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  1. Auto Xbins (ex Easy-Xbins)

    A updated tool previously known as Easy-Xbins.
    This tool will provide you with fast, easy 1-click access to the Xbins FTP service where you can download the latest homebrew and hacks for the Xbox, Xbox 360, PS3 and the Wii
    Save the exe to your desktop, or to an easy to remember location. then just double-click it whenever you need access to Xbins. You will be logged into the ftp within seconds, with zero effort!
  2. AutoBleem

    AutoBleem is a tool to make your PlayStation Classic more usefull. It is relatively safe way to add games , change look and feel, change advanced configuration of your mini console.
    Overmounts portions of the PSC's filesystem to safely allow PCS modifications Modifies the stock UI to show added games Uses GAME NAMES as folders instead of numbered folders Supports multi-disc games Includes offline metadata and cover art databases - no download needed during sync Runs on boot of the PlayStation Classic as it was designed to do so from the beginning Intelligent algorithm is trying to "fix" missing files like .cue, unpack .ecm Nice GUI that replaces need for BootMenu Small footprint on USB drive as no .NET Core runtime needed As written in native language for PlayStation Classic it is fast Work with no issue with multitrack games (I had no problem with it) Supports CUE/BIN and Not encrypted PBP (popstation created - PSN downloads will not work) file formats Replaces BootMenu and Bleemsync..intergates with RetroArch sotware no need to run anything on the PC Supports themes of both AutoBleem and Sony menu configurable filter settings Supports multi disc games Makes your PlayStation Classic a great device Installation
    Download the ZIP Extract the contents to the root of your FAT32(recommended) or ext4 formatted USB flash drive Name your flash drive SONY. This is a requirement. Download Cover Repository databases (three separate files for NTSC-U, PAL and NTSC-J) Copy Cover Repository databases into /{Your USB}/cbleemsync You may want to install RetroArch (the folder is empty) - find it on ModMyClassic website - I do not distribute this software. You may want to install additional themes ... find them on reddit and copy to themes folder (follow folder structure) by screemerpl.
  3. BleemSync

    BleemSync is intended to be the easiest and ultimate modding tool for the PlayStation Classic and should be the only tool you will ever need when it comes to modding the PlayStation Classic.
    Why BleemSync?
    Create your custom PlayStation Classic experience by adding your own games, emulators, themes and mods. Easy to use, UI application to use to allow easy game adding/syncing, modification and configuring. (Compatible with Windows, Mac and Linux) Better FileSystem support (Ext4, exFAT, NTFS, FAT32) Multi OS support (Windows, Mac, Linux) (basically anything that has a RDNIS driver. Which is a lot.) Reliable and steady emulation performance. RetroArch support and Integration. Multitude of various controller support with RetroArch. Big community available to offer support to fellow users. And many more awesome features! How to install
    Download the zip package to your computer. Format a USB drive (usb2.0 preferable) to FAT32 and label it SONY Extract the zip package to the root of your newly formatted USB Make sure your console is unplugged from power, HDMI and any powered USB hub. Insert the USB to controller port 2 on your console and hook the console power back up. (HDMI optional) When the orange light displays, power on the console as normal and wait! (Instructions will display on tv if HDMI connected.) When the initial install is complete your console’s LED will flash RED and an install complete message will display for 5 Seconds. The console will automatically REBOOT after this. Once this is done and your console’s LED is ORANGE, you have successfully installed! You can keep reading (recommended!) or get started straight away. (How to use BleemSync Guide below) It’s highly recommended that you format the USB to either (exFAT or NTFS (ext4 also supported but exFAT seems to function better!)) and extract the backup back to the root of your USB drive. You can now plug in your USB (always all cables unplugged first!) back into your console. (How to use BleemSync Guide below)
  4. Brosexec with SD2SP2 support

    SD2SP2 support added by NiHuShu
    It might take a while for it to load because it checks for both memcard slots.
    Original Readme.txt:
    Brosexec 0.1 by suloku '15
    This is a simple dol that will load autoexec.dol from the root of a SD card in a SDGecko adapter. It's main purpose is to be used with the Home Bros. Exploit, as a way to boot homebrew on unmodified consoles. One of its goals is to keep used space in the memory card as low as possible.
    Uses libfat 10.0.14 and thus supports FAT32 and SDHC.
    Currently the needed space is 11 blocks on the memory card.
    Check the Home Bros. exploit Check Swiss. _____________________
    suloku 15'
  5. bsnes-hd

    bsnes-hd (called "HD Mode 7 mod, for bsnes" in early betas) is a fork of bsnes (great SNES emulator by byuu) that adds HD video features, such as:
    HD Mode 7
    Rendering the rotated, scaled or pseudo perspective backgrounds at higher resolutions. This does not involve new custom imagery or upscaling algorithms. It is a higher resolution version of the process the SNES uses.

    Extending the scenes to the left and right, without distorting them. Works for most Mode 7 scenes, but also for some other scenes/games, after some setting tweaking.
    Objects/Sprites will not be visible correctly in the widescreen areas. Fixing this will require ROM-hacks. Some technical information is available below.
    True color
    Color calculation are done at true color instead of the SNES color depth (3x8 instead of 3x5 bit). With the optional line color smoothing color "steps" turn into actual gradients (without influencing the sharpness of the artwork).
    Other high resolution features
    Smother color gradients and window effect, not limited by the original resolution or integer precision.
    plus some non-HD related features
    like the ability to disable background layers, sprites and window effects for screenshots for wallpapers.
    all in Settings / Enhancements / "HD Mode 7 / bsnes-hd"
    names in parentheses are for the options of the libretro core
    The resolution Mode 7 is rendered at. Higher setting drastically increase CPU usage. "disable" uses the classic Mode 7 code, disabling some of the following features. (defaults to 2x, to show the effect with the smallest possible CPU impact)
    Perspective correction
    Whether and how pseudo 3D perspective are optimized, avoiding limitations of SNES integer math.
    off: disable correction on: enable correction auto(default): enable correction, but try to detect when it breaks the image and automatically disable it. wide(default)/medium/narrow: the distance between the lines used for the interpolation (and also for the detection, if enabled). Use "wide" unless it causes issues. Only currently known game that requires this is "Tales of Phantasia", requiring "narrow". Mosaic (HD->SD Mosaic)
    How to handle Mosaic effects on Mode 7 backgrounds.
    non-HD: use 'classic' Mode 7 with Mosaic applied. Looks as intended, but disables HD and widescreen. 1x scale(default): instead of the set Scale use "1x". Provides a good compromise between the other two options. ignore: ignore the Mosaic effect completely. Supersampling
    Allows basing every resulting pixel on the average of multiple pixels. At 1x scale it allows using the higher precision at the original resolution, e.g. for use with CRT-shaders. At higher resolutions it is basically expensive anti-aliasing. (defaults to "none") Keep in mind that to estimate the performance impact you have to multiply(!) this value with the "scale" value.
    Widescreen (WideScreen Mode)
    Enables experimental widescreen functionality
    none: do not enable widescreen Mode 7(default): enable widescreen for Mode 7 scenes (works for most games) all: enable widescreen for all scenes (non-Mode 7 scenes only work acceptable in some games, but many have mostly artifacts) Aspect ratio
    Specifies the widescreen aspect ratio. 16:9 at 5x scale results in a width of 1920, which (with the default overscan setting off, see below) results in exactly 1080 HD. (defaults to 16:9)
    WS bg (WideScreen Area Background Color)
    Sets how the backgrounds of the widescreen areas are filled
    color: always fill the widescreen areas with the scanline background colors. auto(default): fill the widescreen areas with the scanline background colors, except when the "Widescreen:Mode 7" setting disables widescreen for the scene, then use black. black: the widescreen areas always have a black background, ignoring the background color, even when the scene is widescreen. (do not use unless a a game specifically requires it, none known for now) WS marker (WideScreen Marker)
    Allows highlighting the edges of the widescreen areas in some ways.
    none(default): no highlighting lines: shows a dashed lined at the edges of each widescreen area darken: darkens the widescreen areas WSM alpha (WideScreen Marker Alpha)
    Specifies how translucent the widescreen markers are. (defaults to 1/1)
    BG1/BG2/BG2/BG4 (WideScreen Background 1/.../WideScreen Background 4)
    Settings for the background layers.
    off: no widescreen (e.g. for HUDs) on: widescreen enabled < xy/> xy: widescreen enabled above/below a certain scanline (for backgrounds that contain HUDs and backgrounds), e.g. for "HyperZone" at "BG2: >80". autoHor: Disables widescreen for this background when it is as wide as the screen and has a horizontal position of 0. autoHor&Ver(default): Disables widescreen for this background when it is as wide as the screen and has a horizontal and vertical position of 0. crop: do not draw the left- and right-most 8 pixels (next to the widescreen areas) of the background (for backgrounds blanking some edge pixels, leaving black lines in widescreen, e.g. "Top Gear 2"). cropAuto: same as "crop", except for 2 differences. Only black pixel are not rendered. And lines of black pixel starting in the left crop area are removed entirely, e.g. for "Super Mario Kart". disable: Disable the background entirely, e.g. to remove HUDs for screenshots for wallpapers. Sprites
    Settings for sprites/objects.
    clip: Sprites are clipped at the edges of the widescreen areas. safe(default): Sprites are rendered if they are at least partially in the classic content area. So they can only partially reach into the widescreen areas. unsafe: Sprites are rendered, even if they are entirely in a widescreen area. Works fine for a view games, like "Super Mario World", causes artifacts in many. disable: Disable sprites entirely, e.g. to remove characters or HUD elements for screenshots for wallpapers. Ignore window (WideScreen Ignore Window)
    none: Apply window effects normally. Widescreen pixels are treated like the nearest non-widescreen pixel. outside(default): "outside" window effects are ignored, i.e. all pixels are treated like they are at the "fallback x-coordinate" for this purpose. This allows Mode 7 widescreen in "Final Fantasy III" outside&always: Same as outside, but also for "always" window effects. all: Same as outside, but for all window effects. Can for example be used to remove the shadow and meter from "F-Zero" for screenshots for wallpapers (requires changing "fallback x-coordinate" from 128 to something like 40). Fallback x-coordinate (WideScreen Ig Win Coordinate)
    The x-coordinate used as fallback for "ignore window". (defaults to 128 (the center))
    Line color HD (HD Background Color Radius)
    The amount of neighboring lines used to smooth color gradients that are applied to the frame, e.g. to improve perspective Mode 7 effects, by fading to dark for the "far away" top. "0" disables this smoothing. The default is "4".
    Window HD (HD Windowing (experimental))
    The amount of neighboring lines used to smooth Window effects, like iris transitions, shadows or spell effects. "0" disables smoothing and is the default. (This feature is considered a preview, as the lines at the top and bottom of effects are currently not entirely HD and it still has noticeable issues. Please let me know about any games/scenes/effects that work noticeable badly or well)
    Differences in setting/options from bsnes
    Settings / Output / Show Overscan Area (Show Overscan)
    In bsnes the overscan setting allows switching between cropping 8 and 0 lines form top and bottom, which are unused due to the way TVs in the time of the SNES worked. In bsnes-hd it switches between 12 and 8 lines, defaulting to 12 (off). This cuts of 4 lines on both sides that technically contain content, but should not cut important information as these lines are still in an area that wasn't safe to use (12 lines is 5%). The reason to do is that the resulting height of 216 is exactly a 5th of 1080, so you can integer scale to HD and 4K resolutions, e.g. 5x at 16:9 is exactly 1080 HD with every Mode 7 pixel rendered specifically.
    Widescreen technical
    The amount of pixel columns added to both sides for the various aspect ratios are: (4:3, 16), (16:10, 40), (16:9, 64), (2:1, 88), (21:9, 120). Those currently are for overscan off (see above) and don't change when you change that setting.
    Maximum width for objects/sprites
    The maximum width for widescreen areas that still can have places objects in them is 96 (exactly 2:1 AR with overscan on).
    Object/sprite wrap-around
    At that maximum width 352 is the only coordinate that places a large object (width 64) entirely off screen. Smaller value make it reach into the screen from the right, larger ones from the left.
    by Derkoun.
  6. Cheat Engine

    Cheat Engine is a development environment focused on modding games and applications for personal use.
    Build Instructions
    Download Lazarus 32bit. Install it to the path where you have full access e.g. "D:\Lazarus" if you wish to develop 64bit applications, download and install "cross-x86_64-win64" addon, use the same path e.g. "D:\Lazarus" (installer can show "folder exists" notification - click yes/ok ) 64bit Windows users can do the otherwise: download and install Lazarus 64bit from here (plus "cross-i386-win32" addon if you want to develop 32bit applications) Run Lazarus and click on Project->Open Project. Select cheatengine.lpi from the Cheat Engine folder as the project. Click on Run->Build or press SHIFT+F9. you can also click on Run->Compile many Modes (tip: select first three compile modes) If you want to run or debug from the IDE on Windows you will need to run Lazarus as administrator.
  7. CUE Creator

    Generate a .CUE for a PS1 .BIN.
    Drag-n-Drop a PS1 .BIN file onto the .BAT to make a respective .CUE file.

    This does not work with multi-track PS1 games that use Compact Disc Digital Audio (CDDA or CD-DA), also known as Audio CD.
    by freeman.
  8. DoLaunch

    Set of dol launching tools for GameCube.
    This tools are based on the dol loading code used in Swiss by emu_kidid.
    Brosexec: This is a simple dol that will load autoexec.dol from the root of a SD card in a SDGecko adapter. It's main purpose is to be used with the Home Bros. Exploit, as a way to boot homebrew on unmodified consoles. One of its goals is to keep used space in the memory card as low as possible. - Check the Home Bros. exploit. Brosexecconf: this is a simple configurable dol launcher, the configuration file can assing a dol to each button. Supports a timer to autoboot a default dol after a configurable amount of time passes. Also supports passing command line arguments to loaded dol files in the form of .cli files. - A text only version and a version supporting customizable png background are available (on screen text can be disabled so the background can be used as splash screen for autoboot for example). - Uses lib PNGU by frontier. McLoader: this simple dol can launch any dol present in a memory card created with dol2gci. It¡s main use would be for those not having an SDGecko adapter. by suloku.
  9. EZFlash Junior kernel firmware

    This is the firmware and kernel for the EZFlash Juinior, Gameboy and Gameboy Color flash cart.
    Note: For the best performance and stability. The items in the root folder no more than 32(include the kernel file and saver folder). The total files in each folder from the root folder no more than 100.
    SHA1(ezgb.dat)= a67c41c5f146e5bb58a355eeadb00a4fd2caa71b SHA1(Update_FW3.gb)= d91c47b3c5921467e51fa1b10d42d77c75d6d5f0 FW3 K1.03
    Improved game compatibility Added the support of MBC1M Multicart K1.02
    Fixed some logical error in last played game. FW2 K1.01
    Fixed some game compatibility Optimize the limited number of files and directories Fixed some file display issues Added a Reading interface Added a Loading interface Added the support of MBC30 64KB SAVE Added AUTO SAVE in SET tab Checked = Backup the save to SD every time automatically when kernel booting up Unchecked = Kernel will ask every time when kernel booting up, cancel backup may cause you to lose the last play record Added last played game Press START in file browser to activate, Press A to launch, B to cancel.
  10. EZFlash Omega GBA Kernel and Firmware

    The kernel and firmware for the EZFlash omega line of GBA flash carts.
  11. FoxTool

    A tool for compiling and decompiling Fox Engine XML files. Compiled XML files have these file extensions:
    Extension Content BND Graph Bounder Data CLO Sim Cloth Setting DES Destruction EVF Event FOX2 Scene FSD Facial Settings Data LAD Lip Adjust Data PARTS Model Description PH Physics Object Description PHSD Physics Sound Parameter SDF Sound Data File Info SIM Simulation Object TGT Geometry Target Description VDP Vehicle Driving Parameter VEH Vehicle VFXLF Visual Effects Lense Flare Requirements
    Microsoft .NET Framework 4.5 Usage
    FoxTool [-d|-c] file_path|folder_path Examples
    Compiling an XML file
    FoxTool file_path.XML FoxTool -c file_path.XML Decompiling a file to XML
    FoxTool file_path FoxTool -d file_path Decompiling all decompilable files in the folder to XML
    FoxTool folder_path FoxTool -d folder_path
  12. Game Boy Interface (GBI)

    Game Boy Interface is a free alternative to the Game Boy Player Start-up Disc software. It still requires the Game Boy Player hardware.
    The standard edition is ideal for sample-and-hold displays (LCD, OLED). By default, it emulates some aspects of the color and sound of the original handheld. With a Broadband Adapter and USB Gecko in hand, it can be used as a small Game Boy Advance development kit.
    The speedrunning edition is ideal for impulse displays (CRT, 1ms MPRT LCD, Plasma). It attempts to be a non-controversial improvement for speedrunners. To ease transition, it can be configured to closely mimic the Game Boy Player Start-up Disc.
    The high-fidelity edition is ideal for use with the Open Source Scan Converter, XRGB-mini Framemeister, or using solely a video capture device and software processing. Given the right setup, it can offer audiovisual quality comparable to emulation on newer platforms. It is less than suitable for direct display connection, with some exceptions.
    All editions can emulate the color and sound of the original handheld if desired.
    Open Source Scan Converter? → gbihf-ossc.dol+cli, gbihf-carby+ossc.dol+cli or gbihf.dol XRGB-mini Framemeister? → gbihf-xrgb.dol+cli or gbisr-xrgb.dol+cli Nintendo GameCube Component Video Cable? → gbihf-cmpv.dol+cli, gbihf.dol or gbi.dol GCVideo-DVI/HDMI? → gbisr-gchd.dol+cli or gbi.dol Anything* else → gbisr.dol or gbi.dol If you have something truly exotic, hopefully you don't need a tl;dr.
    Turn your Game Boy Advance into a Nintendo 64 or Nintendo GameCube Controller using the Game Boy Advance Cable.
    Rumble is supported using the following Game or Option Paks:
    Drill Dozer Nintendo DS Rumble Pak Nintendo DS Slide Controller WarioWare: Twisted! e-Reader dot codes and multi-bootable ROMs are provided in the extra package for untethered use from Game Boy Interface.
    It also prolongs battery life over the Game Boy Player Start-up Disc with power saving trickery, while maximizing performance.
    GBA dumper
    Holding Start + Select in the Game Boy Player while the Game Boy logo is visible will grant you access to a dumping utility. From there, you can dump your GBA BIOS, ROM, or save data.
    An SD Card and SD Card Adapter is required. In the speedrunning edition, this is substituted by a built-in GBA ROM checksumming utility.
    TAS playback
    Game Boy Interface has a built-in movie playback feature, allowing for the console verification of GBC-on-GBA and GBA tool-assisted speedruns, all without hardware modification.
    A few console-verified movies are included in the extra package. An SD Card and SD Card Adapter is required.
    Further information: Booting Homebrew
    SDSC Card
    Obtain the SD Media Launcher. Format the SDSC Card as FAT(16). Extract the main package to the root directory of the SDSC Card. (Optional) Extract the extra package to the root directory of the SDSC Card. (Optional) Rename the desired .dol or .dol+cli file on the SDSC Card to autoexec.dol. Important: Do not move the folders away from the root directory.
    Memory Card + SD Card
    Restore Home Bros. to a Memory Card. Obtain an SD Card Adapter. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to boot.dol. Important: Do not move boot.dol or the folders away from the root directory.
    Memory Card
    (Optional) Backup the Memory Card. Format the Memory Card on a system of the same region. Restore a usable game save exploit to the Memory Card. Restore the desired .gci file from the main package to the Memory Card. Note: An SD Card is required for data files. Some features won't be available.
    IPL + SD Card
    Install iplboot to a supported IPL replacement. Obtain an SD Card Adapter. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to ipl.dol. Important: Do not move ipl.dol or the folders away from the root directory.
    DVD + SD Card
    Install an available drive chip. Obtain an SD Card Adapter or SD2SP2. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to boot.dol. Burn boot.gcm from the extra package to a DVD-R. Important: Do not move boot.dol or the folders away from the root directory.
    DVD + Memory Card
    Install an available drive chip. Restore the desired .gci file from the main package to a Memory Card. Burn boot.gcm from the extra package to a DVD-R. Note: An SD Card is required for data files. Some features won't be available.
    This method is unsupported at this time.
    Using Swiss
    When loading a .dol file, Swiss first look for a .dcp file. This file contain a limited set of options that can be interactively changed before starting Game Boy Interface. This set of options can be expanded upon, but is limited to 16 options with 8 choices of 31 characters. Note that the default shown positions don't represent the default settings.
    For a more permanent or advanced configuration, a .cli file can be used. This file contain command-line arguments on separate lines.
    A list of options and example configurations can be found in the subpage for each edition.
    Using wiiload
    Game Boy Interface can be reloaded using its built-in wiiload server with command-line arguments passed on to the wiiload client.
    New overlays can also be uploaded in this fashion.
    The contents of a .cli file can be appended to a .dol file to form a .dol+cli file. The file must end with a blank line due to the hacky nature of this method.
    When using a game save exploit, the resulting .dol+cli file can be converted to a .gci file using dol2gci.exe from the extra package.
    by Extrems.
  13. Gameboy Development Kit (gbdk)

    A C compiler, assembler, linker and set of libraries for the Z80 like Nintendo Gameboy.
    Short story:
    * Unzip using WinZip or similar (which you've probably already done :)
        e.g use WinZip to extract to d:\gbstuff\gbdk
    * Add the 'bin' directory to your path if required.
        e.g Add 'PATH=%PATH%;d:\gbstuff\gbdk\bin' to autoexec.bat, or
      through the System control panel on Windows NT or 2000.
    * Restart if needed.
    * GBDK is ready to go - there is no need to compile the libraries or
      to set environment variables.  You may want to remove the
      GBDKDIR line from autoexec.bat that an older version of gbdk may
      have put there.
      See the ChangeLog for more information.
    * You can compile the examples by running 'make.bat' in examples\gb
        e.g d:, cd \gbstuff\gbdk\examples\gb, make
    * Very similar to win32
    * Extract the archive somewhere (normally /opt/gbdk)
    * Set GBDKDIR to where you installed with a trailing /
        e.g. export GBDKDIR=/home/michaelh/gbdk/
    * Try compiling the examples as above
    Notes for this release:
    2.96 is a special maintenance release which includes all of the bug
    fixes from a year of development of sdcc.  The code generated should
    now be more reliable, and all examples run correctly.  Banked
    functions, the 'sfr' keyword, and targeting assemblers other than
    asxxxx is unsupported in this release, but will be in the next.  All
    testing was done with xgnuboy on Linux/ppc - thanks to them for making
    a cross platform emulator.
    Special note:
    I've reverted the WORD to 16 bit unsigned change that required
    -DGBDK_2_COMPAT=1.  You can use BYTE_IS_UNSIGNED if you, like me,
    really want WORD to be unsigned :)
    Reporting problems and feature requests
    1.  Make sure that you have read this README fully.
    2.  Have a read of the gbdk homepage
    3.  Read the latest copy of this README
    4.  Make sure you have the latest version
    5.  Check if anyone else has reported the problem
    6.  Submit a new bug using the link above.  It is _very_ helpful if you can 
        show how to reproduce the bug and/or give me the source to try and/or
        use the --dumpall (lcc -Wf--dumpall) option and send me all of the *.dump
        files.  Use the email address below.
    To download the latest source, get the tarball on sourceforge,
    extract, and type:
    make -f update.mak update
    The Linux binary is normally installed in /opt/gbdk.  If you
    install somewhere else, set GBDKDIR to the appropriate path.
            export GBDKDIR=/opt/gbdk/
    Note the trailing slash.
    Latest version of this README:
    Library documentation:
    This was generated from include/*.h by doxygen
    General Gameboy information:
    GeeBee FAQ:
    GBSpec aka Pan doc
    Banked function support
    2.95 and above supports banked functions.  The rules are:
    * Any function with the attribute 'nonbanked' ie
        int puts(const char *sz) nonbanked;
      will be put into HOME.
    * Any function with the 'banked' attribute can be called from any bank
      A banked call has four extra bytes of stack overhead and adds 56
      m-cycles to each call.  If anyone can suggest a faster method, I'd
      love to hear it.
    * Any static function will be treated as 'near' and not have the
      overhead of a banked call.
    * If you specify 'banked' with either static or nonbanked, the function
      will be non-banked.
    * The model used sets whether 'normal' functions (without the banked,
      nonbanked, or static modifiers) are banked or not.  The currently supported
      options are:
            --model-medium  Functions are by default banked
            --model-small   Functions are by default nonbanked
      The default is model is small.  The compiler defines SDCC_MODEL_SMALL
      or SDCC_MODEL_MEDIUM depending on the current model.  Libraries for both
      models are provided in lib/small and lib/medium
    * types.h defines BANKED and NONBANKED to 'banked' and 'nonbanked'
      respectively.  I recommend using these for future compatibility and
      for portability.
    Some notes:
      * Currently only works with rgbds and isas.  asxxxx doesn't support
        resolving the bank of a function at link time
      * Pointers _will not_ pass correctly across banked functions.  For
        speeds sake pointers are still 16 bit, so if you call a banked
        function with a pointer that is in your bank, the pointer will
        become invalid when your bank disappears.  Be warned.  Note that
        calls within the same bank will still work.  Some ways of getting
        around this problem are:
          o Put heavily used functions or functions that take pointers
            in HOME.  Then the pointer will remain valid.
          o Calls within the same module (ie file) should be in the same
            bank.  Id like to say will, which is true in asxxxx, but I
            haven't confirmed it.
      * A banked call adds an extra 4 bytes to the stack and quite a few
        extra cycles to the call.  Don't use it for heavily used functions
        and avoid it where possible by grouping dependent functions into
        one bank to make them 'near'
      * Assembly functions and functions that don't take parameters (ie
        functions that don't care if a few extra bytes are added to their
        call stack) can be treated as both 'banked' and non-banked.  This
        is due to how the return address of the calling function is
      * Only non-banked (this includes static) functions may be used as
        parameters or have their address taken.  If you don't know what
        this means then you should be OK :)
    I have made some of the library functions banked.  More will follow.
    Using the banked attribute under asxxxx will cause no harm, but you
    are limited to being in the first two banks (32k)
    #pragma bank=[xx] has been extended.  Using [xx] = a number (1, 2..)
    is assembler independent.  The special banks HOME and BASE are also
    assembler independent.  Note that the last #pragma bank= will be the
    one that applies for the whole file.
    One more thing.  As banked and non-banked functions may be mixed the
    compiler commits any constant data at the end of each function.  One
    side affect is that code like this:
    const int array[] = { 1, 2, 3, 4 };
    void foo(void) nonbanked { ... };
    will associate array[] with foo() and as foo is in HOME so will be
    array.  This only occurs when a constant inialised array is declared
    immediately before a nonbanked function.
    rgbds support
    2.95 added decent rgbds support.  Basically:
      o Use "sdcc -mgbz80 --asm=rgbds file.c" for each file.c
      o Use "sdcc -mgbz80 --asm=rgbds crt0.o gbz80.lib gb.lib file1.o file2.o..."
    crt0.o, gbz80.lib, and gb.lib are in lib/rgbds.  The missing parts are
      * lcc does not work with rgbds.  You have to call sdcc directly, setting
        up the include path and making the libraries local as appropriate.
      * sdcc does not support the concept of an output file name when
        linking.  This means that your cart will be called 'a.gb', the
        .sym file 'a.sym' etc.
      * The libraries are generated directly from gbdk-lib by 
        tools/astorgb.pl.  The converter may have bugs which passed on 
        through to the libs.  Be cautious of any assembler library functions.
      * I don't know why, but xlink seems to load all of the libraries
        instead of just the ones that are required, adding a significant
        overhead.  this is being investigated.
      * Static initialised data like:
            int data[] = { 1, 2, 3, 4 };
        currently isn't supported.  sdcc pulls some tricks with the way that
        sections are allocated to support the initialisation code which rgbds
        doesn't support.  In any case, static inited data is normally a bug -
        most people normally mean:
            const int data[] = { ... };
        This is especially the case with tile data etc on the gb.
    Some of the examples don't yet work.  For now you need a make utility like
    GNU make (see below) to compile them.
    Differences between this and gbdk-2.1.5
    * It now uses sdcc <http://sdcc.sourceforge.net/> as the C compiler
      which should lead to better code but unfortunately will generate
      a whole new set of bugs :)  Most of the differences below are due
      to this change-over.
    * sdcc _does not_ automatically promote variables to int's.  This is 
      a 'good thing' as normally the promotion is unwanted on an eight
      bit system, but in some places you may get the wrong result.  If
      so, try promoting the variable manually i.e. (int)foo*20;
    * If funny things happen when you access registers, try declaring them
      as volatile.  See <hardware.h> for an example.  sdcc normally caches
      variables for speed, but this causes trouble when accessing registers.
    * The basic types have changed.  The sizes are now:
            char            8 bits
            int             16 bits
            long            32 bits
            long long       Doesn't exist
    * Float support is there but unconnected.
    * gbdk has an alternitave set of typedefs for those who like me like
      their WORDs to be unsigned.  Define BYTE_IS_UNSIGNED=1 to use the new
            Before          With            Or              Size
            BYTE            INT8                            8 signed
            UBYTE           BYTE            UINT8           8 unsigned
            WORD            INT16                           16 signed
            UWORD           WORD            UINT16          16 unsigned
            DWORD           INT32                           32 signed
            UDWORD          DWORD           UINT32          32 unsigned
    * There is now real initialised static data support.  You can now use
      BYTE abModifyMeLater[] = { 5, 6, 7, 8 };
      void foo(void) 
        abModifyMeLater[2] = 12;
      and it will work.  Currently this is very inefficient but it will
      be improved.  See const in the next section
    * Constant global structs (ie tile data, sprites) SHOULD be declared
      as 'const'  If they are not declared const, not only do they get copied
      into ram at startup but they take up about 6x the rom space.
    by djmips and michaelh.
  14. GB Cart Flasher

    Una aplicación que permite flashear las diferentes tarjetas que permiten cargar homebrew y backups en Game Boy.

  15. GB Studio

    GB Studio is a free and easy to use retro adventure game creator for Game Boy available for Mac, Linux and Windows.
    GB Studio consists of an Electron game builder application and a C based game engine using GBDK, music is provided by GBT Player.
    by Chris Maltby.
  16. GB USB Smart Card Save Extractor

    With this tool you'll be able to extract individual saves from an sram dump from a GB USB Smart Card 64M flashcard loaded with MottZilla's menu.
    Since version 1.1 you can also inject saves, so you are able to transfer save files from other devices into the flashcart with ease.
    However, this functionality is limited to replace a existing save, so you have to first run the game in the flashcart and power cycle your gameboy to allow the menu create the save and then transfer the sram to your pc to replace it.
    How to use:
    Open an sram dump from a GB USB Smart Card 64M with menu. Select if you want to extract a save or inject a save. Double click the save you want to extract/replace from the list. Done.
  17. GBA Tool Advance (GBATA)

    I. Overview II. What's new III. Quickstart IV. Version History I. Overview
    GBA Tool Advance is a gba rom tool with the functions below.
    Header Viewer Intro Remover Overdump Fixer fix header Intro Drawer IPS Patcher SRAM Patcher  Rom Trimmer Reboot/Sleep mode Clock fix for Pokemon sapphire & ruby. II. What's new
    Correct some publisher code. Correct some save check. III. QuickStart
    1.Header Viewer
    With this function you can check the rom header info,Drag your gba rom and dorp it on the application.
    2.Intro Remover
    With this function you can remove the general intro,just like gbaintroremover you used to use.
    Note:don't try to edit the start offset if you are not sure where it is,For the unusual intro rom,even if you know the start offset,the game still doesn't work after removing the intro,because the game start address has been modified by release group.
    3.Overdump Fixer
    With this function you can fix the rom overdumped.
    Note:make sure that the rom is REALLY overdumped.
    4.Fix Header 
    With this function you can fix the header if this header is corrupt.
    The rom with corrupt header can't be run on the GBA hardware or on emu with BIOS.
    5.Intro Drawer
    With this function you can draw the intro and make it the independent intro file.
    1.single draw
    Only save the intro with header,the intro file is very small,but not always works.
    2.original draw
    Save the original rom with all game data gone,the intro file is large(original size),but the size will cut down after being ziped.
    6.IPS Patcher
    With this function you can patch an ips to the rom.
    7.SRAM Patcher
    Comes in handy for people that can't use the eeprom/flash saves right. 
    It is for EEPROM_v111,EEPROM_v120,EEPROM_v121,EEPROM_v122,EEPROM_v124,EEPROM_v125,EEPROM_v126,FLASH_v120,FLASH_v121,FLASH_v123,FLASH_v124,FLASH_v125,FLASH_v126,FLASH512_v130,FLASH512_v130,FLASH1M_v102,FLASH1M_v103.Not for the data compressed Famicom Mini series. 
    8.Rom Trimmer
    With this function you can cut down your gba rom size to the most likely actual size.
    9.Reboot/Sleep mode
    With this function you can Reboot your game, enter to the sleep mode and wake up by pressing any combine key, you can set the combine key as you wish.
    Note: 1, This function is not compatible with ph0x's BOMA, don't try to patch them both.
          2, This function is for hardware only, if you want to test it on emu, don't forget to run it with BIOS.
          3, the bin code of this function is made by elffinal.
    10.Clock fix
    With this funtion you can make the Real Time Clock runs during play time, it is for the hardware that doesn't support RTC.
    Note: It is for Pokemon sapphire & ruby series only

    IV. Version History
    SRAM Patch now support EEPROM_V125,EEPROM_V126.
    Correct some serial tag.
    fix a damn bug that will delete your files
    update publisher's database
    update serial
    Improved SRAM Patcher, now SRAM patcher support all kind of non-sram format, except the compressed Famicom Mini series.
    Add Reboot/Sleep mode function
    Add Clock fix
    Fix a deathful bug
    Add new function Rom Trimmer
    Note: Don't use version 0.4 anymore,it contains a deathful bug that will delete you files.
    More publisher(maker) can be detected.
    Intro remover now can automatic detect which value to pad (most likely value,FFs or 00s) 
    Fully support Zip file
    Support Drag & Dorp file to application.
    Info can be saved into clipboard
    SRAM Patcher now support the newest format EEPROM_v124
    More publisher(maker) can be detected.
    logo.dat is not needed,you can delete it from your harddisk now.
    Add new function IPS Patcher
    Add new function SRAM Patcher (EEPROM_V111 format not supported yet)

    Savetype check completed
    You can save the header info in a text file.

    0.1a beta
    Fix a small bug
    0.1 beta
    First release version.
    by coolhj.
  18. GBAATM-Rebirth (GBA Auto Trainer Maker)

    Basically is a generator or patcher of GBA roms that add a trainer at rom start to enable the cheats. Also add slow motion support and some button combination to reboot the rom and renable cheats.
    This is possible because the tool scan the rom to find hooks or memory address unused where inject the new assembly code and generating a new rom file.
    Also, the tool support 2+1 cheatcodes type: raw, codebreaker and gameshark (this one is not enabled in some builds).
    From a developer point of view the tool is an Ui where the users set various things like the cheats or the background image, cheatcodes converter and generate a new rom.

    The tool is not yet finished but right now can add the trainer and the rom generated is 1:1 with the same data of the original Windows version.
    I chose to start a new thread because I consider the project as working and official and not just experimenting.
    Right now before to consider it complete I need to improve the code quality, some bugfixes from the migration of this old codebase and evaluate new features.
    There is also the feature of the slow motion that is not working yet. I was thinking if drop that feature now because all the emulators now support it and probably on a real GBA this is not required anymore.
    Anyway when everything will be done I will build a version also for Windows (I have to see for Mac OSX) but I will keep posting updates.
    To Cracker for sharing the original source code. Also thanks to this project I can study how works C++, knows more assembly and how compiled languages are very a mess (if you have no patience). by Mte90.
  19. GBT Player

    Music player library and converter kit for Game Boy that can be used with RGBDS.
    GBT Player is a music creation environment for GB and GBC. It is composed by mod2gbt, which converts a mod file into a gbt (GameBoy Tracker) file, and GBT Player, which will be used to play that song in the GB. It's the same idea as the old Lemon player, but greatly improved. Because of this workflow, there are a lot of limitations that the GB doesn't impose, but that are needed so that the mod file and the result on the GB are similar.
    GBT Player is writen in 100% assembly. That means that it is fast, it won't need a lot of CPU time (around 7%?), and you will have a lot of time for your game logic. There is source code for RGBDS, the main option for Game Boy development (in my opinion). There is also legacy code for an old version that also supported GBDK, but it's mostly unmaintained.
    mod2gbt is writen in C, and should compile anywhere.
    GBT Player is open source, and it is licensed under the BSD license. That means that you can use and modify it but you have to give credit for the original work. It would be nice to you tell me if you use it, anyway. :)
    IMPORTANT NOTE: Version 1.x.x converted songs won't work with player version 2.0.0 or higher. The same happens with 2.x.x and version 3.0.0. They have to be converted again.
    How to compile the example
    Compile mod2gbt. In Windows you can use a command line like:
    gcc -o mod2gbt.exe mod2gbt A bash script for Linux has been included in case you are feeling lazy.
    Put rgbasm, rgbfix and rgblink in the gbt-player folder and double click the bat/sh file in the rbgds_example folder. A compiled GB binary is included.
    Copyright (C) 2009-2018 Antonio Niño Díaz.
  20. GC Save File Convert

    GameCube Save Converter is a useful tool that can easily switch the region of GameCube save games.
    It can convert a GameCube save game to EUR (PAL), USA (NTSC) or Japan (NTSC-J) regions.
    GC SaveFile Converter will work on modern versions of Windows, such as Windows 10, however you will need COMDLG32.OCX.
    When you have Convert an File The program will make an File with the Extension .BAK.
    The .BAK file is an backup of the Orginal File.
    VBRuntime File Ver.6: http://download.microsoft.com/download/vb60pro/Redist/sp5/WIN98Me/EN-US/vbrun60sp5.exe
  21. Godot Engine

    Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.
    Free, open source and community-driven
    Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit.
    Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.
  22. gpghax

    Disclaimer: this can brick your console. Don't use if you don't understand every piece of how it works.
    This uses lolhack, a payload launcher created by madmonkey.
    What if PlayStation Classic, but with a game library that's actually fun to play?
    Adding Custom Games:
    Open games/custom.db in an SQLite Editor of your choice. Add new entry to the GAME table as follows:
    GAME_ID = numerical identifier, has to be unique GAME_TITLE_STRING = Name of the game PUBLISHER_NAME = self explanatory RELEASE_YEAR = self explanatory PLAYERS = number of players RATING_IMAGE = Has to be CERO_A GAME_MANUAL_QR_IMAGE = Has to be QR_Code_GM LINK_GAME_ID = leave empty Then you have to add the actual disc files to the DB. Open DISC table and add new entry per each disc for the game:
    GAME_ID = GAME_ID from the GAME table DISC_NUMBER = disc number BASENAME = base name for the cue/bin file pair, i.e: SCUS-94426 Save that file.
    Then you have to add actual game files, go to games dir and create a new folder with the GAME_ID from previous steps, i.e 21. Inside of that directory you need to put at least those files:
    BASENAME.cue (use the BASENAME value from the DISC table, i.e SCUS-94426.cue) BASENAME.bin (use the BASENAME value from the DISC table, i.e SCUS-94426.bin) BASENAME.png (use the BASENAME value from the DISC table, i.e SCUS-94426.png) pcsx.cfg (use the default one from the sample game with id 21) Running:
    Put everything onto an empty USB drive named SONY, plug the usb drive into the port 2 and reboot the system. If everything worked fine, you should see your custom game in the menu.
    If you add a game, navigate to it in the menu, close the console, and then remove said game, upon next boot the console will fail to start. You need to make sure to always shutdown the system with one of the stock games selected.
    If you don't want to/don't know how to edit the database file, you can just replace the empty SCUS-94426.cue and SCUS-94426.bin files from this repo with your game (just make sure you keep the same name for the files) and it should work somewhat fine.
    madmonkey, DanTheMan827, skogaby
  23. GTA Censor Remover

    This app allows you to remove the censor in GTA: San Andreas and unlocks the removed 'Hot Coffee' interactive scene found after a successful date with one of your girlfriends. It can also be used to change the region of your Xbox save.
    This program supports PS2, Xbox and PC saves. Please see the included help file for usage.
    Made by gothi.
  24. Guide to game journalism

    PDF of a guide to game journalism.
    Contents list:
    Part I Introduction to journalism 1 Primary Sources 2 Secondary sources. 3 Specialist skills and expensive tools/data 4 Veracity of sources 4.1 Correlation vs causation 4.2 Wire services and story verification Part II Generating a list of things to watch 5 Direct sources 5.1 More narrow interests 6 Indirect sources 6.1 Intellectual property 6.2 Legal stuff (finding it, reading it, knowing what to look for) 6.3 Game rating, classification and censorship boards. 6.4 Game translators, game guides, game testers and related concepts 6.5 Electrical standards testing 6.6 Leaks and after action reports from game developers, publishers and related parties 7 User comments, comments from notable figures, meta analysis and in game events 7.1 On the nature of comments 7.2 Meta review ranking sites 7.3 Notable events within games Part III Business stuff 8 Stock markets Going long Shorting and short selling 8.1 Popular stocks and basic ideas of stocks 9 Game company income streams 10 Earnings, financial statements and investor reports Investor relations. Investor reports, earnings predictions and matching thereof. 10.1 Profit, income, expenses, expenditures, and loss 10.2 Credit ratings 10.3 Investor calls 10.4 Investor removal of funds/investors pulling funds 11 Bankruptcy 12 Subsidiaries 13 Mergers and buyouts 14 Further accountancy and business lookup 15 Hollywood accounting and the construction of the game industry 15.1 Game industry makeup 16 Lobbyists, industry groups, unions and you 17 Game sales and sales windows 17.1 What should a game cost? 17.2 Game of the year and compilation editions 17.3 Amazon and gamestop listings and the nature of placeholders 17.4 PC download market, also console online premium services. Consoles 17.5 Popular physical disc/hardware retailers (online, brick and mortar?)? Main bricks and mortar retailers, and some notable regional online, for the various countries. 18 Consumer and morality advocacy/activism groups Part IV General interest section 19 Game information databases 20 Game conferences and you 20.1 Notable game industry conferences 20.2 Smaller conferences 20.3 Hacker conferences 20.4 Game jams and Tech demos 20.5 Trailers and stage demos 20.6 Awards and awards shows in general 21 Science journals 22 Competition/“esports”, challenge runs and speedrunning 22.1 Competitive gaming and esports. 23 Gambling 24 Data analysis 1) Unintended uses of a game, website, API or similar. 2) Game playing 3) ROM hacking analysis of files 24.1 Historical analysis 25 Test groups, focus groups and surveys 25.1 Surveys 25.2 Focus groups 25.3 Test groups 26 Review codes, embargoes, and riders 27 Game theory and general design of games 28 Market segments and game genres Part V Useful tools and analysis methods 29 How to use a search engine 30 Spreadsheet absolute basics 31 Advanced text manipulation 31.1 Column mode in notepad++ 31.2 Regular expressions 31.3 Using grep, awk and sed 32 Archive.org’s wayback machine and caching services 33 Website analytics and web metrics Google trends 34 News alerts 35 Web robots, crawlers and spiders 36 Metadata 37 Google books 38 Google groups (usenet text search) 39 New websites/domains by FAST6191.
  25. GzsTool

    C# Fox Engine dat/qar, fpk, fpkd, pftxs and sbp unpacker/repacker.
    GzsTool file_path|folder_path Examples
    Unpacking a dat file. This will unpack all files to the folder called "file_name" and will create a "file_name.dat.xml" file.
    GzsTool file_path.dat Unpacking an fpk/fpkd file. This will unpack all files to the folder called "file_name_fpk/file_name_fpkd" and will create a "file_name.fpk.xml/file_name.fpkd.xml" file.
    GzsTool file_path.fpk GzsTool file_path.fpkd Unpacking a pftxs file. This will unpack all files to the folder called "file_name_pftxs" and will create a "file_name.pftxs.xml" file.
    GzsTool file_path.pftxs Unpacking a sbp file. This will unpack all files to the folder called "file_name_sbp" and will create a "file_name.sbp.xml" file.
    GzsTool file_path.sbp Unpacking all fpk and fpkd files in a folder. This will unpack all files to their respective folders and create the respective xml files.
    GzsTool folder_path Repacking a dat file. This will create the "file_name.dat" archive.
    GzsTool file_path.dat.xml Repacking an fpk/fpkd file. This will create the "file_name.fpk/file_name.fpkd" archive.
    GzsTool file_path.fpk.xml GzsTool file_path.fpkd.xml Repacking a pftxs file. This will create the "file_name.pftxs" archive.
    GzsTool file_path.pftxs.xml Remarks
    Repacking a dat file without changes will result in a smaller file. This is due to the tool not reencrypting formerly encrypted files and thereby not requiring to store the decryption keys. Unpacking Ground Zeroes g0s and pftxs files will only work with v0.2 (Ground Zeroes)
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