Please note that this is a very early non-playable prototype

Breathing new life into a classic. Dive into the journey of recreating the magic of Kid Chameleon!

Last Update: 05-01-2024

How to Control:

CONTROLKEYBOARDXBOX GAMEPAD
MOVEMENT
Arrow KeysDPAD or Left Analog Stick
JUMPXA
DASHZX
ACTIONCB
ZOOME
RESTARTR
FULLSCREENF5
DEBUG (SHOW/HIDE)D
PREVIOUS, NEXT LEVELQ , W

What's implemented:

  • Intermediate Physics (speed, air drag, collisions, slopes, etc)
  • Some Helmet powers and attributes
  • Some projectiles (Axe and Skull Bullets)
  • Some debug output features:
    • Main variables output in HUD
    • Buttons to test each helmet
    • Timescale slider for testing the physics in slow motion
    • Click to debug something wip

What is missing:

  • Some Level Blocks Interactions
  • Enemies
  • Damage
  • Items
  • Everything else.


Disclaimer

  • "KidEngine" is a fan-made tribute and is not officially affiliated with Sega.
  • All rights regarding "Kid Chameleon" belong to Sega.
  • This project is non-commercial and made for educational and entertainment purposes.

About

This project is a reverse engineering exploration of the Sega Genesis game "Kid Chameleon." I started this as a self-proclaimed novice, eager to understand the ins and outs of Genesis internals and the Motorola 68000 Assembly Language.

Ever since I was young, both video games and programming have fascinated me. This interest led me to explore classic games, with "Kid Chameleon" standing out. Wanting to uncover the mechanics of the game, I dove into disassembly study, avoiding existing online disassemblies to forge my own understanding.

The journey began in 2021, attempting to create a game engine using Unity and 3D assets. Progress was slow, but I pressed on. In 2022, the project evolved, utilizing the original game assets. Fast-forward to 2023, and the project is now rebuilt with the Godot engine, transitioning from C# to GDScript. It's been a path filled with learning, setbacks, and progress.

Developing KidEngine is a process that starts with analyzing the original m68k assembly code. I study the game's behavior using emulators, trying to comprehend how everything functions. From there, I engage in a careful routine of writing and testing code for the Engine, comparing it with the emulator, and revisiting assembly if something needs correcting. It's a systematic approach to ensure the new version is faithful to the original game.

This project is not just about coding; it's a tribute to a game that captured the imaginations of many. It reflects my passion for gaming and programming, bringing together the best of both worlds.

Whether you're a fellow developer or someone who simply enjoyed playing the game, I hope KidEngine provides a glimpse into the world of game development and reverse engineering. It's about understanding what made "Kid Chameleon" special and recreating that experience for a new generation.

Main Objectives

The primary aim is to create a faithful experience that captures what made "Kid Chameleon" a standout game. Simulating the game's physics with near-perfection is a goal, alongside reviewing and rectifying some bugs. New features are also planned, provided they do not disrupt the original gameplay.

The development of the project is divided into the following stages:

1. Recreation & Simulation

During this phase, the project needs to mimic nearly all features found in the original game; optimization is not yet a priority. It must run the original levels and provide an authentic experience for seasoned players, staying true to the feel and mechanics of the classic.

2. Optimization

In this phase, there will be a comprehensive refactoring of the code to make it more concise and align it with modern programming practices. This stage includes fixing bugs found in the original code and implementing a modding-like system. This system will allow for the addition of new elements without affecting existing functionality, thus preserving the integrity of the game.

3. Reimagination

Reaching this stage would be a significant personal accomplishment. Essentially, it could lead to the creation of a new game based on the engine, akin to "Sonic Mania" or "Mario Maker."

Planned Features

  • Frame-rate and Resolution Independence: Experience the smoothest possible physics that authentically mirrors the original game's feel. The action remains fluid, regardless of hardware specifications, ensuring an engaging and responsive gameplay experience.

  • Optional Pixel-Perfect Positioning: For those who like the retro experience, this feature allows pixel-perfect accuracy in character positioning. Leave it disabled for a smoother, more modern feel or enable it to revel in classic gaming nostalgia.

  • Expansive Levels: The game transcends the hardware limitations of the Sega Genesis, offering much larger levels filled with more enemies, challenges, and content. Explore vast landscapes that were previously unattainable.

  • In-Game Level Editor: Unleash your creativity with a built-in level editor. Design your own landscapes, obstacles, and experiences without ever leaving the game.

  • Custom Levels and Play worlds: Easily open and explore custom levels or entirely new play worlds. The game is designed to be versatile, accommodating the unique content created by you and the community.

  • Fresh Content Possibilities: Introduce new elements like enemies, blocks, and helmets. The game's structure is flexible and ready for innovation, ensuring that gameplay remains fresh and exciting.

  • Robust Modding Support: For those looking to delve deeper into customization, modding support is planned. Modify the game in various ways, adding your touch, or integrating community-created content for a continually evolving experience.

Timeline

  • Aug 2021 - Reverse Engineering begins
  • Sep 2021 - First Progress in Unity Engine YouTube Playlist
  • Oct 2022 - Unity project is remade; more progress on the simulation of the physics is made YouTube demonstration
  • Apr 2023- Project is ported to Godot Engine using C#
  • Aug 2023 - Project is ported again to GDScript, recreating all the base physics of the previous attempts

Contribution

Got feedback or suggestions for KidEngine? Share your thoughts and join the discussion below! Also, consider joining the Kid Chameleon Discord Server

This project is a labor of love, born out of passion and a desire to pay tribute to the classic Sega Genesis game "Kid Chameleon." It is important to note that the project is non-commercial and not-for-profit. The author does not claim ownership of the original game's copyrights and has undertaken this initiative purely as a hobby.

Should this reimagined version ever reach completion, it will be released entirely free of charge, honoring the spirit of sharing and community that drives this endeavor.

If you want to support the author's ability to invest more time into this and other similar projects, you are warmly invited to contribute through Patreon. Your support, no matter how small, can make a significant difference in fueling the creativity and love that goes into this project.

Please know that your interest and engagement with this work are already deeply appreciated, and your support will only help foster further growth and innovation.

Support me on Patreon

Development log

Leave a comment

Log in with itch.io to leave a comment.