Independent fork of Godot 4.7

Build for the consoles
that raised you.

Godot Retro Engine is a free, open-source Godot fork for building, porting and validating SNES and Mega Drive games. Real SDKs, real ROMs, real emulators — with source-level adapters for the games that deserve more than a binary translation.

Windows · Linux · macOS MIT-licensed fork No telemetry
RETRO BUILD / PREVIEW
Sonic 2 Emerald Hill Act 1 running on the SNES port
SNES · EHZ ACT 1
16-bit60 fpssource-level
MEGA DRIVE Gothicvania SNES → SGDK source port
SNES Sonic 2 MD → 65816 engine port
2target consoles
9retro editors
3desktop builds
100%source-level workflows

Fork features

One editor. Two consoles.
Zero black boxes.

The fork keeps Godot's workflow and adds the parts a retro project actually needs: toolchains, asset converters, ROM profiles, emulator feedback and game-specific port adapters.

Dual-console Game Build

Generate a real PVSnesLib/SGDK project and build a playable ROM from the same editor. Choose the target, mapper, ROM profile and splash, then validate the checksum.

SNES · Mega Drive

Source-level game ports

Dedicated adapters rebuild game logic for the other CPU instead of interpreting a 68000 or 65816 binary in real time. Sonic 2 and Gothicvania ship as working examples.

MD → SNES · SNES → MD

Native scene import

Bring Sprite2D, AnimatedSprite2D, TileMapLayer, collisions, cameras and UI from a Godot scene into a portable actor and stage runtime for both consoles.

Godot → ROM

Retro editors

Stage, sprite, animation, palette, collision, audio, input, state graph and code editors share one project format and one build pipeline.

9 editors

Console audio workbench

MIDI, module and sampled audio become SNESMOD/BRR or YM2612/PSG VGM. SFX can be synthesized, converted and previewed before they reach the ROM.

SPC · YM2612 · PSG

Emulator in the loop

Run the built ROM in a real libretro core, inject pad input, step frames, rewind and inspect audio — without leaving the editor.

Snes9x · Genesis Plus GX

ROM pipeline & validation

LoROM, HiROM, ExHiROM, MSU-1, FastROM and Mega Drive mapper profiles, with header, size, checksum and SD2SNES readiness checks.

build · validate · export

Honest about fidelity

Cross-platform exports warn you when manual work is required, and generated projects are named _snes_export / _md_export so they never get confused with the source.

warnings · portable projects

Targets

Pick a console.
The editor speaks its language.

SUPER NINTENDO

65816 · SPC700 · PPU

PVSnesLib 4.6, 4bpp tiles, Mode 1, OBJ bands, HDMA colour math, BRR samples, SNESMOD music and LoROM/HiROM/ExHiROM images with MSU-1 support.

  • Stage + sprite + collision editors
  • BRR/SFX and SNESMOD soundbanks
  • ROM checksum and SD2SNES readiness
See SNES output
MEGA DRIVE / GENESIS

68000 · Z80 · YM2612

SGDK 2.11, H40/H32, 4bpp packed tiles, planes A/B, hardware sprites, XGM2 PCM/FM music, PSG sound and linear mapper profiles with a real SEGA header.

  • Native SGDK project generation
  • YM2612/PSG VGM and PCM SFX
  • Sprite/stage import for 68000
See Mega Drive output

Source-level ports

Not a binary translator.
A second native build.

A 3.58 MHz 68000 cannot be interpreted by a 65816 in real time, and vice versa. The fork ships per-game adapters that read the original assets and rebuild the game against the target SDK.

Gothicvania running on Mega Drive SNES → MEGA DRIVE

Gothicvania

A complete PVSnesLib homebrew rebuilt for SGDK: original level pages, collision, hero physics, sword combat, three enemy types, title art and music.

SGDK68000source port
Sonic 2 corkscrew on the SNES port MEGA DRIVE → SNES

Sonic 2 — Emerald Hill

EHZ Act 1 rebuilt for the 65816: original chunk layout, collision, rings, badniks, springs, monitors, loops, corkscrew, Tails follower and SMPS-derived music.

PVSnesLib65816source port

Cross-platform export is a starting point, not magic. The editor shows a warning, asks for manual adjustments, and creates the result as your_game_snes_export / your_game_md_export.

Workflow

From scene to cartridge
in three loops.

  1. 01

    Import & author

    Open a PVSnesLib, WLA-DX or SGDK project, or import a Godot scene. Use the stage, sprite, animation, palette and collision editors to shape the game.

  2. 02

    Generate & build

    Game Build writes a standalone project with converted assets, chooses the ROM profile, runs the real SDK and validates the resulting image.

  3. 03

    Run & verify

    The ROM boots in a real emulator core. Press buttons, step frames, rewind, inspect the audio stream and fix what the preview shows you.

Showcase

Real ROMs. Real consoles.

Every image below comes from a generated ROM running in the editor's emulator preview.

Download

Start building
for 16-bit hardware.

Grab the latest editor build and point it at your PVSnesLib or SGDK project. The fork is open source; releases are published on GitHub.

Download on GitHub Releases

Latest tagged build: 0.1.60 · Godot 4.7 fork

LIN
Linux.deb · .rpm · .tar.gz
Download
WIN
Windows64-bit .zip
Download
MAC
macOSUniversal · Intel + Apple Silicon
Download
No account, no telemetry, no bundled ROMs. Bring your own legally obtained assets.

FAQ

Before you
insert the cartridge.

Short answers to the questions a retro port usually raises.

Is this the official Godot Engine?

No. Godot Retro Engine is an independent fork of Godot 4.7, focused on SNES and Mega Drive development. It is not affiliated with or endorsed by the Godot Foundation.

Can it convert any SNES or Mega Drive game?

No. Binary translation between 65816 and 68000 is not practical in real time. The fork uses source-level adapters built per game; Sonic 2 and Gothicvania are the reference implementations.

Are ROMs or copyrighted assets included?

No. The editor and toolchains are open source. You supply your own legally obtained source project, assets and ROMs. The original files are never modified by the exporters.

Does it really build Windows and macOS apps?

Yes. Linux is built natively. Windows is cross-compiled with MinGW-w64. macOS is built with osxcross as a universal x86_64 + arm64 app. Release archives are on GitHub.

Is the audio bit-exact?

Not always. SNES and YM2612 audio use real console formats and original samples where available, but some envelopes, timing and transcriptions remain approximations.