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Personal project Work in progress

TMNT: The Arcade Game — Sega Mega Drive port

C/SGDK demake-port of the 1989 Konami arcade game, with 2-player character select and level scrolling. Work in progress.

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TMNT: The Arcade Game — Sega Mega Drive port — screenshot 1
TMNT: The Arcade Game — Sega Mega Drive port — screenshot 2
TMNT: The Arcade Game — Sega Mega Drive port — screenshot 3

What it is

An unofficial port/demake of Teenage Mutant Ninja Turtles: The Arcade Game (Konami, 1989) for the Sega Mega Drive/Genesis, written in C with SGDK (Sega Genesis Development Kit). It’s a non-commercial fan project: I use the original arcade game as a design reference and I’m rebuilding it from scratch for Mega Drive hardware, which works very differently (no framebuffer, everything is tile- and VRAM-plane-based).

This is an actively developed, unfinished project. I work on it whenever I can carve out time between school and my job, so it moves forward in chunks. I’m still adding it to the portfolio because it already has real, concrete technical decisions behind it, and it’s the project teaching me the most about C programming and about how hardware works underneath the operating system — except here there is no operating system.

What it does (so far)

What’s still missing: levels 2 onward, enemies with their own AI (right now only the Rocksteady sprite has been imported), YM2612 chip sound, and combat balance polish. The code itself flags this: the main loop in main.c still has a // ... add the rest of the cases ... comment waiting for the missing states.

What I learned / solved

Why I include it

Because it’s honest to show it this way: in progress. It’s the project that pushes me hardest to understand what happens “under the hood” — memory, VRAM, frame timing — and I want that learning process to show, not just a polished result. It also connects directly to Swapprite, showing how a problem from one project (the Mega Drive’s color limit) spun off a separate tool to solve it.