Submissions open from 2026-06-19 20:00:00 to 2026-07-27 05:00:00
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Hi! This is the first Cotordo32 Jam! This game jam is about making a game for a console that never existed. The Cotordo32 is… well… a 32-bit console.  We will have a theme for the jam that will be reveled once it starts! If you want to enter the jam,  In order to enter the jam you do not need to conform to the theme, however you must limitations use the limitations.



  • It used CDs with a custom way of encoding; maxed out at ~700mb. The reader was 1x speed, maxing out at 150 kb/s. 
  • 512kb work RAM, 256kb video RAM, 256kb audio RAM.
  • 15.642 MHz “joey” RISC processor
  • The CT32 could not do traditional redbook CD audio, it could, however, stream in a more complex way that allowed cross fading between up to 4 tracks at a time. This, however, was hard to program due to the bindings used by the C SDK, which is why a more traditional sound processor was added. This APU had 12 channels of sample based playback. These channels used 4 bit ADPCM and could be up to 44.1 KHz. then, there were 4 channels of 4op FM synths, these outputted at 44.1 KHz.
  • On this GPU, everything is a GPU primitive, but not in the PlayStation sense. Some examples are: 

       QUAD{x, y, w, h} 

       QUAD_VERT{x1, y1, x2, y2, x3, y3, x4, y4}

       LINE{x1, y1, x2, y2}

       TEXTURE{format, w, h, data[]}  

       You can map textures to stuff with built in hardware functions– also HDMA was a hardware feature-- also the console rendered at 320x240


Of course, applying these limitations perfectly would be close impossible, so just take these as a loose guide less than a strict rule-book. Just say to yourself “would this be possible?”

Now... on to the theme...



The theme is...




(The theme is NOT “redacted”, it will be properly announced once the jam starts.)


And remember, have fun!