Alternatives
Products that do what C port of the (non-super) Star Trek game, incl. WASM for browser/phone does
Hi HN, I've decided to port the original (non-super) Star Trek game to C since I wanted to try playing the original but wasn't able to find a lot of sources that run on modern machines. Therefore I based this port on Michael Birken's 2008 C# port. This is in contrast to the Super Star Trek game which was far more popular and has a number of sources available on the web. I took some hamfisted measures to allow the Web Assembly version of the game to be played on mobile as well, it's not very pretty but it kind of works. You can tap into the terminal to open your phone keyboard, then the…
- 1MP
I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do. One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it. The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself. I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I…
2023 · zamfofex.neocities.org
- 2RI
I recently brought Infocom's original UNIX z-machine source code back to life on modern systems. The modified source code, instructions on usage, a build of the z-machine, and examples of embedded game executables are available. There is also a detailed write-up about the state of the original source code, the porting process, and the invaluable role Justine Tunney's Cosmpolitan project played in bringing the Zork trilogy (and more) to Windows/Mac/Linux/bsd for arm/x86 machines over the course of a lazy Sunday.
2025 · christopherdrum.github.io
- 3

- 4IM
I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…
2022 · battle-of-flags.com
- 5CG
This was an interesting porting project for a few reasons (IMO): - The original game is/was awesome and, from a programming perspective, a wonder -- smooth scrolling arcade game on a 128kb Mac in 1984... - The port was done with a lot of help from AI (mostly Claude Code, but some Gemini CLI as well). I'm a programmer; it wasn't vibe-coded. But I couldn't have done the port of 68k assembly without it. FWIW, Claude seemed better at actually porting the 68k assembly but Gemini was better at finding bugs. YMMV. - I love Redux and Redux Toolkit for state management. For the port, I put the…
Sep 2025 · continuumjs.com
- 6

- 7IM
Hi, As a 8-bit C64 game coder in eaarly 90ties and currently mostly FE-focused dev, decided to give a go to a simple retro game archive. This is purely fun project - so i decided to post it to HN, mayne it'll resonate :)
2023 · polishpixels.com
- 8IW
I grew up on the Infocom games and when microsoft actually open-sourced Zork 1/2/3 I really wanted to figure out how to use LLMs to let you type whatever you want, I always found the amount language that the games "understood" to be so limiting - even if it was pretty state of the art at the time. So I figured out how to wrap it with Tambo.. (and run the game engine in the browser) basically whatever you type gets "translated" into zork-speak and passed to the game - and then the LLM takes the game's output and optionally adds flavor. (the little ">_" button at the top exposes the…
Jan 2026 · infocom.tambo.co
- 9AM
I ported modern Linux to a ten-year-old HTC QWERTY phone as a handheld terminal. I wrote it up here: https://tmzt.github.io/blog/a-modern-port-of-linux-to-a-ten-... You can see the code here: https://github.com/tmzt/linux-stable-msm-dtsi
Jul 2026
- 10AN
Been having a lot of fun reading an SC2Replay collection through nom parsers, serializing into Arrow files so that pola.rs can read them and perform data analysis with jupyter lab, plotly or interact with SQL operations, etc. Looking for feedback and ideas on what to progress on. For example, "through history, are my timings getting better?". etc. Also would love to have ideas on what libraries to use to perform forecasting.
2023 · github.com
- 11IB
A while back I wrote a CHIP-8 emulator (which is considered the Hello, World! of emulators and is more accurately a virtual machine since historically CHIP-8 was an interpreted language running on top of the COSMAC VIP to make game programming easier). But a few months ago I got really interested in embedded software, so decided it would be neat to port my emulator to a STM32 MCU and design a console around it as a learning experience, since CHIP-8 never existed as a physical system. I didn't know much about embedded software when I began, and even less about electronics, but I managed to…
2022 · github.com
- 12AA
2024 · github.com
- 13AM
"Game" is a stretch, but I put together this repo containing a pure Rust app which uses SDL2 and compiles to WASM (and can be run in a browser). Older resources were a bit out of date and a bit too verbose for my purposes, so here's a minimal working example.
2024 · github.com
- 14IR
Recently, I managed to recover some of my earliest work from the ZX Spectrum era from an old audio cassette. It is a mini-game, that I created as a teen, called "Atomix," written in BASIC with a mix of Z80 assembly — some of which I coded myself, while other parts were disassembled from existing games. I put the game in an modern emulator and recorded a screencast. See the video in my linkedin post: https://www.linkedin.com/feed/update/urn:li:activity:7288665...
2025
- 15WR
A WebAssembly runtime embedded in Godot game engine projects. Interact with Wasm modules from GDScript. Accessing Wasm modules via GDScript provides the following benefits. - Sandboxed environment allows safely loading zero-trust mods/extensions to a project. - Single target means that Wasm modules can be built from any language e.g. Rust, Go, AssemblyScript and the single binary can be run on all platforms. - Fast execution compared to GDScript allows for offloading compute-heavy operations or running bots/mods/etc. at high FPS. This might be useful for loading mods, bot AI,…
2023 · github.com
- 16

MicroPython (lexer, compiler and VM) on the SNES: 3.58 MHz 65816, 56 KB Python heap, 16-bit int. The REPL runs right inside the post via EmulatorJS and also works on real hardware via flashcart. I did this as a benchmark for Claude Fable. When the export ban hit, switching to Opus got the project stuck for three weeks; Fable came back and found the real bug in ninety minutes. Along the way: 23 compiler bugs and 4 MicroPython bugs, each root-caused with a minimal reproducer and filed upstream. If you run it on real hardware, I want a picture!
Jul 2026 · fabian-kuebler.com
- 17ST
This is an episode guessing game using Star Trek: The Next Generation (TNG) episode images as clues. This game has been a side project for a few years now. Finally got it to a point that it is worth showing. Hope you experiance some nostalgia and find some enjoyment out of it. Inspired by framed.wtf
Jan 2026 · tng.episodle.com
- 18TG
Guide the hapless protagonist to the exit, while keeping in mind that he is afraid of darkness and refuses to walk in the dark areas.
2022 · h4plo.itch.io
- 19OS
2022 · github.com
- 20IM
Hello HackerNews, I'm Kaamkiya, the author of this program. It's a collection of minimal games made for terminals, like 2048, Hangman, and even two player games like pong. They're all text-based, but they can actually be quite fun. If you want to test it right now, you can do this: go run github.com/Kaamkiya/gg@latest I started this project out of boredom, honestly. I was bored, and when I'm bored I like to code or play video games. So I coded video games. I kept them really minimal though, because I'm not great at gamedev and thought it would be easier to contribute to text-based…
2024 · github.com
- 21ED
Hi HN! I'm working on an open-world multiplayer space sim with submarine-warfare-inspired combat. Crew a ship, haul cargo, run heists, hunt your foes with passive and active sensors. Browser-based, free, no install. Some of its features: - Submarine-style passive sensors. Contacts start as a bearing line (direction, no distance), resolve into an uncertainty circle, then into a full track. You triangulate over time by moving. - Silent running. Cut your emissions and witnesses can't ID you. - Newtonian flight. No drag, no auto-brake. Flip 180° and burn to stop. - Boarding combat. Dock with…
Apr 2026 · everestdrive.io
- 22AOAn ORM for C▲16
I mentioned this here a week or so back and there was some interest, so I've been tidying things and making the docs available. Announcement: http://isti.bitbucket.org/2013/06/21/orm-for-c-2.html Docs (start here!): https://bitbucket.org/isti/c-orm/wiki/Home Source: https://bitbucket.org/isti/c-orm/src Example app: https://bitbucket.org/isti/c-orm/wiki/SimplePhonebook It's very much beta (not used in any production code yet), so please take care. But the tests work and it's a…
2013
- 23

Hi HN, Recently I wasted several hours wrangling my dev environment only to find out that the browser frontend was talking to the wrong version of the backend. This got me thinking--why on earth are we still using simple numbers to describe which process to connect to? Why not use names instead? I thought of all the times a program wouldn't start because of port conflicts. The more I thought about it, the crazier it seemed. Modern operating systems already offer no-conflict ports: if you make your TCP server listen on port 0, the OS assigns you a random available port. But that only solves…
Jul 2026 · portzero.net
- 24PX
Hi HN, I ported the teaching OS xv6-riscv to HiFive Unmatched and got it running on real hardware, including passing usertests. I've been self-studying OS internals using the MIT 6.1810 materials. After finishing most of the labs, I was eager to see what it's like to run the OS on bare metal, rather than QEMU. The Unmatched may not have the latest RISC-V features, but it's well-documented, and the Rev B release has made it more affordable, which makes it a good learning platform. The porting process involved several interesting challenges: - Hardware Quirks: Handling things like enabling…
Jan 2026 · github.com
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