Moorhuhn Winter GBA Port
Budget / Salary$30–250
TypeFreelance project
LocationRemote
Posted3 hours ago
I own the rights to Moorhuhn Winter Edition and want the full experience running flawlessly on Game Boy Advance hardware. Players must feel no difference: every sprite, animation, sound effect, background tune, scoring rule, menu transition, and secret trick should mirror the original PC release. The earlier “Moorhuhn” GBA cartridge with a different landscape proves the machine can handle it; your job is to make the winter map shoot-’em-up do the same.
Under the hood, please keep the gameplay loop and timing identical so veteran high-score hunters notice no change. All graphics must preserve the hand-drawn look and colour palette, converted to the GBA’s 15-bit mode without visible loss. Music and SFX need authentic sample playback through the handheld’s PSG/DMA channels. Menu logic, font, and scoreboards should match pixel-for-pixel.
Deliverables
• Compiled, fully playable .gba ROM ready for flash carts and emulators
• Well-commented source code, build scripts, and asset conversion tools
• Documentation outlining engine choices, performance optimisations, and any compromises made (ideally none)
• Short test report confirming parity with the PC version on score behaviour, hit detection, and audio sync
I’m open to the language or engine you prefer—C with libgba, tonc, or assembly are all fine as long as it meets Nintendo’s technical limits and runs at a solid 60 fps. Once we agree on a milestone plan I can supply the original assets for legal use in this port.
Under the hood, please keep the gameplay loop and timing identical so veteran high-score hunters notice no change. All graphics must preserve the hand-drawn look and colour palette, converted to the GBA’s 15-bit mode without visible loss. Music and SFX need authentic sample playback through the handheld’s PSG/DMA channels. Menu logic, font, and scoreboards should match pixel-for-pixel.
Deliverables
• Compiled, fully playable .gba ROM ready for flash carts and emulators
• Well-commented source code, build scripts, and asset conversion tools
• Documentation outlining engine choices, performance optimisations, and any compromises made (ideally none)
• Short test report confirming parity with the PC version on score behaviour, hit detection, and audio sync
I’m open to the language or engine you prefer—C with libgba, tonc, or assembly are all fine as long as it meets Nintendo’s technical limits and runs at a solid 60 fps. Once we agree on a milestone plan I can supply the original assets for legal use in this port.
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