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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.

    86 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.

    0 descargas

  5. EZFlash Omega GBA Kernel and Firmware

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

    11 descargas

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

    68 descargas

  17. 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.

    5 descargas

  18. 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

  19. 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

  20. OpenLara

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

    9 descargas

  21. 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.

    3 descargas

  22. 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

  23. PS Classic Mini Ultimate

    Software simply allows you to have a graphical interface for the simplicity of setting up games on your USB media.
    Option:
    Download Bleemsync Download Bleemsync + retroArch Download Bleemsync + theme Allows you to have lolhack and bleemsync preparation packages for your USB flash drive
    #New user interface
    #Auto creation of .cue
    #Auto Edit FILE settings " " .cue
    #Support.iso
    #Support.bin
    #Support.img
    *Manual cover loading mode
    #Converted".jpeg.jpg" to.png automatically
    *Automatic cover download mode
    #Database of 3D cover more than 1500 games (Thanks to khenzel)
    #Download 3D covers 
    #Download game.ini
    #Auto loading of 3D covers
    #Auto loading of the games.ini
    #Index Folder supports 50 GAMES
    #Generation of automatic games 
    Game repository generate **software root /game/
    Once your games generate copy the indexes 1,2,3 etc. in the folder /games/ of your SONY USB key
    THANK YOU
    1 pathartl for BleemSync!
    And its contributors CompCom, Maku, mtrivs
    2 madmonkey created lolhack that makes it all possible
    And by the way these people are active on stage -> DanTheMan827 and yifanlu
    3 - Hyperspin for cfg Libraries - game.ini - covers 3D 
    4 - Modconsoles Chronoss -> Participation in the creation of the database
    5: Mason Barry rubixcube6 -> for the Playstation-Classic-Theme-Support
    6 -Nuagedan100 French developer of Ps Classic Mini Ultimate

    30 descargas

  24. PS12PSV

    Convert .mcs and .gme saves to .psv
    I manifested my intent of "Continuing your childhood PS1 Saves on your PS3" into this program,  this is my will, SO MOTE IT BE!!!
    by Silicar.
     

    0 descargas

  25. PSC lolhack

    With this hack, we can open emulator tools in game by pressing select and triangle.
    Format usb drive with capacity of 16gb or greater to fat32 and name device "SONY". Copy files from step 1 of this repo to the drive. Wait around 10-15 mins while psc copies original game files to usb drive. (helps to have activity indicator on usb drive). might take longer, as we're transferring over 16gb worth of games to the drive. When done, shutdown psc and remove the power cable from back. Plug usb into PC, and you should see directories 1-20 in root of usb drive. Use a sql lite editor (https://sqlitebrowser.org/) to edit the game database in databases/region.db to add extra games. Place game folders in root of drive, numbered 21, 22, 23, etc. Take lolhack from step 2 of this repo and replace one on drive. Put drive back into the psc, plug it in and power it up. You should now be running games off usb drive. Make sure you highlight a game that was stock on psc before removing usb drive, will cause psc to crash. When you remove usb, the psc will return to stock :-)

    16 descargas

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