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Demonschool Review
Demonschool is a tactical RPG that follows a demon hunter named Faye and her collected companions as members of the Black Magic Club at a poorly-ranked university on a peculiar island by the same name. The school element of Demonschool should be taken with a big grain of salt, as Faye and her group of weirdos find out for themselves after arriving on the island. They’re given an assignment each week that has little to do with education and everything to do with the mysteries of the university and the impending apocalypse. Characters can 'study' techniques to unlock equipable abilities for the squad, and there is a weekly quiz on the weekends. Outside of furthering the main plot, time is spent building relationships, pursuing side quests, and playing minigames at various locations around town. Combat is suitably at the heart of gameplay and employs what developer Necrosoft Games describes as "new-style tactics", which draws inspiration from the first two Persona games. Each battle begins with choosing your party, where you select which character goes in each starting slot. There are four slots available, and Faye always needs to be in the first. If the fight is connected to a personal quest, sometimes other characters are also locked into a slot. During the planning phase, you can expend action points to navigate each character around the grid-based map. Moving into an enemy constitutes an attack, and different characters apply their own abilities, sometimes pushing enemies into those behind them or pulling and stunning enemies as they pass through. There are eight action points available for use each round. The first time a character completes an action, they use only one point, and for each subsequent action they use an additional point. For example, it costs two action points for Faye's second movement and three points for her third movement. The balance of point cost, character abilities, and positioning relative to enemies on the map makes for an engaging puzzle each time combat rolls around. Throughout the planning phase, there’s plenty of room for trial and error. Moves can be rewound and characters can act in any order. Once the movements for the round are locked in, the action phase unfolds, showing all of the piecemeal movements and attacks in full concert with one another. It makes for a satisfying visual, with characters zipping through lines of enemies, activating combos, and sending fountains of blood into the air for each downed combatant. Any remaining enemies then make their moves and attacks before the start of the next round. Successfully completed fights are graded as an A, B, or C and confer a corresponding amount of opals (the in-game currency), trophies, and class credits. In order to get a top mark, you need to kill a certain number of demons within the specified number of rounds and get at least one character to the back end of the map to seal the portal. If a team member dies or if you don’t meet the round goal, the grade for the combat goes down. The range of successful outcomes is nice, since a perfectionist player can aim for As, but imperfectly executed bouts don’t stop you from proceeding forward in the game. The sheer amount of combat in Demonschool does mean that fighting becomes a little tedious at times. Especially in the early game when you only have access to a few characters and abilities, getting through fight after fight against the same demons feels like a slog. Thankfully, the tactical complexity begins to build momentum after the first couple of in-game weeks when new enemy types grace the battlefield and new teammates join the club. At the start of the game, Faye and Namako are the only two playable characters, followed shortly after by the first two additions to the Black Magic Club, Destin and Knute. A total of 15 characters can be recruited and utilised in combat by the end. You can also build Faye’s relationship with the other club members by choosing dialogue options they approve of, singing karaoke with them, cooking them meals, and pursuing their side quests. Relationships are a secondary focus of the game, and Faye herself is irreverent and action-fixated. Still, the cast is varied and interesting enough to entertain. Demonschool’s plot doesn’t take itself too seriously despite its penchant for horrifying scenarios. Character dialogue leans heavily on jokes and '90s tech references, lending an air of levity to all the gore and death. The art style also seems referential to the era of its setting, but still manages to feel suitable for contemporary gaming. The majority of gameplay is from an isometric view, but the camera does occasionally pan to different angles for important scenes, showing off a mix of 2D and 3D art. The soundtrack is chock-full of synthy beats that set the mood well. Sound effects punctuate everything from UI navigation to character interactions. There's even a snazzy jingle for when time passes and a new day begins. From a technical perspective, I didn’t experience any lag or issues while playing on Switch. There was a short loading time before the start of each battle, which was generally unobtrusive. ConclusionDemonschool is a lot of fun and provides a challenging, yet accessible strategic landscape. The mild horror elements pair well with the relaxed and somewhat goofy tone of the story, and the art style is well-suited to the late '90s setting. On the whole, Demonschool feels well-polished and thoughtfully constructed: a huge relief after the game’s multiple delays!
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Demonschool Review
Demonschool is a tactical RPG that follows a demon hunter named Faye and her collected companions as members of the Black Magic Club at a poorly-ranked university on a peculiar island by the same name. The school element of Demonschool should be taken with a big grain of salt, as Faye and her group of weirdos find out for themselves after arriving on the island. They’re given an assignment each week that has little to do with education and everything to do with the mysteries of the university and the impending apocalypse. Characters can 'study' techniques to unlock equipable abilities for the squad, and there is a weekly quiz on the weekends. Outside of furthering the main plot, time is spent building relationships, pursuing side quests, and playing minigames at various locations around town. Combat is suitably at the heart of gameplay and employs what developer Necrosoft Games describes as "new-style tactics", which draws inspiration from the first two Persona games. Each battle begins with choosing your party, where you select which character goes in each starting slot. There are four slots available, and Faye always needs to be in the first. If the fight is connected to a personal quest, sometimes other characters are also locked into a slot. During the planning phase, you can expend action points to navigate each character around the grid-based map. Moving into an enemy constitutes an attack, and different characters apply their own abilities, sometimes pushing enemies into those behind them or pulling and stunning enemies as they pass through. There are eight action points available for use each round. The first time a character completes an action, they use only one point, and for each subsequent action they use an additional point. For example, it costs two action points for Faye's second movement and three points for her third movement. The balance of point cost, character abilities, and positioning relative to enemies on the map makes for an engaging puzzle each time combat rolls around. Throughout the planning phase, there’s plenty of room for trial and error. Moves can be rewound and characters can act in any order. Once the movements for the round are locked in, the action phase unfolds, showing all of the piecemeal movements and attacks in full concert with one another. It makes for a satisfying visual, with characters zipping through lines of enemies, activating combos, and sending fountains of blood into the air for each downed combatant. Any remaining enemies then make their moves and attacks before the start of the next round. Successfully completed fights are graded as an A, B, or C and confer a corresponding amount of opals (the in-game currency), trophies, and class credits. In order to get a top mark, you need to kill a certain number of demons within the specified number of rounds and get at least one character to the back end of the map to seal the portal. If a team member dies or if you don’t meet the round goal, the grade for the combat goes down. The range of successful outcomes is nice, since a perfectionist player can aim for As, but imperfectly executed bouts don’t stop you from proceeding forward in the game. The sheer amount of combat in Demonschool does mean that fighting becomes a little tedious at times. Especially in the early game when you only have access to a few characters and abilities, getting through fight after fight against the same demons feels like a slog. Thankfully, the tactical complexity begins to build momentum after the first couple of in-game weeks when new enemy types grace the battlefield and new teammates join the club. At the start of the game, Faye and Namako are the only two playable characters, followed shortly after by the first two additions to the Black Magic Club, Destin and Knute. A total of 15 characters can be recruited and utilised in combat by the end. You can also build Faye’s relationship with the other club members by choosing dialogue options they approve of, singing karaoke with them, cooking them meals, and pursuing their side quests. Relationships are a secondary focus of the game, and Faye herself is irreverent and action-fixated. Still, the cast is varied and interesting enough to entertain. Demonschool’s plot doesn’t take itself too seriously despite its penchant for horrifying scenarios. Character dialogue leans heavily on jokes and '90s tech references, lending an air of levity to all the gore and death. The art style also seems referential to the era of its setting, but still manages to feel suitable for contemporary gaming. The majority of gameplay is from an isometric view, but the camera does occasionally pan to different angles for important scenes, showing off a mix of 2D and 3D art. The soundtrack is chock-full of synthy beats that set the mood well. Sound effects punctuate everything from UI navigation to character interactions. There's even a snazzy jingle for when time passes and a new day begins. From a technical perspective, I didn’t experience any lag or issues while playing on Switch. There was a short loading time before the start of each battle, which was generally unobtrusive. ConclusionDemonschool is a lot of fun and provides a challenging, yet accessible strategic landscape. The mild horror elements pair well with the relaxed and somewhat goofy tone of the story, and the art style is well-suited to the late '90s setting. On the whole, Demonschool feels well-polished and thoughtfully constructed: a huge relief after the game’s multiple delays! View full article
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Analogue 3D Review
It's been quite the wait for Analogue's FPGA-based N64 clone. Announced all the way back in 2023, the Analogue 3D has been delayed multiple times, leading some sceptics to claim it was slowly but surely entering the realm of vapourware. However, having had a review unit for over a week now, we can confirm that the Analogue 3D is very real – and downright remarkable, too. But is it worth shelling out $250 for, especially when N64 emulation is available on Switch and there are other ways to play these games in 2025? Let's find out... Analogue 3D Review: Hardware While the Analogue 3D retains some of the design language of Nintendo's 64-bit console, it's still very much its own thing when it comes to the details. It has a smaller footprint, for starters; for me, this is a welcome change as the N64 always felt a bit bulky. The Power switch and Reset button are located in the same place but are angled slightly for a unique look, and the four controller ports on the front are closer together, a shift made possible by the absence of an N64 face plate. You'll also find the power LED, which doubles as the controller pairing button (something that, I'll admit, stumped me for a few minutes until I read the instruction manual that comes with the optional 8BitDo 64 Bluetooth pad). The bottom of the Analogue 3D has a rubber coating to prevent it from slipping around on hard surfaces (but no expansion port, so it won't work with the 64DD), while the rear of the console has an array of USB ports and a full-size SD card slot Around the back, you'll find a full-size SD card slot, HDMI port, two USB-A ports and a USB-C socket for power. The bottom of the Analogue 3D is covered in rubber, which helps keep the console in place. There's a fan inside for cooling, and the rear of the console has vents that allow air to circulate freely. In terms of looks, then, the Analogue 3D sits neatly beside the company's other consoles, which have always had an air of aesthetic sophistication about them. The unit I was sent is matte black (and attracts greasy fingermarks like nobody's business), but a white option is also available. Who knows, Analogue may even follow the trend it started with the Pocket and release alternative colours in the future, mimicking Nintendo's own penchant for translucent casing. Compared to the original N64, the Analogue 3D is slimmer and has a slightly smaller footprint Analogue 3D Review: 8BitDo 64 Controller The Analogue 3D doesn't ship with a controller, but the company has teamed up with long-term accessory partner 8BitDo to create a pad which is fully compatible with the console. The 8BitDo 64 is based on the company's 'Ultimate' line of pads, and diehard N64 fans will immediately notice that it lacks the iconic three-prong setup seen on Nintendo's original pad. Despite this change, it has all of the other necessary inputs. The unique face button setup is replicated perfectly, with A and B being oversized compared to the C-button cluster, and the Start button is large and easy to find in a hurry. Above this, you'll find three additional buttons – Screenshot, Minus and Home – which offer different benefits. Screenshot is a Switch-focused button (needless to say, this pad also works on other systems), while the Minus button brings up a sub-menu which allows you to toggle between the virtual Controller Pak and the pad's internal rumble (lest we forget that N64 controllers lacked force feedback, and an optional Rumble Pak was required). The Home button brings up the console's '3Dos' menu, allowing you to tinker with display modes (more on that shortly), change hardware settings and exit back to the Analogue 3D's main UI. The famous three-prong design of the original N64 pad has been replaced with a more traditional design for the 8BitDo 64, something that is also the case with some other modern-day alternatives, like those from Retro-Bit (right-hand image). Thankfully, you can use your original pads with the Analogue 3D if you'd prefer — Images: Damien McFerran / Time Extension There's no gun-style Z trigger sitting beneath your index finger this time, either; instead, 8BitDo has placed two Z triggers at the top of the pad, behind the standard L and R shoulder buttons. The N64's groundbreaking 'analogue wand' remains one of the more unique elements of the console, and there really hasn't been another analogue stick like it. I was sceptical that 8BitDo would be able to fully reproduce the behaviour of the wand with this new controller, and my reservations proved to be correct. That's not to say the analogue stick used here (which boasts a Hall Effect sensor, so drift should never be an issue) is bad; it just feels totally different to what I'm used to when it comes to playing N64 games. Many of the console's best titles were built around the original pad, and the way the stick behaves is part of what makes these titles so much fun to play. Connecting four 8BitDo 64 controllers wirelessly to the Analogue 3D is a breeze — Image: Damien McFerran / Time Extension The stick on the 8BitDo 64 has the 'gated' notches around the base, allowing you to snap your movement in one of eight directions (just like the original controller), and, with practice, it's possible to retain your brain and become just as efficient and accurate with this stick, if not more so. To reiterate, it's not like this stick is worse than the original – it just feels a little different to begin with. I still miss having those three prongs and having the Z trigger on the bottom of the pad. While it isn't a requirement to actually play games like Treasure's Bakuretsu Muteki Bangaiō, I always loved the fact that you could control your character with the D-pad and select your direction of fire with the analogue wand – something that isn't possible on the 8BitDo 64 (you can, of course, also use the C buttons for directional fire). Games like Sin & Punishment (another Treasure joint, coincidentally) also don't feel quite right when played on anything but the original N64 controller, due to my muscle memory thinking the Z trigger is in a different place. Of course, the significant benefit of the Analogue 3D is that you don't have to use the 8BitDo 64 controller if you don't want to – you can use any N64-compatible input device. So, if you already have a bunch of old N64 pads lying around, that's a quick and easy way to get connected. The minor downside here is that you'll need to input a button combination (Z + Start) to access the console's UI. Analogue 3D Review: 3Dos Little LEDs show how many 8BitDo 64 controllers are wirelessly connected to the Analogue 3D — Image: Damien McFerran / Time Extension Booting up the Analogue 3D (which takes an annoyingly long 20 seconds) presents you with 3Dos, Analogue's custom user interface, created specifically for this system. The UI is divided into two sections, 'Library' and 'Settings', and you toggle between them using the shoulder buttons. 'Library' is populated by the games you boot up; thanks to the system's internal database, it is able to recognise each cartridge and give you detailed information, such as the number of supported players, region, accessory support, developer and release year. It will also track your total playtime and the time the game was first launched on the console. As was the case with the Analogue Pocket, it's possible to add your own custom artwork so that when games are booted up, an image of the cartridge and the region-specific label is displayed. The review unit I was sent came with an SD card that included all of these images, but Analogue is keen to stress that this won't be the case with the standard retail system – you'll have to source the files yourself. Unlike the Polymega (which uses software emulation, not FPGA), it isn't possible to download games to the Analogue 3D's internal storage – while the console will keep track of your library, you'll need to insert the original cartridge to play. A selection of UI images taken prior to booting up a game. Note that the 3Dos has highlighted the fact that our current setup (a Genki Shadowcast 2 capture device) isn't hitting the optimal 4K setting — Images: Damien McFerran / Time Extension The 'Settings' portion of the UI is actually less comprehensive than you might expect; you can configure your display mode between 4K60 and 4K50, as well as enable Auto Low-Latency Mode and HDR – two screen-related settings. There's also a 'Sync Mode' setting, but this is greyed out on my setup. The 'System' sub-menu informs you of the version of 3Dos you're currently running, as well as providing the option to execute a global reset of the console's settings. 'About' contains the usual legal information, such as the EULA agreement and other relevant details, as well as a link to the User Guide, which can be accessed on your smartphone via a QR code. When you actually load up a game, the 3Dos presents a much wider range of options, certainly when it comes to fine-tuning your visual experience. Either from pressing 'Home' in-game or via the 'Configure' option on the main menu, the resultant 'Hardware' and 'Display Mode' options are far more comprehensive. When you're in-game, pressing the 'Home' button (or inputting the correct button combination from any other controller) brings up a more option-rich sub-menu, allowing you to tinker with the image settings — Image: Damien McFerran / Time Extension 'Hardware' allows you to configure (when applicable) your Virtual Expansion Pak and regional settings. There's also a bunch of 'Advanced Video Processing' options, including De-Blur, a toggle for 32-bit colour and a 'Disable Antialiasing' toggle. Turning off antialiasing has the predictable effect of making straight edges appear sharper, while De-Blur is more subtle and mainly noticeable in elements such as text and in-game UI. 32-bit colour is an interesting one, as turning this off results in a dramatic drop in visual quality. This is most obvious when playing a game like Zelda: Ocarina of Time; the grass texture becomes a muddy mess with it disabled, but when it's turned on, you can see the texture detail more clearly. It's on by default, so you probably won't want to mess with this setting unless you're really fond of the N64's famously fuzzy image quality, which the Analogue 3D manages to remedy pretty successfully. Analogue 3D Review: 'Original Display Modes'The 3Dos 'Display Mode' menu deals with screen filters (referred to by Analogue as 'Original Display Modes') and other options, and, somewhat annoyingly, cannot be altered on a global basis; every game you boot up will have the 'BVM' setting enabled by default, which replicates the look of a Broadcast Video Monitor. This applies scanlines to the image, as well as introducing some CRT-style light bloom and softness, making it feel like you're playing on an old-school TV. Sadly, you can't adjust the intensity of the scanlines, but they look pretty good regardless. The other options are PVM, which has a more dot-like filter applied rather than scanlines, and a consumer-level CRT filter. All of these options have granular settings to tinker around with; you can change the horizontal and vertical beam convergence, for example, selecting between 'Professional' and 'Consumer' settings. It's also possible to disable the 'soft' filter on the image, and force the picture to completely fill your display ('Interger+'). Launch comparison tool There's also a pure 'Scanline' setting, which forgoes the beam convergence settings to present a more 'pure' filter, and a 'Clean' option that basically disables all of the filters. This latter introduces an exclusive 'Interpolation Algorithm' and 'Gamma Transfer' options. Analogue's goal here is to create the look of old-school displays on a modern TV, and while I'd say that's almost impossible given the truly unique characteristics of BVM and CRT sets, these 'Original Display Modes' come pretty darn close to capturing the unique glow and warmth associated with such screens. The sheer volume of display options is stunning, but as I said earlier, all of these image options are applied on a game-by-game basis and cannot be applied globally. I would imagine that this will be one of the first things added in a future 3Dos update. Analogue has already stated that it has a dedicated team working on 3Dos, and it stresses that it will continue to add new features based on user feedback. Analogue 3D Review: Performance The Analogue 3D is built on the 220k LE Altera Cyclone 10GX chip, which means it's emulating the performance of the original N64 on a hardware, rather than software, level. On paper, this should ensure 100% accuracy, but FPGA chips, despite replicating hardware, are still programmed like any other chip – so there's always scope for minor bugs or incompatibilities (hence the fact that firmware updates follow the launch of almost every Analogue console). During my testing period, I played over 50 different N64 cartridges on the Analogue 3D, taking the time to compare their performance on the original hardware. I wasn't able to spot any glaring issues with how Analogue's system handles these games. The console is multi-region, too, which means it will accept PAL and NTSC carts without issue – something that wasn't possible on original N64 hardware without modification. In fact, the biggest stumbling block I encountered is arguably something that neither Analogue nor its hardware can be blamed for, and that's the passage of time. I found that more than a few of my N64 carts refused to boot on the Analogue 3D, displaying the dreaded 'Unknown Cartridge' message. The Analogue 3D comes with two foam cartridge cleaners. The amount of dirt that was present on some of the carts I tested was enough to make me blush – and all of my games are stored in their original boxes! — Images: Damien McFerran / Time Extension Analogue includes a pair of cartridge contact cleaning pads in the box, and I was genuinely shocked when I used one of them on the offending games; the amount of dirt that came off the contacts was alarming, and it serves as a stark reminder that these decades-old games require regular TLC to keep them in tip-top operational condition. The Analogue 3D appears to be slightly more sensitive to this issue than the original hardware, so be prepared to clean your cartridges. For the purpose of this review, the comparison system was an NTSC Nintendo 64, which has the UltraHDMI mod installed. This is one of the best options out there for upgrading the original console to work with modern-day televisions; it is, therefore, an excellent 'best-in-class' comparison when reviewing the Analogue 3D. In terms of image quality, the Analogue 3D is the clear winner. While the UltraHDMI-modded N64 produces a pin-sharp picture, the Analogue 3D's built-in HDR support means that everything looks brighter and punchier – and, once you dig into the aforementioned screen filters and picture options, you've got a lot more control over how games appear on your HD TV. All of these images are taken from the Analogue 3D ('Clean' display mode enabled), captured at 1080p using the Genki Shadowcast 2 capture card — Images: Damien McFerran / Time Extension It's worth noting that, despite outputting a 4K signal (it will also output 1080p if your TV doesn't support UHD), the Analogue 3D doesn't upscale any of the in-game imagery, as is the case with Nintendo's N64 emulation on Switch. You get the original resolution of the system, which is good news for purists, but might leave others wondering why things don't look totally pin-sharp. While the Analogue 3D is designed to be a like-for-like replication of the original N64 hardware, I couldn't get it to run with my EverDrive 64 X7 flash cart or the first-gen EverDrive 64 from a few years back. The X7 shows as an 'Unknown Cartridge' in the console's UI (which is to be expected, as it won't be matched with a game in the database), but booting it up results in a black screen. The early EverDrive variant isn't detected at all. As these are the only two carts I have available, I can't confirm whether other models are compatible or not, but it's clear that compatibility isn't as good as it could be at this time. Analogue, to its credit, has acknowledged that there might be some teething troubles with flash carts, at least initially, and that its focus is very much on supporting original games. The Analogue 3D has no issue playing 'modern' N64 releases, like Xeno Crisis I'd imagine that Krikzz, the modder behind the EverDrive range, will quickly release updates to ensure they work on the Analogue 3D, but in the meantime, it doesn't look like Analogue itself is going to invest any significant effort in ensuring compatibility – which is something to keep in mind if you were hoping to boot games from your flash cart on day one. It's also worth noting that 'save states' aren't present – this is a feature that has become common in software-based emulation but is harder to pull off in the realm of FPGA hardware. Analogue 3D Review: OverclockingBy far the most interesting aspect of the Analogue 3D's options menu relates to the experimental 'Advanced Hardware' setting. The system's overclock functionality is enabled by default and set to 'auto' – this means the console's internal database picks the best setting, presumably based on Analogue's internal testing. You can also toggle it to 'Enhanced', 'Enhanced+', and 'Unleashed'. I played around with these options and found that, rather than delivering a blanket improvement across all games, the overlock settings can often lead to unpredictable results, such as games running too quickly or no discernible difference at all. However, there are definitely some significant performance gains to be had here, especially with the console's more technically demanding titles, such as Perfect Dark, making the Analogue 3D a truly remarkable way of boosting performance on otherwise sluggish N64 titles. When you find a game which truly benefits, it feels like playing a 'Nintendo 64 Pro' – twin this with the superior image quality, and it's even more appealing. You can, if you wish, force the Analogue 3D to run at the original hardware speed using a special toggle. This is particularly helpful if you're experiencing performance issues with specific titles. Analogue 3D Review: Conclusion The wait for the Analogue 3D has, at times, verged on the unbearable, but the end product was worth it. Like all of Analogue's other FPGA-based systems, this is a premium proposition that elevates N64 software to a whole new level; games look far better than they do on original, unmodified hardware – and even surpass the visual quality of HDMI-modded N64 consoles, which sell for much more than $250 on the secondary market – and the ability to overlock performance is something unqiue to this hardware, and makes it even more interesting. Indeed, the experimental overclocking is truly a game-changer, even if it's not quite as consistent as I'd like it to be at this stage. It's essentially giving the N64 a power boost, which enables it, in theory, to overcome and smooth out performance hiccups that prevented games from reaching their full potential back in the day. The wide array of visual options is also a boon, although it would be nice to have global filters that apply across all games, rather than having to adjust settings on a title-by-title basis. This is a relatively minor complaint, however, and one I'm confident will be addressed in a future firmware update (to be fair, some users might actually appreciate the fact that they can establish visual settings for each title, depending on personal preference). Outside of the poor flash cart support (again, something I'd hope will be fixed soon) and no save states (something that isn't present in original N64 hardware either, to be fair), the Analogue 3D is pretty much my dream way to revisit the console's library – and that comes from someone who has been lucky enough to have an UltraHDMI-modded N64 in their posession for a good few years. If the original machine has been your only reference when it comes to N64 before picking up the Analogue 3D, you're going to be absolutely blown away – and, at $250, it's actually a more reasonable option in terms of pricing when compared to picking up either a modded system or fitting an HDMI kit yourself. If you're looking for flash cart support and already have other options, then the Analogue 3D becomes a more cautious recommendation; indeed, if you already own an HDMI-modded original, you may not see a significant leap in visual quality here. Likewise, if the current standard of Nintendo Switch Online support for the N64 pleases you, then you might be better off saving your pennies. The real issue with the Analogue 3D, like all of the company's products, will be trying to get your hands on one – the first batch of systems is now sold out, and Analogue is famously cautious when it comes to replenishing stock. While this will come as little comfort to those who wish to own one, this remains a console worth waiting for.
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Analogue 3D Review
It's been quite the wait for Analogue's FPGA-based N64 clone. Announced all the way back in 2023, the Analogue 3D has been delayed multiple times, leading some sceptics to claim it was slowly but surely entering the realm of vapourware. However, having had a review unit for over a week now, we can confirm that the Analogue 3D is very real – and downright remarkable, too. But is it worth shelling out $250 for, especially when N64 emulation is available on Switch and there are other ways to play these games in 2025? Let's find out... Analogue 3D Review: Hardware While the Analogue 3D retains some of the design language of Nintendo's 64-bit console, it's still very much its own thing when it comes to the details. It has a smaller footprint, for starters; for me, this is a welcome change as the N64 always felt a bit bulky. The Power switch and Reset button are located in the same place but are angled slightly for a unique look, and the four controller ports on the front are closer together, a shift made possible by the absence of an N64 face plate. You'll also find the power LED, which doubles as the controller pairing button (something that, I'll admit, stumped me for a few minutes until I read the instruction manual that comes with the optional 8BitDo 64 Bluetooth pad). The bottom of the Analogue 3D has a rubber coating to prevent it from slipping around on hard surfaces (but no expansion port, so it won't work with the 64DD), while the rear of the console has an array of USB ports and a full-size SD card slot Around the back, you'll find a full-size SD card slot, HDMI port, two USB-A ports and a USB-C socket for power. The bottom of the Analogue 3D is covered in rubber, which helps keep the console in place. There's a fan inside for cooling, and the rear of the console has vents that allow air to circulate freely. In terms of looks, then, the Analogue 3D sits neatly beside the company's other consoles, which have always had an air of aesthetic sophistication about them. The unit I was sent is matte black (and attracts greasy fingermarks like nobody's business), but a white option is also available. Who knows, Analogue may even follow the trend it started with the Pocket and release alternative colours in the future, mimicking Nintendo's own penchant for translucent casing. Compared to the original N64, the Analogue 3D is slimmer and has a slightly smaller footprint Analogue 3D Review: 8BitDo 64 Controller The Analogue 3D doesn't ship with a controller, but the company has teamed up with long-term accessory partner 8BitDo to create a pad which is fully compatible with the console. The 8BitDo 64 is based on the company's 'Ultimate' line of pads, and diehard N64 fans will immediately notice that it lacks the iconic three-prong setup seen on Nintendo's original pad. Despite this change, it has all of the other necessary inputs. The unique face button setup is replicated perfectly, with A and B being oversized compared to the C-button cluster, and the Start button is large and easy to find in a hurry. Above this, you'll find three additional buttons – Screenshot, Minus and Home – which offer different benefits. Screenshot is a Switch-focused button (needless to say, this pad also works on other systems), while the Minus button brings up a sub-menu which allows you to toggle between the virtual Controller Pak and the pad's internal rumble (lest we forget that N64 controllers lacked force feedback, and an optional Rumble Pak was required). The Home button brings up the console's '3Dos' menu, allowing you to tinker with display modes (more on that shortly), change hardware settings and exit back to the Analogue 3D's main UI. The famous three-prong design of the original N64 pad has been replaced with a more traditional design for the 8BitDo 64, something that is also the case with some other modern-day alternatives, like those from Retro-Bit (right-hand image). Thankfully, you can use your original pads with the Analogue 3D if you'd prefer — Images: Damien McFerran / Time Extension There's no gun-style Z trigger sitting beneath your index finger this time, either; instead, 8BitDo has placed two Z triggers at the top of the pad, behind the standard L and R shoulder buttons. The N64's groundbreaking 'analogue wand' remains one of the more unique elements of the console, and there really hasn't been another analogue stick like it. I was sceptical that 8BitDo would be able to fully reproduce the behaviour of the wand with this new controller, and my reservations proved to be correct. That's not to say the analogue stick used here (which boasts a Hall Effect sensor, so drift should never be an issue) is bad; it just feels totally different to what I'm used to when it comes to playing N64 games. Many of the console's best titles were built around the original pad, and the way the stick behaves is part of what makes these titles so much fun to play. Connecting four 8BitDo 64 controllers wirelessly to the Analogue 3D is a breeze — Image: Damien McFerran / Time Extension The stick on the 8BitDo 64 has the 'gated' notches around the base, allowing you to snap your movement in one of eight directions (just like the original controller), and, with practice, it's possible to retain your brain and become just as efficient and accurate with this stick, if not more so. To reiterate, it's not like this stick is worse than the original – it just feels a little different to begin with. I still miss having those three prongs and having the Z trigger on the bottom of the pad. While it isn't a requirement to actually play games like Treasure's Bakuretsu Muteki Bangaiō, I always loved the fact that you could control your character with the D-pad and select your direction of fire with the analogue wand – something that isn't possible on the 8BitDo 64 (you can, of course, also use the C buttons for directional fire). Games like Sin & Punishment (another Treasure joint, coincidentally) also don't feel quite right when played on anything but the original N64 controller, due to my muscle memory thinking the Z trigger is in a different place. Of course, the significant benefit of the Analogue 3D is that you don't have to use the 8BitDo 64 controller if you don't want to – you can use any N64-compatible input device. So, if you already have a bunch of old N64 pads lying around, that's a quick and easy way to get connected. The minor downside here is that you'll need to input a button combination (Z + Start) to access the console's UI. Analogue 3D Review: 3Dos Little LEDs show how many 8BitDo 64 controllers are wirelessly connected to the Analogue 3D — Image: Damien McFerran / Time Extension Booting up the Analogue 3D (which takes an annoyingly long 20 seconds) presents you with 3Dos, Analogue's custom user interface, created specifically for this system. The UI is divided into two sections, 'Library' and 'Settings', and you toggle between them using the shoulder buttons. 'Library' is populated by the games you boot up; thanks to the system's internal database, it is able to recognise each cartridge and give you detailed information, such as the number of supported players, region, accessory support, developer and release year. It will also track your total playtime and the time the game was first launched on the console. As was the case with the Analogue Pocket, it's possible to add your own custom artwork so that when games are booted up, an image of the cartridge and the region-specific label is displayed. The review unit I was sent came with an SD card that included all of these images, but Analogue is keen to stress that this won't be the case with the standard retail system – you'll have to source the files yourself. Unlike the Polymega (which uses software emulation, not FPGA), it isn't possible to download games to the Analogue 3D's internal storage – while the console will keep track of your library, you'll need to insert the original cartridge to play. A selection of UI images taken prior to booting up a game. Note that the 3Dos has highlighted the fact that our current setup (a Genki Shadowcast 2 capture device) isn't hitting the optimal 4K setting — Images: Damien McFerran / Time Extension The 'Settings' portion of the UI is actually less comprehensive than you might expect; you can configure your display mode between 4K60 and 4K50, as well as enable Auto Low-Latency Mode and HDR – two screen-related settings. There's also a 'Sync Mode' setting, but this is greyed out on my setup. The 'System' sub-menu informs you of the version of 3Dos you're currently running, as well as providing the option to execute a global reset of the console's settings. 'About' contains the usual legal information, such as the EULA agreement and other relevant details, as well as a link to the User Guide, which can be accessed on your smartphone via a QR code. When you actually load up a game, the 3Dos presents a much wider range of options, certainly when it comes to fine-tuning your visual experience. Either from pressing 'Home' in-game or via the 'Configure' option on the main menu, the resultant 'Hardware' and 'Display Mode' options are far more comprehensive. When you're in-game, pressing the 'Home' button (or inputting the correct button combination from any other controller) brings up a more option-rich sub-menu, allowing you to tinker with the image settings — Image: Damien McFerran / Time Extension 'Hardware' allows you to configure (when applicable) your Virtual Expansion Pak and regional settings. There's also a bunch of 'Advanced Video Processing' options, including De-Blur, a toggle for 32-bit colour and a 'Disable Antialiasing' toggle. Turning off antialiasing has the predictable effect of making straight edges appear sharper, while De-Blur is more subtle and mainly noticeable in elements such as text and in-game UI. 32-bit colour is an interesting one, as turning this off results in a dramatic drop in visual quality. This is most obvious when playing a game like Zelda: Ocarina of Time; the grass texture becomes a muddy mess with it disabled, but when it's turned on, you can see the texture detail more clearly. It's on by default, so you probably won't want to mess with this setting unless you're really fond of the N64's famously fuzzy image quality, which the Analogue 3D manages to remedy pretty successfully. Analogue 3D Review: 'Original Display Modes'The 3Dos 'Display Mode' menu deals with screen filters (referred to by Analogue as 'Original Display Modes') and other options, and, somewhat annoyingly, cannot be altered on a global basis; every game you boot up will have the 'BVM' setting enabled by default, which replicates the look of a Broadcast Video Monitor. This applies scanlines to the image, as well as introducing some CRT-style light bloom and softness, making it feel like you're playing on an old-school TV. Sadly, you can't adjust the intensity of the scanlines, but they look pretty good regardless. The other options are PVM, which has a more dot-like filter applied rather than scanlines, and a consumer-level CRT filter. All of these options have granular settings to tinker around with; you can change the horizontal and vertical beam convergence, for example, selecting between 'Professional' and 'Consumer' settings. It's also possible to disable the 'soft' filter on the image, and force the picture to completely fill your display ('Interger+'). Launch comparison tool There's also a pure 'Scanline' setting, which forgoes the beam convergence settings to present a more 'pure' filter, and a 'Clean' option that basically disables all of the filters. This latter introduces an exclusive 'Interpolation Algorithm' and 'Gamma Transfer' options. Analogue's goal here is to create the look of old-school displays on a modern TV, and while I'd say that's almost impossible given the truly unique characteristics of BVM and CRT sets, these 'Original Display Modes' come pretty darn close to capturing the unique glow and warmth associated with such screens. The sheer volume of display options is stunning, but as I said earlier, all of these image options are applied on a game-by-game basis and cannot be applied globally. I would imagine that this will be one of the first things added in a future 3Dos update. Analogue has already stated that it has a dedicated team working on 3Dos, and it stresses that it will continue to add new features based on user feedback. Analogue 3D Review: Performance The Analogue 3D is built on the 220k LE Altera Cyclone 10GX chip, which means it's emulating the performance of the original N64 on a hardware, rather than software, level. On paper, this should ensure 100% accuracy, but FPGA chips, despite replicating hardware, are still programmed like any other chip – so there's always scope for minor bugs or incompatibilities (hence the fact that firmware updates follow the launch of almost every Analogue console). During my testing period, I played over 50 different N64 cartridges on the Analogue 3D, taking the time to compare their performance on the original hardware. I wasn't able to spot any glaring issues with how Analogue's system handles these games. The console is multi-region, too, which means it will accept PAL and NTSC carts without issue – something that wasn't possible on original N64 hardware without modification. In fact, the biggest stumbling block I encountered is arguably something that neither Analogue nor its hardware can be blamed for, and that's the passage of time. I found that more than a few of my N64 carts refused to boot on the Analogue 3D, displaying the dreaded 'Unknown Cartridge' message. The Analogue 3D comes with two foam cartridge cleaners. The amount of dirt that was present on some of the carts I tested was enough to make me blush – and all of my games are stored in their original boxes! — Images: Damien McFerran / Time Extension Analogue includes a pair of cartridge contact cleaning pads in the box, and I was genuinely shocked when I used one of them on the offending games; the amount of dirt that came off the contacts was alarming, and it serves as a stark reminder that these decades-old games require regular TLC to keep them in tip-top operational condition. The Analogue 3D appears to be slightly more sensitive to this issue than the original hardware, so be prepared to clean your cartridges. For the purpose of this review, the comparison system was an NTSC Nintendo 64, which has the UltraHDMI mod installed. This is one of the best options out there for upgrading the original console to work with modern-day televisions; it is, therefore, an excellent 'best-in-class' comparison when reviewing the Analogue 3D. In terms of image quality, the Analogue 3D is the clear winner. While the UltraHDMI-modded N64 produces a pin-sharp picture, the Analogue 3D's built-in HDR support means that everything looks brighter and punchier – and, once you dig into the aforementioned screen filters and picture options, you've got a lot more control over how games appear on your HD TV. All of these images are taken from the Analogue 3D ('Clean' display mode enabled), captured at 1080p using the Genki Shadowcast 2 capture card — Images: Damien McFerran / Time Extension It's worth noting that, despite outputting a 4K signal (it will also output 1080p if your TV doesn't support UHD), the Analogue 3D doesn't upscale any of the in-game imagery, as is the case with Nintendo's N64 emulation on Switch. You get the original resolution of the system, which is good news for purists, but might leave others wondering why things don't look totally pin-sharp. While the Analogue 3D is designed to be a like-for-like replication of the original N64 hardware, I couldn't get it to run with my EverDrive 64 X7 flash cart or the first-gen EverDrive 64 from a few years back. The X7 shows as an 'Unknown Cartridge' in the console's UI (which is to be expected, as it won't be matched with a game in the database), but booting it up results in a black screen. The early EverDrive variant isn't detected at all. As these are the only two carts I have available, I can't confirm whether other models are compatible or not, but it's clear that compatibility isn't as good as it could be at this time. Analogue, to its credit, has acknowledged that there might be some teething troubles with flash carts, at least initially, and that its focus is very much on supporting original games. The Analogue 3D has no issue playing 'modern' N64 releases, like Xeno Crisis I'd imagine that Krikzz, the modder behind the EverDrive range, will quickly release updates to ensure they work on the Analogue 3D, but in the meantime, it doesn't look like Analogue itself is going to invest any significant effort in ensuring compatibility – which is something to keep in mind if you were hoping to boot games from your flash cart on day one. It's also worth noting that 'save states' aren't present – this is a feature that has become common in software-based emulation but is harder to pull off in the realm of FPGA hardware. Analogue 3D Review: OverclockingBy far the most interesting aspect of the Analogue 3D's options menu relates to the experimental 'Advanced Hardware' setting. The system's overclock functionality is enabled by default and set to 'auto' – this means the console's internal database picks the best setting, presumably based on Analogue's internal testing. You can also toggle it to 'Enhanced', 'Enhanced+', and 'Unleashed'. I played around with these options and found that, rather than delivering a blanket improvement across all games, the overlock settings can often lead to unpredictable results, such as games running too quickly or no discernible difference at all. However, there are definitely some significant performance gains to be had here, especially with the console's more technically demanding titles, such as Perfect Dark, making the Analogue 3D a truly remarkable way of boosting performance on otherwise sluggish N64 titles. When you find a game which truly benefits, it feels like playing a 'Nintendo 64 Pro' – twin this with the superior image quality, and it's even more appealing. You can, if you wish, force the Analogue 3D to run at the original hardware speed using a special toggle. This is particularly helpful if you're experiencing performance issues with specific titles. Analogue 3D Review: Conclusion The wait for the Analogue 3D has, at times, verged on the unbearable, but the end product was worth it. Like all of Analogue's other FPGA-based systems, this is a premium proposition that elevates N64 software to a whole new level; games look far better than they do on original, unmodified hardware – and even surpass the visual quality of HDMI-modded N64 consoles, which sell for much more than $250 on the secondary market – and the ability to overlock performance is something unqiue to this hardware, and makes it even more interesting. Indeed, the experimental overclocking is truly a game-changer, even if it's not quite as consistent as I'd like it to be at this stage. It's essentially giving the N64 a power boost, which enables it, in theory, to overcome and smooth out performance hiccups that prevented games from reaching their full potential back in the day. The wide array of visual options is also a boon, although it would be nice to have global filters that apply across all games, rather than having to adjust settings on a title-by-title basis. This is a relatively minor complaint, however, and one I'm confident will be addressed in a future firmware update (to be fair, some users might actually appreciate the fact that they can establish visual settings for each title, depending on personal preference). Outside of the poor flash cart support (again, something I'd hope will be fixed soon) and no save states (something that isn't present in original N64 hardware either, to be fair), the Analogue 3D is pretty much my dream way to revisit the console's library – and that comes from someone who has been lucky enough to have an UltraHDMI-modded N64 in their posession for a good few years. If the original machine has been your only reference when it comes to N64 before picking up the Analogue 3D, you're going to be absolutely blown away – and, at $250, it's actually a more reasonable option in terms of pricing when compared to picking up either a modded system or fitting an HDMI kit yourself. If you're looking for flash cart support and already have other options, then the Analogue 3D becomes a more cautious recommendation; indeed, if you already own an HDMI-modded original, you may not see a significant leap in visual quality here. Likewise, if the current standard of Nintendo Switch Online support for the N64 pleases you, then you might be better off saving your pennies. The real issue with the Analogue 3D, like all of the company's products, will be trying to get your hands on one – the first batch of systems is now sold out, and Analogue is famously cautious when it comes to replenishing stock. While this will come as little comfort to those who wish to own one, this remains a console worth waiting for. View full article
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Sys-Patch Sysmodule
- 14 downloads
- Version 1.5.8 v4
2025_11_17 UPDATED TO SUPPORT NEW SET OF ES PATCHES. Thanks to the great work of@bthwe have the most recent release with Firmware 21.0.0 support Now full supporting Firmware 21+ and Atmosphère 1.10.0, and avoiding crash when PRODINFO is blanked. Additional, a new Patch was created, this new patch is aimed to avoid the blue screen crash introduced on Firmware 17 when user have their Prodinfo blanked, via incognito / Atmosphère Blanker / Hekate cal0 Blanker. This patch will avoid the crash so the user is responsible for be sure is using any telemetry blocking method if is needed. Also a new set of Patches SSL are added to help errors when you have DNSiTM or DNS90 enabled, this patches are disabled by defauld All the code is built using the most recent tools and DevKitPro. Remember the codes: Unpatched: The pattern for the code couldn't be found, so no patch applied. This may be because the patch do not apply to current version of FW or ATM, or an unsupported one. Patched: The pattern was found and already patched, mainly by IPS patches applied at boot by bootloader. Patched: The pattern was found and patched by SYS-Patch sysmodule. This version will run ONLY ON ATMOSPHÈRE 1.8.0 or superior.WILL NOT RUN ON ATMOSPHÈRE 1.7.1 or inferior.Free -
Grand Theft Auto III - The Definitive Edition to Depart PlayStation Plus Catalog in December
Subscribers to PlayStation Plus Extra and Premium have less than a month left to revisit Liberty City, as Grand Theft Auto III – The Definitive Edition is set to leave the service on December 16. This marks the end of the title’s current six-month stint on the platform, following a pattern of rotation common for Rockstar Games titles on subscription services. A Familiar DepartureThis isn't the first time the classic open-world title has cycled out of Sony's game catalog. The game, which has been available to Extra and Premium subscribers since June, has appeared on the PlayStation Store’s "Last chance to play" section. The departure aligns with previous trends for the Definitive Edition trilogy. Both GTA: Vice City and GTA: San Andreas have seen similar six-month windows on the service before being removed. For instance, San Andreas exited the catalog roughly one year ago. What Else is Leaving?GTA III isn't the only notable game making an exit just before the holidays. It joins a list of eight other titles scheduled to leave the service on December 16, including: Battlefield 2042 Star Wars: Tales from the Galaxy's Edge – Enhanced Edition Sonic Frontiers Alternative Ways to PlayFor players wishing to continue their criminal career in Liberty City after December 16, the game remains available for purchase. Additionally, for those subscribed to Rockstar’s own subscription service, GTA+, Grand Theft Auto III remains accessible on PS5, Xbox Series X|S, and mobile devices. Incoming Rockstar TitlesWhile one door closes, another opens. As GTA III prepares to leave, other Rockstar heavy hitters are stepping in or have recently arrived. Grand Theft Auto V and GTA Online joined the PlayStation Plus catalog just this week, on November 18. Furthermore, the original Red Dead Redemption—featuring the new PC/current-gen updates—is scheduled to join the service on December 2. Players looking to complete their run of GTA III are encouraged to do so before the mid-December deadline.
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Grand Theft Auto III - The Definitive Edition to Depart PlayStation Plus Catalog in December
Subscribers to PlayStation Plus Extra and Premium have less than a month left to revisit Liberty City, as Grand Theft Auto III – The Definitive Edition is set to leave the service on December 16. This marks the end of the title’s current six-month stint on the platform, following a pattern of rotation common for Rockstar Games titles on subscription services. A Familiar DepartureThis isn't the first time the classic open-world title has cycled out of Sony's game catalog. The game, which has been available to Extra and Premium subscribers since June, has appeared on the PlayStation Store’s "Last chance to play" section. The departure aligns with previous trends for the Definitive Edition trilogy. Both GTA: Vice City and GTA: San Andreas have seen similar six-month windows on the service before being removed. For instance, San Andreas exited the catalog roughly one year ago. What Else is Leaving?GTA III isn't the only notable game making an exit just before the holidays. It joins a list of eight other titles scheduled to leave the service on December 16, including: Battlefield 2042 Star Wars: Tales from the Galaxy's Edge – Enhanced Edition Sonic Frontiers Alternative Ways to PlayFor players wishing to continue their criminal career in Liberty City after December 16, the game remains available for purchase. Additionally, for those subscribed to Rockstar’s own subscription service, GTA+, Grand Theft Auto III remains accessible on PS5, Xbox Series X|S, and mobile devices. Incoming Rockstar TitlesWhile one door closes, another opens. As GTA III prepares to leave, other Rockstar heavy hitters are stepping in or have recently arrived. Grand Theft Auto V and GTA Online joined the PlayStation Plus catalog just this week, on November 18. Furthermore, the original Red Dead Redemption—featuring the new PC/current-gen updates—is scheduled to join the service on December 2. Players looking to complete their run of GTA III are encouraged to do so before the mid-December deadline. View full article
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FINAL FANTASY TACTICS - The Ivalice Chronicles 1.2.0/1.4.0 TID: 010038B015560000
How to Use: Max Money: Activate the cheat, then enter a battle. When you receive your reward, it will be set to 99,999,999. Alternatively, you can buy or sell an item at the shop to instantly max out your money. Max JP: Spend some JP by purchasing a skill. Your JP will then be set to 9999. Items x99: Buy or sell an item at the shop, and the selected item will be set to 99. Unlock All Jobs: Enter a battle and make sure your unit hits an enemy at least once. This will unlock all Jobs at their maximum level. ⚠️" src="https://cdnjs.cloudflare.com/ajax/libs/twemoji/14.0.2/72x72/26a0.png" title="Warning :warning:" data-shortname=":warning:" loading="lazy" width="72" height="72" style="box-sizing: border-box; border-style: none; max-width: none; height: auto; vertical-align: text-bottom; width: 1.467em; color: rgb(42, 72, 121); font-family: "Open Sans", Helvetica, Arial, sans-serif; font-size: 13px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: rgb(244, 245, 246); text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;"> Important Note: The code is quite heavy. If you activate all cheats at the same time, some of them may not work properly. Here’s my recommendation: when using the Unlock Weapons cheat, once you’ve obtained the weapons in your inventory, disable the cheat — you won’t need it anymore. Since it’s the heaviest code, turning it off will allow you to keep all the other cheats active without issues. This is no longer relevant since the loop was added — you can use all the codes at the same time now. Note, please!!: The code is developed and works for Atmosphere! If you're using an emulator and it doesn't work, there's nothing I can do for you - except suggest you buy a Switch! Add "debug job data" — here are the author’s instructions: so when you go to the equip ability screen, hold ZR and press A, then all job related abilities will be selectable until you back out. We’ve really reached the limit, and I don’t think I’ll be adding any new cheats (but you never know). There are plenty of other cheats you can use — read through the comments, the members did an amazing job contributing. Thanks again to everyone who helped create this cheat. Have fun!! 1.2.0 BID:AAAA1ED3BOA458D6 [Breeze beta99o FINAL FANTASY TACTICS - The Ivalice Chronicles 1.2.0 TID: 010038B015560000 BID: AAAA1ED3B0A458D6] {master} 08000000 00652390 38286920 18000060 08000000 00652398 00000063 17F2CC76 08000000 006523A0 B9000288 18FFFC68 08000000 00652320 B9000288 18000068 08000000 00652328 05F5E0FF 17EFA195 08000000 00652310 7900613C B843213C 04000000 006523A8 17F0B369 04000000 00652318 17F39656 04000000 00423AA8 79006308 04000000 00337C6C 7900613C 04000000 0030556C 38286920 04000000 0023A978 B9000288 04000000 0027F148 B9000288 04000000 0031EE5C 4B140129 04000000 00363CA0 0B010129 04000000 00363C8C 0B010129 04000000 003381AC 0B080128 04000000 0036360C 0B1B0108 04000000 00358778 0B090108 04000000 00358770 0B080148 04000000 00358730 0B08016B 04000000 003586F0 0B08016B 04000000 003586F8 0B090169 04000000 00358738 0B090169 04000000 00321C08 3940016F [All Invincible (Hold L Ohk)] 04000000 00337C6C 140C69A9 80000040 04000000 00652310 5280001C 20000000 [Ohk (Hold L)] 80000040 04000000 00337C6C 140C69A9 04000000 00652310 5280001C 20000000 [HP (1-5 Units)] 02000000 01047480 005B03E7 02000000 01047680 002C03E7 02000000 01047880 002C03E7 02000000 01047A80 002C03E7 02000000 01047C80 002C03E7 [MP (1-5 Units)] 02000000 01047484 001703E7 02000000 01047684 000A03E7 02000000 01047884 000A03E7 02000000 01047A84 000A03E7 02000000 01047C84 000A03E7 [Items 99 (Buy/Sell)] 04000000 0030556C 140D3389 [XP x8] 04000000 003381AC 0B080D28 04000000 0036360C 0B1B0D08 [Max XP] 02000000 01047478 00006363 02000000 01047678 00006363 02000000 01047878 00006363 02000000 01047A78 00006363 02000000 01047C78 00006363 [XP Stats (Speed & Attack)] 04000000 00358730 0B08056B 04000000 003586F0 0B08056B 04000000 003586F8 0B090569 04000000 00358738 0B090569 04000000 00358770 0B080548 04000000 00358778 0B090508 [JP x8] 04000000 00363C8C 0B010D29 [Max JP] 04000000 0031EE5C 5284E1E9 04000000 00363C8C 5284E1E9 [Job XP x8] 04000000 00363CA0 0B010D29 [Max Job XP] 04000000 00363CA0 5284E1E9 [Max Money] 04000000 0023A978 14105E6A 04000000 0027F148 140F4C96 [ZR - debug job data] 80000200 04000000 00321C08 52801FEF 21000000 04000000 00321C08 3940016F 20000000 [All Class Innate Ability] 08000000 008BC9BE 01E301DD 01F301FD 08000000 008BC9F0 01E301DD 01F301FD 08000000 008BCA20 01E301DD 01F301FD 08000000 008BD7E8 01E301DD 01F301FD 08000000 008BD819 01E301DD 01F301FD 08000000 008BD84A 01E301DD 01F301FD 08000000 008BD87B 01E301DD 01F301FD 08000000 008BD8AC 01E301DD 01F301FD 08000000 008BD8DD 01E301DD 01F301FD 08000000 008BD90E 01E301DD 01F301FD 08000000 008BD93F 01E301DD 01F301FD 08000000 008BD970 01E301DD 01F301FD 08000000 008BD9A1 01E301DD 01F301FD 08000000 008BD9D2 01E301DD 01F301FD 08000000 008BDA03 01E301DD 01F301FD 08000000 008BDA34 01E301DD 01F301FD 08000000 008BDA66 01E301DD 01F301FD 08000000 008BDA96 01E301DD 01F301FD 08000000 008BDAC7 01E301DD 01F301FD 08000000 008BDAF8 01E301DD 01F301FD 08000000 008BDB29 01E301DD 01F301FD 08000000 008BDB5A 01E301DE 01D801D5 08000000 008BDB7A 01E301DD 01F301FD 08000000 008BD7B7 01E301DD 01F301FD 08000000 008BCC0A 01E301DD 01F301FD 08000000 008BCDC3 01E301DD 01F301FD 08000000 008BCE87 01E301DD 01F301FD 08000000 008BCF4B 01E301DD 01F301FD 08000000 008BD0D3 01E301DD 01F301FD 08000000 008BD166 01E301DD 01F301FD 08000000 008BD197 01E301DD 01F301FD [--SectionStart:Ramza Appearance--] 00000000 00000000 00000000 [Ramza Appearance 1] 01000000 0104C4B8 00580001 [Ramza Appearance 2] 01000000 0104C4B8 00580002 [Ramza Appearance 3] 01000000 0104C4B8 00580003 [Ramza Appearance 4] 01000000 0104C4B8 0058007C [Ramza Appearance 5] 01000000 0104C4B8 0058007A [Ramza Appearance 6] 01000000 0104C4B8 000D0043 [Ramza Appearance 7] 01000000 0104C4B8 000D0048 [--SectionEnd:Ramza Appearance--] 00000000 00000000 00000000 [--SectionStart:Ramza Job--] 00000000 00000000 00000000 [Ramza Job: Holy Knight] 01000000 0104C4BA 00900005 [Ramza Job: Ark Knight] 01000000 0104C4BA 00900008 [Ramza Job: Rune Knight] 01000000 0104C4BA 00900009 [Ramza Job: Fell Knight] 01000000 0104C4BA 00900011 [Ramza Job: Divine Knight] 01000000 0104C4BA 00900024 [Ramza Job: Sword Saint] 01000000 0104C4BA 0090000D [Ramza Job: Celebrant] 01000000 0104C4BA 00900010 [Ramza Job: Templar] 01000000 0104C4BA 0090001F [Ramza Job: Dragonkin] 01000000 0104C4BA 0090000F [Ramza Job: Holy Dragon] 01000000 0104C4BA 00900048 [--SectionEnd:Ramza Job--] 00000000 00000000 00000000 [--SectionStart:Ramza Ability2--] 00000000 00000000 00000000 [Limit] 01000000 0104C4BF E001BA29 [Dragon] 01000000 0104C4BF E001BA2B [Holy Sword] 01000000 0104C4BF E001BA30 [Pugilism] 01000000 0104C4BF E001BA35 [Subdual Arts] 01000000 0104C4BF E001BA36 [Sword Spirit] 01000000 0104C4BF E001BA3B [Swordsmanship] 01000000 0104C4BF E001BA46 [Magick Arts] 01000000 0104C4BF E001BA48 [--SectionEnd:Ramza Ability2--] 00000000 00000000 00000000 [--SectionStart:Units1--] 00000000 00000000 00000000 [Status Shield] 04000000 010474B2 00000000 [Magic Attack Ready] 01000000 010475DD 00000001 [Inf Moves] 01000000 01047491 0000FA64 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047492 000503FA [Max Attack] 02000000 01047488 0332FFFF [Max Brave] 02000000 0104747A 00006464 [Max Faith] 02000000 0104747C 00005A5A [Skill: Invisible] 02000000 010474E4 0000E0FF [Skill: Poaching (break class)] 02000000 010474EA 0000E0FF [Skill: XP+HP After Move] 02000000 010474EC FF08E0FF [Skill: Walk In The Sky] 02000000 010474EE D0FFE0FF [Max Stats (No Permanent)] 08000000 0104748E 64646464 64646464 08000000 01047496 64646464 64646464 [Stats: Max HP] 02000000 010474CC 0000FFFF [Stats: Max MP] 02000000 010474D0 0000FFFF [Stats: Max Speed] 01000000 010474D2 6899E0FF [Stats: Max Attack] 02000000 010474D6 015FE0FF [Stats: Max Attack2] 02000000 010474D8 640BE0FF [--SectionEnd:Units1--] 00000000 00000000 00000000 [--SectionStart:Units2--] 00000000 00000000 00000000 [Status Shield] 04000000 010476B2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 0000FA64 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047692 000003FA [Max Attack] 02000000 01047688 E0FFE0FF [Max Brave] 02000000 0104767A 00006464 [Max Faith] 02000000 0104767C 00005A5A [Skill: Invisible] 02000000 010476E4 0000E0FF [Skill: Poaching (break class)] 02000000 010476EA 0000E0FF [Skill: XP+HP After Move] 02000000 010476EC 0000E0FF [Skill: Walk In The Sky] 02000000 010476EE 0000E0FF [Max Stats (No Permanent)] 08000000 0104768E 64646464 64646464 08000000 01047696 64646464 64646464 [--SectionEnd:Units2--] 00000000 00000000 00000000 [--SectionStart:Units3--] 00000000 00000000 00000000 [Status Shield] 04000000 010478B2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 0000FA64 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047892 000003FA [Max Attack] 02000000 01047888 E0FFE0FF [Max Brave] 02000000 0104787A 00006464 [Max Faith] 02000000 0104787C 00005A5A [Skill: Invisible] 02000000 010478E4 0000E0FF [Skill: Poaching (break class)] 02000000 010478EA 0000E0FF [Skill: XP+HP After Move] 02000000 010478EC 0000E0FF [Skill: Walk In The Sky] 02000000 010478EE 0000E0FF [Max Stats (No Permanent)] 08000000 0104788E 64646464 64646464 08000000 01047896 64646464 64646464 [--SectionEnd:Units3--] 00000000 00000000 00000000 [--SectionStart:Units4--] 00000000 00000000 00000000 [Status Shield] 04000000 01047AB2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 0000FA64 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047A92 0004E0FF [Max Attack] 02000000 01047A88 E0FFE0FF [Max Brave] 02000000 01047A7A 00006464 [Max Faith] 02000000 01047A7C 00005A5A [Skill: Invisible] 02000000 01047AE4 0000E0FF [Skill: Poaching (break class)] 02000000 01047AEA 0000E0FF [Skill: XP+HP After Move] 02000000 01047AEC 0000E0FF [Skill: Walk In The Sky] 02000000 01047AEE 0000E0FF [Max Stats (No Permanent)] 08000000 01047A8E 64646464 64646464 08000000 01047A96 64646464 64646464 [--SectionEnd:Units4--] 00000000 00000000 00000000 [--SectionStart:Units5--] 00000000 00000000 00000000 [Status Shield] 04000000 01047CB2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 0000FA64 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047C92 0004E0FF [Max Attack] 02000000 01047C88 E0FFE0FF [Max Brave] 02000000 01047C7A 00006464 [Max Faith] 02000000 01047C7C 00005A5A [Skill: Invisible] 02000000 01047CE4 0008E0FF [Skill: Poaching (break class)] 02000000 01047CEA 0000E0FF [Skill: XP+HP After Move] 02000000 01047CEC FF08E0FF [Skill: Walk In The Sky] 02000000 01047CEE D0FFE0FF [Max Stats (No Permanent)] 08000000 01047C8E 64646464 64646464 08000000 01047C96 64646464 64646464 [--SectionEnd:Units5--] 00000000 00000000 00000000 [--SectionStart:Unlock All--] 00000000 00000000 00000000 [All Weapons] 02000000 01054448 00006363 40000000 00000000 01054349 30010000 00000079 01000000 00000000 00000063 98000100 00000000 00000001 31010000 [All Shields] 08000000 010543C8 63636363 63636363 08000000 010543D0 63636363 63636363 [All Headwear] 08000000 010543D8 63636363 63636363 08000000 010543E0 63636363 63636363 08000000 010543E8 63636363 63636363 04000000 010543F0 63636363 01000000 0105444A 00000063 [All Combat Garb] 08000000 010543F4 63636363 63636363 08000000 010543FC 63636363 63636363 08000000 01054404 63636363 63636363 08000000 0105440C 63636363 63636363 04000000 01054414 63636363 01000000 0105444B 00000063 [All Accessories] 08000000 01054418 63636363 63636363 08000000 01054420 63636363 63636363 08000000 01054428 63636363 63636363 08000000 01054430 63636363 63636363 01000000 0105444C 00000063 [All Items] 08000000 01054438 63636363 63636363 08000000 01054440 63636363 63636363 02000000 010543C2 00006363 04000000 010543C4 63636363 [All Jobs Units1-5] 08000000 0104756E FFFFFFFF FFFFFFFF 08000000 01047576 FFFFFFFF FFFFFFFF 08000000 0104757E FFFFFFFF FFFFFFFF 08000000 01047586 FFFFFFFF FFFFFFFF 08000000 0104758E FFFFFFFF FFFFFFFF 08000000 0104776E FFFFFFFF FFFFFFFF 08000000 01047776 FFFFFFFF FFFFFFFF 08000000 0104777E FFFFFFFF FFFFFFFF 08000000 01047786 FFFFFFFF FFFFFFFF 08000000 0104778E FFFFFFFF FFFFFFFF 08000000 0104796E FFFFFFFF FFFFFFFF 08000000 01047976 FFFFFFFF FFFFFFFF 08000000 0104797E FFFFFFFF FFFFFFFF 08000000 01047986 FFFFFFFF FFFFFFFF 08000000 0104798E FFFFFFFF FFFFFFFF 08000000 01047B6E FFFFFFFF FFFFFFFF 08000000 01047B76 FFFFFFFF FFFFFFFF 08000000 01047B7E FFFFFFFF FFFFFFFF 08000000 01047B86 FFFFFFFF FFFFFFFF 08000000 01047B8E FFFFFFFF FFFFFFFF 08000000 01047D6E FFFFFFFF FFFFFFFF 08000000 01047D76 FFFFFFFF FFFFFFFF 08000000 01047D7E FFFFFFFF FFFFFFFF 08000000 01047D86 FFFFFFFF FFFFFFFF 08000000 01047D8E FFFFFFFF FFFFFFFF [All Skill & Mastery Units1-5] 40000000 00000000 010474F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 010476F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 010478F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 01047AF0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 01047CF0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 [--SectionEnd:Unlock All--] 00000000 00000000 00000000 1.4.0 BID: 3CFD457814DD647F [Breeze beta99o FINAL FANTASY TACTICS - The Ivalice Chronicles 1.4.0 TID: 010038B015560000 BID: 3CFD457814DD647F] {master} 08000000 006524A8 7900613C 1800007C 08000000 006524B0 000003E7 17F39638 08000000 006524B8 38286920 18000060 08000000 006524C0 00000063 17F2CC38 08000000 006524C8 B9000288 18000068 08000000 006524D0 0098967F 17EFA137 08000000 006524D8 B9000288 18FFFFE8 04000000 006524E0 17F0B327 04000000 00423BE8 79006308 04000000 00337D8C 7900613C 04000000 0030559C 38286920 04000000 0023A9A8 B9000288 04000000 0027F178 B9000288 04000000 0031EE8C 4B140129 04000000 00363DC0 0B010129 04000000 00363DAC 0B010129 04000000 003382CC 0B080128 04000000 0036372C 0B1B0108 04000000 00358898 0B090108 04000000 00358890 0B080148 04000000 00358850 0B08016B 04000000 00358810 0B08016B 04000000 00358818 0B090169 04000000 00358858 0B090169 04000000 00321C38 3940016F [All Invincible (Hold L Ohk)] 04000000 00337D8C 140C69C7 80000040 04000000 006524A8 5280001C 20000000 [Ohk (Hold L)] 80000040 04000000 00337D8C 140C69C7 04000000 006524A8 5280001C 20000000 [HP (1-5 Units)] 02000000 01047480 005B03E7 02000000 01047680 002C03E7 02000000 01047880 002C03E7 02000000 01047A80 002C03E7 02000000 01047C80 002C03E7 [MP (1-5 Units)] 02000000 01047484 001703E7 02000000 01047684 000A03E7 02000000 01047884 000A03E7 02000000 01047A84 000A03E7 02000000 01047C84 000A03E7 [Items 99 (Buy/Sell)] 04000000 0030559C 140D33C7 [XP x8] 04000000 003382CC 0B080D28 04000000 0036372C 0B1B0D08 [Max XP] 02000000 01047478 00006363 02000000 01047678 00006363 02000000 01047878 00006363 02000000 01047A78 00006363 02000000 01047C78 00006363 [XP Stats (Speed & Attack)] 04000000 00358850 0B08056B 04000000 00358810 0B08056B 04000000 00358818 0B090569 04000000 00358858 0B090569 04000000 00358890 0B080548 04000000 00358898 0B090508 [JP x8] 04000000 00363DAC 0B010D29 [Max JP] 04000000 0031EE8C 5284E1E9 04000000 00363DAC 5284E1E9 [Job XP x8] 04000000 00363DC0 0B010D29 [Max Job XP] 04000000 00363DC0 5284E1E9 [ZR - debug job data] 80000200 04000000 00321C38 52801FEF 21000000 04000000 00321C38 3940016F 20000000 [Max Money] 04000000 0023A9A8 14105EC8 04000000 0027F178 140F4CD8 [All Class Innate Ability] 08000000 008BC9BE 01E301DD 01F301FD 08000000 008BC9F0 01E301DD 01F301FD 08000000 008BCA20 01E301DD 01F301FD 08000000 008BD7E8 01E301DD 01F301FD 08000000 008BD819 01E301DD 01F301FD 08000000 008BD84A 01E301DD 01F301FD 08000000 008BD87B 01E301DD 01F301FD 08000000 008BD8AC 01E301DD 01F301FD 08000000 008BD8DD 01E301DD 01F301FD 08000000 008BD90E 01E301DD 01F301FD 08000000 008BD93F 01E301DD 01F301FD 08000000 008BD970 01E301DD 01F301FD 08000000 008BD9A1 01E301DD 01F301FD 08000000 008BD9D2 01E301DD 01F301FD 08000000 008BDA03 01E301DD 01F301FD 08000000 008BDA34 01E301DD 01F301FD 08000000 008BDA66 01E301DD 01F301FD 08000000 008BDA96 01E301DD 01F301FD 08000000 008BDAC7 01E301DD 01F301FD 08000000 008BDAF8 01E301DD 01F301FD 08000000 008BDB29 01E301DD 01F301FD 08000000 008BDB5A 01E301DE 01D801D5 08000000 008BDB7A 01E301DD 01F301FD 08000000 008BD7B7 01E301DD 01F301FD 08000000 008BCC0A 01E301DD 01F301FD 08000000 008BCDC3 01E301DD 01F301FD 08000000 008BCE87 01E301DD 01F301FD 08000000 008BCF4B 01E301DD 01F301FD 08000000 008BD0D3 01E301DD 01F301FD 08000000 008BD166 01E301DD 01F301FD 08000000 008BD197 01E301DD 01F301FD [--SectionStart:Ramza Appearance--] 00000000 00000000 00000000 [Ramza Appearance 1] 01000000 0104C4B8 00580001 [Ramza Appearance 2] 01000000 0104C4B8 00580002 [Ramza Appearance 3] 01000000 0104C4B8 00580003 [Ramza Appearance 4] 01000000 0104C4B8 0058007C [Ramza Appearance 5] 01000000 0104C4B8 0058007A [Ramza Appearance 6] 01000000 0104C4B8 000D0043 [Ramza Appearance 7] 01000000 0104C4B8 000D0048 [--SectionEnd:Ramza Appearance--] 00000000 00000000 00000000 [--SectionStart:Ramza Job--] 00000000 00000000 00000000 [Ramza Job: Holy Knight] 01000000 0104C4BA 00900005 [Ramza Job: Ark Knight] 01000000 0104C4BA 00900008 [Ramza Job: Rune Knight] 01000000 0104C4BA 00900009 [Ramza Job: Fell Knight] 01000000 0104C4BA 00900011 [Ramza Job: Divine Knight] 01000000 0104C4BA 00900024 [Ramza Job: Sword Saint] 01000000 0104C4BA 0090000D [Ramza Job: Celebrant] 01000000 0104C4BA 00900010 [Ramza Job: Templar] 01000000 0104C4BA 0090001F [Ramza Job: Dragonkin] 01000000 0104C4BA 0090000F [Ramza Job: Holy Dragon] 01000000 0104C4BA 00900048 [--SectionEnd:Ramza Job--] 00000000 00000000 00000000 [--SectionStart:Ramza Ability2--] 00000000 00000000 00000000 [Limit] 01000000 0104C4BF E001BA29 [Dragon] 01000000 0104C4BF E001BA2B [Holy Sword] 01000000 0104C4BF E001BA30 [Pugilism] 01000000 0104C4BF E001BA35 [Subdual Arts] 01000000 0104C4BF E001BA36 [Sword Spirit] 01000000 0104C4BF E001BA3B [Swordsmanship] 01000000 0104C4BF E001BA46 [Magick Arts] 01000000 0104C4BF E001BA48 [--SectionEnd:Ramza Ability2--] 00000000 00000000 00000000 [--SectionStart:Units1--] 00000000 00000000 00000000 [Status Shield] 04000000 010474B2 00000000 [Magic Attack Ready] 01000000 010475DD 00000001 [Inf Moves] 01000000 01047491 0000FA64 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047492 000503FA [Max Attack] 02000000 01047488 0332FFFF [Max Brave] 02000000 0104747A 00006464 [Max Faith] 02000000 0104747C 00005A5A [Skill: Invisible] 02000000 010474E4 0000E0FF [Skill: Poaching (break class)] 02000000 010474EA 0000E0FF [Skill: XP+HP After Move] 02000000 010474EC FF08E0FF [Skill: Walk In The Sky] 02000000 010474EE D0FFE0FF [Max Stats (No Permanent)] 08000000 0104748E 64646464 64646464 08000000 01047496 64646464 64646464 [Stats: Max HP] 02000000 010474CC 0000FFFF [Stats: Max MP] 02000000 010474D0 0000FFFF [Stats: Max Speed] 01000000 010474D2 6899E0FF [Stats: Max Attack] 02000000 010474D6 015FE0FF [Stats: Max Attack2] 02000000 010474D8 640BE0FF [--SectionEnd:Units1--] 00000000 00000000 00000000 [--SectionStart:Units2--] 00000000 00000000 00000000 [Status Shield] 04000000 010476B2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 0000FA64 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047692 000003FA [Max Attack] 02000000 01047688 E0FFE0FF [Max Brave] 02000000 0104767A 00006464 [Max Faith] 02000000 0104767C 00005A5A [Skill: Invisible] 02000000 010476E4 0000E0FF [Skill: Poaching (break class)] 02000000 010476EA 0000E0FF [Skill: XP+HP After Move] 02000000 010476EC 0000E0FF [Skill: Walk In The Sky] 02000000 010476EE 0000E0FF [Max Stats (No Permanent)] 08000000 0104768E 64646464 64646464 08000000 01047696 64646464 64646464 [--SectionEnd:Units2--] 00000000 00000000 00000000 [--SectionStart:Units3--] 00000000 00000000 00000000 [Status Shield] 04000000 010478B2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 0000FA64 01000000 01047A91 00000002 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047892 000003FA [Max Attack] 02000000 01047888 E0FFE0FF [Max Brave] 02000000 0104787A 00006464 [Max Faith] 02000000 0104787C 00005A5A [Skill: Invisible] 02000000 010478E4 0000E0FF [Skill: Poaching (break class)] 02000000 010478EA 0000E0FF [Skill: XP+HP After Move] 02000000 010478EC 0000E0FF [Skill: Walk In The Sky] 02000000 010478EE 0000E0FF [Max Stats (No Permanent)] 08000000 0104788E 64646464 64646464 08000000 01047896 64646464 64646464 [--SectionEnd:Units3--] 00000000 00000000 00000000 [--SectionStart:Units4--] 00000000 00000000 00000000 [Status Shield] 04000000 01047AB2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 0000FA64 01000000 01047C91 00000002 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047A92 0004E0FF [Max Attack] 02000000 01047A88 E0FFE0FF [Max Brave] 02000000 01047A7A 00006464 [Max Faith] 02000000 01047A7C 00005A5A [Skill: Invisible] 02000000 01047AE4 0000E0FF [Skill: Poaching (break class)] 02000000 01047AEA 0000E0FF [Skill: XP+HP After Move] 02000000 01047AEC 0000E0FF [Skill: Walk In The Sky] 02000000 01047AEE 0000E0FF [Max Stats (No Permanent)] 08000000 01047A8E 64646464 64646464 08000000 01047A96 64646464 64646464 [--SectionEnd:Units4--] 00000000 00000000 00000000 [--SectionStart:Units5--] 00000000 00000000 00000000 [Status Shield] 04000000 01047CB2 00000000 [Inf Moves] 01000000 01047491 00000002 01000000 01047691 00000002 01000000 01047891 00000002 01000000 01047A91 00000002 01000000 01047C91 0000FA64 01000000 01045291 00000001 01000000 01045491 00000001 01000000 01045691 00000001 01000000 01045891 00000001 01000000 01045A91 00000001 01000000 01045C91 00000001 01000000 01045E91 00000001 01000000 01046091 00000001 01000000 01046291 00000001 01000000 01046491 00000001 01000000 01046691 00000001 01000000 01046891 00000001 01000000 01046A91 00000001 01000000 01046C91 00000001 01000000 01046E91 00000001 01000000 01047091 00000001 [Max Moves] 01000000 01047C92 0004E0FF [Max Attack] 02000000 01047C88 E0FFE0FF [Max Brave] 02000000 01047C7A 00006464 [Max Faith] 02000000 01047C7C 00005A5A [Skill: Invisible] 02000000 01047CE4 0008E0FF [Skill: Poaching (break class)] 02000000 01047CEA 0000E0FF [Skill: XP+HP After Move] 02000000 01047CEC FF08E0FF [Skill: Walk In The Sky] 02000000 01047CEE D0FFE0FF [Max Stats (No Permanent)] 08000000 01047C8E 64646464 64646464 08000000 01047C96 64646464 64646464 [--SectionEnd:Units5--] 00000000 00000000 00000000 [--SectionStart:Unlock All--] 00000000 00000000 00000000 [All Weapons] 02000000 01054448 00006363 40000000 00000000 01054349 30010000 00000079 01000000 00000000 00000063 98000100 00000000 00000001 31010000 [All Shields] 08000000 010543C8 63636363 63636363 08000000 010543D0 63636363 63636363 [All Headwear] 08000000 010543D8 63636363 63636363 08000000 010543E0 63636363 63636363 08000000 010543E8 63636363 63636363 04000000 010543F0 63636363 01000000 0105444A 00000063 [All Combat Garb] 08000000 010543F4 63636363 63636363 08000000 010543FC 63636363 63636363 08000000 01054404 63636363 63636363 08000000 0105440C 63636363 63636363 04000000 01054414 63636363 01000000 0105444B 00000063 [All Accessories] 08000000 01054418 63636363 63636363 08000000 01054420 63636363 63636363 08000000 01054428 63636363 63636363 08000000 01054430 63636363 63636363 01000000 0105444C 00000063 [All Items] 08000000 01054438 63636363 63636363 08000000 01054440 63636363 63636363 02000000 010543C2 00006363 04000000 010543C4 63636363 [All Jobs Units1-5] 08000000 0104756E FFFFFFFF FFFFFFFF 08000000 01047576 FFFFFFFF FFFFFFFF 08000000 0104757E FFFFFFFF FFFFFFFF 08000000 01047586 FFFFFFFF FFFFFFFF 08000000 0104758E FFFFFFFF FFFFFFFF 08000000 0104776E FFFFFFFF FFFFFFFF 08000000 01047776 FFFFFFFF FFFFFFFF 08000000 0104777E FFFFFFFF FFFFFFFF 08000000 01047786 FFFFFFFF FFFFFFFF 08000000 0104778E FFFFFFFF FFFFFFFF 08000000 0104796E FFFFFFFF FFFFFFFF 08000000 01047976 FFFFFFFF FFFFFFFF 08000000 0104797E FFFFFFFF FFFFFFFF 08000000 01047986 FFFFFFFF FFFFFFFF 08000000 0104798E FFFFFFFF FFFFFFFF 08000000 01047B6E FFFFFFFF FFFFFFFF 08000000 01047B76 FFFFFFFF FFFFFFFF 08000000 01047B7E FFFFFFFF FFFFFFFF 08000000 01047B86 FFFFFFFF FFFFFFFF 08000000 01047B8E FFFFFFFF FFFFFFFF 08000000 01047D6E FFFFFFFF FFFFFFFF 08000000 01047D76 FFFFFFFF FFFFFFFF 08000000 01047D7E FFFFFFFF FFFFFFFF 08000000 01047D86 FFFFFFFF FFFFFFFF 08000000 01047D8E FFFFFFFF FFFFFFFF [All Skill & Mastery Units1-5] 40000000 00000000 010474F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 010476F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 010478F0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 01047AF0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 40000000 00000000 01047CF0 30010000 00000020 02000000 00000000 0000FFFF 98000100 00000000 00000002 31010000 [--SectionEnd:Unlock All--] 00000000 00000000 00000000 3CFD457814DD647F.txt AAAA1ED3B0A458D6.txt
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Toziuha Night: Order of the Alchemists 1.0.0 TID: 010029001C71A000 BID: 46C9CA097A81A799
Code Version 1.0.0 [Breeze beta99p Toziuha Night: Order of the Alchemists 1.0.0 TID: 010029001C71A000 BID: 46C9CA097A81A799] [Inf.Money] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000A0 580F1000 00000020 780F1000 000000B0 640F0000 00000000 000F423F 20000000 [Inf.HP] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000E8 780F0000 00000090 680F0000 40C38780 00000000 20000000 [Max HP] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000E8 780F0000 00000050 640F0000 00000000 0000270F 20000000 [Inf.MP] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000E8 780F0000 00000010 680F0000 40C38780 00000000 20000000 [Max MP] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000A0 580F1000 00000020 780F0000 000000D0 640F0000 00000000 0000270F 20000000 [Inf.Blood] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000A0 580F1000 00000020 780F0000 00000010 640F0000 00000000 0000270F 20000000 [Max Blood] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000A0 580F1000 00000020 780F1000 00000030 640F0000 00000000 0000270F 20000000 [Max Exp] 80000100 580F0000 021C4D80 580F1000 000000B8 580F1000 00006CE8 580F1000 000000E8 780F0000 000000D0 640F0000 00000000 3B9AC9FF 20000000 [Original Code by ネオ•グランゾン] 20000000 46C9CA097A81A799.txt
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A small tutorial on ASM hacks/cheats for Unity games
Hi everyone, as I had to dig through a lot of information by myself, I thought that I could do a small tutorial on how to modify Unity games for cheating (and not only, e.g. for modding etc.). You will need the following tools: 1) NXDump https://github.com/DarkMatterCore/nxdumptool 2) IL2CPP Dumper https://github.com/Perfare/Il2CppDumper 3) IDA Pro https://hex-rays.com/ida-pro/ or Ghidra https://ghidra-sre.org/ (free) 4) NX2ELF https://gbatemp.net/threads/about-the-main-file-in-exefs-folder.533701/post-8554295 5) dnSpy https://github.com/dnSpyEx/dnSpy So now in very short the procedure: (1) use NXDump on the Unity game you want to modify, select the proper last used patch version (not the base game version!!) there and dump "main" from ExeFS. then dump "global-metadata.dat" from RomFS (search in subdirectories for this file, this is by the way the easiest way to see if it's a Unity game or not) (2) use NX2ELF on "main" to get uncompressed "main.elf" (3) load "main.elf" with IDA Pro or Ghidra, remember that Switch uses big endian byte order, so select it in the disassembling settings (ARMB processor type) (4) use IL2CPP Dumper on "main.elf" + "global-metadata.dat", which will create a lot of useful additional files about the executable binary. for a quick look you can use "dump.cs" (e.g. to briefly patch a bool return function by using its offset with "return true/false"). "DummyDll" can be used with dnSpy for a quick look through functions, attributes etc. (primary target there is always "Assembly-CSharp.dll", where most game functionality is located) (5) run Python scripts "ida_with_struct_py3.py" within IDA Pro (File -> Script file...) or "ghidra_with_struct.py" within Ghidra, to populate the disassembled code database with comprehensive meta information (class names, method names, attribute names, struct names etc.). it will help you to understand the code almost perfectly. Without this step you are pretty much totally lost in IDA/Ghidra. (6) look for code parts and offsets you want to change and write "04000000" or "08000000" cheat codes from ARM64 Assembler commands (https://developer.arm.com/documentation/100076/0100/a64-instruction-set-reference) by using tools like https://armconverter.com (don't forget to use "GDB/LLDB" flag to create big endian hex codes with proper byte order) . you can learn basics of ARM assembly here https://azeria-labs.com/writing-arm-assembly-part-1/ (unfortunately it's for a 32bit Arm v7, not for 64bit Arm v8, but I guess similar guides for Arm64/AArch64/Arm8 can be found as well, this was just a quick web search). For different cheat code generation you can use such tools as https://github.com/DarkFlare69/SXCheatTool and https://gbatemp.net/attachments/sxos_codebuilder-zip.146262/ . Some additional notes: a) if you have an access to the PC version of the same game and it's NOT compiled with IL2CPP on PC, you can load its "Assembly-CSharp.dll" with dnSpy and enjoy the full power of .NET decompilation, where ALL source code is available in highly readable form (unless obfuscated), so you can easily analyze it and even modify it. the learnings from the PC version of the game can be used for any other platform of the same game version/build (e.g. for the Switch version of the game). this way you can also easily mod any game, just by using C# and modifying classes, methods, attributes etc. highly recommended . In addition you can even debug a Unity game with dnSpy (requires modified mono DLL files) in a very comfortable way. b) you can also create permanent patches for a given game by using IPS patches, e.g. by using this tool https://github.com/3096/ipswitch c) you can use Atmosphere's built-in layered FS and place the patched "main" file (you need to compress the modified "main.elf") into /atmosphere/contents/<game ID>/exefs/ directory, if you patched the "main.elf" directly with IDA/Ghidra. Atmosphere will load the modified file instead of the original one. d) you can reverse engineer previous cheats (see exactly what they are patching/modifying) if you have an access to the previous game versions. then basically you do everything as described above for the previous "main.elf" and look for the given offset from the cheat file (if it's an ASM hack of course) in IDA/Ghidra. this way you can save a lot of time and just "migrate" previous ASM cheats into new versions.
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Switch emulator "Citron" updated to v0.10.0 features cross-collaboration between Citron, Ryujinx and Eden developers
Switch development continues to grow, and thanks to a now properly cemented community, the emulation scene for the Switch can thrive above and beyond where both Yuzu and Ryujinx left off. The current main three Switch emulators as of right now are Citron, Eden and Ryubing, with the first two being based off Yuzu, and the later being based on Ryujinx. Over the course of several months, a lot of emulation drama has been going on behind the scenes, be it with Switch emulators popping up only to be left in the dust after some initial commits, or some ordeals involving developers disagreeing and leaving projects. All in all, and despite the hurdles that Switch emulation went through after Nintendo's take down of both Yuzu and Ryujinx, the emulation scene for Nintendo's hybrid console is now on a steady pace once again, and the latest update to one of the main Switch emulators, Citron, is a clear indication that an emulation community can thrive and work together to bring forth the best overall experience to the user that wishes to play their Switch library on their PC or even other powerful handhelds. With the latest v0.10.0 update, Citron introduces several important bugfixes to its codebase, like implementing Skyline's dependent mod support, and adding compatibility with one of the most famous Switch mods to date, with it being Mario Kart 8 DX's CTGP-DX, now working on Citron thanks to contributions by none other than Eden developers JPikachu and Maufeat, which worked on a proper fix and compatibility for CTGP-DX based on TSRBerry's original code from the Ryujinx's development team. Additionally, the Citron update also includes the following community notes, with a special mention to the cross-collaboration from all main Switch emulator developers: While Citron just got updated to v0.10.0, Eden's is also about to release its 0.0.4 version, with the latest available version to download of the Eden emulator being its Release Candidate 2, which, if no more important issues arise, it will be moved as the official 0.0.4 release of the emulator after several week of development since its 0.0.3 release last month. Given all the work being put in all the current Switch emulators, we can only hope that this comradery continues, all with due credit and respect between the development teams, and that further work can be shared between emulators for the betterment of the end-user. Citron's Self-Hosted Git repository Eden's Self-Hosted Git repository
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Switch emulator "Citron" updated to v0.10.0 features cross-collaboration between Citron, Ryujinx and Eden developers
Switch development continues to grow, and thanks to a now properly cemented community, the emulation scene for the Switch can thrive above and beyond where both Yuzu and Ryujinx left off. The current main three Switch emulators as of right now are Citron, Eden and Ryubing, with the first two being based off Yuzu, and the later being based on Ryujinx. Over the course of several months, a lot of emulation drama has been going on behind the scenes, be it with Switch emulators popping up only to be left in the dust after some initial commits, or some ordeals involving developers disagreeing and leaving projects. All in all, and despite the hurdles that Switch emulation went through after Nintendo's take down of both Yuzu and Ryujinx, the emulation scene for Nintendo's hybrid console is now on a steady pace once again, and the latest update to one of the main Switch emulators, Citron, is a clear indication that an emulation community can thrive and work together to bring forth the best overall experience to the user that wishes to play their Switch library on their PC or even other powerful handhelds. With the latest v0.10.0 update, Citron introduces several important bugfixes to its codebase, like implementing Skyline's dependent mod support, and adding compatibility with one of the most famous Switch mods to date, with it being Mario Kart 8 DX's CTGP-DX, now working on Citron thanks to contributions by none other than Eden developers JPikachu and Maufeat, which worked on a proper fix and compatibility for CTGP-DX based on TSRBerry's original code from the Ryujinx's development team. Additionally, the Citron update also includes the following community notes, with a special mention to the cross-collaboration from all main Switch emulator developers: While Citron just got updated to v0.10.0, Eden's is also about to release its 0.0.4 version, with the latest available version to download of the Eden emulator being its Release Candidate 2, which, if no more important issues arise, it will be moved as the official 0.0.4 release of the emulator after several week of development since its 0.0.3 release last month. Given all the work being put in all the current Switch emulators, we can only hope that this comradery continues, all with due credit and respect between the development teams, and that further work can be shared between emulators for the betterment of the end-user. Citron's Self-Hosted Git repository Eden's Self-Hosted Git repository View full article
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Neo Geo Arcade 3 (Evercade) - Includes Some Of The System's Best Games
Following Neo Geo Arcade 1 and Neo Geo Arcade 2, Blaze has returned with another collection of classic titles in the form of this third helping. While you might assume we're looking at diminishing returns here, any SNK fan will tell you that the Neo Geo's catalogue of games is positively bursting with excellent titles – and that is certainly true when you inspect the majority of what's included on this cart. The King Of Fighters '97 might be one of the earlier entries in SNK's team-based fighting franchise, but it's still a solid example of the genre. Sure, its sequel might be considered one of the best in the entire series, but '97 has all the hallmarks of a classic; I'm particularly fond of its often low-key music, which creates a wonderfully ambient atmosphere during battles. Metal Slug 3 is considered by some fans as one of the best instalments in the entire series, and is certainly a game I personally have a lot of fondness for, having played it to death back in the glory days of XBLA. The branching pathways expand its longevity in comparison to previous titles, and the humour element is also ramped up. Some might prefer Metal Slug X, but this is still a superb gun-and-gun title. Twinkle Star Sprites is potentially the strongest title included in this package. It's like a mix between a vertically-scrolling shmup and a competitive puzzler; the screen is divided down the middle, and by defeating enemies, you can damage your rival or mitigate incoming damage. The key issue with the game is that it only really comes alive with two players, so this is best enjoyed on the Evercade VS. Samurai Shodown II is the second one-on-one fighting game in this collection, and one of the highlights of SNK's beloved weapon-based brawling series. Again, like Metal Slug 3, this is often regarded as the best game in its respective franchise and perhaps even one of the greatest fighting games of all time. It goes without saying that playing against a fellow human is the way to go here. Ghost Pilots, however, feels like something of a relic; an early Neo Geo release from 1991, it feels like a below-average clone of Capcom's 194X series, and is handicapped by the system's 4:3 aspect ratio – it would have made more sense with a TATE setup (something the Evercade EXP is capable of providing, but the game would have needed redeveloping). Likewise, Super Sidekicks is another very primitive Neo Geo outing, and would be iterated and improved upon by its many sequels. It's good fun, but very basic compared to the best soccer games of the era. Even the most ardent of fans is likely to get bored with this very quickly. Despite two of its six titles being passable rather than solid-gold classics, the remaining four games are utterly fantastic, making this a highly recommended purchase for your Evercade system.
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Neo Geo Arcade 3 (Evercade) - Includes Some Of The System's Best Games
Following Neo Geo Arcade 1 and Neo Geo Arcade 2, Blaze has returned with another collection of classic titles in the form of this third helping. While you might assume we're looking at diminishing returns here, any SNK fan will tell you that the Neo Geo's catalogue of games is positively bursting with excellent titles – and that is certainly true when you inspect the majority of what's included on this cart. The King Of Fighters '97 might be one of the earlier entries in SNK's team-based fighting franchise, but it's still a solid example of the genre. Sure, its sequel might be considered one of the best in the entire series, but '97 has all the hallmarks of a classic; I'm particularly fond of its often low-key music, which creates a wonderfully ambient atmosphere during battles. Metal Slug 3 is considered by some fans as one of the best instalments in the entire series, and is certainly a game I personally have a lot of fondness for, having played it to death back in the glory days of XBLA. The branching pathways expand its longevity in comparison to previous titles, and the humour element is also ramped up. Some might prefer Metal Slug X, but this is still a superb gun-and-gun title. Twinkle Star Sprites is potentially the strongest title included in this package. It's like a mix between a vertically-scrolling shmup and a competitive puzzler; the screen is divided down the middle, and by defeating enemies, you can damage your rival or mitigate incoming damage. The key issue with the game is that it only really comes alive with two players, so this is best enjoyed on the Evercade VS. Samurai Shodown II is the second one-on-one fighting game in this collection, and one of the highlights of SNK's beloved weapon-based brawling series. Again, like Metal Slug 3, this is often regarded as the best game in its respective franchise and perhaps even one of the greatest fighting games of all time. It goes without saying that playing against a fellow human is the way to go here. Ghost Pilots, however, feels like something of a relic; an early Neo Geo release from 1991, it feels like a below-average clone of Capcom's 194X series, and is handicapped by the system's 4:3 aspect ratio – it would have made more sense with a TATE setup (something the Evercade EXP is capable of providing, but the game would have needed redeveloping). Likewise, Super Sidekicks is another very primitive Neo Geo outing, and would be iterated and improved upon by its many sequels. It's good fun, but very basic compared to the best soccer games of the era. Even the most ardent of fans is likely to get bored with this very quickly. Despite two of its six titles being passable rather than solid-gold classics, the remaining four games are utterly fantastic, making this a highly recommended purchase for your Evercade system. View full article
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More Than $25,000 Of Rare Coin-Op Components Stolen From North American Arcade
A North American arcade operator has reported over $25,000 worth of items stolen recently, sparking a heartfelt campaign to recover the missing items. Charlie Mosley, owner of the Seattle-based Gamecenter arcade, found that his truck was missing one morning last week. Contained within were two arcade machines and a selection of other components, the total worth of which is estimated to be between $25,000 and $40,000. "On Wednesday, our 26' box truck with tens of thousands of dollars in PCBs, arcade cabs, tools, and more was stolen from us," says the arcade's owner on social media. "With the help of social media, the truck was spotted and retrieved, though almost the entire truck was emptied, which devastated us." Action Button video producer Christa Lee, who works as fleet manager at the arcade's events division, 100 Yen Life, has posted a plea online for people in the area to be wary of anyone selling arcade components and other related items. She has highlighted that the stolen items include artwork and PCBs, and that if anyone in the Seattle area sees someone "offloading a ton of CPS2/NAOMI/Neo Geo PCBs, stuff of that nature," they should get in touch. As noted in the news report above, the items are so obscure that it's unlikely they can be sold via traditional means; only collectors will be aware of their real value.
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More Than $25,000 Of Rare Coin-Op Components Stolen From North American Arcade
A North American arcade operator has reported over $25,000 worth of items stolen recently, sparking a heartfelt campaign to recover the missing items. Charlie Mosley, owner of the Seattle-based Gamecenter arcade, found that his truck was missing one morning last week. Contained within were two arcade machines and a selection of other components, the total worth of which is estimated to be between $25,000 and $40,000. "On Wednesday, our 26' box truck with tens of thousands of dollars in PCBs, arcade cabs, tools, and more was stolen from us," says the arcade's owner on social media. "With the help of social media, the truck was spotted and retrieved, though almost the entire truck was emptied, which devastated us." Action Button video producer Christa Lee, who works as fleet manager at the arcade's events division, 100 Yen Life, has posted a plea online for people in the area to be wary of anyone selling arcade components and other related items. She has highlighted that the stolen items include artwork and PCBs, and that if anyone in the Seattle area sees someone "offloading a ton of CPS2/NAOMI/Neo Geo PCBs, stuff of that nature," they should get in touch. As noted in the news report above, the items are so obscure that it's unlikely they can be sold via traditional means; only collectors will be aware of their real value. View full article
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Don't Expect a Resident Evil Requiem Demo, Capcom Has 'No Plans'
Publisher Capcom appears to confirm that Resident Evil Requiem won't be receiving a pre-launch demo. For many of the previous games in the series, Capcom has released some form of playable demo ahead of release, allowing fans to take the latest survival horror title for a spin. Even going as far back as Resident Evil 6, the company has kept up a streak of demos for the franchise, but it seems Requiem might be breaking the combo. Speaking during an interview with Stevivor, producer Masato Kumazawa is asked whether one is coming for the next title. "So, in terms of a demo play, we actually have no plan for one [for the general public] at the stage," he says. "None at all. We just want to focus on finishing off the game. Our development team is just doing its best to make sure that it’s creating the best quality game; to make sure that it’s a fine product." It would be a shame to see no public demo for Requiem, again because Capcom has previously been so consistent with them in the past. Requiem is scheduled for release on 27th February 2026, so it's only a few months away, which isn't all that long to wait in the grand scheme of things. Still, we imagine fans were expecting, or at least hoping, for a playable demo of some kind before launch to get a taste of the upcoming game. We suppose plans can change, and a demo may appear, but we wouldn't hold our breath. Were you looking forward to a Resident Evil Requiem demo? Tell us in the comments section below.
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Don't Expect a Resident Evil Requiem Demo, Capcom Has 'No Plans'
Publisher Capcom appears to confirm that Resident Evil Requiem won't be receiving a pre-launch demo. For many of the previous games in the series, Capcom has released some form of playable demo ahead of release, allowing fans to take the latest survival horror title for a spin. Even going as far back as Resident Evil 6, the company has kept up a streak of demos for the franchise, but it seems Requiem might be breaking the combo. Speaking during an interview with Stevivor, producer Masato Kumazawa is asked whether one is coming for the next title. "So, in terms of a demo play, we actually have no plan for one [for the general public] at the stage," he says. "None at all. We just want to focus on finishing off the game. Our development team is just doing its best to make sure that it’s creating the best quality game; to make sure that it’s a fine product." It would be a shame to see no public demo for Requiem, again because Capcom has previously been so consistent with them in the past. Requiem is scheduled for release on 27th February 2026, so it's only a few months away, which isn't all that long to wait in the grand scheme of things. Still, we imagine fans were expecting, or at least hoping, for a playable demo of some kind before launch to get a taste of the upcoming game. We suppose plans can change, and a demo may appear, but we wouldn't hold our breath. Were you looking forward to a Resident Evil Requiem demo? Tell us in the comments section below. View full article
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Final Fantasy Tactics: The Ivalice Chronicles Has Been Updated, Here Are The Full Patch Notes
Square Enix's excellent release Final Fantasy Tactics: The Ivalice Chronicles has received a new game update this week, bumping it up to Version 1.4.0. This update includes "various improvements" which should enhance the overall experience. There are some fixes (including addressing an issue that prevented the Akademy report "Master of All Trades" from being completed), character name fixes, adjustments, and much more. Below are the official patch notes via the game's Steam page: Final Fantasy Tactics: The Ivalice Chronicles (Version 1.4.0)Update Announcement (version 1.4.0) An update featuring various improvements is now available. The game will be updated to version 1.4.0. GeneralThe version number will now be displayed in the bottom right of the version selection screen and the enhanced version title screen. EnhancedAn issue affecting the Japanese voice and text for the ability Northswain's Strike has been resolved. An issue that prevented the Akademy report "Master of All Trades" from being completed under circumstances has been resolved. In the event that the issue described above has prevented the completion of "Master of All Trades," the check to confirm whether the conditions have been fulfilled will be performed again after loading the saved data and accessing the in-game main menu. Minor text issues have been resolved in all languages. Certain sound effects have been adjusted. Overall stability has been improved. Other minor issues have been resolved. An issue wherein the character name ""Helvynya"" was incorrectly displayed as ""Holy"" has now been resolved. In the event that a unit recruited under the name ""Holy"" exists in your save data, one of the following will occur: If you have changed the unit's name, the newly assigned name will remain unchanged. If you have not changed the unit's name, it will now be displayed as ""Helvynya"" instead. *Unit names can be changed at the warriors' guild. This follows the release of Version 1.3.0, which was released across multiple platforms at the end of last month. If you haven't already checked out The Ivalice Chronicles, you can read our Switch 2 review here on Nintendo Life. Here's brief summary: Have you tried out this game on the Switch or Switch 2 yet? How are you finding it so far? Tell us in the comments.
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Final Fantasy Tactics: The Ivalice Chronicles Has Been Updated, Here Are The Full Patch Notes
Square Enix's excellent release Final Fantasy Tactics: The Ivalice Chronicles has received a new game update this week, bumping it up to Version 1.4.0. This update includes "various improvements" which should enhance the overall experience. There are some fixes (including addressing an issue that prevented the Akademy report "Master of All Trades" from being completed), character name fixes, adjustments, and much more. Below are the official patch notes via the game's Steam page: Final Fantasy Tactics: The Ivalice Chronicles (Version 1.4.0)Update Announcement (version 1.4.0) An update featuring various improvements is now available. The game will be updated to version 1.4.0. GeneralThe version number will now be displayed in the bottom right of the version selection screen and the enhanced version title screen. EnhancedAn issue affecting the Japanese voice and text for the ability Northswain's Strike has been resolved. An issue that prevented the Akademy report "Master of All Trades" from being completed under circumstances has been resolved. In the event that the issue described above has prevented the completion of "Master of All Trades," the check to confirm whether the conditions have been fulfilled will be performed again after loading the saved data and accessing the in-game main menu. Minor text issues have been resolved in all languages. Certain sound effects have been adjusted. Overall stability has been improved. Other minor issues have been resolved. An issue wherein the character name ""Helvynya"" was incorrectly displayed as ""Holy"" has now been resolved. In the event that a unit recruited under the name ""Holy"" exists in your save data, one of the following will occur: If you have changed the unit's name, the newly assigned name will remain unchanged. If you have not changed the unit's name, it will now be displayed as ""Helvynya"" instead. *Unit names can be changed at the warriors' guild. This follows the release of Version 1.3.0, which was released across multiple platforms at the end of last month. If you haven't already checked out The Ivalice Chronicles, you can read our Switch 2 review here on Nintendo Life. Here's brief summary: Have you tried out this game on the Switch or Switch 2 yet? How are you finding it so far? Tell us in the comments. View full article
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Biped 2 Review
Biped initially launched in March 2020 as a cooperative adventure title that focused on moment-to-moment teamwork between two players and racked up glowing 85% average scores across review aggregate sites. Biped 2 is the next evolution in the series and offers one to four player action, with an expanded co-op experience and 2v2 modes to boot! Interesting Mechanics, Cute StorylineHaving never played the original game, Biped 2 has a similar visual appeal to it as something like AstroBot or Tearaway, albeit with a more simplified aesthetic and more mobile-friendly-feeling controls and UI. The story goes that, having completed their mission on Earth (Biped), Aku and Sila embark on a new quest after picking up a distress beacon in another galaxy. Heading to planet Tau, the pair immediately strive to save those in need. It's super cute, but ultimately superficial, serving as an extremely loose narrative that joins together a series of mini-games and puzzles to solve. The core gameplay comes from how you control your biped. While it's an extremely clever physics-based approach, it can get very confusing. Using the left and right analogue sticks, you must lift your limb and plant it down, rhythmically timing your movements to perform basic walking and running. Tilting and turning the stick pirouettes your character around to spin and collect coins, holding one leg against an object will interact with it, and lastly, holding both sticks in a direction will allow you to skate around, avoiding the necessity to produce locomotion. It sounds simple, but it is deviously tricky to coordinate some of these things in one fell swoop. Even the early tutorial stages tripped me up a few times, because I didn't realise that you could skate on virtually any surface, so I awkwardly attempted to gallop past fast-moving platforms and obstacles, only to fail numerous times. Skating is your friend, across almost every surface. Keep in mind that it's possible to skate on sand, wood, gravel and more, and you will succeed faster than I! Tricky Puzzles, Cosy QuestsThroughout your intergalactic adventure, you will come across flying sections, rolling floors, pushing obstacles, switches and tasks to complete to save the inhabitants of planet Tau and bring rebalance to the elements. The majority of the game is spent exploring for coins and avoiding objects, which, while fun and allowing you to buy cosmetics for your bot, is not the main attraction of this title. The puzzles and Quests are the meat of this game, with it adapting depending on the number of players. For example, simple traversal of the opening levels requires you to shift your weight on a rolling barrel-type platform. Moving to the right of it sets it spinning, and you therefore have to counter the rotation to see what's on the underside, or navigate a twisty path. With two players, this becomes a strategic operation, cooperating in coordinating your weight distribution and pace so that you can both pass the challenge at hand. It's extremely smart, and the level of frustration juxtaposed with adulation you have for your player 2 is immense. The dynamic flip flops constantly, with a satisfying endorphin rush at the crescendo of solving a particularly tricky area. Some challenges involve being lashed together or one of you pushing buttons while the other navigates platforms, others are like races with vehicles like hang gliders or rafts, or you need to flip tiles in order, or in succession, to progress. Everything usually descends into sheer chaos, but that's the beauty of this type of game! Incredibly fun with friendsWhile I had a blast playing this solo, collecting the coins and stars and beating my best times, I found it far more fun with friends. The cooperative mode is essentially a teambuilding exercise, and the 2v2 modes are trash-talking expeditions into new tests of friendship. Ultimately, Biped 2 is a fantastic physics-driven puzzler that has the power to entice hardcore puzzle fans as well as casual gamers for a cosy yet emotionally fluctuating experience that I heartily recommend trying as a team! With this in mind, I'm also going to pick up the original Biped game to get another fix of multiplayer puzzling goodness!
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Biped 2 Review
Biped initially launched in March 2020 as a cooperative adventure title that focused on moment-to-moment teamwork between two players and racked up glowing 85% average scores across review aggregate sites. Biped 2 is the next evolution in the series and offers one to four player action, with an expanded co-op experience and 2v2 modes to boot! Interesting Mechanics, Cute StorylineHaving never played the original game, Biped 2 has a similar visual appeal to it as something like AstroBot or Tearaway, albeit with a more simplified aesthetic and more mobile-friendly-feeling controls and UI. The story goes that, having completed their mission on Earth (Biped), Aku and Sila embark on a new quest after picking up a distress beacon in another galaxy. Heading to planet Tau, the pair immediately strive to save those in need. It's super cute, but ultimately superficial, serving as an extremely loose narrative that joins together a series of mini-games and puzzles to solve. The core gameplay comes from how you control your biped. While it's an extremely clever physics-based approach, it can get very confusing. Using the left and right analogue sticks, you must lift your limb and plant it down, rhythmically timing your movements to perform basic walking and running. Tilting and turning the stick pirouettes your character around to spin and collect coins, holding one leg against an object will interact with it, and lastly, holding both sticks in a direction will allow you to skate around, avoiding the necessity to produce locomotion. It sounds simple, but it is deviously tricky to coordinate some of these things in one fell swoop. Even the early tutorial stages tripped me up a few times, because I didn't realise that you could skate on virtually any surface, so I awkwardly attempted to gallop past fast-moving platforms and obstacles, only to fail numerous times. Skating is your friend, across almost every surface. Keep in mind that it's possible to skate on sand, wood, gravel and more, and you will succeed faster than I! Tricky Puzzles, Cosy QuestsThroughout your intergalactic adventure, you will come across flying sections, rolling floors, pushing obstacles, switches and tasks to complete to save the inhabitants of planet Tau and bring rebalance to the elements. The majority of the game is spent exploring for coins and avoiding objects, which, while fun and allowing you to buy cosmetics for your bot, is not the main attraction of this title. The puzzles and Quests are the meat of this game, with it adapting depending on the number of players. For example, simple traversal of the opening levels requires you to shift your weight on a rolling barrel-type platform. Moving to the right of it sets it spinning, and you therefore have to counter the rotation to see what's on the underside, or navigate a twisty path. With two players, this becomes a strategic operation, cooperating in coordinating your weight distribution and pace so that you can both pass the challenge at hand. It's extremely smart, and the level of frustration juxtaposed with adulation you have for your player 2 is immense. The dynamic flip flops constantly, with a satisfying endorphin rush at the crescendo of solving a particularly tricky area. Some challenges involve being lashed together or one of you pushing buttons while the other navigates platforms, others are like races with vehicles like hang gliders or rafts, or you need to flip tiles in order, or in succession, to progress. Everything usually descends into sheer chaos, but that's the beauty of this type of game! Incredibly fun with friendsWhile I had a blast playing this solo, collecting the coins and stars and beating my best times, I found it far more fun with friends. The cooperative mode is essentially a teambuilding exercise, and the 2v2 modes are trash-talking expeditions into new tests of friendship. Ultimately, Biped 2 is a fantastic physics-driven puzzler that has the power to entice hardcore puzzle fans as well as casual gamers for a cosy yet emotionally fluctuating experience that I heartily recommend trying as a team! With this in mind, I'm also going to pick up the original Biped game to get another fix of multiplayer puzzling goodness! View full article
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1000xRESIST Review
Following the arrival of aliens known as Occupants, the world has succumbed to a mysterious disease that they brought with them. Protagonist Watcher’s story starts a thousand years after the first contact, in an underground facility known as the Orchard. It is populated by clones of the immortal Iris, known as the ALLMOTHER among Watcher and her clone sisters. Each sister has a unique role, with Watcher having the privilege of reliving Iris’ memories through the Communion process with the assistance of Secretary, a floating AI companion. Through the Communion, Watcher can preserve Iris’ legacy. What begins as dutiful observation quickly becomes something far more disquieting, as she uncovers secrets that challenge everything the Sisters have been raised to believe. Your task: watch her1000xRESIST’s opening hours are intentionally disorienting. As Watcher, you understand almost nothing about your world except your function: explore the ALLMOTHER’s memories. The Orchard feels eerily isolating, with vast areas that are sparsely populated. It’s a striking setup that inevitably entices the player to want to learn more about this peculiar universe. As you step through Iris’ memories, the mystery deepens. You relieve past events, spanning decades, observing pivotal moments of her life, from her high school years to the arrival of the Occupants to the establishment of the Orchard. The early memories paint a familiar, contemporary setting. However, it feels alien to Iris and her Communion partners. Ordinary experiences such as eating solid food or witnessing rainfall are alien concepts to these characters. This indicates how things have evolved in Watcher’s current timeline and further contributes to the worldbuilding. 1000xRESIST’s main draw is its plot. The game uses nonlinear storytelling to great effect. As you jump between Iris’ scattered memories, you initially get pieces of the events. A lot of things remain unanswered, but there is a reason for everything being the way it is in the current and past timeline, and it all comes together as you progress through its 10 chapters. This narrative design is intriguing and well executed, blending well with the game’s universe. Navigating through the ALLMOTHER’s memoriesWhile your main task as Watcher is to navigate through Iris’ memories, it is not a passive process. You can manipulate time, leap across distances, and interact with memory fragments to unlock new areas. There is also an element of puzzle-solving. Some require switching between moments in time to remove barriers or memorising elements of NPCs’ conversations. These don’t offer much of a challenge, resulting in a game that feels guided. In later chapters, your actions have more weight as they determine the ending that you experience. This adds some replay value to the experience, as well as a layer of player agency in a game that is otherwise mostly linear. The experience isn’t far from that of a walking simulator, but it is more involved than what generally defines the genre. While combat is nonexistent, the game does more than simply ask you to walk from scene to scene. The ability to leap across platforms and shift timelines adds momentum to exploration, reducing the monotony that walking sims can succumb to. Still, there are moments when 1000xRESIST slows too much. Several narrative and gameplay sequences feel dragged, and the vastness, yet limited interaction in the Orchard feels especially lonely, even if it is by design. Add to that some backtracking between familiar locations, and the pacing occasionally stumbles. A triumph in storytelling1000xRESIST’s issues never fully overshadow its strengths: the non-linear storytelling with shifting perspectives in a futuristic, yet somewhat familiar setting. Its innovative narrative mechanic and persistent mystery kept me coming to the game, even when its pacing faltered. If you appreciate games that prioritise narrative ambition and world-driven mystery over traditional gameplay, 1000xRESIST is well worth your time. 1000xRESIST - Out now on Xbox Game Pass, Xbox Series X|S, and PlayStation 5
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1000xRESIST Review
Following the arrival of aliens known as Occupants, the world has succumbed to a mysterious disease that they brought with them. Protagonist Watcher’s story starts a thousand years after the first contact, in an underground facility known as the Orchard. It is populated by clones of the immortal Iris, known as the ALLMOTHER among Watcher and her clone sisters. Each sister has a unique role, with Watcher having the privilege of reliving Iris’ memories through the Communion process with the assistance of Secretary, a floating AI companion. Through the Communion, Watcher can preserve Iris’ legacy. What begins as dutiful observation quickly becomes something far more disquieting, as she uncovers secrets that challenge everything the Sisters have been raised to believe. Your task: watch her1000xRESIST’s opening hours are intentionally disorienting. As Watcher, you understand almost nothing about your world except your function: explore the ALLMOTHER’s memories. The Orchard feels eerily isolating, with vast areas that are sparsely populated. It’s a striking setup that inevitably entices the player to want to learn more about this peculiar universe. As you step through Iris’ memories, the mystery deepens. You relieve past events, spanning decades, observing pivotal moments of her life, from her high school years to the arrival of the Occupants to the establishment of the Orchard. The early memories paint a familiar, contemporary setting. However, it feels alien to Iris and her Communion partners. Ordinary experiences such as eating solid food or witnessing rainfall are alien concepts to these characters. This indicates how things have evolved in Watcher’s current timeline and further contributes to the worldbuilding. 1000xRESIST’s main draw is its plot. The game uses nonlinear storytelling to great effect. As you jump between Iris’ scattered memories, you initially get pieces of the events. A lot of things remain unanswered, but there is a reason for everything being the way it is in the current and past timeline, and it all comes together as you progress through its 10 chapters. This narrative design is intriguing and well executed, blending well with the game’s universe. Navigating through the ALLMOTHER’s memoriesWhile your main task as Watcher is to navigate through Iris’ memories, it is not a passive process. You can manipulate time, leap across distances, and interact with memory fragments to unlock new areas. There is also an element of puzzle-solving. Some require switching between moments in time to remove barriers or memorising elements of NPCs’ conversations. These don’t offer much of a challenge, resulting in a game that feels guided. In later chapters, your actions have more weight as they determine the ending that you experience. This adds some replay value to the experience, as well as a layer of player agency in a game that is otherwise mostly linear. The experience isn’t far from that of a walking simulator, but it is more involved than what generally defines the genre. While combat is nonexistent, the game does more than simply ask you to walk from scene to scene. The ability to leap across platforms and shift timelines adds momentum to exploration, reducing the monotony that walking sims can succumb to. Still, there are moments when 1000xRESIST slows too much. Several narrative and gameplay sequences feel dragged, and the vastness, yet limited interaction in the Orchard feels especially lonely, even if it is by design. Add to that some backtracking between familiar locations, and the pacing occasionally stumbles. A triumph in storytelling1000xRESIST’s issues never fully overshadow its strengths: the non-linear storytelling with shifting perspectives in a futuristic, yet somewhat familiar setting. Its innovative narrative mechanic and persistent mystery kept me coming to the game, even when its pacing faltered. If you appreciate games that prioritise narrative ambition and world-driven mystery over traditional gameplay, 1000xRESIST is well worth your time. 1000xRESIST - Out now on Xbox Game Pass, Xbox Series X|S, and PlayStation 5 View full article
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Play Wii games with the Wii U Gamecube Adapter on USB Loader GX [Chadderz121 wup-028-bslug little update]
Hello girls and guys, Having a Wii U and wanting to play the compatible Wii games with a Gamecube controller, using the wup-028-bslug by Chadderz121 was a way to do it, but I had two problems. -My first problem was that I launch my Wii games from USB Loader GX but I couldn't manage to make brainslug work with it. After some research on the web I found a solution, you can load an alternative .dol when launching the game from USB Loader GX. In my case, this alternative dol is brainslug. Combining this solution with the fact that brainslug can load specific symbols and modules depending on the game, I have here for you a set of files that you can put on your SD card to launch the games that I listed below and make them work with the Wii U gamecube adapter, and make it work with USB Loader GX. -The second one was that not all games were compatible (like Guilty Gear XX Accent Core), on some of the Wii symbols used by the wup-028-bslug couldn't be located. I tried myself to use Ghidra and the Dolphin memory watcher to locate them on these games but I never sucedded. Recently, with the release of chatgpt version 5, I asked it if may knew these missing symbols. By using the Reverse-engineered Nintendo SDK function dumps (publicly documented in places like devkitPro forums and various Wii homebrew repos), the Super Mario Sunshine decompilation, the Mario Kart Wii decompilation, Dolphin Emulator test builds and its own byte pattern extraction from a few main.dol files of Wii retail games (from its own words), ChatGPT managed to give me an updated version of the file used by the wup-028-bslug. On the bottom of this thread is my discussion with ChatGPT. I'm not gonna lie, exept for one, none of these symbols managed to work. So, if you are more talented than me, you can help me to find them. The unknown symbols are all from late era Wii games (Guilty Gear XX Accent Core Plus, Sonic Colours, Fifa 12, etc...). So, if like me you want to use Brainslug with USB Loader GX and use the wup-028-bslug on these Wii games, here is what to do What to do: a) Follow the Brainslug-Wii and wup-028-bslug tutorials to install Brainslug on your Wii / Wii U. Checkout the end of this post to get the last compiled version of Brainslug-Wii and the updated wup-028-bslug files. b) Create a :sd/alternative_dols folder, put in it -for each game that you want to be lanched with Brainslug- a copy of Brainslug's boot.dol and rename it to you_game_id.dol (example: RM8E01.dol for Mario Party 8 NTSC-U). For this point only, I didn't put in the sd zip file contains all the necessary files for the compatible games of the list because it's region depandant. I only did it for MK Wii. c) In the :sd/brainslug/modules folder, make a folder for each Wii game you want to load a brainslug module, the folder name is its id without the last two characters (example: RM8E for Mario Party 8 USA). Put in this folder the modules (.mod files) that you want to load. The sd zip file contains all the necessary files for the compatible games of the list (even the not compatibles). d) In the :sd/brainslug/modules folder, delete the pad.xml file, make a folder for each Wii game you want to load a brainslug module, the folder name follows the same rules as the modules folders. Put in this folder the symbols (.xml files) that you want to load. Same as before, the sd zip file contains all the necessary files for the games of the list (even the not compatibles). e) In USB Loader GX, change the path for DOL's to "sd:\alternative_dols\". f) In the loading parameters of the game you want to load with Brainslug, turn alternate DOL to ON. g) Launch the game, some text will normally indicate that the necessary symbols are found then the game will show up. Game compatibility (V->compatible): -Bomberman Land Wii [RBB] (loads but inputs don't do anything) -Castlevania Judgment [RDG] (V) -Dance Dance Revolution Hottest Party 2 [RD4] (V) -Dance Dance Revolution Hottest Party 3 [RJR] (PADInit not found) -Dragon Ball Z Budokai Tenkaichi 2 [RDB] (V) -Dragon Ball Z Budokai Tenkaichi 3 [RDS] (V) -Dragon Ball Revenge of King Piccolo [R7G] (V) -FIFA 09 All-Play [RF9] (loads but inputs don't do anything) -FIFA 10 [R4R] (loads but inputs don't do anything) -FIFA 12 [SI3] (PADInit not found) -Fire Emblem Radiant Dawn [RFE] (V) -GoldenEye 007 [SJB] (PADInit not found) -Guilty Gear XX Accent Core Plus [R3N] (PADInit not found) -Klonoa [R96] (freezes on brainslug launch) -Mario Kart Wii [RMC] (V) -Metal Slug Anthology [RML] (V) -Mortal Kombat Armageddon [RKM] (PADRead not found) -Muramasa - The Demon Blade [RSF] (PADInit not found) -MySims Racing [RQG] (V) -Naruto Clash of Ninja Revolution European Version [RNX] (V) -Naruto Clash of Ninja Revolution 2 [RNY] (V) -Naruto Shippuden Clash of Ninja Revolution 3 [RNE] (V) -Naruto Shippuden Dragon Blade Chronicles [SN4] (PADInit not found) -Need for Speed [SNH] (PADInit not found) -Need for Speed Nitro [R7X] (V) -Need for Speed Undercover [RX9] (V) -Resident Evil Archives Resident Evil [RE4] (V) -Resident Evil Archives Resident Evil Zero [RBH] (V) -Resident Evil 4 Wii Edition [RB4] (loads but inputs don't do anything) -Samurai Warriors 3 [S59] (PADInit not found) -Sin and Punishment Successor of the Skies [R2V] (PADInit not found) -SNK Arcade Classics Volume 1 [RJZ] (V) -Sonic Colours [SNC] (PADInit not found) -Sonic Riders Zero Gravity [RS9] (V) -Sonic Unleashed [RSV] (loads but inputs don't do anything) -Super Mario All-Stars [SVM] (PADInit not found) -Super Smash Bros. Brawl [RSB] (V) (symbols found but crash on launch) Files -The last compiled version of Brainslug-Wii with the updated wup-028-bslug files (to put on your sd card). -My discussion with ChatGPT. Troubleshooting -The game may not load correctly everytime, you may have to shut down your console and retry to launch the game to make it work. Thank you for reading me, thank you Chadderz for brainslug, feel free to help if you want. I wish you a nice day ChatGPT-Finding PADRead location.pdf sd.zip