So a few weeks back my friend klops: the lead dev of PortMaster, introduced me to a developer called bmdhacks (who was once, long ago, a dev on a couple PS2 games!). bmdhacks had a crazy plan (well by the time I got to chat to him, that plan was very close to complete!) of bringing Dead Cells to the inexpensive R36S retro handheld. Which maybe you’ll know, if you’re a retro handheld fan, is a device that was never designed to run games of that scale.

What started as a impossible request in the PortMaster world (they had it rated as “Low” in feasibility) turned into a stupidly difficult technical project involving a custom ARM JIT compiler for HashLink, an LLVM-based ahead-of-time compilation backend, and an entirely new decompiler pipeline capable of reconstructing structured code from bytecode.
And did I understand everything he told me when telling me what he did, how he did it, and what was next? No. Not at all.
My article I got to write on it (from all bmdhacks told me) covers the whole process, so if you’re into the technical side of porting games? Then you’re in for a treat!
Here’s my link:
https://gardinerbryant.com/the-anatomy-of-an-impossible-port/
Little edit: bmdhacks is in the comments below, if anyone has any specific question to ask, or comment to share! Yay!


Hi… happy to answer any questions about my work here if this sorta thing interests you.
Nice to see you dropped by!
…even nicer to see you’re on Lemmy, you kept this one quiet!