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Encontrado 45 resultados

  1. Dekuwa

    RetroArch for PS4

    Version r3

    5 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
  2. Dekuwa

    FB Neo RL Plus

    Version 2.10

    2 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)
  3. 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!
  4. Dekuwa

    vitaGL

    Version 0.1.2

    0 descargas

    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.
  5. Version 0.31

    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.
  6. 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.
  7. 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!
  8. 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!
  9. 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!
  10. 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!
  11. 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!
  12. 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. Dekuwa

    RetroArch for PS3

    Version 1.7.7

    9 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 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!
  15. 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.
  16. Dekuwa

    RetroArch for Switch

    Version 1.7.6

    32 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

    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.
  18. Dekuwa

    AutoBleem

    Version 0.87

    100 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.
  19. 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
  20. Version 1.7.5

    7 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.
  21. 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.
  22. 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
  23. Dekuwa

    Project Lunar

    Version 1.0.5

    13 descargas

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

    mGBA for PS Vita

    Version 0.8.0

    17 descargas

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games. Features -------- - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing). - Game Boy/Game Boy Color hardware support. - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks. - Qt and SDL ports for a heavy-weight and a light-weight frontend. - Local (same computer) link cable support. - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect). - Support for cartridges with motion sensors and rumble (only usable with game controllers). - Real-time clock support, even without configuration. - Solar sensor support for Boktai games. - Game Boy Camera and Game Boy Printer support. - A built-in BIOS implementation, and ability to load external BIOS files. - Turbo/fast-forward support by holding Tab. - Rewind by holding Backquote. - Frameskip, configurable up to 10. - Screenshot support. - Cheat code support. - 9 savestate slots. Savestates are also viewable as screenshots. - Video and GIF recording. - Remappable controls for both keyboards and gamepads. - Loading from ZIP and 7z files. - IPS, UPS and BPS patch support. - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro. - Configurable emulation rewinding. - Support for loading and exporting GameShark and Action Replay snapshots. - Cores available for RetroArch/Libretro and OpenEmu. - Many, many smaller things. #### Game Boy mappers The following mappers are fully supported: - MBC1 - MBC1M - MBC2 - MBC3 - MBC3+RTC - MBC5 - MBC5+Rumble - MBC7 The following mappers are partially supported: - MBC6 - MMM01 - Pocket Cam - TAMA5 - HuC-1 - HuC-3 ### Planned features - Networked multiplayer link cable support. - Dolphin/JOY bus link cable support. - M4A audio mixing, for higher quality sound than hardware. - Re-recording support for tool-assist runs. - Lua support for scripting. - A comprehensive debug suite. - e-Reader support. - Wireless adapter support. Supported Platforms ------------------- - Windows Vista or newer - OS X 10.7 (Lion)[<sup>[3]</sup>](#osxver) or newer - Linux - FreeBSD - Nintendo 3DS - Wii - PlayStation Vita Other Unix-like platforms, such as OpenBSD, are known to work as well, but are untested and not fully supported. ### System requirements Requirements are minimal. Any computer that can run Windows Vista or newer should be able to handle emulation. Support for OpenGL 1.1 or newer is also required. Downloads --------- Downloads can be found on the official website, in the [Downloads][downloads] section. The source code can be found on [GitHub][source]. Controls -------- Controls are configurable in the settings menu. Many game controllers should be automatically mapped by default. The default keyboard controls are as follows: - **A**: X - **B**: Z - **L**: A - **R**: S - **Start**: Enter - **Select**: Backspace Compiling --------- Compiling requires using CMake 2.8.11 or newer. GCC and Clang are both known to work to compile mGBA, but Visual Studio 2013 and older are known not to work. Support for Visual Studio 2015 and newer is coming soon. To use CMake to build on a Unix-based system, the recommended commands are as follows: mkdir build cd build cmake -DCMAKE_INSTALL_PREFIX:PATH=/usr .. make sudo make install This will build and install mGBA into `/usr/bin` and `/usr/lib`. Dependencies that are installed will be automatically detected, and features that are disabled if the dependencies are not found will be shown after running the `cmake` command after warnings about being unable to find them. If you are on macOS, the steps are a little different. Assuming you are using the homebrew package manager, the recommended commands to obtain the dependencies and build are: brew install cmake ffmpeg imagemagick libzip qt5 sdl2 libedit pkg-config mkdir build cd build cmake -DCMAKE_PREFIX_PATH=`brew --prefix qt5` .. make Note that you should not do a `make install` on macOS, as it will not work properly. #### Windows developer building To build on Windows for development, using MSYS2 is recommended. Follow the installation steps found on their [website](https://msys2.github.io). Make sure you're running the 32-bit version ("MSYS2 MinGW 32-bit") (or the 64-bit version "MSYS2 MinGW 64-bit" if you want to build for x86_64) and run this additional command (including the braces) to install the needed dependencies (please note that this involves downloading over 1100MiB of packages, so it will take a long time): For x86 (32 bit) builds: pacman -Sy base-devel git mingw-w64-i686-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git} For x86_64 (64 bit) builds: pacman -Sy base-devel git mingw-w64-x86_64-{cmake,ffmpeg,gcc,gdb,imagemagick,libelf,libepoxy,libzip,pkg-config,qt5,SDL2,ntldd-git} Check out the source code by running this command: git clone https://github.com/mgba-emu/mgba.git Then finally build it by running these commands: cd mgba mkdir build cd build cmake .. -G "MSYS Makefiles" make Please note that this build of mGBA for Windows is not suitable for distribution, due to the scattering of DLLs it needs to run, but is perfect for development. However, if distributing such a build is desired (e.g. for testing on machines that don't have the MSYS2 environment installed), running `cpack -G ZIP` will prepare a zip file with all of the necessary DLLs. ### Dependencies mGBA has no hard dependencies, however, the following optional dependencies are required for specific features. The features will be disabled if the dependencies can't be found. - Qt 5: for the GUI frontend. Qt Multimedia or SDL are required for audio. - SDL: for a more basic frontend and gamepad support in the Qt frontend. SDL 2 is recommended, but 1.2 is supported. - zlib and libpng: for screenshot support and savestate-in-PNG support. - libedit: for command-line debugger support. - ffmpeg or libav: for video recording. - libzip or zlib: for loading ROMs stored in zip files. - ImageMagick: for GIF recording. - SQLite3: for game databases. - libelf: for ELF loading. SQLite3, libpng, and zlib are included with the emulator, so they do not need to be externally compiled first. Footnotes --------- <a name="missing">[1]</a> Currently missing features are - OBJ window for modes 3, 4 and 5 ([Bug #5](http://mgba.io/b/5)) - Mosaic for transformed OBJs ([Bug #9](http://mgba.io/b/9)) <a name="flashdetect">[2]</a> Flash memory size detection does not work in some cases. These can be configured at runtime, but filing a bug is recommended if such a case is encountered. <a name="osxver">[3]</a> 10.7 is only needed for the Qt port. The SDL port is known to work on 10.5, and may work on older. Copyright --------- mGBA is Copyright © 2013 – 2018 Jeffrey Pfau. It is distributed under the [Mozilla Public License version 2.0](https://www.mozilla.org/MPL/2.0/). A copy of the license is available in the distributed LICENSE file. mGBA contains the following third-party libraries: - [inih](https://github.com/benhoyt/inih), which is copyright © 2009 Ben Hoyt and used under a BSD 3-clause license. - [blip-buf](https://code.google.com/archive/p/blip-buf), which is copyright © 2003 – 2009 Shay Green and used under a Lesser GNU Public License. - [LZMA SDK](http://www.7-zip.org/sdk.html), which is public domain. - [MurmurHash3](https://github.com/aappleby/smhasher) implementation by Austin Appleby, which is public domain. - [getopt for MSVC](https://github.com/skandhurkat/Getopt-for-Visual-Studio/), which is public domain. - [SQLite3](https://www.sqlite.org), which is public domain.
  25. Dekuwa

    mGBA for Wii

    Version 0.8.0

    9 descargas

    mGBA is an emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack. It also supports Game Boy and Game Boy Color games. Features -------- - Highly accurate Game Boy Advance hardware support[<sup>[1]</sup>](#missing). - Game Boy/Game Boy Color hardware support. - Fast emulation. Known to run at full speed even on low end hardware, such as netbooks. - Qt and SDL ports for a heavy-weight and a light-weight frontend. - Local (same computer) link cable support. - Save type detection, even for flash memory size[<sup>[2]</sup>](#flashdetect). - Support for cartridges with motion sensors and rumble (only usable with game controllers). - Real-time clock support, even without configuration. - Solar sensor support for Boktai games. - Game Boy Camera and Game Boy Printer support. - A built-in BIOS implementation, and ability to load external BIOS files. - Turbo/fast-forward support by holding Tab. - Rewind by holding Backquote. - Frameskip, configurable up to 10. - Screenshot support. - Cheat code support. - 9 savestate slots. Savestates are also viewable as screenshots. - Video and GIF recording. - Remappable controls for both keyboards and gamepads. - Loading from ZIP and 7z files. - IPS, UPS and BPS patch support. - Game debugging via a command-line interface and GDB remote support, compatible with IDA Pro. - Configurable emulation rewinding. - Support for loading and exporting GameShark and Action Replay snapshots. - Cores available for RetroArch/Libretro and OpenEmu. - Many, many smaller things. #### Game Boy mappers The following mappers are fully supported: - MBC1 - MBC1M - MBC2 - MBC3 - MBC3+RTC - MBC5 - MBC5+Rumble - MBC7 The following mappers are partially supported: - MBC6 - MMM01 - Pocket Cam - TAMA5 - HuC-1 - HuC-3 ### Planned features - Networked multiplayer link cable support. - Dolphin/JOY bus link cable support. - M4A audio mixing, for higher quality sound than hardware. - Re-recording support for tool-assist runs. - Lua support for scripting. - A comprehensive debug suite. - e-Reader support. - Wireless adapter support.
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