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Abuse

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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 .deb and .rpm packages 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-dir flag to configure. Defaults to /usr/local/bin if not specified.
  • 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.
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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.

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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.

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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 😅

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From 1991 to 2000, the Nintendo UK hotline answered millions of calls from players

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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!!

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(From Reddit by the user "u/Renegade_Soviet")

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We have this image, which implies the Oinker is a full spaceship, with a pilot room and all. MegaMicro Game$ also shows it has corridors.

HOWEVER, we also have THIS at Mega Party Game$.

Is there a Mini-Oinker around? Can the Oinker change its size?

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So I just did a little follow-up to my Retroid Pocket 6 review, this time looking specifically at the 12GB model and what those extra 4GB actually get you when it comes to retro handheld emulation.

I chatted to the developers behind Eden, GameNative, ARMSX2 and ARMSX3, as well as Retroid themselves, with each weighing in on how the extra RAM affects their respective emulators and where the 12GB model really makes a difference.

I also put the Pocket 6 through just the tiniest bit of testing on my own to sprinkle throughout. Hope some here enjoy it!

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mz-700 version Space Harrier (Producer: commentary by Kazuhiro Furuta + play video)


Source Code is Here:

Oh!X 1988 10 : Free Download, Borrow, and Streaming : Internet Archive
https://archive.org/details/OhX_1988-10/page/n83/mode/2up

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submitted 6 days ago* (last edited 4 days ago) by to c/retrogaming@lemmy.world
 
 
  • Runs on Android 12
  • Supports, at the very least, GB, GBA, NES, SNES, Genesis, and Game Gear
  • Takes input from physical buttons
  • Lets you hide on-screen buttons

I have a Sidephone with the Mini Controller keypad and I want to play games on it. There's a bespoke (unofficial) emulator for the phone called SideRetro, but it only supports GB, GBA, NES, and Genesis, and it's vibe-coded, so I'd rather use something else. Tried Lemuroid but it doesn't take input from the physical buttons and can't hide the on-screen buttons.

Edit: It's been tough finding a good selection of apps that recognize my physical buttons, let me hide the on-screen buttons, and play what I want. RetroArch seemed to do the trick, but if I hide the on-screen buttons there's also no way to open the RetroArch menu that I can find.

For now it looks like I'm sticking with SideRetro for the games it can play -- even if the dev uses AI to code it, I don't think it can actually harm my phone, and it's not like I'm paying for it. Nostalgia GG works great for Game Gear (it has ads, but thankfully only on the launcher) and an option no one mentioned yet for SNES, Snes9x, which turned out to be perfect.

Thanks for all the input, everyone!

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submitted 1 week ago* (last edited 1 week ago) by to c/retrogaming@lemmy.world
 
 

cross-posted from: https://discuss.tchncs.de/post/66737678

RetroAchievements for Terraria require tModLoader, which you normally can't run on Android. I tried getting it to work with GameNative, but had no success.

But recently, I discovered this Android app that lets you run desktop .NET apps: https://github.com/FireworkSky/RotatingartLauncher

The installation is pretty straightforward: you just specify the path to the GOG Linux version of Terraria and the path to a ZIP file containing tModLoader.

For mods, I downloaded them on my PC through Steam and simply copied the .tmod files to:

<Internal storage>/RALauncher/Terraria/tModLoader/Mods

For save files, I set up Syncthing to sync ~/.local/share/Terraria/tModLoader/ to: <Internal storage>/RALauncher/Terraria/tModLoader

By default, the game opens stretched at a much lower resolution, but going to Settings -> Video -> Fullscreen automatically sets the correct resolution.

To log in to RetroAchievements, I had to connect a keyboard to enter my username and password. While doing so, I noticed a small bug: connecting a keyboard while the game is running crashes it.

I haven't seen this app mentioned on Lemmy, so I hope someone finds this useful.

P.S. The handheld in the picture is an AYN Thor.

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(Female version on the bottom, to clarify the Female Main Character has hair instead of horns)

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40 years later, and I've still got the skills

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This is my full interview with Geekstrada and Helaas, the two developers behind Leaf, the custom firmware for the MINILOONG Pocket 1 (which you might have seen Russ cover a couple of weeks back with a video, if you're into the retro handheld scene).

We chat about how they came together, why Leaf exists, the thinking behind its development, the Colorway Studio you might have used when buying Retroid's Nova, and the community growing around the project. It's a long one, but there's plenty in here about the people, ideas and tinkering behind Leaf.

I know these kind of interviews can be a little niche, but I think that so often people use these apps, programs, projects and builds without knowing the people behind them. I think I'm up to over 60 interviews now, so this is my tiny project of remedying that. Hope some enjoy it :)

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Hey All,

So I haven't soldered in over 10 years but just recently I dug out my old GB/GBC/GBA games and I found a number of them have dead batteries so all of my saves are gone for those games. 😭

I'm bought all the stuff I need to replace the batteries but the batteries themselves. Does anyone have a good place to get tabbed batteries? I was going to get them from amazon but wanted to see if there was a better place. I think most of the games I need to replace are CR2025's but there may be a few CR1616's too.

Hopefully this is the right community to ask this in.

Thanks!

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The weird, rare Panasonic Q GameCube was a hybrid GameCube and CD/DVD player. Very few were sold due to the PS2's similar capabilities, but that makes the Q worth more now (of course)

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