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Rune Factory: Guardians of Azuma Review
After the Celestial Collapse, the runes' energy dwindles and ceases to flow throughout the Eastern lands of Azuma, stagnating nature and its inhabitants. As either Kaguya (Female) or Subaru (Male), you awaken from a dream of dragons fighting in the sky. To absolutely nobody's surprise, you have amnesia—a fairly common gaming trope at this point. As a glorified shrine maiden, you're tasked with keeping a shrine to an unknown god clean and to offer prayer, until one day when you're approached by a flying wooly with horns and are inevitably tasked with finding a way to restore the village and remove the corruption set upon it by the Collapse. The story is of the classic "Save the Four Elements" variety, but the characters and environments help keep everything fresh in this ~33 hour Rune Factory spin-off. There are no twists or turns to be found here with pretty much every major story event being either heavily foreshadowed or completely spelled out for the player. A certain un-marry-able mom from Rune Factory 5's child, now grown, makes an appearance and is sure to be a fan favorite pick for marriage candidate, along with 13 others in the base game and two from the "Seasons of Love" DLC pack. There is roughly double that number of other important NPCs to interact with daily and complete tasks for spread out across the four different villages in the game. Technically Speaking...Let's address the elephant right away—the Switch as a console is weak tea. Even when overclocked, Rune Factory 5 chugged in the Unity engine and left a bad taste in everyone's mouth. Luckily, the team behind Guardians of Azuma used the Unreal Engine which has a much better performance track record on the console. Even on stock clockspeeds Guardians plays perfectly fine, though this isn't without sacrifices when looking at the draw distance and larger texture quality. It appears the developers opted to crunch down textures to a bare minimum and employ both billboarding and distance rendering techniques, which cause a lot of pop-ins for the environment, while keeping the character models loaded in full detail. I feel this tradeoff was probably the best of the limited options they had to try and get the game running smoothly on the previous gen hardware right before the launch of the Switch 2. Luckily, the Eastern (Japanese) style of the environments and villages along with the higher detailed enemies and people really help the eye gloss over the muddy textures while playing, and it stopped bothering me after I stopped looking for it. Using large particle effect attacks do cause some slowdown and frame loss, but it never got to the point where it bothered me the way Rune Factory 5 did. Kairosoft? In MY farming sim!?The main character is gifted with a magical multi-tool (Farming Life in Another World, anyone?) that completely removes the need to swap tools, refill your water pale, or even upgrade it and it doesn't use even a single RP to swing. It sits in a weapon wheel with your other mystical treasures, but doesn't need to be selected as all the gardening plots, rocks, and trees are context sensitive and your character will automatically use the appropriate transformation when available. Anyone familiar with Kairosoft games will instantly pick-up on the village building mechanics of Guardians of Azuma. Each village has abandoned sections of plots ripe for development by yours truly. When entering edit mode, you can change the camera to a God's Eye view to place, remove, rotate, and do just about anything else you want to while organizing shops, decorations, and monster pens. Different buildings and decorations can have "collection" types that, when placed together in the same region, boost the effects of the pieces. The villagers themselves don't seem to care what their town looks like, so you're free to cram everything in a corner if you aren't that great at public design (me) and just want to collect the stat bonuses that they give. Crops can also be interacted with in this way, completely removing the need to walk to each plot individually to plant seeds or water... not that you'll be doing much farming in this game. Each town has its own set of residents that need to be assigned to different jobs based on their inherent skills and perks: Farmer, Miner, Arborist, Shopkeep, and Animal Handler. While at first glance, the town management may seem overwhelming, the game doesn't ask a lot of the player and everyone in town will be perfectly happy with a rating of 100 without any interaction on your part once the few basic buildings are placed. Any rabble-rousers with the Lazy and Heavy Eater traits, for example, can simply be kicked out of the village without so much as a 30-day notice and someone will come to take their place the very next day. In a new twist on the series, every farmed crop drops a seed of the same type which means, essentially, infinite crops with no up-front costs. Your farmers will automatically harvest and replant the appropriate plants for the season at the highest level available and place them in the shipping box, where you can retrieve them for personal use or let them be sold off for income. Long gone is soil or runey management, in favor of a mystical relic (unlocked eventually) that can burn away the crops and leave you with a pocket full of (potentially) higher level seeds. Relationships are a cinch with many ways to increase your rating level each day. Along with the standard "speak" option, there is a "Hang Out" option that takes a set number of minutes out of the very generous daily timer. You can choose to give a plain ol' gift or take the lucky guy/gal on one of the many activities in an attempt to find their favorite activity for a large boost to their meter. By the time you reach the end of the game, even if you're rushing, you should have at least a couple of friends close to max as they also gain points from helping you in combat, which leads to unlocking more combat prowess and powers as their relationship level increases. The strongest part of Guardians is all of the charming characters and how they travel between each of the towns as you unlock them, making the entire world feel connected as they stop by to shop, grab a snack, or hit up the onsen for a quick bath. Never before have I felt a farming/life sim that had such an interconnected relationship between the different areas and cast. Luckily, the map provides a list of all the important NPCs in that village, so you don't have to wander around trying to find a particular person and waste time on loading screens. Combat and SpoilsThe itemization and skill tree is probably the weakest aspect of Guardians of Azuma. While the mainstay sub-jobs of Alchemy, Blacksmithing, Cooking, etc. exist, they are extremely watered down and, in my opinion, completely useless. The amount of weapons, armor, and accessories is extremely truncated and all come to you in order with a well-metered power creep. This isn't necessarily a bad thing, in fact, it's great for newcomers to the series in not overwhelming with the massive amount of random stat/enchantment/elemental options seen in other Rune Factory games. While there are no more skill orbs, and all magic uses the same animation and attack style, it doesn't really matter a whole lot because the best weapon in the game is given to you early on and it scales with you. Swords, bows, and magic are free to use and no longer cost RP. Your RP bar is entirely reserved for your Relics you acquire as the story progresses. The entire combat system was simplified and, because of this, you're never going to come across a wild randomly generated weapon in a chest. In fact, all of the treasure littered throughout the world kind of sucks. I was never once excited to open a chest as they all only contained mundane items. Long gone are recipe breads, replaced by frog statues and shrines that dole out recipes in prescribed order as you visit new areas and run around on the incredibly dense maps, filled to the brim with landmarks to visit and things to collect. Different actions acquire unique experience points for that action, as per Rune Factory modus operandi, but now those points can be spent on their respective skill trees. While most of the major nodes can add some crit, elemental damage, or other effects to other weapons outside that tree, all of the minor stat nodes are absolutely useless, no matter how you look at it. Adding one to three points to your strength means nothing when you can run back to down and build a statue of an Oni that grants you several hundred points of strength with no special resources required. The combat is also so laughably easy that you'll never find yourself crafting new armor or weapons out of necessity. Seriously, the Fan is so broken (at least in version 1.0) you'll just decimate enemies with one or two waves. Equipped with an item that slowly regenerates RP, not even the post-game dungeons stand any chance of killing you. My recommendation? If you've played any Rune Factory before, crank the difficulty up to the max. Boss fights include a stagger meter which, when filled, knock down the boss and allow you to deal bonus damage. When using the correct elemental weakness, it's possible to remove 90% of a given boss' health with a well-timed ultimate move and the correct relic equipped. The perfect dodge mechanic also feels really good and gives you plenty of frames to execute, negating the entire attack's damage (including all other projectiles that were a part of it) and slowing down time just long enough to deliver two charged attacks with your favorite weapon or magic. I really hope we get to see these just as fleshed out in Rune Factory 6. So where does this leave the game in terms of balance? I think Guardians of Azuma fits nicely into a package that lets new players explore the different crafting systems typically found in Rune Factory without requiring a PhD and 12 tabs open to a wiki page. The combat is easy enough for casual game players to not get frustrated and the town building is simple, but also fun and rewarding. The social interactions are cute and engaging with lots of events and sub-stories to immerse yourself in. If you want an entry to the franchise that's easy to digest, this is it. Grab it to prepare yourself for the next mainline entry. The long-time Rune Factory player may get frustrated and completely abandon the crafting, as you won't really need any of the items to complete the main and post-game story because of how easy it is. In fact, I was able to complete the game in just the first season/month and had plenty of time to explore every map completely and do most of the side tasks and finished with an overwhelming amount of resources while never once came close to dying. These folks may want to hold off, or catch this title when it goes on sale (including the DLC containing the best marriage candidate, Pilika).
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Story of Seasons: Grand Bazaar Review
Marvelous' star farming series is one I hold somewhat dear. Starting all the way back in 2003 with Friends of Mineral Town, I've experienced the highs and lows, with some of my best memories coming from the DS era in particular. Originally releasing in 2008, Grand Bazaar was one such positive memory; having not returned to the game in more than 10 years, I was excited to see this familiar landscape in an entirely new light. Starting OutKicking off with a brief cutscene, Grand Bazaar is happy to slowly introduce you to the larger world of farming that is to come. Once you’ve created your character and named your farm, you get an introduction to the town and its current situation from its mayor, Felix. It’s not terribly far off most other farming games you’ve seen before, and naturally with it being a remake, it’ll be familiar to some out of the gate regardless. Zephyr Town used to be known for its bazaar, but when the previous farmer left interest started to wane. Only getting a handful of visitors now, the mayor hopes that your arrival and taking over of the nearby farm will help breathe new life both into the town and the game’s titular bazaar. It’s a simple setup that’s kept relatively short; regardless it does a good job of pulling you in and gives you enough to work with. The first week of the game is probably the slowest, with a character from the town visiting you each day to introduce a new tool and bit by bit expand what you can do. It threw me off a little that I couldn’t even gather flowers at the start, this requiring a sickle. With each new tool a matching tutorial is offered, going over the basics of farming, foraging, fishing, and more. Something that stood out to me with these tutorials is that notable aspects do still get a quick mention even if you opt to skip them. This might sound like a bad thing, but I can certainly imagine most people who have played a Story of Seasons game in the past would opt to skip over things like farming basics. I really appreciated that the game recognises this and shines a quick spotlight on an aspect that’s entirely unique to this game, this being the idea of jumping before using tools to enhance their effects. I’ll take a moment here to say that I really do like this concept as a whole, removing a good bit of tedium that used to come with standing in the same spot for a few seconds to charge up a tool. It speeds up the farming part of the game without necessarily relegating its importance, compared to something like the mouse-controlled farming we saw in the latest Rune Factory title. This introductory week culminates in your first real shift at the bazaar, with the bazaar opening to the public every Saturday. Selling at the bazaar is split into two shifts, one starting in the morning, and one starting in the afternoon. Before your shift starts you can load up your stall with whatever stock you have to hand. Each season there will be hot products that will attract more attention, but as a whole you tend to find people are interested in just about anything you put on your storefront. With your stock loaded up, your shift can begin. I wasn’t sure I’d really enjoy the bazaar part of the game at first, which is something I admit sounds odd for a game with the bazaar as its titular selling point. It’s easy to see it as arbitrary extra steps for selling your farm’s produce, and in some ways it’s exactly that. The basic premise sees you stood behind a table as people walk past your stall. If you ring your bell you’ll get their attention, and they’ll either spot something on your stall to buy, stop and think “I hope they have X item”, with said item being in your stock but not currently on display, or just walk away. The minigame sees you constantly running between ringing your bell to get attention, tending to the people stood in front of items they want to buy, and putting out the stock for people who are stood waiting. It’s surprisingly engaging, with further complexity being introduced later to keep you interested and active. Daily LifeWith most of the tutorials out of the way early on, the game largely leaves you to settle into your daily farm life. There’s a decent amount to fit into each day, with stamina management being one of the key considerations early on; you burn through it much faster than I'm used to. I didn't necessarily hate it though, which did surprise me. The first few days it's common to be low on stamina, with tilling the fields and sewing your seeds being an added burden on top of the daily watering of the crops. Subsequent days you'll have more stamina to work with, only needing to repeat that final step of watering. That much does remain true here, but I did find myself struggling regardless. You can do very little for free in this game. Watering your crops will burn through maybe a quarter of your stamina bar, but from there you've got multiple daily-respawning resources to collect. As you might expect from previous titles this includes using a tool to break ores for minerals and chopping wood for lumber, but on top of this you've also got cutting weeds and flowers. Foraging really stands out here, with it usually being an action that doesn't require stamina. It's not like you need to do everything in a day, but as somebody who likes to, it becomes a lot to juggle. If Grand Bazaar does one thing better than any Story of Seasons game before it, it's in pushing you to engage with everything it has to offer. This idea of pushing a fuller experience onto you is felt throughout, and goes beyond a somewhat limiting stamina bar. Stamina can be restored as you play; a few times a day you can use the bath to recover a significant chunk, but beyond that you can also cook meals and eat them to do the same. These meals can also confer bonuses like a movement speed increase, or even a modifier to how much stamina is used as you're going about your various activities. I've never felt the need to engage with cooking in previous titles, but in wanting to forage to my fullest, I was pushed towards it. And it was a mechanic I ended up enjoying. Cooking itself is naturally supported by both farming and fishing, keeping you in a cycle that really does a good job of filling out your days. I'd go so far as to say that if you want a faming game just for the farming, that this one might not be for you. You definitely can skip over certain parts that aren't to your fancy to some degree, but where it gets challenging is in fulfilling the requests of the townsfolk. Some of these are optional, sure, but it's incredibly likely you'll hit a wall when trying to woo your character of choice, with the relationship level locked at certain points behind one such request. So much of the game is connected, and as a larger package it feels really well thought through, if a little constraining early on as you're just getting going. Unlike the majority of classic titles in the series, crafting plays a large part in this game. Beyond cooking, which is ultimately just another form of combining items for something new, we also see windmills come into play. Unlocked fairly early on, the windmills are like blending Minecraft's crafting table and furnace into one. The essence here is that you put set items in and, after a certain amount of in-game time, will get an item out the other end. Through this you can refine your materials, upgrade your tools, and even make decorations for your bazaar stand. Of all the systems in the game this was the one you really have no choice but to engage with, and it's designed well enough to just slot into the background of your days. You might set a few things going in the morning and come back before you sleep to them being complete. The speed of crafting is also affected by the weather, which is a nice touch; it makes sense that stronger winds would make the sails go faster. As you upgrade your tools you gain access to new materials, and in turn new things to make. Where the game really surprised me was just how easily I was able to keep on top of the various events happening around town while still keeping up a daily routine. What I'm used to doing is looking up guides to figure out the often specific combination of being in a certain place at a certain time with certain weather after doing a laundry list of activities beforehand. You don't quite get everything spelled out here, but what you do get is a map that'll tell you when there's something happening, and where to go if you want to be a part of it. It's more than enough for me, and encourages variation in my routine from day to day to go see what's going down. A Slower Life in Zephyr TownAs a whole Grand Bazaar feels like a much slower game than I'm used to. It's not necessarily a positive or negative thing, but it is something worth keeping in mind if you're considering picking the game up. Both starting out and going into the larger day to day cycle it's difficult to avoid moments of waiting, be it for an item to finish crafting in the windmills, which takes a set amount of in-game time, for materials to respawn day by day, for the weekly bazaar to come to sell your goods. You're rarely idle in these windows of waiting, but it can often feel like it gets in the way of progression. Grand Bazaar was a great game when it first released, and I feel like this is the definitive way to experience it. Refreshed and renewed while maintaining much of the original charm, this release serves as a fantastic entry to the series, and one I can very much recommend jumping into. Whether you're coming back to Zephyr Town after all these years or visiting for the first time, there's a lot to do and a lot to enjoy. It's not one to skip for the enjoyers of farming, foraging, and everything else that's on offer.
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Nacon RIG R5 Spear PRO HS Review
Nacon’s RIG R5 Spear PRO HS recently launched in Europe and will soon be available in the US. This officially licensed PlayStation headset presents itself as an affordable audio companion with customisable hardware that does not compromise on sound quality. We’ll take a closer look at it in this review. Contents and specsThe Nacon RIG R5 Spear PRO HS is priced at US$69.99 / EU€79.99 / £69.99 and comes with the following items: Specs of the headset are as follows: Official PlayStation licensed wired headset 40 mm graphene drivers for ultra-precise, high-quality sound (<0.5% THD) Optimized for Tempest 3D AudioTech on PlayStation Flip-to-mute microphone for crystal-clear voice chat (50 Hz – 15 kHz) On-ear volume controls for quick adjustments Snap+Lock magnetic customization: swap plates & cushions instantly Memory foam comfort on headband and ear cushions Lightweight, fold-flat earcups for portability Universal 3.5 mm jack — PlayStation 5, PlayStation 4, PC & mobile ready RIG R5 Spear PRO HS hardware impressionsNacon has a solid track record when it comes to the build of its headsets, and the company doesn’t disappoint with the RIG R5 Spear PRO HS. Despite packing a plastic frame, it doesn’t feel cheap. In fact, it is very sturdy and features Nacon’s iconic highly bendable (unbreakable?) headband. It’s also remarkably comfortable to use. This is thanks to it being lightweight and the memory foam-padded ear cushions and headband. A nice touch is the flat-folding earcups, which make resting the headset around the neck more comfortable, especially if you are taking it on the go. With the RIG R5 Spear PRO HS, Nacon introduces its magnetic Snap+Lock system. This is a magnetic mechanism that lets you instantly swap out modular plates and ear cushions. The company has currently released modular plates and plans for future ear cushions. The modular plates are mostly nice-to-haves as a customisation option (they also made the STL files available), but aren’t that functional. The swappable, magnetic ear cushions, on the other hand, make them more easily replaceable and washable. For its cost, the RIG R5 Spear PRO HS is well built. However, it lacks a few premium touches you’d find on higher-tier (and pricier) headsets. For instance, the cable and mic are not detachable, and there is no wireless option. These nagging limitations, especially with the microphone and cable being fixed, impact its versatility and longevity. Being a wired headset, it would be handy to have more physical controls on the device itself. The RIG R5 Spear PRO HS is limited in this regard as it only has an inline volume slider. But I am not a fan of this option as the controls are not as granular as a dial or volume rocker. The latter would be more intuitive options, and I wouldn’t have to rely on my system’s volume controls as much. The RIG R5 Spear PRO HS audio performanceWhile the RIG R5 Spear PRO HS is affordably priced for an entry-level gaming headset, the audio quality is more than entry-level. The 40 mm graphene drivers deliver extremely clear sound with minimal distortion. The audio fidelity stands out whether it’s for playing single-player games or multiplayer ones. Being custom-tuned for first-person shooters and benefiting from PlayStation Tempest 3D AudioTech optimisation, I found it to be a great companion for games like The Outer Worlds 2. Footsteps, reloads and subtle ambient cues are well defined. I could gauge direction and distance of movement better than I expected in this price range. The 6mm flip-to-mute boom mic, with its 50Hz–15kHz frequency range, captures voice clearly. This is enhanced by the “bendy” mic arm that you can position closer to your mouth so that it picks up your voice better over ambient noise. As a wired headset, it is also compatible with other systems. It fleshes out atmospheric soundtracks in games like Keeper. And you can also put the quality audio output to good use with your Spotify playlist. At its price point, some concessions have been made on the audio side. The main one is that there is no companion software for the RIG R5 Spear PRO HS. This means that you don’t have granular EQ control and are stuck with it being custom-tuned for first-person shooters. It can be a benefit if you prefer a plug-and-play experience, but audiophiles looking for more audio-level customisation, this headset will leave them wanting. Closing thoughtsIn its price range, the Nacon RIG R5 Spear PRO HS delivers some of the best audio value out there. If you prioritise sound clarity, comfort for extended gaming sessions, and a plug-and-play experience, this headset is a strong contender for your next audio accessory. But don’t expect features and versatility of higher-end headsets, as some concessions have been made to keep the price affordable.
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Gran Turismo 7 Daily Races: Unlimited Power
An unusual pick-and-mix event awaits us in this week’s Gran Turismo 7 Daily Races, along with the regular race car events that form the core of the game’s competitive online multiplayer mode. You’ll have free choice from a range of 12 pre-tuned and pre-liveried road cars, offering a combined 11,256hp, in Race A, where there’s a Wangan midnight racers-style event on the Tokyo Expressway. The very rapid East course, with its enormous — and not entirely straight — pit straight allowing for speeds of up to 250mph depending on your car choice. And a first-corner braking zone somewhere in Nagoya. It’s a pretty heady mix of high-powered Japanese and European exotic cars across a range of styles and powertrain options, as well as quite the spread of Performance Point (PP) ratings. Don’t be tempted to go for the highest though… You can choose from the Audi R8 V10, Ferrari F40, Honda NSX Type R, Lamborghini Gallardo LP560-4, Mazda RX-7 Spirit R, Mercedes-AMG GT Black, NISMO 400R, Pagani Huayra, Toyota Supra RZ, and three GT-Rs: R32 Nismo, R34 V-Spec II Nur, and standard R35. The leaderboard is dominated by the car with the lowest PP value but also the highest horsepower: the R32 Nismo. However there’s also plenty of Supras in there too, and this one is also available in purple so that would seem like an easy choice… Whichever car you pick, it’s going to be a challenge threading it between the walls and avoiding overly optimistic lunges and/or cautious tiptoeing from other players. Not to mention getting your braking point right after slipstreaming up to turn one. It’s a four-lap race, and all the cars are equipped with Racing Hard tires. As an additional note, Driver Rating (DR) updates are off again this week, in the latest change to this regulation. Sportsmanship Rating (SR) updates remain on as usual, so watch out for the walls, other cars, and pretty much everything. This week’s other two races are more routine, especially in Race B which is a standard Gr.3 sprint at Deep Forest Raceway. It’s the regular direction this week — making the first hairpin a little less fraught than the reverse course — and you can pick any Gr.3 car you like so long as it’s equipped with Racing Medium tires. Although this class is usually the best-balanced of the racing categories, there is something of a Viper supremacy this week. As for the race, it’s a six-lap affair with no considerations of strategy and just a lights-to-flag sprint. That’s not quite the case in Race C, where you’re heading to Circuit de Barcelona-Catalunya in the Gr.4 cars. It’s the “No Chicane” layout of the GP circuit that’s hosting this week, skipping the final RACC Chicane in favor of a single, more gentle right-hander onto the start/finish straight. With Gr.4 it’s fairly common to find one car (or one type) being the overwhelming favorite pretty quickly, and this week that looks like the Citroen GT by Citroen again. Of course you have free choice, so long as the car is on Racing Medium tires. The tire wear multiplier this week is a bit awkward, running at 4x — so your tires wear four times faster than usual. This circuit is pretty punishing on front-lefts, so you might find that you don’t need fresh tires during the 11-lap race except for that one. Then again, the offset from taking new tires will probably wipe out the time lost from pushing worn tires to the end. You’ll need to head into the pits anyway, as there’s a mandatory pit stop in effect. Failing to take the stop will grant you a one-minute penalty added to your race time — and do watch out for crossing the pit entry/exit lines, especially the long exit line, as doing so will earn you a three-second, on-track penalty for each offense. Daily Races are the main ranked multiplayer events in Gran Turismo 7. Your Driver Rating (DR) and Sportsmanship Rating (SR) are determined by your performances, updating at the end of each race, and these are used to set your ranking and league for the game’s flagship esports series each season. In order to access the Daily Races, you’ll need to unlock Sport Mode, by completing Menu Book 9 (“Championship: Tokyo Highway Parade”) in the GT Cafe single player hub. A PlayStation Plus subscription is required to take part. With GT7’s Daily Races updating every Monday across the game’s life to date, the next new set should arrive on Monday, November 24. Gran Turismo 7 Daily Races November 17: Race ATrack: Tokyo Expressway East Clockwise – 4 laps Car: Car Selection – Specified Car Power/Weight/PP Limit: – Tires: Racing Hard Settings: Specified Start Type: Rolling Start Mandatory Pit Stop: 0 Fuel use: Off Tire use: Off Gran Turismo 7 Daily Races November 17: Race BTrack: Deep Forest Raceway – 6 laps Car: Gr.3 – Garage/Specified Car Power/Weight/PP Limit: BOP (M) Tires: Racing Medium Settings: Partially Allowed – Brake Balance Start Type: Rolling Start Mandatory Pit Stop: 0 Fuel use: 1x Tire use: 1x Gran Turismo 7 Daily Races November 17: Race CTrack: Circuit de Barcelona-Catalunya GP No Chicane – 11 laps Car: Gr.4 – Garage/Specified Car Power/Weight/PP Limit: BOP (M) Tires: Racing Medium Settings: Partially Allowed – Brake Balance Start Type: Rolling Start Mandatory Pit Stop: 1 Fuel use: 1x Tire use: 4x
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Review: Lumines Arise (PC)
Tetris Effect (by the same developer as Lumines Arise) was a breakthrough puzzle game in the way it utterly transformed how we look at action puzzle games as audiovisual experiences. It was, essentially, an interactive music video with some of the coolest, most rhythmically vibrant music. The way it inspired the fingers to dance across the controller, pulling you totally within a trance-like zone, is quite possibly the best VR experience I’ve ever had, and the non-VR version then proved to be every bit as mesmerising. Since then, there have been a few attempts to capture that same vibe, perhaps most notably a better-than-people-give-it-credit-for revival of Fantavision. I was, however, always wondering whether we would see a return of Lumines, given that Lumines was the predecessor to Tetris Effect. And now we have it. Lumines Arise doesn’t disappoint on any level. For those who haven’t played it, Lumines Arise is a block-dropping game, similar in some respects to Tetris. The play field is wider and flatter, essentially like turning Tetris on its side. The blocks still fall down from the top of the screen, but they all come in one shape – square, and that shape is broken into four smaller squares. Each of those will be one of two colours. Your goal is simple – create a square of four of the same colour by dropping these blocks down, and then they’ll disappear. The wrinkle in the works is that there’s also a timeline bar that scrolls across the screen in time with the music, looking much like the timeline bars that you find in video or music editing software. It’s only when this timeline bar passes through a completed block that they’ll be removed from the playfield. This sounds simple, but it has some major impacts in how you play, as you’re rewarded for removing as many blocks as possible with each “sweep” of the timeline bar. In other words, you’re playing this block-matching game to a very specific rhythm, set by the music. It’s not a rhythm game, as such, but it’s cleverly designed to make you interact with and really feel the music. This is how Lumines has always played, and it has always been brilliant at it. This new Lumines doesn’t mess too much with the formula. It adds a Burst mechanic, allowing you to prevent the timeline sweep from removing blocks and allowing you to build up some eye-watering combos, but the game largely rests on its well-proven standard: It’s a joy to play because it is so simple, yet becomes so challenging once the speed starts picking up. The real reason that people play each new one in this series is to see what’s in the soundtrack, and Lumines Arise is unparalleled in how immersive it is. Admittedly, I’m “cheating” a little in that I’ve been testing $1350 headphones while playing (look forward to the review of THEM soon enough), but with those headphones on I quite genuinely block out the entire world around me while I play Arise. My entire focus is dragged into those richly colourful blocks as the music pulses through my ears, and after one game, which can last for 30 or so minutes, I feel drained – but drained in a good way. The way that the very best artworks feed off your emotions and imagination like a vampire does, as you don’t feel even slightly disappointed at giving it such focus and energy. The music builds as you play well, too. If you go too long without getting a good hit from combos, then not only will the blocks in the playfield start to build up, but the music retreats back to the most basic beats. Get in a few good rounds of combos, however, and not only does your points score go supernova, but the music explodes in the most incredible cacophony. You won’t even notice the points, though, because they’re not the real reward here. The soundtrack covers just about every form of electronica you could imagine, as well as some R&B, poppy, jazzy and rocky riffs. Normally, I’d not listen to several of the genres in that soundtrack, but the tracks the developers have implemented are all certified bangers and, in the context of the game, there isn’t a single piece of music that I didn’t love. All this music and puzzling action is supported by an amazingly eclectic, abstract, and riveting set of backgrounds that are somehow an overwhelming display of colour and animation without ever distracting from the core gameplay loop. The only thing I find somewhat disappointing is the way the gameplay modes are structured. I didn’t care for the missions, which require you to complete secondary objectives while clearing stages. That mode is a distraction from the core gameplay loop. Meanwhile, you need to complete levels in the “journey” mode before you can use them in the playlist for the real drawcard, the endless mode, which just adds to the work and time it takes to get to the REALLY GOOD part of Lumines, when you have free reign to set up a soundtrack to suit your mood and just immerse yourself in the block-matching audio-visual extravaganza. I can’t think of anything better to unwind with after a long day of work. I shouldn’t have to put a half dozen hours into the game to be able to properly enjoy that. There’s also a multiplayer mode, but I have no interest in that. Lumines is about your interaction with the music and the playfield. An opponent – human or AI – would just undermine the purity of that. Perhaps some other people out there will appreciate it, but this is one puzzle game that’s at its most hypnotising when you can zone out of the real world with it. The point I’m really getting at here is that Lumines Arise has a meditative-like quality to it. Lumines has always offered rich and vibrant soundtracks backed by gorgeous visuals and an incredibly intense, yet rewarding gameplay loops. Lumines Arise is the ultimate realisation of that vision, and quite possibly the greatest puzzle game I’ve ever played.
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Artoria Conversion Released Across SNES, GBA, and now the Genesis Entry of Ghouls 'n Ghosts
A full Artoria character conversion has now been released across three different entries in the Ghouls ‘n Ghosts lineage, giving players multiple ways to experience Ghouls ‘n Ghosts (MD) and Super Ghouls ‘n Ghosts (SNES/GBA) with a fully redrawn heroine in place of Arthur. Today’s new release is the Genesis/Mega Drive version, but this post celebrates the full trio now available! These releases are: Genesis / Mega Drive – Ghouls ‘n Ghosts (a.k.a. Dai Makaimura) SNES – Super Ghouls ‘n Ghosts (a.k.a. Chō Makaimura) GBA – Super Ghouls ‘n Ghosts (a.k.a. Chō Makaimura R) The SNES and Genesis/MD hacks share the same core purpose: A complete Artoria sprite and presentation swap, replacing Arthur with a redesigned female protagonist while keeping each game’s original gameplay fully intact. The GBA version is missing a few things to reach this goal (End Screens, dialogue), but hopefully I’ll get it there eventually. Additional SNES Fix*: Aside from SRAM and non-SRAM patches, the SNES version also fixes the 1-Up behavior. It’s supposed to appear on the 32nd pot and then every subsequent 48th pot, but the game resets the pot counter on stage transitions and deaths — meaning you’d only ever see it by farming pots until the timer was nearly out. The fix keeps the counter persistent and updates the 1-Up sprite for Artoria. Whether you prefer to experience the Genesis/Mega Drive entry, the SNES sequel, or the enhanced GBA port, Artoria is now fully playable across all three! Ghouls'n Ghosts - Artoria Edition v1.0 by GoodLuckTrying.zip Super Ghouls 'N Ghosts - Artoria Edition v2.1 by GoodLuckTrying.zip
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More Pokémon Legends: Z-A DLC News Is Coming Our Way Tomorrow
After all of the Pokémon Legends: Z-A: Mega Dimension DLC news earlier this month, The Pokémon Company announced that another trailer drop would be heading our way on 19th November (that’s tomorrow, if you were wondering). Well, with the day almost upon us, we’ve got some more specific details about when we can expect things to get underway. As brought to our attention by Serebii.net, tomorrow’s new trailer will debut on the official Pokémon Company YouTube channel at 2pm GMT / 9am ET / 6am PT / 3pm CET. Much like the last news drop, this announcement will only be a trailer, but we’re sure that there will be plenty of reveals in store. You’ll find the precise time that the trailer will drop in your region below: North America: 6am PST / 7am MST / 8am CST / 9am EST UK/Ire: 2pm GMT Europe: 3pm CET / 4pm EET Asia/Oceania: 11pm JST / 10pm AWST / 1am (Thu) AEDT Your Local Time: 7am, Wed 19th Nov 2025 Mountain Standard Time The Mega Dimension DLC will arrive on Switch and Switch 2 on 10th December, adding a new dimension-hopping story expansion, fresh Mega evolutions, a boosted level cap, and more. The last trailer left us feeling slightly underwhelmed by the whole thing, so let’s hope that things are looking brighter tomorrow. https://x.com/Pokemon_cojp/status/1990791394881941560?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1990791394881941560%7Ctwgr%5E60ff1c31732fc85045ffd388ea7957c740b77e91%7Ctwcon%5Es1_c10&ref_url=https%3A%2F%2Fwww.nintendolife.com%2Fnews%2F2025%2F11%2Ficymi-more-pokemon-legends-z-a-dlc-news-is-coming-our-way-tomorrow
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More Pokémon Legends: Z-A DLC News Is Coming Our Way Tomorrow
After all of the Pokémon Legends: Z-A: Mega Dimension DLC news earlier this month, The Pokémon Company announced that another trailer drop would be heading our way on 19th November (that’s tomorrow, if you were wondering). Well, with the day almost upon us, we’ve got some more specific details about when we can expect things to get underway. As brought to our attention by Serebii.net, tomorrow’s new trailer will debut on the official Pokémon Company YouTube channel at 2pm GMT / 9am ET / 6am PT / 3pm CET. Much like the last news drop, this announcement will only be a trailer, but we’re sure that there will be plenty of reveals in store. You’ll find the precise time that the trailer will drop in your region below: North America: 6am PST / 7am MST / 8am CST / 9am EST UK/Ire: 2pm GMT Europe: 3pm CET / 4pm EET Asia/Oceania: 11pm JST / 10pm AWST / 1am (Thu) AEDT Your Local Time: 7am, Wed 19th Nov 2025 Mountain Standard Time The Mega Dimension DLC will arrive on Switch and Switch 2 on 10th December, adding a new dimension-hopping story expansion, fresh Mega evolutions, a boosted level cap, and more. The last trailer left us feeling slightly underwhelmed by the whole thing, so let’s hope that things are looking brighter tomorrow. https://x.com/Pokemon_cojp/status/1990791394881941560?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1990791394881941560%7Ctwgr%5E60ff1c31732fc85045ffd388ea7957c740b77e91%7Ctwcon%5Es1_c10&ref_url=https%3A%2F%2Fwww.nintendolife.com%2Fnews%2F2025%2F11%2Ficymi-more-pokemon-legends-z-a-dlc-news-is-coming-our-way-tomorrow View full article
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EA Sports Skipping Standalone F1 Game in 2026, Will Return 'Reimagined' in 2027
EA Sports and Codemasters have been churning out yearly Formula One games for a while now, and it looks like it's time for a shake up. The publisher has announced its plans for the next couple of years of the franchise, and in a nutshell, it's skipping a new, standalone game in 2026, instead opting to overhaul the series for a big return in 2027. The 2026 season won't go completely unrepresented, however, as a paid expansion for F1 25 will be released in lieu of a full new game. "Today, EA SPORTS confirms future plans for F1 25, with the game set to represent both the 2025 and 2026 FIA Formula One World Championships," reads the update on the official website. "This news drops alongside an announcement for the future of EA SPORTS F1 as 2027 will see the series return and mark the start of a new and more expansive F1 experience." The expansion will bring the 2026 season's "new cars, sporting regulations, teams, and drivers" to F1 25. It's not known at this point how much the expansion pack will cost. "The decision to offer a premium content update for F1 25 is part of a strategic reset for the F1 Franchise," reads the update. "In 2027, a new game will be released that looks, feels, and plays differently, delivering more gameplay choices." The 2027 game "reimagines the F1 experience [...] to deliver even more for players at every level around the world," says Lee Mather, senior creative director at Codemasters. Though there have been changes over the years, the F1 games under Codemasters have been broadly the same for a long time, perhaps leading to this decision to spend an extra year revamping the experience. It's an interesting update, and while some fans might be disappointed by the lack of new game next year, hopefully the 2027 title will make up for it. What do you think of this? Tell us in the comments section below.
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EA Sports Skipping Standalone F1 Game in 2026, Will Return 'Reimagined' in 2027
EA Sports and Codemasters have been churning out yearly Formula One games for a while now, and it looks like it's time for a shake up. The publisher has announced its plans for the next couple of years of the franchise, and in a nutshell, it's skipping a new, standalone game in 2026, instead opting to overhaul the series for a big return in 2027. The 2026 season won't go completely unrepresented, however, as a paid expansion for F1 25 will be released in lieu of a full new game. "Today, EA SPORTS confirms future plans for F1 25, with the game set to represent both the 2025 and 2026 FIA Formula One World Championships," reads the update on the official website. "This news drops alongside an announcement for the future of EA SPORTS F1 as 2027 will see the series return and mark the start of a new and more expansive F1 experience." The expansion will bring the 2026 season's "new cars, sporting regulations, teams, and drivers" to F1 25. It's not known at this point how much the expansion pack will cost. "The decision to offer a premium content update for F1 25 is part of a strategic reset for the F1 Franchise," reads the update. "In 2027, a new game will be released that looks, feels, and plays differently, delivering more gameplay choices." The 2027 game "reimagines the F1 experience [...] to deliver even more for players at every level around the world," says Lee Mather, senior creative director at Codemasters. Though there have been changes over the years, the F1 games under Codemasters have been broadly the same for a long time, perhaps leading to this decision to spend an extra year revamping the experience. It's an interesting update, and while some fans might be disappointed by the lack of new game next year, hopefully the 2027 title will make up for it. What do you think of this? Tell us in the comments section below. View full article
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Try Battlefield 6 for Free in One Week Trial, from 25th November
EA has confirmed a free trial for Battlefield 6 will go live for one week on 25th November 2025, allowing anyone access to five multiplayer modes and three maps until 2nd December. While the Battle Royale mode Redsec is free-to-play, the main game is a full-priced title. Through the free trial, you could get a taste for the action before committing to a purchase if you like what you play. In addition to the free trial, today marks the second content update for Season 1. There's another new map called Eastwood, a time-limited mode in Sabotage, and an assortment of new weapons, vehicles, and features to try. Then, over in Redsec, you have a fresh Gauntlet mission named Rodeo to test. If you grab the free trial during the week of access, you'll be able to experience a portion of a game we called "the best Battlefield in over a decade". We awarded Battlefield 6 an 8/10 and said: "Battlefield 6 is a phenomenal multiplayer experience that immerses and impresses with its chaotic mix of tight gunplay, best-in-class audio design, and the cinematic flair that made us love the series in the first place."
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Try Battlefield 6 for Free in One Week Trial, from 25th November
EA has confirmed a free trial for Battlefield 6 will go live for one week on 25th November 2025, allowing anyone access to five multiplayer modes and three maps until 2nd December. While the Battle Royale mode Redsec is free-to-play, the main game is a full-priced title. Through the free trial, you could get a taste for the action before committing to a purchase if you like what you play. In addition to the free trial, today marks the second content update for Season 1. There's another new map called Eastwood, a time-limited mode in Sabotage, and an assortment of new weapons, vehicles, and features to try. Then, over in Redsec, you have a fresh Gauntlet mission named Rodeo to test. If you grab the free trial during the week of access, you'll be able to experience a portion of a game we called "the best Battlefield in over a decade". We awarded Battlefield 6 an 8/10 and said: "Battlefield 6 is a phenomenal multiplayer experience that immerses and impresses with its chaotic mix of tight gunplay, best-in-class audio design, and the cinematic flair that made us love the series in the first place." View full article
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Neon Inferno (PS5) Review
Some games embrace their inspirations in an obvious display of affection, which is exactly what developer Zenovia Interactive has done with Neon Inferno. This 2D run-and-gun platformer has a ton of similarities to classics such as Contra, yet manages to achieve its own identity with an interesting narrative and engaging gameplay mechanics. At first glance, the game makes a strong impression with its gorgeous, retro-inspired, cyberpunk art style. A lot of effort has been put into character design and the overall aesthetic, which carries through the entire game. Neon Inferno boasts two playable characters, Angelo and Mariana, assassins who are set on eliminating their syndicate’s rivals. There aren’t many differences between them, aside from slightly altered cutscenes depending on who you pick. However, with two characters available, you can pair up with a second player for some couch co-op action. The game follows a familiar arcade-style formula: you select a target and complete a stage, culminating in a boss fight. Each stage has detailed backgrounds and foregrounds, which are essential to the core gameplay. As you run and gun throughout stages, you can shoot enemies in both the foreground and background. Although this seems nifty at first, you will soon find yourself becoming incredibly frustrated by the sheer number of elements present on screen. Whether that be projectiles or additional enemies, some stages simply have too much going on, which quickly becomes overwhelming and tedious. Early on you are introduced to a bullet-time mechanic, an ability that allows you to deflect green bullets or bombs. When you combine this with sluggish character speed and the abundance of enemies to keep an eye on, it can be monotonous. Despite this, Neon Inferno features three difficulty options, ranging from Novice to Hard. On the easier difficulty, enemy attack patterns are toned down, whereas Hard mode amplifies the chaos on screen. Neon Inferno has nice visuals and is a solid throwback to classic arcade titles, though you may find yourself becoming overwhelmed by the high volume of enemies, projectiles, and more present on both parts of the screen.
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Neon Inferno (PS5) Review
Some games embrace their inspirations in an obvious display of affection, which is exactly what developer Zenovia Interactive has done with Neon Inferno. This 2D run-and-gun platformer has a ton of similarities to classics such as Contra, yet manages to achieve its own identity with an interesting narrative and engaging gameplay mechanics. At first glance, the game makes a strong impression with its gorgeous, retro-inspired, cyberpunk art style. A lot of effort has been put into character design and the overall aesthetic, which carries through the entire game. Neon Inferno boasts two playable characters, Angelo and Mariana, assassins who are set on eliminating their syndicate’s rivals. There aren’t many differences between them, aside from slightly altered cutscenes depending on who you pick. However, with two characters available, you can pair up with a second player for some couch co-op action. The game follows a familiar arcade-style formula: you select a target and complete a stage, culminating in a boss fight. Each stage has detailed backgrounds and foregrounds, which are essential to the core gameplay. As you run and gun throughout stages, you can shoot enemies in both the foreground and background. Although this seems nifty at first, you will soon find yourself becoming incredibly frustrated by the sheer number of elements present on screen. Whether that be projectiles or additional enemies, some stages simply have too much going on, which quickly becomes overwhelming and tedious. Early on you are introduced to a bullet-time mechanic, an ability that allows you to deflect green bullets or bombs. When you combine this with sluggish character speed and the abundance of enemies to keep an eye on, it can be monotonous. Despite this, Neon Inferno features three difficulty options, ranging from Novice to Hard. On the easier difficulty, enemy attack patterns are toned down, whereas Hard mode amplifies the chaos on screen. Neon Inferno has nice visuals and is a solid throwback to classic arcade titles, though you may find yourself becoming overwhelmed by the high volume of enemies, projectiles, and more present on both parts of the screen. View full article
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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
- 374 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