ISO : noiz2sa-0.51a-saturn-v0.1.zip

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Kwon issues :
* It is missing BUP integration for hi-score saving,
* Game can crash because of memory allocation
* Game title is not using the original sprites
* Foes stop shooting because of the bad memory management,

Thanks to:
* Hassmaschine for ponesound driver for SRL : GitHub - bimmerlabs/Ponesound-SRL: Sega Saturn sound driver for SRL
* cafe-alpha for USB Gamer's cartridge : PPCenter :: Saturn Cartridges
* vbt for reminding me that 5 FPS is not acceptable for a game, and for GCC toolchain !​
 
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Well, I submitted my homebrew at the very last minute, a project called Dragon Ball Saturn.

The idea here was to mix one of my favorite games, Guardian Heroes, with one of my favorite anime series, Dragon Ball. The game is a beat ’em up that features sprite depth mechanics, along with a second playable/support character, Kuririn, who helps you during the fights.

There’s also a small world map included. The goal is to create a more open and non-linear experience, where you can use the Dragon Radar and search for the Dragon Balls in any order you want.

This demo currently contains only one stage, and the last time I was able to work on it was back in November 2025. So it’s still far from the ideal version, but it should already give a good idea of what I have in mind.

As for development, I’m using Jo-Engine, but for the in-game graphics I ended up using SGL to help save video memory. The game also relies heavily on CD streaming and loading, so I recommend testing it on an ODE.

I’m planning to use everything I learned from this project to create something original in the future. Even so, I still intend to keep working on this fan game little by little. Hope you enjoy it!

Fun fact: I’ve tested this homebrew on the Sega Pluto lol.
Is there a download link?
 
20/05/2026 update : added password lists in the fix patch archive for all levels and all difficulties, one to start levels with all stats maxed out, and, in case you'd find the game too easy, one for default start (so with 100% health, 0% armor, 50 bullets, no backpack, only fist and pistol).

So by special decision of the jury, I get to submit Doom fix patch v0.3 even if it was late to the party :
  • Startup :
    • Boot sector program IP.BIN made region free and updated with patch version and date.
    • Adds a sound effect when interrupting the logo sequence by pressing start (same sound effect than when pressing start on the title screen).
  • Controls :
    • Restores weapon bidirectional cycling, including during pause, while keeping the rollover that the Saturn commercial version introduced. Weapon cycle is inverted when maintaining the use button while pressing the cycle weapon button.
    • The interval during which the chainsaw is going up no longer prevents any weapon cycling (problem present in the PSX version).
  • Status bar : adds slot 0 in the weapon indicators of the status bar for the fist. This slot's number turns red to indicate a berserk condition.
  • Performance : noticeably improves framerate again. It's now smooth in the simpler levels, but it can still go quite down in the more complex ones.
  • Graphics : fixes additionnal gaps in graphics present in the PSX version (missing wall columns, rare missing sectors).
  • Flats :
    • Removes 2 pixels expansions that made the sides of ground or ceiling sectors overlap with walls (problem present in the PSX version). It reveals a few remaining gaps but it looks much better overall.
    • Improves the precision of the low detail flats with high detail limits that were introduced in v0.2 to improve performance.
  • Walls :
    • Fixes last wall texture column being always replaced by the 2nd one (bug introduced by the Saturn commercial version in the workaround for texture repetition, see below).
    • Wall textures are no longer stretched on walls higher than 256 pixels (problem present in the PSX version). They can now repeat over walls of up to 384 pixels, with a horizontal offset of one column every 128 pixels. That offset was present in the Saturn commercial version and it won't be fixed, otherwise it would hurt performance (VDP1 can't repeat a texture so texture length is extended when needed to following columns as a workaround, causing those offsets).
    • Fixes the horizontal sliding of wall textures when viewed at an angle (bug present in the PSX version).
    • Fixes incorrect diminishing light shading on walls that are partially hidden by another wall on their left (bug present in the PSX version).
  • Automap :
    • Removes status bar stats flicker when the map is toggled.
    • Damage and item pick up color effects now work on the black background, not only on map lines. The color effects working on the automap was an improvement of the Saturn commercial version over the PSX version.
  • General : retores some error checks (all had been disabled in the Saturn commercial version), but with a handling that is faster and doesn't crash the game unlike the PSX version, so for example a sector won't be rendered and the reason will be displayed by a message (I have yet to see one without forcing it with code modification).
  • Patch bugfix :
    • Fixes inversion between odd and even lines of animated wall textures (bug introduced in v0.2).
    • Fixes rare vertical one line shakes of the status bar (bug introduced in v0.2).
    • Fixes artifacts on the side of the screen when returning to the title screen from a demo or a level (bug introduced in v0.2).



 
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Entry List

Original Games - 14
Fist of ouchie Saturn
Nolan​
Coup
Team Coup (Farkus / Rudger (Julian))​
Interactive Particle GeneratorPixel Poppy Productions
flashback 2sfp editionvbt
Heavy: Overdrive Driftvbt
FPS Tech ProjectPonut64
Shadows of Peakwater500Zorkmids
SIMple City V0.2PenguinEmporium
Dragon Ball SaturnNai Adventure
QuadWorldReyeMe, Shiroiii, Purist
The World's Hardest GameErvilsoft
noiz2sa-0.51a-saturnwillll
SECRET???
Pixel Poppy Pong 2026Hassmaschine

Hacks / Patches (Not Translation) - 3
Disasteroids NetlinkFarkus and SupahFly
Light-Gun QoL Improvements Packprivateye
Doom fix patchfafling

Translations - 8
Riglord Saga 2 English Translation ShowcaseDragonsOfSaturn
Sword & Sorcery - English Patchwiredcrackpot and Rasputin3000
Dragon Ball Z - The Legend - English Translationwonder-inc
Sakura Wars 2 English TranslationSakura Wars Translation Team
SECRET???
Astra Superstars Menu TranslationExxistance
Iron Storm: Operation FilesHemulen
Iron Storm English RetranslationHemulen

Utilities - 6
Orbital OrganizerDerek Pascarella (ateam)
Enceladus WorldsTails of Saturn
AVR Audio/Video RenderingJollyroger
Saturn TON EditorFrogbull
Culdcept Translation Toolsbenclaff
Save Game CopierSupahFly
 
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Well, I submitted my homebrew at the very last minute, a project called Dragon Ball Saturn.

The idea here was to mix one of my favorite games, Guardian Heroes, with one of my favorite anime series, Dragon Ball. The game is a beat ’em up that features sprite depth mechanics, along with a second playable/support character, Kuririn, who helps you during the fights.

There’s also a small world map included. The goal is to create a more open and non-linear experience, where you can use the Dragon Radar and search for the Dragon Balls in any order you want.

This demo currently contains only one stage, and the last time I was able to work on it was back in November 2025. So it’s still far from the ideal version, but it should already give a good idea of what I have in mind.

As for development, I’m using Jo-Engine, but for the in-game graphics I ended up using SGL to help save video memory. The game also relies heavily on CD streaming and loading, so I recommend testing it on an ODE.

I’m planning to use everything I learned from this project to create something original in the future. Even so, I still intend to keep working on this fan game little by little. Hope you enjoy it!

Fun fact: I’ve tested this homebrew on the Sega Pluto lol.
I did not see this entry on the entry form. Did you enter the game in the showcase?
 
I wish I had entered something. Probably my new Bubble Symphony patch. It's cool, I'll try to enter something next year.
 
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