84 archivos
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Aconcagua English Patch
Parche que traduce al inglés Aconcagua, juego desarrollado por Sony Computer Entertainment para PSX lanzado originalmente en el año 2000 y que no llegó a salir de Japón.
Cómo parchear (en Windows):
Descomprimir el archivo zip incluido Abra el programa incluido "Delta Patcher Lite" y haga clic en el primer icono de la carpeta amarilla. Elige tu archivo original "Aconcagua (Japón) (Disco 1).bin" sin modificar. Haga clic en el segundo icono de la carpeta amarilla y elija el archivo "AconcaguaEnglishPatchDisk1.xdelta". Si no quieres perder el archivo original del juego sin parchear, haz clic en el pequeño icono del engranaje situado junto a la casilla "Aplicar parche" y haz clic en "Copia de seguridad del archivo original". Entonces tendrás que eliminar la palabra "PATCHED" del nombre del archivo bin más adelante. Haz clic en "Aplicar parche". Repita los pasos 3-6 con "Aconcagua (Japón) (Disco 2).bin" y "AconcaguaEnglishPatchDisk2.xdelta" Coloca los archivos .bin parcheados en la misma carpeta que tus archivos "Aconcagua (Japón) (Disco 1).cue" y "Aconcagua (Japón) (Disco 2).cue" y ¡ya están listos para ser reproducidos! Cómo parchear la alternativa (Todos los SO):
Vaya a https://hack64.net/tools/patcher.php Para la ROM, introduzca el archivo original "Aconcagua (Japón) (Disco 1).bin". Para el parche, introduce el archivo "AconcaguaEnglishPatchDisk1.xdelta". Para Guardar como, introduzca "Aconcagua (Japón) (Disco 1).bin". Si no quieres perder el archivo original del juego sin parchear, haz una copia de seguridad del mismo ahora. Haz clic en Patch y coloca el archivo "Aconcagua (Japón) (Disco 1).bin" parcheado en la misma carpeta que tu archivo "Aconcagua (Japón) (Disco 1).cue" Repita los pasos 2-5 con "Aconcagua (Japón) (Disco 2).bin" y "AconcaguaEnglishPatchDisk2.xdelta" y ¡ya están listos para ser reproducidos! -----!!!!NOTAS IMPORTANTES!!!!-----
Aconcagua tiene un terrible error de audio cuando se juega en el emulador Duckstation. Esto NO se debe al parche, ya que esto ya que esto ocurre también en la versión japonesa estándar. Recomiendo usar el emulador Bizhawk para jugar al juego. Al final del disco 1, algunos emuladores tienen problemas para realizar el cambio de disco al disco 2. Sin embargo, esto no es un problema, ya que puedes simplemente apagar el emulador, cargar el disco 2 y cargar tu salvado del final del disco 1. Es posible que notes que los subtítulos durante las escenas de corte con voz a veces no coinciden al 100% con las voces. Esto se debe a razones técnicas muy complicadas que nos impiden ampliar el tamaño de los subtítulos originales. Sin embargo, me he esforzado por garantizar que los subtítulos sigan siendo descriptivos y significativos para los jugadores que dependen de la lectura de los subtítulos. Créditos:
Localización y hacking: Hilltop Gráficos y apoyo al idioma español: Mr. Nobody Programación FMV (desarrollador de jPSXdec): Michael "m35" Sabin -
Auto-Xbins (ex Easy-Xbins)
Auto Xbins es una aplicación para Windows, actualización de la antes conocida como Easy-Xbins.
Esta aplicación nos ofrece una forma rápida, con un solo click, el acceso al FTP de Xbins, donde podemos descargar las últimas versiones de las aplicaciones homebrew y hacks para Xbox, Xbox 360, PS3, PS4, Xbox One, Wii, Wii U o Switch, entre otras.
Para hacerla funcionar simplemente extraemos el archivo comprimido y ejecutamos el .exe. Seremos logeados en el FTP en cuestión de segundos y podremos navegar por todas sus carpetas y descargar lo que nos venga en gana.
Auto-Xbins es una aplicación creada por Ground Zero.
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AutoBleem
AutoBleem is a tool to make your PlayStation Classic more usefull. It is relatively safe way to add games , change look and feel, change advanced configuration of your mini console.
Features
Overmounts portions of the PSC's filesystem to safely allow PCS modifications Modifies the stock UI to show added games Uses GAME NAMES as folders instead of numbered folders Supports multi-disc games Includes offline metadata and cover art databases - no download needed during sync Runs on boot of the PlayStation Classic as it was designed to do so from the beginning Intelligent algorithm is trying to "fix" missing files like .cue, unpack .ecm Nice GUI that replaces need for BootMenu Small footprint on USB drive as no .NET Core runtime needed As written in native language for PlayStation Classic it is fast Work with no issue with multitrack games (I had no problem with it) Supports CUE/BIN and Not encrypted PBP (popstation created - PSN downloads will not work) file formats Replaces BootMenu and Bleemsync..intergates with RetroArch sotware no need to run anything on the PC Supports themes of both AutoBleem and Sony menu configurable filter settings Supports multi disc games Makes your PlayStation Classic a great device Installation
Download the ZIP Extract the contents to the root of your FAT32(recommended) or ext4 formatted USB flash drive Name your flash drive SONY. This is a requirement. Download Cover Repository databases (three separate files for NTSC-U, PAL and NTSC-J) Copy Cover Repository databases into /{Your USB}/cbleemsync You may want to install RetroArch (the folder is empty) - find it on ModMyClassic website - I do not distribute this software. You may want to install additional themes ... find them on reddit and copy to themes folder (follow folder structure) by screemerpl.
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BleemSync
BleemSync is intended to be the easiest and ultimate modding tool for the PlayStation Classic and should be the only tool you will ever need when it comes to modding the PlayStation Classic.
Why BleemSync?
Create your custom PlayStation Classic experience by adding your own games, emulators, themes and mods. Easy to use, UI application to use to allow easy game adding/syncing, modification and configuring. (Compatible with Windows, Mac and Linux) Better FileSystem support (Ext4, exFAT, NTFS, FAT32) Multi OS support (Windows, Mac, Linux) (basically anything that has a RDNIS driver. Which is a lot.) Reliable and steady emulation performance. RetroArch support and Integration. Multitude of various controller support with RetroArch. Big community available to offer support to fellow users. And many more awesome features! How to install
Download the zip package to your computer. Format a USB drive (usb2.0 preferable) to FAT32 and label it SONY Extract the zip package to the root of your newly formatted USB Make sure your console is unplugged from power, HDMI and any powered USB hub. Insert the USB to controller port 2 on your console and hook the console power back up. (HDMI optional) When the orange light displays, power on the console as normal and wait! (Instructions will display on tv if HDMI connected.) When the initial install is complete your console’s LED will flash RED and an install complete message will display for 5 Seconds. The console will automatically REBOOT after this. Once this is done and your console’s LED is ORANGE, you have successfully installed! You can keep reading (recommended!) or get started straight away. (How to use BleemSync Guide below) It’s highly recommended that you format the USB to either (exFAT or NTFS (ext4 also supported but exFAT seems to function better!)) and extract the backup back to the root of your USB drive. You can now plug in your USB (always all cables unplugged first!) back into your console. (How to use BleemSync Guide below) -
Brosexec with SD2SP2 support
SD2SP2 support added by NiHuShu
It might take a while for it to load because it checks for both memcard slots.
Original Readme.txt:
Brosexec 0.1 by suloku '15
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This is a simple dol that will load autoexec.dol from the root of a SD card in a SDGecko adapter. It's main purpose is to be used with the Home Bros. Exploit, as a way to boot homebrew on unmodified consoles. One of its goals is to keep used space in the memory card as low as possible.
Uses libfat 10.0.14 and thus supports FAT32 and SDHC.
Currently the needed space is 11 blocks on the memory card.
Check the Home Bros. exploit Check Swiss. _____________________
suloku 15'
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bsnes-hd
bsnes-hd (called "HD Mode 7 mod, for bsnes" in early betas) is a fork of bsnes (great SNES emulator by byuu) that adds HD video features, such as:
HD Mode 7
Rendering the rotated, scaled or pseudo perspective backgrounds at higher resolutions. This does not involve new custom imagery or upscaling algorithms. It is a higher resolution version of the process the SNES uses.
Widescreen
Extending the scenes to the left and right, without distorting them. Works for most Mode 7 scenes, but also for some other scenes/games, after some setting tweaking.
Objects/Sprites will not be visible correctly in the widescreen areas. Fixing this will require ROM-hacks. Some technical information is available below.
True color
Color calculation are done at true color instead of the SNES color depth (3x8 instead of 3x5 bit). With the optional line color smoothing color "steps" turn into actual gradients (without influencing the sharpness of the artwork).
Other high resolution features
Smother color gradients and window effect, not limited by the original resolution or integer precision.
plus some non-HD related features
like the ability to disable background layers, sprites and window effects for screenshots for wallpapers.
Settings
all in Settings / Enhancements / "HD Mode 7 / bsnes-hd"
names in parentheses are for the options of the libretro core
Scale
The resolution Mode 7 is rendered at. Higher setting drastically increase CPU usage. "disable" uses the classic Mode 7 code, disabling some of the following features. (defaults to 2x, to show the effect with the smallest possible CPU impact)
Perspective correction
Whether and how pseudo 3D perspective are optimized, avoiding limitations of SNES integer math.
off: disable correction on: enable correction auto(default): enable correction, but try to detect when it breaks the image and automatically disable it. wide(default)/medium/narrow: the distance between the lines used for the interpolation (and also for the detection, if enabled). Use "wide" unless it causes issues. Only currently known game that requires this is "Tales of Phantasia", requiring "narrow". Mosaic (HD->SD Mosaic)
How to handle Mosaic effects on Mode 7 backgrounds.
non-HD: use 'classic' Mode 7 with Mosaic applied. Looks as intended, but disables HD and widescreen. 1x scale(default): instead of the set Scale use "1x". Provides a good compromise between the other two options. ignore: ignore the Mosaic effect completely. Supersampling
Allows basing every resulting pixel on the average of multiple pixels. At 1x scale it allows using the higher precision at the original resolution, e.g. for use with CRT-shaders. At higher resolutions it is basically expensive anti-aliasing. (defaults to "none") Keep in mind that to estimate the performance impact you have to multiply(!) this value with the "scale" value.
Widescreen (WideScreen Mode)
Enables experimental widescreen functionality
none: do not enable widescreen Mode 7(default): enable widescreen for Mode 7 scenes (works for most games) all: enable widescreen for all scenes (non-Mode 7 scenes only work acceptable in some games, but many have mostly artifacts) Aspect ratio
Specifies the widescreen aspect ratio. 16:9 at 5x scale results in a width of 1920, which (with the default overscan setting off, see below) results in exactly 1080 HD. (defaults to 16:9)
WS bg (WideScreen Area Background Color)
Sets how the backgrounds of the widescreen areas are filled
color: always fill the widescreen areas with the scanline background colors. auto(default): fill the widescreen areas with the scanline background colors, except when the "Widescreen:Mode 7" setting disables widescreen for the scene, then use black. black: the widescreen areas always have a black background, ignoring the background color, even when the scene is widescreen. (do not use unless a a game specifically requires it, none known for now) WS marker (WideScreen Marker)
Allows highlighting the edges of the widescreen areas in some ways.
none(default): no highlighting lines: shows a dashed lined at the edges of each widescreen area darken: darkens the widescreen areas WSM alpha (WideScreen Marker Alpha)
Specifies how translucent the widescreen markers are. (defaults to 1/1)
BG1/BG2/BG2/BG4 (WideScreen Background 1/.../WideScreen Background 4)
Settings for the background layers.
off: no widescreen (e.g. for HUDs) on: widescreen enabled < xy/> xy: widescreen enabled above/below a certain scanline (for backgrounds that contain HUDs and backgrounds), e.g. for "HyperZone" at "BG2: >80". autoHor: Disables widescreen for this background when it is as wide as the screen and has a horizontal position of 0. autoHor&Ver(default): Disables widescreen for this background when it is as wide as the screen and has a horizontal and vertical position of 0. crop: do not draw the left- and right-most 8 pixels (next to the widescreen areas) of the background (for backgrounds blanking some edge pixels, leaving black lines in widescreen, e.g. "Top Gear 2"). cropAuto: same as "crop", except for 2 differences. Only black pixel are not rendered. And lines of black pixel starting in the left crop area are removed entirely, e.g. for "Super Mario Kart". disable: Disable the background entirely, e.g. to remove HUDs for screenshots for wallpapers. Sprites
Settings for sprites/objects.
clip: Sprites are clipped at the edges of the widescreen areas. safe(default): Sprites are rendered if they are at least partially in the classic content area. So they can only partially reach into the widescreen areas. unsafe: Sprites are rendered, even if they are entirely in a widescreen area. Works fine for a view games, like "Super Mario World", causes artifacts in many. disable: Disable sprites entirely, e.g. to remove characters or HUD elements for screenshots for wallpapers. Ignore window (WideScreen Ignore Window)
none: Apply window effects normally. Widescreen pixels are treated like the nearest non-widescreen pixel. outside(default): "outside" window effects are ignored, i.e. all pixels are treated like they are at the "fallback x-coordinate" for this purpose. This allows Mode 7 widescreen in "Final Fantasy III" outside&always: Same as outside, but also for "always" window effects. all: Same as outside, but for all window effects. Can for example be used to remove the shadow and meter from "F-Zero" for screenshots for wallpapers (requires changing "fallback x-coordinate" from 128 to something like 40). Fallback x-coordinate (WideScreen Ig Win Coordinate)
The x-coordinate used as fallback for "ignore window". (defaults to 128 (the center))
Line color HD (HD Background Color Radius)
The amount of neighboring lines used to smooth color gradients that are applied to the frame, e.g. to improve perspective Mode 7 effects, by fading to dark for the "far away" top. "0" disables this smoothing. The default is "4".
Window HD (HD Windowing (experimental))
The amount of neighboring lines used to smooth Window effects, like iris transitions, shadows or spell effects. "0" disables smoothing and is the default. (This feature is considered a preview, as the lines at the top and bottom of effects are currently not entirely HD and it still has noticeable issues. Please let me know about any games/scenes/effects that work noticeable badly or well)
Differences in setting/options from bsnes
Settings / Output / Show Overscan Area (Show Overscan)
In bsnes the overscan setting allows switching between cropping 8 and 0 lines form top and bottom, which are unused due to the way TVs in the time of the SNES worked. In bsnes-hd it switches between 12 and 8 lines, defaulting to 12 (off). This cuts of 4 lines on both sides that technically contain content, but should not cut important information as these lines are still in an area that wasn't safe to use (12 lines is 5%). The reason to do is that the resulting height of 216 is exactly a 5th of 1080, so you can integer scale to HD and 4K resolutions, e.g. 5x at 16:9 is exactly 1080 HD with every Mode 7 pixel rendered specifically.
Widescreen technical
Dimensions
The amount of pixel columns added to both sides for the various aspect ratios are: (4:3, 16), (16:10, 40), (16:9, 64), (2:1, 88), (21:9, 120). Those currently are for overscan off (see above) and don't change when you change that setting.
Maximum width for objects/sprites
The maximum width for widescreen areas that still can have places objects in them is 96 (exactly 2:1 AR with overscan on).
Object/sprite wrap-around
At that maximum width 352 is the only coordinate that places a large object (width 64) entirely off screen. Smaller value make it reach into the screen from the right, larger ones from the left.
by Derkoun.
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Cheat Engine
Cheat Engine es un entorno de desarrollo centrado en la modificación de juegos y aplicaciones para uso personal.
Instrucciones de uso
Download Lazarus 32bit. Install it to the path where you have full access e.g. "D:\Lazarus" if you wish to develop 64bit applications, download and install "cross-x86_64-win64" addon, use the same path e.g. "D:\Lazarus" (installer can show "folder exists" notification - click yes/ok ) 64bit Windows users can do the otherwise: download and install Lazarus 64bit from here (plus "cross-i386-win32" addon if you want to develop 32bit applications) Run Lazarus and click on Project->Open Project. Select cheatengine.lpi from the Cheat Engine folder as the project. Click on Run->Build or press SHIFT+F9. you can also click on Run->Compile many Modes (tip: select first three compile modes) If you want to run or debug from the IDE on Windows you will need to run Lazarus as administrator. -
Console Service Tool (C.S.T)
Console Service Tool (C.S.T.) es una herramienta integral W.I.P diseñada para ayudar a los usuarios a diagnosticar y dar servicio a sus consolas de juegos. Centrándose en PlayStation (PS3, PS4, PS5) y Nintendo Switch, C.S.T. tiene como objetivo consolidar varias herramientas de diagnóstico y servicio en una plataforma única y fácil de usar.
FAQ
¿Puedo utilizar esta herramienta para leer códigos UART desde una PS5? ¡Sí! Descargue y ejecute la herramienta, seleccione la pestaña Playstation 5 > Herramientas UART y operación Leer códigos. Debes estar conectado vía UART para leer códigos de la Playstation 5. Sigo recibiendo "Operación cancelada", ¿sabe por qué? Respuesta corta: si todo está conectado correctamente, es posible que tenga un puente sur inactivo, ya que se requiere que el puente sur funcione para que UART funcione. R: Respuesta larga. Verifique Solución de problemas. Solución de problemas
Operación cancelada: esto ocurre porque el usuario canceló la operación o porque se agotó el tiempo de espera de respuesta de la consola. Verifique que tenga un TTL, CH341 u otro dispositivo similar y que se hayan instalado los controladores correctos. Si se han instalado controladores, asegúrese de que no estén pendientes de reiniciar. Si no estás seguro. Reinicia tu computadora. Vaya al administrador de dispositivos -> inicie devmgmt. Verifique en Puertos serie y verifique que aparezca un puerto serie. Desenchufe su TTL/CH341 y vea si desaparece. Si lo hace. Vuelva a enchufar el dispositivo y verifique a qué COMPORT está asignado. Verifique que su TX, RX y GND estén conectados de forma segura a su consola. Verifique que la consola esté enchufada a un tomacorriente de pared con energía. No es necesario que la ps5 esté encendida, pero sí que se le suministre energía. Haga clic en leer códigos. Si aún recibe Operación Cancelada. Intente intercambiar sus cables TX y RX. Todavía se cancela la operación. Cambie el software al modo "Monitor" y conéctese. Este modo escuchará cualquier cosa que diga la PS5. Desenchufe la PS5 y espere 5 segundos. Vuelva a conectar la alimentación a la PS5 y verifique que la PS5 haya dado señal al software. Si aún no ves nada de la PS5 e intercambiaste tu TX y RX, intenta volver a intercambiarlos y repite los pasos. Si aún no hay respuesta de la consola. Pruebe con una buena consola para descartar un problema de hardware/software. Si eso funciona. Su consola que no respondió tiene un puente sur muerto. Aplicación creada por amoamare.
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CUE Creator
Generate a .CUE for a PS1 .BIN.
Drag-n-Drop a PS1 .BIN file onto the .BAT to make a respective .CUE file.
This does not work with multi-track PS1 games that use Compact Disc Digital Audio (CDDA or CD-DA), also known as Audio CD.
by freeman.
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DoLaunch
Set of dol launching tools for GameCube.
This tools are based on the dol loading code used in Swiss by emu_kidid.
Brosexec: This is a simple dol that will load autoexec.dol from the root of a SD card in a SDGecko adapter. It's main purpose is to be used with the Home Bros. Exploit, as a way to boot homebrew on unmodified consoles. One of its goals is to keep used space in the memory card as low as possible. - Check the Home Bros. exploit. Brosexecconf: this is a simple configurable dol launcher, the configuration file can assing a dol to each button. Supports a timer to autoboot a default dol after a configurable amount of time passes. Also supports passing command line arguments to loaded dol files in the form of .cli files. - A text only version and a version supporting customizable png background are available (on screen text can be disabled so the background can be used as splash screen for autoboot for example). - Uses lib PNGU by frontier. McLoader: this simple dol can launch any dol present in a memory card created with dol2gci. It¡s main use would be for those not having an SDGecko adapter. by suloku.
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ePSXe for Android
Versión para Android de ePSXe, el popular emulador de la Playstation original (PSX/PSOne).
Se ha diseñado para smartphones y tablets (de 1-4 jugadores), e incluye un divertido modo para 2 jugadores para tablets. Include soporte para mandos virtuales en la pantalla táctil, y mapeo de mandos físicos(Xperia Play, Smartphones con teclado o controles, y mandos externos como el WiiMote, Sixaxis, Xbox 360, Moga, Ipega) con soporte de controles analógicos.
ePSXe for Android incluye gráficos mejorados mediante software en x2/x4 y meidante dos renderers OpenGL, lea la documentación para conocer como configurarlo. ePSXe incluye soporte nativo para ARM y Intel Atom X86.
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EZ-Flash Junior
The latest firmware kernel for EZFlash Junior, EZFlash's GB flash cart.
Features:
GB/GBC game copy and play Instant load the game Real time clock Fast reset to menu Maximum game: 64Mbits Maximum save: 1Mbits, LSDJ support Mapper supports:MBC1,MBC2,MBC3,MBC5,MBC1M,MBC30 Support Gameboy, Gameboy Pocket, Gameboy Color, Gameboy Advance/SP, even with backlit mods and rechargeable batteries. System on chip level recovery mode, prevent upgrade dead Support FAT32 4-32GB SD card Firmware and kernel both are upgradable Replaceable battery design -
EZ-Flash Omega Definitive Edition Firmware
The latest firmware for EZFlash Omega Definitive edition, EZFlash's latest GBA flash cart.
This product is based on the EZ-FLASH OMEGA and implements some of the functional requirements that users have made while using the EZ-FLASH OMEGA.
Note: You can use with it the Thumbnails Pack and the Omega Cheat Library.
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EZ-Flash Omega Kernel & Firmware
The latest firmware kernel for EZFlash Omega, EZFlash's GBA flash cart.
Under normal circumstances, the firmware and kernel on the card which the user received from dealer are not the latest version, so they need to be upgraded.
Once you have the EZKERNEL.BIN file on the root folder. You can update the kernel by press R key and power up the console. The system will boot up after the update process done. The kernel version is displayed on the upper right corner of System Setting. DO NOT TURN OFF THE POWER WHEN UPDATING!!
If the firmware version is lower than kernel contained, it may need to update automatically. The new firmware needs the game console reboot to take effect. DO NOT TURN OFF THE POWER WHEN UPDATING!!
Note: You can use with it the Thumbnails Pack and the Omega Cheat Library.
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EZFlash Junior kernel firmware
This is the firmware and kernel for the EZFlash Juinior, Gameboy and Gameboy Color flash cart.
Changelog:
Note: For the best performance and stability. The items in the root folder no more than 32(include the kernel file and saver folder). The total files in each folder from the root folder no more than 100.
SHA1(ezgb.dat)= a67c41c5f146e5bb58a355eeadb00a4fd2caa71b SHA1(Update_FW3.gb)= d91c47b3c5921467e51fa1b10d42d77c75d6d5f0 FW3 K1.03
Improved game compatibility Added the support of MBC1M Multicart K1.02
Fixed some logical error in last played game. FW2 K1.01
Fixed some game compatibility Optimize the limited number of files and directories Fixed some file display issues Added a Reading interface Added a Loading interface Added the support of MBC30 64KB SAVE Added AUTO SAVE in SET tab Checked = Backup the save to SD every time automatically when kernel booting up Unchecked = Kernel will ask every time when kernel booting up, cancel backup may cause you to lose the last play record Added last played game Press START in file browser to activate, Press A to launch, B to cancel. -
EZFlash Omega GBA Kernel and Firmware
The kernel and firmware for the EZFlash omega line of GBA flash carts.
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FoxTool
A tool for compiling and decompiling Fox Engine XML files. Compiled XML files have these file extensions:
Extension Content BND Graph Bounder Data CLO Sim Cloth Setting DES Destruction EVF Event FOX2 Scene FSD Facial Settings Data LAD Lip Adjust Data PARTS Model Description PH Physics Object Description PHSD Physics Sound Parameter SDF Sound Data File Info SIM Simulation Object TGT Geometry Target Description VDP Vehicle Driving Parameter VEH Vehicle VFXLF Visual Effects Lense Flare Requirements
Microsoft .NET Framework 4.5 Usage
FoxTool [-d|-c] file_path|folder_path Examples
Compiling an XML file
FoxTool file_path.XML FoxTool -c file_path.XML Decompiling a file to XML
FoxTool file_path FoxTool -d file_path Decompiling all decompilable files in the folder to XML
FoxTool folder_path FoxTool -d folder_path -
FreePSXBoot
FreePSXBoot es un exploit que permite cargar código arbitrario en PSX (Playstation 1) usando solo la tarjeta de memoria, sin necesidad de juego alguno.
En otras palabras, es un softmod que requiere de una tarjeta de memoria, así como de una forma para escribir datos en raw en ella.
Cómo utilizar FreePSXBoot
Para utilizar FreePSXBoot necesitamos una forma de copiar imágenes completas de tarjetas de memoria (no archivos individuales) a una tarjeta de memoria. Algunas posibilidades son:
Una PS2 y la aplicación Memory Card Annihilator v2 (usa la opción "Restore MC image") Memcarduino. Requiere soldar cables a la tarjeta de memoria. Usar Memcard Pro, que nos permite crear una tarjeta de memoria virtual en una tarjeta SD. Simplemente coloca la imagen la imagen de la tarjeta que que quieres usar en Memory Card 1, Channel 1. Usar Unirom y NOTPSXserial con un cable serie/USB, utilizando el comando: nops /fast /mcup 0 FILE.mcd COMPORT donde FILE es el archivo mcd correspondiente a nuestro modelo, y COMPORT corresponde al puerto serie de nuestro ordenador. MemcardRex con DexDrive, Memcarduino, o PS1CardLink. Asegúrate de que sea la última versión, que es la que permite escribir datos en raw e la tarjeta de memoria (necesario para FreePSXBoot) PSXGameEdit con DexDrive (no está garantizado que funcione)
WARNING
By flashing FreePSXBoot to your Memory Card, you need to be aware of the following:
The .mcd image files replace the whole contents of your card, meaning that your Memory Card will be ENTIRELY WIPED after flashing a .mcd image, so creating a backup of your saves is compulsory. Because the exploit has corrupt Memory Card filesystem on purpose for it to run, your card will become unusable for normal operations. That is, you won't be able to use this card for saving and loading game saves and it will cause crashes on your PS1 or your PS2 console (if you have any). Once installed, it may become difficult to uninstall, as the normal software to re-format a memory card won't work, due to the exploit itself. You could end up with no means to recover the memory card; if for example your installation method was Memory Card Annihilator v2, then it will also crash. Memcarduino, Unirom, or using the Memcard Pro would currently be safe bets. Usage
Copy the full memory card image corresponding to your model/BIOS to a memory card. Insert it in slot 1. If you have a SCPH-1001 or SCPH-1002 with BIOS version 2.0: insert another memory card in slot 2 (its content doesn't matter). Power up your PlayStation with the lid open, and go to the memory card manager. After a few seconds, the screen will be filled with cyan. Wait ~30 seconds for the Unirom welcome screen to appear. If the cyan screen doesn't appear, you have either used a wrong memory card image, or the memory card image was not written properly (the mcd file must be written as raw data to the memory card), or something else went wrong. If you are 100% certain that the memory card image was written properly, and that you are using the correct image, please open an issue. Once Unirom is loaded, you can insert a CD, close the lid, and press R1 to load the game. Note: Japanese PlayStation cannot have their CD drive unlocked by Unirom, and thus cannot load backups. Don't forget to remove your memory card, as its exploit will trigger into games as well. This isn't an issue when using the Memcard Pro, as it will automatically change the virtual card to the game you're booting. Restoring the memory card
Use MemcardRex. Some games that have a save file manager (shows the contents of the memory card before saving) built into them, like OddWorld: Abe's Oddysee and Cool Boarders 4 (suffers from a caveat that keeps the game from loading the memory card with certain exploit versions) for example, can be used to overwrite FreePSXBoot when saving progress. Memory Card Annihilator v2 may be able to format a card, but it has to be inserted at the last moment. This method is not guaranteed to work. In general, tools and games crash when attempting to format a memory card loaded with FreePSXBoot, but may be able to format it by first inserting a normal memory card, and switching it with the FreePSXBoot memory card just before the format operation starts. We plan to bundle a complete version of Unirom in the memory card images in the future, with the ability to format memory cards. Supported models
All models are supported and tested on emulator or real hardware, except the debug models (DTL-H) and Net Yaroze (they may work, but are not tested). As of version 20210419, the exploit is 100% reliable on all supported models. Nevertheless, some exploit images were only tested on emulators and may not work on real hardware; feedback is welcome. Note for BIOS 2.0 (SCPH-1001 or SCPH-1002): the memory card containing FreePSXBoot must be inserted in slot 1, and another memory card must be present in slot 2. The memory card in slot 2 can have any content.
See the folder builder for a tool that can be used to generate your own payloads and memory cards.
Memory card images are raw data: your memory card must have the exact same content as the files. Use Memcarduino or something similar; don't use a memory card file manager, as it will try to correct the data we're altering.
If the exploit is successful, you will see the screen flashing orange. Otherwise, power cycle your PSX and try again after a minute or so. It may take a few tries.
The exploit works in emulators as well, and works all the time due to the memory being always initialized to 0. Tested with no$psx, pcsx-redux, and DuckStation.
BIOS version/region BIOS CRC32 Models 100% reliable exploit? Image file 1.0 (1994-09-22) I 3b601fc8 SCPH-1000 Yes freepsxboot-unirom-fastload-20210505-bios-1.0-1994-09-22-I-3b601fc8.mcd 1.1 (1995-01-22) I 3539def6 SCPH-3000 Yes freepsxboot-unirom-fastload-20210505-bios-1.1-1995-01-22-I-3539def6.mcd 2.0 (1995-05-07) A 55847d8c SCPH-1001 Yes; see note below freepsxboot-unirom-fastload-20210505-bios-2.0-1995-05-07-A-55847d8c.mcd 2.0 (1995-05-10) E 9bb87c4b SCPH-1002 Yes; see note below freepsxboot-unirom-fastload-20210505-bios-2.0-1995-05-10-E-9bb87c4b.mcd 2.1 (1995-07-17) A aff00f2f SCPH-1001 Yes freepsxboot-unirom-fastload-20210505-bios-2.1-1995-07-17-A-aff00f2f.mcd 2.1 (1995-07-17) E 86c30531 SCPH-1002 Yes freepsxboot-unirom-fastload-20210505-bios-2.1-1995-07-17-E-86c30531.mcd 2.1 (1995-07-17) I bc190209 SCPH-3500 Yes freepsxboot-unirom-fastload-20210505-bios-2.1-1995-07-17-I-bc190209.mcd 2.2 (1995-12-04) A 37157331 SCPH-1001
SCPH-5003 Yes freepsxboot-unirom-fastload-20210505-bios-2.2-1995-12-04-A-37157331.mcd 2.2 (1995-12-04) E 1e26792f SCPH-1002 Yes freepsxboot-unirom-fastload-20210505-bios-2.2-1995-12-04-E-1e26792f.mcd 2.2 (1995-12-04) I 24fc7e17 SCPH-5000 Yes freepsxboot-unirom-fastload-20210505-bios-2.2-1995-12-04-I-24fc7e17.mcd 3.0 (1996-09-09) I ff3eeb8c SCPH-5500 Yes freepsxboot-unirom-fastload-20210505-bios-3.0-1996-09-09-I-ff3eeb8c.mcd 3.0 (1996-11-18) A 8d8cb7e4 SCPH-5001
SCPH-5501
SCPH-5503
SCPH-7003 Yes freepsxboot-unirom-fastload-20210505-bios-3.0-1996-11-18-A-8d8cb7e4.mcd 3.0 (1997-01-06) E d786f0b9 SCPH-5502
SCPH-5552 Yes freepsxboot-unirom-fastload-20210505-bios-3.0-1997-01-06-E-d786f0b9.mcd 4.0 (1997-08-18) I ec541cd0 SCPH-7000
SCPH-7500
SCPH-9000 Yes freepsxboot-unirom-fastload-20210505-bios-4.0-1997-08-18-I-ec541cd0.mcd 4.1 (1997-11-14) A b7c43dad SCPH-7000W Yes freepsxboot-unirom-fastload-20210505-bios-4.1-1997-11-14-A-b7c43dad.mcd 4.1 (1997-12-16) A 502224b6 SCPH-7001
SCPH-7501
SCPH-7503
SCPH-9001
SCPH-9003
SCPH-9903 Yes freepsxboot-unirom-fastload-20210505-bios-4.1-1997-12-16-A-502224b6.mcd 4.1 (1997-12-16) E 318178bf SCPH-7002
SCPH-7502
SCPH-9002 Yes freepsxboot-unirom-fastload-20210505-bios-4.1-1997-12-16-E-318178bf.mcd 4.3 (2000-03-11) I f2af798b SCPH-100 Yes freepsxboot-unirom-fastload-20210505-bios-4.3-2000-03-11-I-f2af798b.mcd 4.4 (2000-03-24) A 6a0e22a0 SCPH-101 Yes freepsxboot-unirom-fastload-20210505-bios-4.4-2000-03-24-A-6a0e22a0.mcd 4.4 (2000-03-24) E 0bad7ea9 SCPH-102 Yes freepsxboot-unirom-fastload-20210505-bios-4.4-2000-03-24-E-0bad7ea9.mcd 4.5 (2000-05-25) A 171bdcec SCPH-101
SCPH-103 Yes freepsxboot-unirom-fastload-20210505-bios-4.5-2000-05-25-A-171bdcec.mcd 4.5 (2000-05-25) E 76b880e5 SCPH-102 Yes freepsxboot-unirom-fastload-20210505-bios-4.5-2000-05-25-E-76b880e5.mcd by brad-lin.
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Game & Watch Flashdumper
A small tool to dump the flash of Game & Watch.
Use with Game & Watch Flashloader.
by ghidraninja.
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Game & Watch Flashloader
A small tool to flash the SPI-flash of Game & Watch using OpenOCD.
Usage
(Optional) Initialize using STM32CubeMX or dowload all SDK files using make download_sdk -j Build the code using make Run flash.sh, point it to the image you want to flash Wait until your device blinks once a second Done You can use Game & Watch Flashdumper to dump the flash.
by ghidraninja.
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Game Boy Interface (GBI)
Game Boy Interface is a free alternative to the Game Boy Player Start-up Disc software. It still requires the Game Boy Player hardware.
Overview
The standard edition is ideal for sample-and-hold displays (LCD, OLED). By default, it emulates some aspects of the color and sound of the original handheld. With a Broadband Adapter and USB Gecko in hand, it can be used as a small Game Boy Advance development kit.
The speedrunning edition is ideal for impulse displays (CRT, 1ms MPRT LCD, Plasma). It attempts to be a non-controversial improvement for speedrunners. To ease transition, it can be configured to closely mimic the Game Boy Player Start-up Disc.
The high-fidelity edition is ideal for use with the Open Source Scan Converter, XRGB-mini Framemeister, or using solely a video capture device and software processing. Given the right setup, it can offer audiovisual quality comparable to emulation on newer platforms. It is less than suitable for direct display connection, with some exceptions.
All editions can emulate the color and sound of the original handheld if desired.
TL;DR
Open Source Scan Converter? → gbihf-ossc.dol+cli, gbihf-carby+ossc.dol+cli or gbihf.dol XRGB-mini Framemeister? → gbihf-xrgb.dol+cli or gbisr-xrgb.dol+cli Nintendo GameCube Component Video Cable? → gbihf-cmpv.dol+cli, gbihf.dol or gbi.dol GCVideo-DVI/HDMI? → gbisr-gchd.dol+cli or gbi.dol Anything* else → gbisr.dol or gbi.dol If you have something truly exotic, hopefully you don't need a tl;dr.
GBA-as-controller
Turn your Game Boy Advance into a Nintendo 64 or Nintendo GameCube Controller using the Game Boy Advance Cable.
Rumble is supported using the following Game or Option Paks:
Drill Dozer Nintendo DS Rumble Pak Nintendo DS Slide Controller WarioWare: Twisted! e-Reader dot codes and multi-bootable ROMs are provided in the extra package for untethered use from Game Boy Interface.
It also prolongs battery life over the Game Boy Player Start-up Disc with power saving trickery, while maximizing performance.
GBA dumper
Holding Start + Select in the Game Boy Player while the Game Boy logo is visible will grant you access to a dumping utility. From there, you can dump your GBA BIOS, ROM, or save data.
An SD Card and SD Card Adapter is required. In the speedrunning edition, this is substituted by a built-in GBA ROM checksumming utility.
TAS playback
Game Boy Interface has a built-in movie playback feature, allowing for the console verification of GBC-on-GBA and GBA tool-assisted speedruns, all without hardware modification.
A few console-verified movies are included in the extra package. An SD Card and SD Card Adapter is required.
Installation
Further information: Booting Homebrew
SDSC Card
Obtain the SD Media Launcher. Format the SDSC Card as FAT(16). Extract the main package to the root directory of the SDSC Card. (Optional) Extract the extra package to the root directory of the SDSC Card. (Optional) Rename the desired .dol or .dol+cli file on the SDSC Card to autoexec.dol. Important: Do not move the folders away from the root directory.
Memory Card + SD Card
Restore Home Bros. to a Memory Card. Obtain an SD Card Adapter. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to boot.dol. Important: Do not move boot.dol or the folders away from the root directory.
Memory Card
(Optional) Backup the Memory Card. Format the Memory Card on a system of the same region. Restore a usable game save exploit to the Memory Card. Restore the desired .gci file from the main package to the Memory Card. Note: An SD Card is required for data files. Some features won't be available.
IPL + SD Card
Install iplboot to a supported IPL replacement. Obtain an SD Card Adapter. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to ipl.dol. Important: Do not move ipl.dol or the folders away from the root directory.
DVD + SD Card
Install an available drive chip. Obtain an SD Card Adapter or SD2SP2. Format the SD Card as FAT(16) or FAT32. Extract the main package to the root directory of the SD Card. (Optional) Extract the extra package to the root directory of the SD Card. Rename the desired .dol or .dol+cli file on the SD Card to boot.dol. Burn boot.gcm from the extra package to a DVD-R. Important: Do not move boot.dol or the folders away from the root directory.
DVD + Memory Card
Install an available drive chip. Restore the desired .gci file from the main package to a Memory Card. Burn boot.gcm from the extra package to a DVD-R. Note: An SD Card is required for data files. Some features won't be available.
DVD
This method is unsupported at this time.
Configuration
Using Swiss
When loading a .dol file, Swiss first look for a .dcp file. This file contain a limited set of options that can be interactively changed before starting Game Boy Interface. This set of options can be expanded upon, but is limited to 16 options with 8 choices of 31 characters. Note that the default shown positions don't represent the default settings.
For a more permanent or advanced configuration, a .cli file can be used. This file contain command-line arguments on separate lines.
A list of options and example configurations can be found in the subpage for each edition.
Using wiiload
Game Boy Interface can be reloaded using its built-in wiiload server with command-line arguments passed on to the wiiload client.
New overlays can also be uploaded in this fashion.
Other
The contents of a .cli file can be appended to a .dol file to form a .dol+cli file. The file must end with a blank line due to the hacky nature of this method.
When using a game save exploit, the resulting .dol+cli file can be converted to a .gci file using dol2gci.exe from the extra package.
by Extrems.
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Gameboy Development Kit (gbdk)
A C compiler, assembler, linker and set of libraries for the Z80 like Nintendo Gameboy.
Short story:
------------
win32:
* Unzip using WinZip or similar (which you've probably already done :)
e.g use WinZip to extract to d:\gbstuff\gbdk
* Add the 'bin' directory to your path if required.
e.g Add 'PATH=%PATH%;d:\gbstuff\gbdk\bin' to autoexec.bat, or
through the System control panel on Windows NT or 2000.
* Restart if needed.
* GBDK is ready to go - there is no need to compile the libraries or
to set environment variables. You may want to remove the
GBDKDIR line from autoexec.bat that an older version of gbdk may
have put there.
See the ChangeLog for more information.
* You can compile the examples by running 'make.bat' in examples\gb
e.g d:, cd \gbstuff\gbdk\examples\gb, make
Linux:
* Very similar to win32
* Extract the archive somewhere (normally /opt/gbdk)
* Set GBDKDIR to where you installed with a trailing /
e.g. export GBDKDIR=/home/michaelh/gbdk/
* Try compiling the examples as above
Notes for this release:
-----------------------
2.96 is a special maintenance release which includes all of the bug
fixes from a year of development of sdcc. The code generated should
now be more reliable, and all examples run correctly. Banked
functions, the 'sfr' keyword, and targeting assemblers other than
asxxxx is unsupported in this release, but will be in the next. All
testing was done with xgnuboy on Linux/ppc - thanks to them for making
a cross platform emulator.
Special note:
-------------
I've reverted the WORD to 16 bit unsigned change that required
-DGBDK_2_COMPAT=1. You can use BYTE_IS_UNSIGNED if you, like me,
really want WORD to be unsigned :)
Reporting problems and feature requests
---------------------------------------
1. Make sure that you have read this README fully.
2. Have a read of the gbdk homepage
http://gbdk.sourceforge.net/
3. Read the latest copy of this README
http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/~checkout~/gbdk-support/README?cvsroot=gbdk
4. Make sure you have the latest version
http://sourceforge.net/project/?group_id=1249
5. Check if anyone else has reported the problem
http://sourceforge.net/bugs/?group_id=1249
6. Submit a new bug using the link above. It is _very_ helpful if you can
show how to reproduce the bug and/or give me the source to try and/or
use the --dumpall (lcc -Wf--dumpall) option and send me all of the *.dump
files. Use the email address below.
To download the latest source, get the tarball on sourceforge,
extract, and type:
make -f update.mak update
The Linux binary is normally installed in /opt/gbdk. If you
install somewhere else, set GBDKDIR to the appropriate path.
eg.
export GBDKDIR=/opt/gbdk/
Note the trailing slash.
Documentation
-------------
Latest version of this README:
http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/~checkout~/gbdk-support/README?cvsroot=gbdk
Library documentation:
http://gbdk.sourceforge.net/doc/html/index.html
This was generated from include/*.h by doxygen
General Gameboy information:
http://www.devrs.com/gb/
GeeBee FAQ:
http://www.devrs.com/gb/files/faqs.html
GBSpec aka Pan doc
http://www.devrs.com/gb/files/gbspec.txt
Banked function support
-----------------------
2.95 and above supports banked functions. The rules are:
* Any function with the attribute 'nonbanked' ie
int puts(const char *sz) nonbanked;
will be put into HOME.
* Any function with the 'banked' attribute can be called from any bank
A banked call has four extra bytes of stack overhead and adds 56
m-cycles to each call. If anyone can suggest a faster method, I'd
love to hear it.
* Any static function will be treated as 'near' and not have the
overhead of a banked call.
* If you specify 'banked' with either static or nonbanked, the function
will be non-banked.
* The model used sets whether 'normal' functions (without the banked,
nonbanked, or static modifiers) are banked or not. The currently supported
options are:
--model-medium Functions are by default banked
--model-small Functions are by default nonbanked
The default is model is small. The compiler defines SDCC_MODEL_SMALL
or SDCC_MODEL_MEDIUM depending on the current model. Libraries for both
models are provided in lib/small and lib/medium
* types.h defines BANKED and NONBANKED to 'banked' and 'nonbanked'
respectively. I recommend using these for future compatibility and
for portability.
Some notes:
* Currently only works with rgbds and isas. asxxxx doesn't support
resolving the bank of a function at link time
* Pointers _will not_ pass correctly across banked functions. For
speeds sake pointers are still 16 bit, so if you call a banked
function with a pointer that is in your bank, the pointer will
become invalid when your bank disappears. Be warned. Note that
calls within the same bank will still work. Some ways of getting
around this problem are:
o Put heavily used functions or functions that take pointers
in HOME. Then the pointer will remain valid.
o Calls within the same module (ie file) should be in the same
bank. Id like to say will, which is true in asxxxx, but I
haven't confirmed it.
* A banked call adds an extra 4 bytes to the stack and quite a few
extra cycles to the call. Don't use it for heavily used functions
and avoid it where possible by grouping dependent functions into
one bank to make them 'near'
* Assembly functions and functions that don't take parameters (ie
functions that don't care if a few extra bytes are added to their
call stack) can be treated as both 'banked' and non-banked. This
is due to how the return address of the calling function is
mangled.
* Only non-banked (this includes static) functions may be used as
parameters or have their address taken. If you don't know what
this means then you should be OK :)
I have made some of the library functions banked. More will follow.
Using the banked attribute under asxxxx will cause no harm, but you
are limited to being in the first two banks (32k)
#pragma bank=[xx] has been extended. Using [xx] = a number (1, 2..)
is assembler independent. The special banks HOME and BASE are also
assembler independent. Note that the last #pragma bank= will be the
one that applies for the whole file.
One more thing. As banked and non-banked functions may be mixed the
compiler commits any constant data at the end of each function. One
side affect is that code like this:
const int array[] = { 1, 2, 3, 4 };
void foo(void) nonbanked { ... };
will associate array[] with foo() and as foo is in HOME so will be
array. This only occurs when a constant inialised array is declared
immediately before a nonbanked function.
rgbds support
-------------
2.95 added decent rgbds support. Basically:
o Use "sdcc -mgbz80 --asm=rgbds file.c" for each file.c
o Use "sdcc -mgbz80 --asm=rgbds crt0.o gbz80.lib gb.lib file1.o file2.o..."
crt0.o, gbz80.lib, and gb.lib are in lib/rgbds. The missing parts are
currently:
* lcc does not work with rgbds. You have to call sdcc directly, setting
up the include path and making the libraries local as appropriate.
* sdcc does not support the concept of an output file name when
linking. This means that your cart will be called 'a.gb', the
.sym file 'a.sym' etc.
* The libraries are generated directly from gbdk-lib by
tools/astorgb.pl. The converter may have bugs which passed on
through to the libs. Be cautious of any assembler library functions.
* I don't know why, but xlink seems to load all of the libraries
instead of just the ones that are required, adding a significant
overhead. this is being investigated.
* Static initialised data like:
int data[] = { 1, 2, 3, 4 };
currently isn't supported. sdcc pulls some tricks with the way that
sections are allocated to support the initialisation code which rgbds
doesn't support. In any case, static inited data is normally a bug -
most people normally mean:
const int data[] = { ... };
This is especially the case with tile data etc on the gb.
Some of the examples don't yet work. For now you need a make utility like
GNU make (see below) to compile them.
Differences between this and gbdk-2.1.5
---------------------------------------
* It now uses sdcc <http://sdcc.sourceforge.net/> as the C compiler
which should lead to better code but unfortunately will generate
a whole new set of bugs :) Most of the differences below are due
to this change-over.
* sdcc _does not_ automatically promote variables to int's. This is
a 'good thing' as normally the promotion is unwanted on an eight
bit system, but in some places you may get the wrong result. If
so, try promoting the variable manually i.e. (int)foo*20;
* If funny things happen when you access registers, try declaring them
as volatile. See <hardware.h> for an example. sdcc normally caches
variables for speed, but this causes trouble when accessing registers.
* The basic types have changed. The sizes are now:
char 8 bits
int 16 bits
long 32 bits
long long Doesn't exist
* Float support is there but unconnected.
* gbdk has an alternitave set of typedefs for those who like me like
their WORDs to be unsigned. Define BYTE_IS_UNSIGNED=1 to use the new
typedefs.
Before With Or Size
BYTE INT8 8 signed
UBYTE BYTE UINT8 8 unsigned
WORD INT16 16 signed
UWORD WORD UINT16 16 unsigned
DWORD INT32 32 signed
UDWORD DWORD UINT32 32 unsigned
* There is now real initialised static data support. You can now use
BYTE abModifyMeLater[] = { 5, 6, 7, 8 };
void foo(void)
{
abModifyMeLater[2] = 12;
}
and it will work. Currently this is very inefficient but it will
be improved. See const in the next section
* Constant global structs (ie tile data, sprites) SHOULD be declared
as 'const' If they are not declared const, not only do they get copied
into ram at startup but they take up about 6x the rom space.
by djmips and michaelh.
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GB Cart Flasher
Una aplicación que permite flashear las diferentes tarjetas que permiten cargar homebrew y backups en Game Boy.
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GB Studio
GB Studio is a free and easy to use retro adventure game creator for Game Boy available for Mac, Linux and Windows.
GB Studio consists of an Electron game builder application and a C based game engine using GBDK, music is provided by GBT Player.
by Chris Maltby.
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GB USB Smart Card Save Extractor
With this tool you'll be able to extract individual saves from an sram dump from a GB USB Smart Card 64M flashcard loaded with MottZilla's menu.
Since version 1.1 you can also inject saves, so you are able to transfer save files from other devices into the flashcart with ease.
However, this functionality is limited to replace a existing save, so you have to first run the game in the flashcart and power cycle your gameboy to allow the menu create the save and then transfer the sram to your pc to replace it.
How to use:
Open an sram dump from a GB USB Smart Card 64M with menu. Select if you want to extract a save or inject a save. Double click the save you want to extract/replace from the list. Done.