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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!

    14 descargas

  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.
    Features
    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.

    95 descargas

  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)

    55 descargas

  4. Cheat Engine

    Cheat Engine is a development environment focused on modding games and applications for personal use.

    2 descargas

  5. EZFlash Junior

    This is the firmware and kernel for the EZFlash Juinior, Gameboy and Gameboy Color flash cart.
    Changelog:
    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.

    0 descargas

  6. EZFlash Omega GBA Kernel and Firmware

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

    11 descargas

  7. 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

    11 descargas

  8. Gameboy Development Kit (gbdk)

    A C compiler, assembler, linker and set of libraries for the Z80 like Nintendo Gameboy.
    Short story:
    ------------
    win32:
    * 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
    Linux:
    * 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
        http://gbdk.sourceforge.net/
    3.  Read the latest copy of this README
        http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/~checkout~/gbdk-support/README?cvsroot=gbdk
    4.  Make sure you have the latest version
        http://sourceforge.net/project/?group_id=1249
    5.  Check if anyone else has reported the problem
        http://sourceforge.net/bugs/?group_id=1249
    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.
    eg.
            export GBDKDIR=/opt/gbdk/
    Note the trailing slash.
    Documentation
    -------------
    Latest version of this README:
        http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/~checkout~/gbdk-support/README?cvsroot=gbdk
    Library documentation:
            http://gbdk.sourceforge.net/doc/html/index.html
    This was generated from include/*.h by doxygen
    General Gameboy information:
            http://www.devrs.com/gb/
    GeeBee FAQ:
            http://www.devrs.com/gb/files/faqs.html
    GBSpec aka Pan doc
            http://www.devrs.com/gb/files/gbspec.txt
    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
        mangled.
      * 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
    currently:
      * 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
      typedefs.
            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.

    3 descargas

  9. 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.

    4 descargas

  10. 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.
     

    0 descargas

  11. GBT Player

    Music player library and converter kit for Game Boy that can be used with RGBDS.
    Introduction
    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.

    3 descargas

  12. 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.

    0 descargas

  13. 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.
    NOTES:
    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.
    Credits:
    madmonkey, DanTheMan827, skogaby

    17 descargas

  14. GzsTool

    C# Fox Engine dat/qar, fpk, fpkd, pftxs and sbp unpacker/repacker.
    Usage
    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)

    18 descargas

  15. hakchi2

    This is a GUI for hakchi by madmonkey.
    This application can add more games (game ROMs) to your NES/SNES Classic Mini or Famicom Mini. All you need is to connect it to a Windows PC via Micro-USB cable. No soldering or disassembling required.
    Features
    Change any game settings (including command-line arguments) Fill all game data automatically using included database Automatically check for supported games Search for box art using Google Images Use Game Genie codes for NES games; includes Game Genie database Automatically patch problem games (patches for many popular games included) Upload hundreds of games at once Return to the HOME menu with a button combination instead of the Reset button Enable autofire A/B Simulate the start button on the second controller (for Famicom Mini) Disable seizure protection Allows to install user-mods to add more features (even support for SNES/N64/Genesis/etc., music replacement, themes, etc.) So you were the first to hack the NES Classic Mini?
    No! It was my Russian сomrade, madmonkey, who first published a successful hack of the the NES Classic Mini. He created the original “hakchi” tool. However, it was not very user-friendly, so I decided to create a tool which is simple to use by anyone--not only Linux users. I named it “hakchi2” because I don’t like to come up with names. So my first version was a 2.0 release :)
    How do I use the tool?
    Basically you just need to unpack it somewhere on your harddrive (installation is not required), run it, press “Add more games”, select some game ROMs and press “Synchronize”. The application will guide you through this process.
    How does the tool actually work?
    You don’t need to worry about it. But if you really want to know, it’s using FEL mode. FEL is a low-level subroutine contained in the BootROM on Allwinner devices. It is used for initial programming and recovery of devices using USB. So we can upload some code into RAM and execute it. In this way we can read the Linux kernel (yes the NES Classic Mini and Famicom Mini runs an Linux operating-system), write kernel or execute kernel from memory without writing it to flash.
    So we can dump the kernel image of the NES Mini, unpack it, add some games and run a script which will copy them back to flash, repack, upload and execute. However, the games directory is on a read-only partition.
    Therefore we also need to create and flash a custom kernel with a special script that creates a sandbox folder on a writable partition and mounts it over the original games folder. This means that your original files are safe: you cannot delete or harm the original files in any way, even if you wanted.
    For kernel patching my application just executes other applications, which is why there is a “tools” folder.

    9 descargas

  16. hakchi2 CE

    This is a fork of hakchi2 (by ClusterM) by princess_daphie, DanTheMan827, and skogaby. The aim of this fork is to not only provide new UI features and enhancements, but also bring the core of hakchi2 up to date with the rest of the modding ecosystem (i.e. USB host support, SD support).
    This application can add more games (game ROMs) to your NES/SNES Classic Mini or Famicom Mini. All you need is to connect it to a Windows PC via Micro-USB cable. No soldering or disassembling required.
    Features
    Change any game settings (including command-line arguments) Fill all game data automatically using included database Automatically check for supported games Search for box art using Google Images Use Game Genie codes for NES games; includes Game Genie database Automatically patch problem games (patches for many popular games included) Upload hundreds of games at once Return to the HOME menu with a button combination instead of the Reset button Enable autofire A/B Simulate the start button on the second controller (for Famicom Mini) Disable seizure protection Allows to install user-mods to add more features (even support for SNES/N64/Genesis/etc., music replacement, themes, etc.) Allows users to expand the storage of their system (provided a USB OTG hub, or an SD breakout module)
    So you were the first to hack the NES Classic Mini?
    No! It was my Russian сomrade, madmonkey, who first published a successful hack of the the NES Classic Mini. He created the original “hakchi” tool. However, it was not very user-friendly, so I decided to create a tool which is simple to use by anyone--not only Linux users. I named it “hakchi2” because I don’t like to come up with names. So my first version was a 2.0 release 🙂
    How do I use the tool?
    Basically you just need to unpack it somewhere on your harddrive (installation is not required), run it, press “Add more games”, select some game ROMs and press “Synchronize”. The application will guide you through this process.
    How does the tool actually work?
    You don’t need to worry about it. But if you really want to know, it’s using FEL mode. FEL is a low-level subroutine contained in the BootROM on Allwinner devices. It is used for initial programming and recovery of devices using USB. So we can upload some code into RAM and execute it.
    In this way we can read the Linux kernel (yes the NES Classic Mini and Famicom Mini runs an Linux operating-system), write kernel or execute kernel from memory without writing it to flash. So we can dump the kernel image of the NES Mini, unpack it, add some games and run a script which will copy them back to flash, repack, upload and execute.
    However, the games directory is on a read-only partition. Therefore we also need to create and flash a custom kernel with a special script that creates a sandbox folder on a writable partition and mounts it over the original games folder.
    This means that your original files are safe: you cannot delete or harm the original files in any way, even if you wanted. For kernel patching my application just executes other applications, which is why there is a “tools” folder.
    by TeamShinkansen.

    38 descargas

  17. KMFDManic NESC/SNESC Experimental Core/HMOD Set

    NESC/SNESC Core/HMOD Set is fully merged to work with both the NES, as well as the SNES Classic! 
    These hmods are only compatible with Hakchi2 CE.
    To run a game you will need the following mods:
    retroarch hmod core hmod for the system the game is for any bios hmod required by the system hmod

    80 descargas

  18. Lan-Play WebUI

    A web interface for lan-play.
    Features:
    Ability to add custom servers. Ability to change port. (Defaults to 80.) Ability to set a login. (Useful If running on an open port.) Easy to use. Open source. View and connect to servers across multiple devices. (A smart phone, for example.) Setup:
    Launch WebUI via the precompiled binary or through the AutoHotKey script. Select the Lan-Play client binary. (lan-play-win32.exe or lan-play-win64.exe) Select your network interface. (The one you use normally use with Lan-Play) You should now see a new tray icon, you can hover over it to see the current status, double click to launch the UI, and right click for additional options. Additional Notes:
    This project is a WIP, It's written in AutoHotKey and originally was never intended to be released.
    (Yes, I know the name kinda sucks, I'm bad with naming things.)
    If you have any issues with it or have some suggestions, feel free to post them in the main thread and I'll respond whenever I can. Enjoy. :)
    by HotdogWithMustard.

    6 descargas

  19. New Super Mario Land - SNES Homebrew

    SNES version of quite possibly one of the greatest games ever.
    Relive your Game boy memories from 1989, this time with no need for backlight modding and in color!
    To mark 30 years of the original game's release, the team presents New Super Mario Land.
    It's time to experience this classic game in a new way, with updated graphics, physics and music to represent the newer installations in the Mario series.
    by ChronoMoogle.

    1 descarga

  20. NoPSMWhitelist

    Disables the PSTV Whitelist for PlayStation Mobile games.
    Installation
    Put noPsmWhitelist.skprx into ux0:/tai (or ur0:tai for sd2vita(or simular) users)
    and add an entry under *KERNEL for ux0:/tai/noPsmWhitelist.skprx (again, ur0 for sd2vita(or simular)
    reboot the console and enjoy PSM Games on PSTV!

    13 descargas

  21. OpenBOR

    OpenBOR is a royalty free sprite based side scrolling gaming engine. From humble beginnings in 2004, it has since grown into the most versatile, easy to use, and powerful engine of its type you will find anywhere. OpenBOR is optimized for side scrolling beat em’ up style games (Double Dragon, Streets of Rage, Final Fight), but easily accommodates any sort of gameplay style and feature set you can imagine.
    Want to try your hand at game making? Open up one of the already existing modules and tinker around – the community is right here to help you along.
    Ready to make something of your own? Get some images together and away you go!
    Feeling ambitious? Delve into the built in script engine and graphical suite to build a masterpiece rivaling the most outlandish Triple-A productions. Sell it if you if can!

    History
    In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of Fighters series. The game spread only by word of mouth, but it nonetheless amassed popularity very quickly. Senile Team soon released an edit pack allowing anyone interested to create a module for the BOR engine.
    In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They agreed, and OpenBOR was born. Development on the engine was continued by the community, and still is to this day.
    Platforms
    OpenBOR has a very modular and portable design inherited from Beats of Rage - several ports have been made available.
    Current
    These platforms are actively supported and may be compiled with the latest OpenBOR engine.
    Android Windows Linux Wii PSP Discontinued
    The following platforms are still available as legacy binaries, but are no longer supported and may not be compatible with current iterations of OpenBOR.
    Dreamcast GP2X GP2X Wiz Mac OS X OpenDingux (Dingoo A320 & GCW-Zero) OpenBOR Team
    Current Members
    Damon Caskey (2007-) OpenBOR project manager and site owner of the OpenBOR community. Primary contributions are core engine and scripting development, code cleanup, and organization. Main focus is keeping OpenBOR future proof and modular by replacing specialized hardcoding and overlap with generalized features that allow for more author creativity. Plombo (2009-) A developer who prefers to work on OpenBOR's supporting libraries and platform-specific backends. Known for maintaining the Wii port, writing the GPU-accelerated video code for Wii and OpenGL, and a few engine features. Douglas Baldan (2018-) Known as O'Ilusionista, Douglas is a highly respected administrator of the OpenBOR community and also a prolific member of the Mugen scene. Douglas is new to coding but brings a plethoera of graphic and game design experience to the team. We look for exciting things from Mr. Baldan soon! Malik (2018-) Malik came to the team with a strong OpenBOR scripting background, and quickly established himself as a resident go-to for the Android Port. Malik dedicates himself to keeping the Android port of OpenBOR a commercialy viable platform for authors who wish to sell their orginal IP projects. Wasin Thonkaew (2019-) Haxpor in the forums, a Linux centric developer who works hard to ensure our penguin crowd has the proper tools for development and underlying libraries of OpenBOR remain compatible to compile for mobile platforms. Former members and contributors
    White Dragon (2016-2018) A long time module author and extremely knowledgeable coder who joined the development team in 2016. White Dragon generally focused on level and menu properties, but branched out into other facets of the engine over time. uTunnels (2007-2014) Among many other powerful additions, contributed the original scripting engine to OpenBOR, single handedly breaking nearly every limitation module authors faced. While not officially retired, uTunnels' presence became gradually more infrequent before stopping altogether in early 2014. Anallyst (2011) This developer's work centered mainly around trimming the fat and optimizing the codebase. SumolX (2006-2011) Former project manager and lead programmer, retired from the scene in 2011. Known for porting PSP, PS3, Linux, Wii, GP2X and maintaining all other platforms and code base. KBbandressen (2007-2011) Contributed a plethora of features, including the powerful text object and filestream capabilities. CGRemakes (2005-2006) Main developer after Kirby2K. Introduced many exicting features to engine. LordBall (2006) Developed offshoot engine based on OpenBOR. Shared features with both engines. Tails (2006) Developed offshoot engine based on OpenBOR. Shared features with both engines. Fugue (2006) Developed offshoot engine based on OpenBOR. Shared features with both engines. Kirby2K (2004-2005) The original developer of OpenBOR who asked Senile Team for permission to open up Beats Of Rage. Senile Team
    Senile team was not directly involved with developing OpenBOR, but their opening of the orginal Beats of Rage codebase was vital. Parts of the orginal BOR still reside in OpenBOR to this day.
    Roel (credited as "Opla" in BoR) The team's chieftain. Does most of the game design, programming and artwork. Jeroen (credited as "Leila" in BoR) Does all the things no one else does. Sander (credited as "Albatross" in BoR) 3D artist and animation sequence editor. Ben Senile Team's composer. Neill Neill was the first to port Beats of Rage to other systems, namely Playstation 2 and Dreamcast. He now supports Senile Team with advice regarding console hardware and code compatibility.

    0 descargas

  22. OpenLara

    Classic Tomb Raider open-source engine for Windows, macOS, Linux, Switch, iOS, Android & Nix.
     

    9 descargas

  23. Playstation 1 Memory Card Manager

    This tool will allow you to manage your game saves from a Playstation 1 Memory Card on your Windows PC.
    You can:
    Read from or write to a real Playstation 1 Memory Card using the official Playstation 3 Memory Card USB Adaptor. Load a Memory Card from multiple file format (*.mc *.mcr *.mcd *.mcx *.gme) Save a Memory Card to *.mc file format. Export a single save file to *.mcs file format. Import a single save file to the currently loaded Memory Card from *.mcs or *.bin file format. Delete a single save or create a brand new formated Memory Card. In order to use the Playstation 3 Memory Card USB Adaptor on your PC, you must install the provided USB driver.
    Double click on the installation program "USB Driver for PS3 Memory Card Adaptor.exe" and follow the instructions.
    This driver is compatible with Windows XP, 7, 8, 10, either 32bits or 64bits !
    The USB Driver was made using the libusbK dev kit.
    by OrionSoft.

    4 descargas

  24. Project Lunar

    Project Lunar is a fully fledged modification tool for the SEGA Mega Drive / GENESIS Mini. It allows users to add games, mods and ports whilst also including a large array of extra features and quality of life improvements. It consists of an on console payload and bespoke desktop application for the PC and is extremely easy to use.
    Project Lunar feature list
    Add your own selection of SEGA Mega Drive/Genesis roms to your console with use on the stock UI Manage your games, mods and configs via purpose built desktop PC application Full NAND backups before any customisation RetroArch bundled with Genesis GX Plus & PicoDrive. (MS,GG,MD,32X, MEGA CD support) (Also capable of playing other consoles by adding additional RetroArch cores) Performance tweaks and boosts (fix lag issues) (1.0ghz > 1.344ghz, ZRAM compression, DRAM SWAP) NAND (console only) and USB support OTG support exFat, NTFS, FAT32 filesystem support Extended gamepad compatibility USB2 and USB3 device support Customisable boot menu with built-in additional option menu & network manager. Ability to autoboot to selected boot items. (i.e. boot directly to stock UI) Additional third-party controller support Automatic Error recovery system (automatically reload to bootmenu if Stock E error occurs) Launch boot menu or RetroArch from the Stock UI EmulationStation support (optional mod package, USB only) ‘Fix’ stock scanlines by toggling smoothing off within stock emulator Bundled Wi-Fi support (Realtek 8188eu + 8187) RA MD mini cores downablable via RA using network adapter RA scraper and EmulationStation scrapers work using network adapter SSH/SFTP via RDNIS support Boot menu, splashscreen and music are all customisable Additional mod package support Project Lunar Desktop App features
    Easy to use interface to allow installation/removal of PL on console, and console management. Bulk addition of ROMS Zipped ROM support (.zip) New MegaDrive/Genesis games integration is totally seamless in stock UI, with a scraping function providing description, cover art, spine, release year, developer, players, icons, etc. for (almost) every game. Automatic IPS patching within desktop app ScreenScraper, TheGameDB scraper support. (Scrape all the details, cover art, and metadata for your games online when adding them) Automatic spine art generator. If spine art doesn’t exist, PL will generate it for you Mod management. List, add and remove consoles mod via the mod management tool Customise stock UI/Emulator features Interactive assistant to assist users with the install of Project Lunar Easy sync to either NAND or USB Recovery mode (for console repair situations) Automatic update checks. Every time game manager is opened, it will check for console updates online. Project Lunar 1.0 caveats
    Bluetooth support is 80% done, however we want to improve support with broadcom bluetooth devices to extend compatibility. Due to this we have delayed releasing it until 1.1 Xinput and SONY HID drivers are bugged. This means xbox based input devices are not properly working and PS4 controllers (when connected with usb) produce lag in the default emulator. This is something that is being worked on and an update will be pushed out when it’s available. Individual game selection for sync within desktop is not supported within 1.0. It will be added ASAP Features to come in 1.1 (or) future rolling update
    Folder support. Technically we can implement folders as of 1.0, however we want to do it right and integrate it as seamless as possible. Launch different console games from stock UI Custom command “executors” per game. Again, executors are available within 1.0 meaning that you can run any emulator, app or command from the stock UI. This can be done via scripts on the command line however desktop integration will be available in 1.1 Bluetooth support Desktop app sync via Wi-Fi/Ethernet. This is also available as of 1.0 but we want to improve it. It is also capable of handling multiple consoles on the same network. Requirements to use Project Lunar
    A micro USB cable capable of data transfer Windows 7/10 MacOS/Linux * Credits
    CompCom – Developer Cyanic – Developer Defkorns – Developer & Chief UAT Tester Enderling – Graphics & UI Design Fred_PJ – Graphics & ES Sound Artist Swingflip – Developer TulioAdriano – Developer Wraith – Developer Z-10 – Boot Menu Sound Artist ScreenScraper – Website TheGameDB – Website Team Shinkansen – FEL lib Special thanks to HoneyLab, XorLoser and the Project Lunar testers: DefKorns, Darkdev1, Advokaten, Milenko, AyanamiRei0, defenceplox, FaithLes, Fred_PJ, Gorez, harland_mct, Hidalgator, Iain_YX, Kaliezel, MeteK, Restalgia, Ropen, shintoz, spannernick, UNBREAKABLE, Lodmot Troubleshooting
    Q. I keep getting install errors/cannot back up console
    A. Try a different USB cable and/or USB port, we have had reports in the past of weird behavior which turned out to be down to bad USB cables. Also try with nothing connected to the console and only the USB cable.
    Q. The install was successful but after install, my pc won’t detect my console!?
    A. This is likely because you are trying to connect your console via FEL mode (holding RESET on boot). You only need to boot into FEL for the initial install or for recovery. For normal operation, you just need to connect your console to the pc and turn it on normally without holding RESET.
    Q. I pressed SYNC on the desktop app and now when I select PL from the boot menu I get a black screen! (Music will sometimes still play)
    A. This is usually because of a bad sync. Before you disconnect your console from the PC after syncing make sure to turn the console off properly. Usually re-syncing the console via the desktop app will resolve the issue. If issue persists remove the last added games and try syncing again.
    Q. I don’t know what I have done, every time I try to load stock UI I get a black screen!
    A. This is likely due to a bug or some scenario we haven’t programmed for.Please note that your console is safe. We effectively rebuild and patch the stock UI files dynamically on the fly and load them on top of your stock files. When the black screen appears its because of an issue with the newly generated files. (Not your stock files!) If you are stuck with a black screen and you tried troubleshooting as much as possible. Load and produce the black screen, connect to the console via SFTP/SCP and grab the project_lunar.log file from /tmp and send it over for further analysis.
    Q. When I try to run <insert name here> Mega Drive rom from the stock UI, I get an “E<X> Please shutdown error”
    A. This is due to the fact the rom is not supported by the stock emulator. Please refer to the compatibility list here
    Q. I plugged in my USB and it won’t work!? (Sometimes the console may just freeze when using USB)
    A. You need to make sure that your USB is formatted NON MBR. Also you need to make sure you have an active partition on the usb otherwise you will get weird issues. To set an active partition on your USB if you are having issues:
    Press WIN+R to open RUN box, type diskpart Type list disk (diskpart will list all the disks you have installed) Type select disk X with X being the right number. Type list partition Type select partition Xwith X being the right number. Type active Type exit Q. I synced with Project Lunar and everytime the stock UI opens (even after playing a game) I get the language select menu
    A. This is because you have a badly formated main menu save. We have to rewrite a chunk of the Stock UI code to fix some bugs with the stock code which only allows X amount of games (differs between region console) Becuase of this fix to the stock code, the old main menu save is NOT compatible with the patched stock UI. On Uninstall and install we remove that save which forces the stock UI to recreate the main menu save file in the new format. Sometime though (especially when using USB) this might go wonky. If so, follow the following instrcutions. (If you use USB storage make sure the USB is plugged in port 1 or 2 in the console directly)
    Make sure you have the latest desktop app version
    SYNC with Project Lunar
    Open up puTTY (download if need) and SSH to console. Details in FAQ
    copy and paste each line one by one with the console plugged in and on and run them (make sure usb is connected)
    project_lunar toggle_usb_mounts 0  rm -f /rootfs_data/data_008_0000.bin rm -f /rootfs_data/meta_008_0000.bin rm -f /media/mega_drive_saves/data_008_0000.bin rm -f /media/mega_drive_saves/meta_008_0000.bin sync && restart
    Q. Help I think I have bricked my console!
    A. This is technically not possible, so don’t panic! One of our main concerns during development was safety. Because of this, we ensure that a full NAND partition backup is carried out before any modifications take place. On top of this we included a recovery/staging image which will boot your console even if your NAND partitions are completely empty and also a fail safe recovery system, which will directly flash raw backup images to your NAND partitions. (For extreme emergencies only!)
    Because we don’t adjust any of the partition table on the NAND or OOB data and make minimal adjustments to the rootfs, the mod is as safe as we could make it whilst giving as much flexibility and functionality as possible. Because we only write to areas of the NAND that are partitioned, the ultimate fail safe will allow you to flash the raw partition images back to the NAND partitions.
    This being said, the stock UI is very complicated so if there is a single error due to a bug you might get issues. Please contact us on the #sega-support channel here and one of the team or devs will try and help you resolve your issue.
    FAQ
    Q. My console won’t respond on the PC when I have it plugged in via an OTG adapter
    A. This is expected. The OTG redirects the DATA lines from the passthrough, make sure when syncing with the pc, you connect the console directly into the pc without any adapters inline.
    Q. My PC won’t recognise my console? (Even if you have used hakchi in the past with another console)
    A. Originally the driver for Allwinner FEL was hardcoded to Nintendo NES/SNESC. This has since changed from Hakchi and to minimise issues with users and using multi consoles/solutions, we also use the updated version of the “classic” driver. You will need to install the driver bundled with the Project Lunar Desktop App and then your console should work fine. Default location: C:\<USR>\AppData\Local\ModMyClassic\Project Lunar Desktop UI\lunar_data\driver\classic_driver.exe (replace <USR> with your desktop username)
    Q. My PC won’t detect my console even after installing the driver!?
    A. Make sure you are not using the Micro USB cable supplied with the SEGA Mega Drive. It doesn’t contain data lines and is only capable of power! Try a Micro USB from a different device
    Q. I just want to boot straight to stock UI/RA/something else, I don’t to boot to the boot menu?
    A. This is easily done. When first installed the console will boot automatically to the boot menu. All you need to do from here is to hover over your selected boot choice, (Project Lunar for stock UI) and press start. The next time you boot the console it will auto-boot to your selected element.
    Q. I set my console to auto-boot to X and I want to access the boot menu?
    A. When the console is starting and before it auto boots your selected boot choice, an auto-boot screen will display for one second. During this auto-boot screen press B (or equivalent) on your controller to interrupt the auto-boot and display the boot menu.
    Q. How many games can be on the stock UI screen at one time?
    A. At stock speeds, (1.0ghz) approximately 60 extra games will cause the stock UI start to lag however it is subjectively perfectly usable. At 100 extra games the stock UI will lag too much to be usable. Increasing the clock speed to 1.344ghz will alleviate the lag and render times. When we include folder support, this issue should effectively go away.
    Q. I don’t want RetroArch on my console, can I remove it so I can add more games?
    A. Short answer is no and there is a good reason why. To keep Project Lunar as simple and safe as possible, we don’t interfere with the stock console’s partition table and therefore use a normally unused partition for the on console base modifications including a slimmed down RetroArch client (which is extendable). This partition isn’t available for use by the stock emulator and therefore removing it wouldn’t provide any extra usable space for extra games, save states or additional add ons. The RetroArch client was purposefully made so it’s extremely lightweight with the option of being extended if the end user wishes to do so.
    Q. I just installed Project Lunar and without doing anything it says I have 163mb (or less) available of 170mb without USB storage?
    A. Project Lunar will install and utilise the same partition as the stock emulator uses for save states. If you have any save states already on the console it will take up space on the partition (approx 850kb per save). With a completely fresh set up, the stock console utilises 7mb of the partition.
    Q. I just hit SYNC without any custom games and I just lost 15mb available space on my NAND!
    A. As of 1.0, this is an unfortunate requirement. We have to effectively re-upload 120 of the stock artwork resources to rootfs_data along with the extra custom game artwork. This is because the Stock UI (M2engage) is hard coded to only accept one resource stream. However this won’t be the case in future revisions as we plan to remove the need to re-upload the stock 120 artwork images by rewriting more of the stock UI code to allow for multiple resource streams. When we add this feature you should find yourself with ~15mb freed up when you SYNC.
    Please note this ~15mb requirement is a one off. So technically it’s (163mb – ~15mb) = available space on NAND. Each game will take up to 2mb on average. The 15mb requirement will disappear in future builds.
    Q. I want to use USB storage, how do I do that?
    A. You can plug the usb into one of the front USB ports before you power the console or during runtime. The USB will automatically mount, initialise and set up for use with Project Lunar. If you want to use the USB with OTG, once synced, shut down console and plug USB into OTG adapter.
    Q. What rom formats are supported?
    A. As of 1.0 only Mega Drive games are technically supported with the file formats of (.md, .gen, .bin, .zip)
    Q. I am getting slow down/audio desync/input lag, how can I fix that?
    A. Make sure you have all the performance tweaks enabled within the options menu. All performance tweaks are enabled by default apart from the 1.00ghz > 1.344ghz clock speed option.
    Q. What is the SSH/SFTP details and login?
    A. IP address: 169.254.215.100, Port: 22, User: root, Pass: (No password!)
    Q. What is the deal about the 1.344ghz clock, is it safe? Is it classed as overclocking?
    A. Yes and it’s not overclocking!!! It’s relatively safe however we accept ZERO responsibility for any damage caused to your console. The only reason we don’t enable this option by default is because it’s the end user’s responsibility. That being said. The 1.344ghz is fully stable and the chip is technically rated with an absolute maximum of 1.5ghz at 1.5volts. When clocked at 1.344ghz the voltage is set to 1.46volts, well within the chip’s tolerances for both frequency and voltage. However due to differences during manufacturing between chips, your console might run hotter than others. The safe limit for the chip should not exceed 80c and we have implemented a throttle facility to throttle the CPU back to 1.0ghz if the SoC temperature hits 68c. If the throttle engages, it will be logged and will last the duration that the console remains switched on. Theoretically this should never happen and isn’t something we have encountered during the hours of testing however safety is one of our main priorities.
    P.s. Contrary to belief, clocking the CPU to anything below the chip’s absolute maximum frequency or voltage is not overclocking! You can read more about it here: https://linux-sunxi.org/Cpufreq#.22Overclocking.22
    Q: I added a game and the image doesn’t fill the screen (downscaled).
    A: Try to change the Rom Region on Project Lunar to Force USA (NTSC)
    Q. What USB Ethernet/Wi-fi adapters are supported?
    A. We bundle a limited number of drivers due to size restrictions, however we have always targeted any adapter running the Realtek 8187/8188EU chipset. We have a limited number of extra chipsets supported within an “extended network driver pack” available here: (coming soon) It should be noted that any generic USB2.0 Ethernet adapter should work without issue too.
    Q. How do I change my options and configuration?
    A. You are able to access and change console options like performance tweaks on the boot menu by pressing B (Or equivalent). You can also access the on console network management tool by pressing C (Or equivalent).
    Q. I run MacOS/Linux, How can I use this?
    A. There is currently a big ongoing project which is 100% compatible with MacOS/Linux/Windows however in the meantime you will be required to run it in a virtual environment using Virtualbox until the PL module is completed in the separate project.

    7 descargas

  25. PS Classic Mini Gui

    This utility allows you to simply add your new games in a few clicks. I thank before all things the authors of lolhack and bleemsync for their work, I come here just to give simplicity in the use.
    Previously you must have your usb stick ready with bleemsync already injecting to which you already have a file / GAMES / .This is where your future game generated with my utility will go.
    #Added .bin games (only for now .iso are coming soon)
    # .Cue generation
    # Generation of the game.ini
    # Generation pcsx.cfg
    # Generate the .png
    How to do :
    Start Ps_classic_gui.exe Select your Generate a game .bin Select your game .bin Select your .png Enter Game.ini information Select the index of the folder (this concerns the incrementation of your folders which is in your games directory to 1 2 3) Click generate -> wait -> once finished go to game and copy the file index number to your USB Games / Connect to the PS classic mini.

    26 descargas

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