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Encontrado 48 resultados

  1. Version 0.34

    1 descarga

    Forked from iLaunchELF by VTSTech. Rather stable right now. Almost feature complete. Works in testing on real hardware. Writes to either MC or USB based on user selection. Do not use on SCPH-9XXXX with 2.30 BIOS. Extensively tested on SCPH-70001. Working reports from SCPH-5XXXX as well. Features: Fully functional in PCSX2 Downloading works on Real PS2. Checking works on Real PS2 Overwriting works on Real PS2 Creating folders works on Real PS2 Launching mostly works on Real PS2 (WLE, OPL, GSM launch, a few others don't) USB Support, Sequential Downloads Credits: Original iLaunchELF Created by krHACKen & Based_Skid crc32.c written by Lammert Bies, (c) 1999-2016 Lammert Bies. File is licensed under the MIT License Packed with PS2-Packer v1.1.0 by Nicolas "Pixel" Noble Thanks to krHACKen, Based_Skid, HWC & TnA on Discord for helping me debug issues Big Thanks to fjtrujy for their PS2 Port of RetroArch Notice This Program Was Built with The PS2DEV SDK (Compiled May 28th 2020, Commit: ec0cbfd) and has utilized sample code from it. This Program Utilizes the HTTP Client File System from the PS2DEV sdk. Warranty This Application Has No Warranty. The Creators of this app cannot be held Responsible for any damage by Veritas83.
  2. Dekuwa

    flycast-vita

    Version 0.1

    0 descargas

    flycast-vita is a port of flycast, popular multiplatform Dreamcast emulator maintained by flyinghead. It's based on the libretro core version of the emulator, uses RetroArch as frontend built in a custom bubble (due to the fact it requires multiple executables for the best compatibility. by Rinnegatamante.
  3. Dekuwa

    IrisMan

    Version 4.87.1

    50 descargas

    Gestor de copias de seguridad para PS3 creado por Aldostools, basado en el Iris Manager de Estwald. This project is a fork of Iris Manager originally created by Estwald and D_Skywalk, and modified by aldostools (& at times updated and contributed by other devs, including Joonie, Habib, Alexander, NzV, Orion, EvilNat, etc.). IRISMAN includes almost all the features of the original backup manager and the following main features, among many others: Extended the support to several CFW up to version 4.78. Changed Sk1e payload to use syscall 38 instead of syscall 8, to avoid conflict with Cobra/MAMBA and legacy apps that use syscall 8. Remapped the buttons to XMB / multiMAN style. Added support for PSP games. Added support retro games (RetroArch has to be installed). Direct launch of multimedia files (Requires SHOWTIME.SELF from multiMAN). Various GUI modes with modifications (XMB-like, coverflow with a bigger image, grid modes from 3x2 up to 8x6) Added option to filter game lists by category, device and name. Support background images from PIC0 and ICON0. Support MP3 as background music and play from File Manager. Several optimizations to File Manager and Hex editor. External Mamba payload files. Support for spoof IDPS and PSID. Access to internet browser. Various tweaks to the GUI. Various tweaks to sm_monitor (aka fan controller). Improved speed of ISO builder. Reformatted style of coding. Credits (App/only): Hermes/Estwald : Author, status: retirado (o no?). Me estoy quitando... (que no!), Me estoy quitando... D_Skywalk : Author, status: retirado, sujetando biberones y otra noche sin dormir XD by Aldostools.
  4. Dekuwa

    RetroArch for PS4

    Version r3

    6 descargas

    Native port of RetroArch on the PS4 (Unofficial port). RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more! Initial Release 2048_libretro.self - 2048 core dosbox_libretro.self - DOSbox 0.74, MS-DOS Emulator desmume2015_libretro.self - Nintendo DS [NDS] fceumm_libretro.self - FCEUmm, Nintendo Entertainment System [NES] gearboy_libretro.self - Gearboy, Game Boy [DMG + Color] genesis_plus_gx_libretro.self - Genesis Plus GX, Sega Genesis/Mega Drive & Sega CD & Sega Master System mame2000_libretro.self - MAME 0.37b5, Multiple Arcade Machine Emulator mame2003_libretro.self - MAME 0.72, Multiple Arcade Machine Emulator mame2003_plus_libretro.self - MAME 0.72+, Multiple Arcade Machine Emulator mednafen_gba_libretro.self - MednaFen GBA, Game Boy Advance [GBA] mednafen_lynx_libretro.self - MednaFen Lynx, Atari Lynx mednafen_ngp_libretro.self - MednaFen NeoPop, Neo-Geo Pocket mednafen_snes_libretro.self - MednaFen SNES, Super Nintendo [SNES] mednafen_vb_libretro.self - MednaFen VB, Virtual Boy mednafen_wswan_libretro.self - MednaFen WonderSwan, Bandai WonderSwan [+ Color] mgba_libretro.self - mGBA, Game Boy Advance [GBA] parallel_n64_libretro.self - Nintendo 64 (Experimental) [N64] pcsx_rearmed_libretro.self - PCSX ReARMed, PlayStation 1 [PS1] picodrive_libretro.self - PicoDrive, Sega Genesis/Mega Drive & Sega CD & Sega 32X quicknes_libretro.self - QuickNES, Nintendo Entertainment System [NES] snes9x2002_libretro.self - Snes9X 2002, Super Nintendo [SNES] snes9x2005_libretro.self - Snes9x 2005, Super Nintendo [SNES] snes9x2005_plus_libretro.self - Snes9x 2005 Plus, Super Nintendo [SNES] snes9x2010_libretro.self - Snes9x 2010, Super Nintendo [SNES] snes9x_libretro.self - Snes9x, Super Nintendo [SNES] Added in R2 desmume_libretro.self - Nintendo DS [NDS] fbalpha2012_libretro.self - FB Alpha 2012 v0.2.97.29, Arcade Machine Emulator [Various] fbalpha2012_cps1_libretro.self - FB Alpha 2012 CPS1 v0.2.97.28, Capcom Play System [CPS1] fbalpha2012_cps2_libretro.self - FB Alpha 2012 CPS2 v0.2.97.28, Capcom Play System II [CPS2] fbalpha2012_cps3_libretro.self - FB Alpha 2012 CPS3 v0.2.97.29, Capcom Play System II [CPS3] fbalpha2012_neogeo_libretro.self - FB Alpha 2012 NeoGeo v0.2.97.29, SNK Neo-Geo AES/MVS fmsx_libretro.self - fMSX, MSX 1/2 Emulator mednafen_pcfx_libretro.self - Mednafen PC-FX, NEC PC-FX mednafen_supergrafx_libretro.self - Mednafen SuperGrafx, NEC PC Engine SuperGrafx mupen64plus_libretro.self - Nintendo 64 [N64] mupen64plus_next_libretro.self - Nintendo 64 [N64] yabause_libretro.self - Yabause, Sega Saturn Notes: Games can either be loaded from hdd or usb. The RetroArch system folder is located in /data/retroarch/system. Any necessary bios files need to be placed there. There is a small bug where sometimes games won't load after closing it. If this happens, try re-loading the core and load the game again. Shaders should be working. Try loading them from usb if you're experiencing issues and don't forget to press apply after loading. Launching games from playlists should now be working in r2. Use Hen version 2.1.1 or later
  5. Dekuwa

    reVita

    Version 1.0.7

    1 descarga

    reVita is a plugin for PS Vita / PS TV, which allows you to remap inputs and trigger different actions. It is a continuation of Rinnegatamante's remaPSV, which was fully rewritten as a kernel plugin. Compatibility Firmware compatibility 3.60 3.65 Compatibility with plugins Want to use DS3 / DS4 ? Check this page here for more details. MiniVitaTV - full compatibility. ds34vita - full compatibility. Should be installed after reVita in tai config. ds4touch - full compatibility. Should be installed after reVita in tai config. ds3vita and ds4vita - partial compatibility, use ds34vita instead to get full support. DSMotion - not compatible, use DS34Motion instead to get full support. Compatibility with Apps Adrenaline - to get UI working, you need to change Adrenaline Settings -> Graphics Filtering to anything else except original. In some of hombrews and PSP/PS1 games GUI won't work - use Shared profile method for them. [How To]. Installation Copy ioplus.skprx to ur0:/tai folder, add ioplus.skprx into your ur0:/config.txt config file under KERNEL section. Copy reVita.skprx to ur0:/tai folder, add reVita.skprx into your ur0:/config.txt config file under KERNEL section. Should be installed before ds34vita/ds4touch in tai config. [Optional, to get Gyro support] Copy reVitaMotion.suprx to ur0:/tai folder, add reVitaMotion.suprx into your ur0:/config.txt config file under MAIN section. Usage To bring the config menu, press START + SQUARE, customisable under Settings -> Hotkeys. FAQ How to open plugin menu ? Press (start) + (square) What can you do with gyro ? You can remap gyro direction (up, down, left, right) to right stick directions to enable gyro aim in any game. Is there a way to turn it on and off? START + TRIANGLE, customisable under Settings -> Hotkeys Does it save presets on a game by game basis? Yes, you can use Profile -> Profile Management for more options. What is deadband under gyro menu ? Deadband limits gyroscope sensitivity, so smallest movements are ignored to handle shaking hands, and it is enabled by default in most vita games. Disabling it will higly increase sensitivity of gyroscope. I forgot my custom hotkeys to open menu. How do I find it? Open VitaShell and open the file ux0:data/reVita/HOTKEYS.ini. "Open menu=" has your hotkeys to open the plugin menu. I've set the startup delay too low on a game and now it crashes when launching it. What do I do? Hold (Start) when launching the game. It starts the plugin in safe mode, with a blank profile. Then load your profile, change the startup delay and save profile in profile manager. Fixes for some Apps MiniVitaTV Adrenaline Fix Adrenaline crash when pressing the DS4 TouchPad button - Remap DS4 TouchPad to anything. Fix Vita inputs on PSX games - Enable "Vita as virtual DS4". Retroarch Fix Vita inputs on latest versions of Retroarch- Enable "Vita as virtual DS4". Known issues Menu not opening in Adrenaline Change Adrenaline Settings -> Graphics Filtering to anything else except original. Menu not opening Minimise app Setup config you need while on LiveArea Save it as Shared profile (Profile > Profile management > Save as Shared) Go back to the game Press START+CROSS(configurable under Settings > Hotkeys) to import Shared profile. "Buy more RAM" error popup on menu open - means there is not enough RAM for plugin to initialise it's menu. Seems to be caused by usage of other heavy plugins, especially ucdc and PSVShell. Credits Thanks to evryone who helped me along the way : bosshunter, for doing most of the testing and supplying me with ideas. Rinnegatamante, remaPSV author, for various help provided. spectreseven1138, for secondary profile implementation S1ngyy, for providing code for analogs/gyro support pablojrl123, for customizable buttons activation code. Bythos, for help with reversing, fixing libk and other general stuff. ellipticaldoor for testing. teakhanirons for various help and advices. Princess-of-Sleeping for help with reversing. Derpy (Cassie) for testing. W0lfwang for testing. TheIronUniverse for testing. mantixero for testing it in PS4link. MightySashiman for testing. Kiiro Yakumo for testing it in PS4Link. Nino1026 for testing. Vita Nuova communinity for all the help and support I got there. HENkaku communinity for various help. Projects, which code was reused: remaPSV - original plugin. PSVshell - process management and UI. VitaShell - FIO. DSMotion - cross-plugin communication. BetterTrackPlug - Adrenaline integration. Original credits from remaPSV by Rinnegatamante Dmaskell92 for testing the plugin. All my Patroners for their awesome support: nobodywasishere RaveHeart Tain Sueiras 2Mourty Andyways ArkaniteOnVita Artūrs Lubāns BOBdotEXE ckPRO Count Duckula Daniel Eduardo Minguez Elwood Blues Gelson Silva Igor Kovacs Biscaia Jared Breland Lars Zondervan Mored1984 gnmmarechal Oleg Des Pirloui rsn8887 Samuel Batista styroteqe suLac4ever T33Hud Troy Murray Yakara Network PSX-Place.com by MERLev.
  6. Version 1.7.8

    1 descarga

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  7. Dekuwa

    RetroArch for Xbox One

    Version 1.7.7

    4 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more! Note: Warning, you must switch to your console mode to enjoy this RetroArch.
  8. Dekuwa

    RetroArch for Wii

    Version 1.7.7

    1 descarga

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  9. Dekuwa

    RetroArch for WiiU

    Version 1.7.7

    3 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  10. Version 1.7.7

    1 descarga

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  11. Dekuwa

    RetroArch for PSP

    Version 1.7.7

    1 descarga

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  12. Dekuwa

    RetroArch for PS Vita

    Version 1.7.7

    0 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  13. Version 1.7.7

    0 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  14. Dekuwa

    RetroArch for PS3

    Version 1.7.7

    12 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  15. Dekuwa

    RetroArch for Android

    Version 1.7.7

    0 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  16. Dekuwa

    RetroArch for Switch

    Version 1.7.6

    33 descargas

    RetroArch is a frontend for emulators, game engines and media players. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all. RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more! Installation instructions You will need a Nintendo Switch capable of running homebrew for this to work. Download the RetroArch 7z file for Switch. Extract its contents and just drag and drop retroarch and the switch folder onto the root of the SD card. Open Hbmenu, and start RetroArch. IMPORTANT: Please start RetroArch Switch with a fresh install (in case you already had RetroNX installed before) and migrate savegames from /retroarch/cores/save{files, states} to the same folder on the new installation. Features OpenGL support Thanks to Mesa/Nouveau support, this Switch version comes with full-blown OpenGL support (thanks to fincsdev). This means that all of the advanced features available on the PC should be available on Switch as well! GLSL shaders should be supported, overlays are supported, and thanks to OpenGL support, we can use hardware-accelerated menus such as XMB/MaterialUI (with full thumbnail support, theming, etc). In addition to all this, it allows us to port libretro cores that require the use of OpenGL later in the future, such as Parallel N64, OpenLara, and potentially more like Reicast/PPSSPP/etc! Touchscreen support (for MaterialUI/etc) natinusala saw to it that this initial version received touchscreen support. Right now the DPI (Dots Per Inch) is kinda hardcoded for portable and not really meant for dock mode. This will be improved in the near future. Full networking support. Online multiplayer (with peer-to-peer and MITM matchmaking) should be available from Day One. Take note that performance of the core heavily matters in terms of the kind of quality you get out of your online experience, since the netplay implementation is rollback-based. Aside from multiplayer, you can also download cores, update assets, and all the features you would expect on the PC version. RetroAchievements support By registering an account at Retro Achievements and inputting your account details into RetroArch, you can obtain achievements for your games. Game scanning Scanning of your games should fully work, except for perhaps PS1 images right now. Split Joy-Con support If you go to Settings -> Input and enable Split Joy-Con (1 to 8), you can use a full Joy-Con as two separate controllers! Core downloader From Day One, it should be possible to download and update new cores as they arrive on a daily basis without even having to wait for the next RetroArch stable! Runahead support RetroArch Switch comes with runahead support from Day One! This is our game-changing feature that allows you to beat latency and even go beyond the fast response times of the original hardware. Performance of this feature is heavily dependent on the ‘performance’ level of the core and the Switch’s relative power. Try experimenting with cores, and don’t forget to turn it of for more demanding cores that balk under the pressure. Because RetroArch offers such a wide array of cores even for the same system, it’s entirely possible that one specific SNES or Genesis core is fast enough for the kind of runahead at x frames configuration that you are looking for. 44 Cores at Launch! This might just be the single biggest platform release at launch for a new platform ever for RetroArch! Right from day one, we are starting out of the gates on the Switch with over 44 libretro cores! So let us quickly go over them one by one – 4DO – 3DO Libretro core. Try to enable the core option Threaded DSP (or a setting named something similar) for better performance. 2048 – A homebrew recreation of the 2048 puzzle game. Cannonball – An OutRun game engine recreation. Requires the original arcade ROMs in order to work. CrocoDS – An Amstrad CPC 6128 emulator. DOSBOX – MS-DOS/Windows 9x emulator. Performance may vary according to which game you are attempting to emulate. Final Burn Alpha – Arcade game emulator. Can emulate (among other examples) Capcom CPS1/CPS2/CPS3 games, Neo Geo, as well as other popular 80s/90s arcade systems. FCEUmm – Nintendo Famicom/NES emulator. Has some nice core options as well as good performance. fMSX – MSX emulator. FreeINTV – Intellivision emulator. Gambatte – Nintendo Game Boy/Game Boy Color emulator. Should be the fastest Game Boy core of all right now, as well as pretty accurate. Gearboy – Nintendo Game Boy/Game Boy Color emulator. Libretro core generously maintained and supported upstream by DrHelius, its original author. Gearsystem – Sega Master System/Game Gear emulator. Libretro core generously maintained and supported upstream byDrHelius, its original author. Genesis Plus GX – Sega Master System/Game Gear/Genesis/Mega Drive emulator. Should be more accurate than Picodrive and is many’s go-to Genesis/Mega Drive emulator. Libretro core maintained upstream by Eke-Eke. Handy – Atari Lynx emulator. MAME 2000 – Arcade emulator based on a 2000 snapshot version of MAME (version 0.36b). Is functionally similar/identical to iMAME4All. MAME 2003 – Arcade emulator based on a 2003 snapshot version of MAME (version 0.78). Is functionally similar/identical to MAME 0.72, except a bit more up-to-date and with some game-specific fixes implemented (as well as a speedup core option for Midway DCS games, such as the Mortal Kombat series). MAME 2003 Plus – Arcade emulator based on a 2003 snapshot version of MAME (version 0.78). Has everything MAME 2003 has, plus more backported game drivers and features. Mednafen NGP – SNK Neo Geo Pocket (Color) emulator. Mednafen PCE Fast – NEC PC Engine (CD) emulator. Mednafen Super-Grafx – NEC Super-Grafx (CD) emulator. Short-lived successor to the PC Engine with backward compatibility. Mednafen VB – Nintendo Virtual Boy emulator. Mednafen WonderSwan – Bandai WonderSwan/WonderSwan Color emulator. This portable handheld had a screen that ran at 75Hz, therefore V-Sync is disabled for this core. mGBA – Nintendo Game Boy Advance emulator. Actively maintained and improved by endrift. NEStopia – Nintendo Famicom/NES emulator known for its accuracy focus. Has plenty of features. Use NstDatabase.xml for additional game compatibility support. Libretro core maintained upstream by NEStopia Undead authors. NX Engine – Cave Story game engine recreation. use the original Cave Story/Doukutsu Monogatari in order for this to work. These files are needed here. O2EM – Magnavox Odyssey 2 emulator. PCSX ReARMed – Sony PlayStation 1 emulator. Comes with an updated Unai video renderer for better performance. Hints: you will want to turn on threaded video for this core for better performance. You can use the PSP PS1 BIOS for better performance. Picodive – Sega Genesis/Mega Drive emulator with 32X peripheral support. There is no Aarch64 dynarec so the dynarec for 32X might still be too slow. PocketCDG – Karaoke MP3 music player. PokeMini – Pokemon Mini emulator. PrBoom – Doom game engine source port. Can run at fixed framerates like 35/40/50/60fps. ProSystem – Atari 7800 emulator. QuickNES – Nintendo Famicom/NES emulator. Fastest NES emulator out of them all. Reminiscence – Flashback game engine recreation. SNES9x 2010 – Super Famicom/Nintendo emulator. Should be considerably faster than Snes9x mainline. SNES9x – Super Famicom/Nintendo emulator. Slower than Snes9x 2010 but has MSU-1 support among other improvements only available in upstream version. Maintained upstream by the original Snes9x devs like bearoso and OV2. Stella – Atari 2600 emulator. TGB Dual – Nintendo Game Boy / Game Boy Color emulator. Has a splitscreen multiplayer mode where gamepad 1 and 2 can play against each other successfully. Tyrquake – Quake 1 game engine. Runs in software renderer, no networking support (yet). VBA Next – Game Boy Advance emulator. Should have an option to multithread rendering which could potentially improve performance a lot. Vecx – Vectrex emulator. Early ’80s game console that rendered everything with wireframe polygons. VICE (x64) – Commodore 64 emulator. XRick – Game engine recreation/port of Rick Dangerous. Yabause – Sega Saturn emulator. Might be too slow for now. Hints In case PCSX ReARMed is running too slowly, go to Settings -> Video and enable Threaded Video. Threaded Video can also help with certain demanding shaders. Please note that Threaded Video can tend to introduce some judder to frame pacing which isn’t there with non-threaded video, so for all other cores you might want to leave this off. There is a fallback ‘switch’ video driver that you can switch to from OpenGL in case you experience some issue with a core using OpenGL. In case you do, please make sure to set the Menu Driver to ‘rgui’ then, since the ‘switch’ video driver doesn’t have working XMB/MaterialUI menu support. If you fail to do this, you would just get a black screen at startup and you would have to remove your retroarch.cfg config. Future plans m4xw already has a Parallel N64 core up and running on the Switch, however it’s currently quite slow and we really want to await the completion of this bounty (which amassed an impressive $1K in less than 6 days BTW!) before we include it. Beyond that, there is a new menu driver being developed called ‘ozone’ which looks highly promising, and you might see this becoming the default UI for the Switch port in the near future!
  17. Dekuwa

    FB Neo RL Plus

    Version 2.13

    4 descargas

    FB NEO RL Plus is a fork (of @CaptainCPS-X 's FB Alpha RL) by @Crystal What is FB Alpha Retro Loader ? (original project description via CpatainCPS-X) FB Alpha RL is a PS3 homebrew application coded from scratch, and not based in any other public source code by other developers. It is a result of many hours of dedication and research. It is in no way a dirty hack of RetroArch or something similar. By the contrary, FB Alpha RL serves as a independent frontend to RetroArch and provides features not incorporated in it. I did had to make a modified RetroArch core to be included along my application, so it could process the arguments or new commands that FB Alpha RL will be sending to it. Arcade and Systems Emulated: Capcom CPS-1 Capcom CPS-2 Capcom CPS-3 Cave Data East DEC-0, DEC-8 and DECO IC16 based games Galaxian based hardware Irem M62, M63, M72, M90 and M92 hardware Kaneko 16 Konami Neo-Geo Pacman based hardware PGM Psikyo 68EC020 and SH-2 based hardware Sega System 1, System 16 (and similar), System 18, X-Board and Y-Board Toaplan 1 Toaplan 2 Taito F2, X, Z and others Miscellaneous drivers for lots of other hardware SNES (by expansion pkg) MEGADRIVE/GENESIS (by expansion pkg)
  18. Dekuwa

    vitaGL

    Version 0.3

    1 descarga

    vitaGL is a wrapper between openGL and sceGxm. It allows to use a subset of openGL functions with fully hardware acceleration by translating the code to sceGxm equivalent. Build Instructions In order to build vitaGL use the following command: make HAVE_SBRK=1 install. If you already have a newlib sbrk replacement in your app (eg. RetroArch), use instead this command: make install. Projects actually using vitaGL Here you can find a list of projects using vitaGL: Direct OpenGL Usage: vitaQuake - Port of Quake I and mission packs vitaQuakeII -Port of Quake II and mission packs vitaQuakeIII - Port of ioquake3 (Quake III: Arena, Quake III: Team Arena, OpenArena) vitaRTCW - Port of iortcw (Return to Castle Wolfenstein) vitaHexenII - Port of Hexen II vitaXash3D - Port of Xash3D (Half Life, Counter Strike 1.6) Fade to Black - Port of Fade to Black vitaVoyager - Port of lilium-voyager (Star Trek Voyager: Elite Force) Daedalus X64 - Port of Daedalus X64 (N64 Emulator) RetroArch - Vita's GL1 video driver of RetroArch vitaET - Port of ET:Legacy (Wolfenstein: Enemy Territory) Libraries: sdl12_gl - SDL 1.2 Vita port adapted to work with vitaGL as renderer imgui_vita - Port of dear imGui sdl12_gl Apps: SuperMarioWar - Port of Super Mario War ZeldaOLB - Port of Zelda: Oni Link Begins ZeldaROTH - Port of Zelda: Return of the Hylian Zelda3T - Port of Zelda: Time to Triumph ZeldaNSQ - Port of Zelda: Navi's Quest vitaWolfen - Port of Wolf4SDL meritous - Port of meritous by Rinnegatamante.
  19. Dekuwa

    DeSmuME

    Version 0.9.9a

    0 descargas

    DeSmuME is the most seasoned open source Nintendo DS emulator. It sports tools designed for hackers, speedrunners, youtubers, and casual gamers. Homebrew programs are supported and can even be debugged through GDB. DeSmuME is the origin of RetroArch and OpenEmu Nintendo DS support and is used by several mobile Nintendo DS emulators, with the notable exception of DraStic. by TASVideos.
  20. Dekuwa

    Project Eris

    Version 0.9.5

    0 descargas

    Project Eris is the spiritual successor to BleemSync. Project Eris is a fully fledged modification tool for the PlayStation Classic Mini. It allows users to add games, mods and ports whilst also including a large array of extra features and quality of life improvements. Please note: The desktop app for Project Eris will be made public at version 1.0.0. The inclusion of the desktop app will make replacing internal games on the PlayStation Classic much easier, however the optional facility to backup/replace/restore internal games IS available as of version 0.9.0 but requires an extra manual step. How to video will be out shortly in the interim. Project Eris feature list Create your custom PlayStation Classic experience by adding your own games, emulators, themes, ports and mods. Better FileSystem support (Ext4, exFAT, NTFS, FAT32) OTG (On-The-Go adapter) support (no more USB compatibility issues) Network support (supports a limited number of Wi-Fi and Ethernet adapters) Folder support Drag and Drop game transfer now supported. (Drag games onto USB and it will load them up) 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! Project Eris 0.9.0 Requirements A low powered USB drive to install initial payload. After that any USB is supported via OTG. (USB2 is a safe bet). Credits BBSan– Developer CompCom – Developer Cyanic– Developer Enderling – Graphics & UI Design Gorez – Lead UAT tester & Documentation RetroKane – Documentation Rocky5– Developer Swingflip– Developer Wraith – Developer The original BleemSync Contributors Special thanks to: Project Eris testers: Whiteysnakey, Notv37, BL4Z3D247, ChrisB, AyanamiRei0, PaPer_DJ, SRG, UNBREAKABLE1 ModMyClassic supporters FAQ Q. Does this software modify my PS Classic? A. Yes – This does mean that you have to install a very small payload to your console. However this is completely safe and unless you hooked the PSC to the pc and tried to SSH to it, you wouldn’t know the difference. If you have no USB devices attached with the payload installed, it will boot like stock. Q. Does this migrate my BleemSync install to Project Eris? A. Yes – When you first boot, it should migrate all the components that are migrate-able to Project Eris. Some items like old BleemSync launchers are NOT capable of the migrate so some elements will require manual moving afterwards. Q. What does backup do? A. Backup will create upgrade packages, containing your partitions. As those upgrade packages will need signatures to get installed, the signatures are created as well and attached to the debug packages. To ensure, one does not accidentally try to restore a backup created from another console, the signature key is again encrypted with a unique key for each console. The backups are created under /media/project_eris/backup There are three kinds of backups: LBOOT.EPB: Backup of the main partition (ROOTFS1), user data partition, kernel partition and trusted zone LRECOVERY.EPB: Backup of the recovery partition (ROOTFS2), recovery kernel and recovery trusted zone LBOOT_KERNEL.EPB: Backup of only the main kernel and the trusted zone Q. How do I backup? During boot Bleemsync Bootloader will check, if Backups are already present. If not, all backups are created. You can also force creation of a new backup with the following flags: /media/project_eris/flags/BACKUP_MAIN /media/project_eris/flags/BACKUP_RECOVERY /media/project_eris/flags/BACKUP_KERNEL After backup: STORE YOUR BACKUPS SAFELY! YOUR USB DRIVE IS NOT A SAFE PLACE! SAVE IT TO YOUR PC, DROPBOX, NEXTCLOUD – WHATEVER!!! Q. What does restore do? A. Restore will restore one of your backups. It uses the built in updater by SONY to do so. Q. How do I restore? A. Restore is triggered through the restore flags: /media/bleemsync/flags/RESTORE_MAIN /media/bleemsync/flags/RESTORE_RECOVERY /media/bleemsync/flags/RESTORE_KERNEL Please note: Restore will apply the complete backup as it is. This means your PSC will be set to the same state as when the backup was created. All your settings, customization and savegames that are on userdata WILL BE LOST. Q. Power button is not working in RA or ports? A. This is by design to prevent corruption of data. Q. What are the SSH login details? A. HOST:169.254.215.100 USERNAME: root PASSWORD: Not Required PORT: 22Q. What are the FTP login details? A. HOST:169.254.215.100 USERNAME: root PASSWORD: Not Required PORT: 21Q. What are the Telnet login details? A. HOST:169.254.215.100 USERNAME: root PASSWORD: Not Required PORT: 23 by Modmyclassic.
  21. Dekuwa

    AutoBleem

    Version 0.87

    101 descargas

    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.
  22. Dekuwa

    PPSSPP for Switch

    Version 1.9.3

    13 descargas

    This is the first Standalone Release for PPSSPP. It's based on my libretro port with some few distinctions: Includes a GLES2 and GL version (use GLES2 for GTA's or other troubling games, otherwise GL version is always recommended as it's far more stable and bug free). JIT improvements (should now work on all Horizon version), masking is no longer required, thus JIT masking bugs are a thing of the past (will be backported to the libretro ver. this week). All config files reside in /switch/ppsspp/, the path can not be changed for the time being. You can copy your PPSSPP files from /retroarch/cores/savefiles/PPSSPP/ (savefiles are compatible, savestates are NOT, however I will add a export option to the Core soon-ish). Note: Due to a toolchain Issue, starting like 15~ games in a row might lead to a crash, your mileage might vary depending of the number of JIT buffer allocations Installation Instructions ============================================ Drag & drop the switch folder to the root of your SD, overwriting every file. If you don't copy my controls.ini, you will need to remap your controls as it defaults to keyboard values. Assets are bundled, so you don't have to bother with that. Notes ============================================ -If you are using ANY method of loading PPSSPP OTHER than Atmosphere's title redirection feature, DO NOT report issues that you encounter. -Don't use NSP's. -After upstreaming, this port will likely become the official Changelog ============================================ -Fixed "Home" Button in PPSSPP (Not the Switch Home button) -Fixed in-game menu continue after Settings open (might not properly refresh some GPU settings, but said refresh caused the Issue) -Fixed the 10th launch Issue -Fixed CurrentDirectory (you might need to manually edit the ini if it isn't created new) -Fixed Recent launched games (clear old entries!) -Bundled controls.ini / Drag & Drop Bundle (careful if you don't want to lose your own mappings) -Added "fake GLES2" -> Performs way better in GTA's, however breaks many other games if internal res > 1x -Added GLES3 build -> Less Bugs, about same perf as libretro port -Added Browser applet to some links in the Menu (because why not) -Enabled NXLink Support (for dev/debug) -Updated again, now one NRO resides in /switch and another in /switch/ppsspp, essentially allowing to show both NRO's in the hbmenu If it still show's the PPSSPP folder in hbmenu, make sure that theres only 1 NRO in /switch/ppsspp (it doesn't matter which). Both access assets, config and flash from /switch/ppsspp -GLES3 has been replaced by GL (GL is superior in every way) -Re-worked JIT, Masking is no longer required, thus there should be no more JIT bugs that desktop standalone / Lakka don't have (this change will be added to libretro too next week) -However doing this we have less space to work with due to a libnx bug (virtmem stopping working), so it might crash if you launch ~15 games in a row without returning to hbmenu / home menu. That number will vary depending on how much memory the jit buffer allocate depending on the Game -Add some other JIT sanity checks + fixes -The GL version should be pretty much on par with standalone- while the GLES2 ver has a few more gfx Issues but better perf in some games (most of them are GTA's) -General system stability improvements to enhance the user's experience. -Fixed Homebrew store by m4xw
  23. Version 1.7.5

    8 descargas

    With this tool you'll be able to make independent Retroarch cias for your favorite PS1 games using the PCSX-Rearmed core without having to install Retroarch or anything besides the generated cia. Usage: Only PBP files are supported, there are some emulator options you can change. A bios is not required, but is highly recommended. To use a bios you need to copy the bios file in the same folder as this program. Compatible bios files are: psxonpsp660.bin scph101.bin scph5501.bin scph7001.bin scph1001.bin If you copy more than one bios file, the previous list shows the priority order. If you enable the second memory card this will be created in the sdmc:/retroarch/forwarders folder and will be shared among the games, this is useful for games that can use other games save files (like Resident Evil 2 if you prefer to have the Leon and Claire discs separated). Key mapping: The buttons are assigned as follow by default, they can be changed (controller type cannot be changed and still needs to be set in the creator): PS1 Cross = 3DS B PS1 Circle = 3DS A PS1 Square = 3DS Y PS1 Triangle = 3DS X PS1 L1 = 3DS L PS1 R1 = 3DS R PS1 L2 = 3DS ZL PS1 R2 = 3DS ZR PS1 L3 = 3DS Left Touch PS1 R3 = 3DS Right Touch PS1 Start = 3DS Start PS1 Select = 3DS Select The 3DS touchscreen contains 2 extra buttons at the top left and top right, if you touch top center both touch buttons will be pressed at the same time. You can enable the option Show Touchscreen buttons in the creator to show an overlay at the screen. FAQ: Q: Why only PBP? A: PBP files are compressed and can store more than 1 disc. CHD support is planned, but it lacks multidisc support. Q: How do I create PBP files? A: You can use PSX2PSP or POPSConv, the internet is full of tutorials about how to use those programs. POPSConv can't create multidisc PBP files though. Q: How do I change discs? A: Tap the touchscreen to open the emulator menu and go to the Change Disc option, once there open the lid, change the disc number and close the lid. Q: Hey, the Change Disc option isn't there. A: If the option is missing then the PBP you used only has a single disc. Q: What is the difference between analog and dualshock? A: analog refers to the PlayStation Analog Joystick (SCPH-1110) or the Dual Analog Controller (SCPH-1150 or SCPH-1180) with the green led lit (Flighstick mode), while dualshock refers to the DualShock Controller (SCPH-1200) or the Dual Analog Controller with the red led lit. Q: The option to change controller type is missing in the Controls menu. A: That can only be changed in the creator. Q: <insert game name> doesn't run well. A: Not every game is gonna run full speed, refer to this thread for the compatibility list and advice about how to get better performance. Q: The game doesn't boot at all and kicks me back to the home menu. A: Official PBP's from PSN don't work. Try creating your own PBP's. Changelog: v1.7 fixed psxonpsp660.bin bios detection. and the hle bios too. adjusted smdh flags to hide the "save backup data" option on the 3ds menu as it isn't supported. "core disk options" was still being displayed when navigating the menu, changed to "change disc". changed "open/close disc tray" to "open/close lid". removed option to set circlepad as dpad. allow remapping controls from the forwarder itself. added touch buttons to compensate for the missing L3/R3 buttons. added optional bottom screen image to show touch buttons. slight adjust to the banner sound. v1.6 initial release. by Sakitoshi.
  24. Dekuwa

    pbPSCReAlpha

    Version 1.71

    2 descargas

    A little software to use with PSClassic in order to view, edit and Re-sort Alphabetically the contents of an USB drive used with bleemsync or autobleem. Plug your USB drive on your computer to add/edit/delete games with this app. General An USB drive configured by Bleemsync (example of 1.2 version) contains several folders: bleemsync d8781dae-c45c-4fc1-b961-e03eedebbffb games logs transfer In the games folder, some numeroted folders (one per game) containing: png file (only one) cue file(s) (one per disc if several) bin file(s) (at least one per disc but can be more) instead of bin & cue files, pbp or chd file(s) (one per disc if several) sbi file(s) necessary fo some PAL games game.ini file or not, depending on the bleemsync version (or if you have already run this app). NEW 1.6 for non-PS1 games, launch.sh file For BleemSync1.0.0/1.1.0/1.2.0 users : This app needs a Game.ini file for each game. These files were necessary in the older versions of bleemsync but not present anymore since 1.0 version. This software can create these files by reading the database file on the usb drive (after a click on Refresh or in the Tranformer tab). After modifications in the app, you have to click on Recreate database to have these modifications available on the PSC. Viewer View Select your "Games" directory with the textfield or the Browse button. In the top-left corner, select the used mod by clicking on "Currently use ...". You can choose BleemSync0.4.1, BleemSync1.0.0/1.1.0 or AutoBleem0.6.0. Or click on Refresh. If a game.ini is missing in a folder, ask user to read database and create these files (if possible). Click on a game in the left-hand list (found errors are marked here with a star). Information of the game display on the right-hand of the window. Several errors/warnings can be detected and are visible by icons near the files. Detected errors and/or warnings Folder name is not a numeric value. GameData folder is missing. pcsx.cfg is missing. (Only a warning if a BleemSync1.0.0/1.1.0 drive is used) Game.ini is missing. Game.ini is incomplete. No cue (or pbp or chd) files in the folder. No bin files in the folder. PNG file is missing. Several PNG files are in the folder. PNG filename and Discs information in Game.ini mismatch. Numbers of Cue (or pbp or chd) files and Discs in Game.ini mismatch. Cue (or pbp or chd) filenames and Discs information in Game.ini mismatch. Cue content and Bin filenames mismatch. For some PAL games, Sbi files are needed and you can be warned for that (if you keep Discs information like SLES-abcde). Comma in filenames are forbidden. Several special characters are also forbidden. Detection of a 'p', 'u' or 'e' in the 3rd position which can start a wrong bios in the PSC (only a warning, maybe you did it intentionnaly). An error is symbolized by a '*' before the folder number and the title in the left-side list. A warning is symbolized by a '!' before the folder number and the title in the left-side list. An error will prevent you from sorting, not the warnings. NEW 1.6 If a launch.sh is detected in the folder, some errors are bypassed. For now, you can add all files you want, but only cue, bin, pbp, chd, png, game.ini and pcsx.cfg are managed by the app. The content of pbp, chd or bin files are not read by the app, the app only checks filenames. PBP files are for PS1 games only and not for BleemSync0.4.1. Sort Select your "Games" directory with the textfield or the Browse button. Click on Sort (click first on Refresh if disabled). Games will now be sorted alphabetically. During the process, the directories are renamed temporarily, then renamed from 1 to your gamecount, (or 31 to your gamecount+30 whith AutoBleem0.6.0). For some convenience, a facultative parameter AlphaTitle can be added into Game.ini files to be sorted instead of the Title. For example: for "The Legend Of Dragoon" as Title, you can put only "Legend Of Dragoon" as AlphaTitle to insert it in L games and not T games. for "Final Fantasy IX" as Title, you can put "Final Fantasy VIIII" as AlphaTitle to insert the game after FFVII and VIII. WARNING !! To be ok until the end, don't open any files from the usb key before or during the process. Eject the usb key before reconnecting it (without opening anything) and launch the software. In case it is still locked somewhere, try to rename the locked folder in an explorer window directly. Sometimes doing this can unlock files. If operation is interrupted, it is not necessary to rename manually folders, the sort operation can be done again. WARNING bis !! Don't forget, you have to recreate database before disconnecting your drive and play. New Create a new directory, with structure and content depending on the used mod version. The other files can be added by the different buttons. Compress png files Launch pngquant from this button in order to compress all .PNG files in your folders. Resize the files in 226*226 in the same time. Recreate database NEW 1.3 A refresh is now done by clicking on this button. You can't regenerate database if errors are detected. NEW 1.3 You have now 2 options to re-generate the database: click on the button as in the previous versions. You will be warned if all is ok or not after a few seconds. NEW 1.6 if you have selected BleemSync1.2, the folder manager will appear before recreating the database. You can now create folders on the left-side, select one, then choose games in the "all games list" and click the double-arrow to have them in the folder. NEW 1.7 The Auto button should create as many folders than systems auotmatically. And you can right-click on a folder in the folder list to execute some actions: Copy and paste games can copy the entire gameset from a folder to another one. Split by 2/3/5 can split the games in a folder into 2/3/5 folders. Duplicate can create a new folder with the same gameset. [deprecated with BleemSync1.2] if you have a drive with a modded BleemSync1.1] with the Shift key pressed, click on the button to go to the advanced options. You can choose different options to generate several DB files in order to be used in different folders. An empty DB file is generated too, if you don't want any ps1 games in a folder. Going to this advanced form if you have another version, or a not-modified BleemSync 1.1 version, only the first option will do something useful for you. Editor Direct edition Once a game is selected, on the right-hand of the window, you can: Edit directly filenames by clicking again on a selected file (or press F2 on keyboard). Delete a file by pressing DEL on keyboard. Copy files (one or several) directly by drag and drop. Edit the picture by drag and drop (with automatic save and compression by pngquant). NEW 1.6 Drag and drop with Shift clicked to keep aspect ratio. In the left-side list, you can delete an entire folder with DEL key on keyboard (confirmtion needed) or Shif+DEL (no confirmation). Auto-rename buttons can rename files automatically. They rename files according to the "Discs" field in the Game.ini file. Bin, cue, pbp, chd, png and sbi files can be renamed automatically. Ask a user confirmation before really doing it. Edit Game.ini & Edit Image Game.ini edit window and picture edit window have been merged. Default folder is the last selected in the main window. You can load/save other files if needed. For the picture box, you can load a png, bmp or jpg file and save to png. Search at the bottom of the window can fill automatically Title and Discs fields. Then, click on "View page here" to display the webpage of the game. You can now click on one of the blue arrows to fill Game.ini fields and/or picturebox (NEW 1.6 for the picturebox, click on the green arrow to keep aspect ratio). NEW 1.61 Search can now be done on 4 websites. For the picture, you can drag and drop a picture file (or directly from a webpage) instead of clicking the load button (NEW 1.6 With Shift clicked during the drag and drop, you will keep the aspect ratio). Added pngquant exe to the package. It is launched during the save operation. You can exit this window by pressing ESC on keyboard. This window can directly be opened by adding parameter "-e" in a shortcut. Edit cue file(s) Can edit all cue files of a folder in the same window. The bin filenames are on the left-hand list. Select one item and click on "copy bin filename" to copy the filename to your clipboard. You can also double-click on one item to do it. One Save button for each file (if several cue files for the game). Click on the "Auto" button to edit automatically the textbox with the bin filenames (assuming that bin filenames contain cue filenames). You have to save by clicking the Save button after that. If there are several cue files, you have to click on each button. You can exit this window by pressing ESC on keyboard. Add pcsx.cfg file The button appears only if the file is not detected in a folder. The file added is in the executable folder. This file becomes not necessary when you use BlemSync1.0.0. So the button will not appear anymore. Add launch.sh file NEW 1.6 The button permits to add and/or edit a launch.sh file (for BleemSync1.2 only). You can write directly to edit the file content. On the left-side, you have the list of the files which are present in the folder. You can select one and click on copy filename (or double-click in the list) to have it in the clipboard. The Reload button permits to have the content as it was at the window creation. The Template button permits to have helps to write the content. The new form allows you to use the launch*.sh files in the same folder of the executable and fills them (click on arrows). Use the Complete button to export the content of this from in the previous one. The Save button saves the file (don't forget to use it). You can exit this window by pressing ESC on keyboard. Generate m3u file The button appears only for multidisc games. Creating a m3u file is not necessary if you use only the stock emulator. It is recommended if you use retroarch with a psx core. Add files Browse your folders to add files in the selected folder (multiple selection is possible). You can drag and drop files directly in the filelist instead of clicking here. Progress bars will appear during copy operation. They will disappear when copy is ok. (don't close the program until it is complete or your files will be corrupted). Number of simultaneous files are user-defined in the configuration tab, others will be in queue. Files lesser than 500kb are directly copied, without going to this queue. Refresh folder Updating information about the current selected game is done automatically after the other operations but can be forced by this button. If a game.ini is missing in a folder, ask user to read database and create these files (if possible). Open folder Open Windows explorer directly in this folder. Tranformer Tab The folder structures are different between BleemSync0.4.1, BleemSync1.x, AutoBleem0.6 and AutoBleem0.8. NEW 1.7 If you use AutoBleem0.8.x, you have to remove the categories first, by the matching button. Then, you can transform the structure to BleemSync. You can read the database files regional.db. If you want to read a database in the same version you are using, the default directory is supposed to be the right one. If you are using BleemSync1.x and BleemSyncUI, you need to read the BS1.x database to (re-)create Game.ini files. If a Game.ini is present and different, the next window will appear to choose a file or merge data. Configuration Tab You can select the maximal simultaneous files to be copied. Files lesser than 500kB are not concerned by this limit. If more files than selected are currently copied, the new limit will be applied at the end of the current files. You can select the sorting options used during sorting operation (Sort button in Explorer tab). Copy bleemsync_cfg.INI file NEW 1.7 The button is disabled. A file is included with the executable. This button will copy this file to your drive (path in the first tab) if you are currently using BS1.0.0. Check bin Browse a bin file (or write the filename or drag and drop a file in the textbox), then click "Find serial" to read the file looking for a serial. If found, the gametitle will be displayed too. You can exit this window by pressing ESC on keyboard. This window can directly be opened by adding parameter "-b" in a shortcut. MemCard Browse or use the combobox to choose a file on your drive. You have to check the button at the beginning of the line first. Click on one of the Open buttons to open the file on the left or right side. Select a slot in one of the opened memcards and click on one of the arrows to copy a slot from left to right or right to left. Don't forget to click on Save before opening another memory card file. You can exit this window by pressing ESC on keyboard. This window can directly be opened by adding parameter "-m" in a shortcut (in this case the combobox will be empty). Debug, Readme and FAQ Tabs The debug tab can display some information. Can be useful if something doesn't work as intended to take a look on this tab. The readme tab displays the readme.md file present with the exe file. As there are some pictures linked in this file, you can be prompted by your firewall that the program wants to access to the Internet. The FAQ tab displays the FAQ.md file present with the exe file. List of files in release pack pbPSCReAlpha.exe pcsx.cfg - the file to be copied when you are using the "add pcsx.cfg file" button or the "New" button. ps1games.xml - the game list for PSXdatacenter research sbigames.xml - the game list with SBI needed Markdig.dll - library used to display MarkDown (and this file) Markdig-licence.txt - licence file for Markdig README.md - this file needs to be packed for display pngquant/COPYRIGHT - file from pngquant pack pngquant/pngquant.exe - file from pngquant pack pngquant/readme.txt - file from pngquant pack x64/SQLite.Interop.dll x86/SQLite.Interop.dll EntityFramework.dll EntityFramework.SqlServer.dll System.Data.SQLite.dll System.Data.SQLite.EF6.dll System.Data.SQLite.Linq.dll bleemsync_cfg.INI FAQ.md - some FAQ launch_drastic.sh - NEW 1.6 for launch.sh template form launch_folder.sh - NEW 1.6 for launch.sh template form launch_retroarch.sh - NEW 1.6 for launch.sh template form tgdbgames.xml - NEW 1.6 the game list for TGDB research tgdbplatforms.xml - NEW 1.6 the game platforms for TGDB research by pascl.
  25. Version 2.3

    32 descargas

    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
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