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Viewing Resident Evil Requiem Review in category Articles: PlayStation 5
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Super Bruh Bros UPDATE 2.0
Update 2.0 to Super Bruh Bros - changed the title screen and Made the last 2 levels better and substantially easier. Added more color changes. This is not for beginners. Baby Bruh version coming soon BRUH…. Nerdalert lost his VCR and is on the hunt looking for the culprit who took it. Venture through 7 worlds of New mechanics, custom music, and objects not normally seen in smb3. Wall Jump, Regrab/float, Upthrow, and other things like a PAUSE MENU with restart and return to map! Nerd used code that OrangeExpo made available on github from Orb Bros. And Code from Grumpy Mario Bros by NEB Simmons. Two of the best smb3 kaizo hacks. Nerdalert learned assembly (ASM) for this project and worked on this hack by self for almost a year. Self taught how to make custom music by manually changing every hex code number to correlate with different notes and instruments. The Goat, Wilsonpenn, helped with any questions had about Assembly as stumbled way through it. The hope was to make a fun and approachable hack for the game that love, and deserves more love - SMB3. If Orb Bros, Grumpy Bros, and Goth/Fraud Bros 2 had a baby , THIS would be it. Super_Bruh_Bros_v2.0.zip
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Old Man Link Returns Hunters Song V1.2
Old Man Link and The Minish V1.2 The “Legend of Zelda The Hunters Song” tells a story that hopes to resonate with video game players both old and new. Old man Link, his adventures long behind him, is awoken by an old friend. The Minish have a request. Yet even in his winter years, Link yearns for yet another adventure. But why? The Picori/Minish, play a role similar to that of Yuletide advisory spirits (á la Christmas Carrol). They’ll be guiding Link to reflect within, as he ventures forward. This is a short story centered romhack. It remodels certain sections of the overworld and the first three dungeons of the game. There are several enemy and NPC sprite changes. There is no sword to use as you are a hunter. The “Legend of Zelda The Hunters Song” was started on December 2023 and was completed December 2024. This is it’s second version.This re-release Romhack of Zelda 3, A Link To The Past(SNES), makes some changes to V1.0. Most notable changes are in the difficulty and slight changes in the dialogue. The Romhack was created by Alfonso DeLaVega with the help and guidance of the Zscream community. Join their discord for projects of your own. HuntersSongV1.2.zip
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Rockstar Games Officially Enters the Modding Economy with Launch of ‘Cfx Marketplace’
In a landmark shift for the Grand Theft Auto and Red Dead Redemption modding communities, Rockstar Games—through its subsidiary Cfx.re—has officially launched the Cfx Marketplace. This new platform serves as a curated digital storefront where creators can sell their custom assets and scripts directly to server owners and fans. This move signals a major evolution in Rockstar’s relationship with the modding community, transitioning from a stance of cautious tolerance to active integration and monetization. What is the Cfx Marketplace?The Cfx Marketplace is described as the "Official Rockstar Modding UGC Marketplace for RedM & FiveM." It is designed to be a centralized hub where server owners can purchase high-quality, vetted content to enhance their roleplay servers. According to the announcement, the marketplace features a wide range of user-generated content (UGC), including: Vehicles and Characters: Custom models to diversify gameplay. Maps and Props: New environments and objects for world-building. Scripts: Code that introduces new mechanics and features to servers. By purchasing directly through this platform, server owners are promised a streamlined installation process and the security of buying from an official source. Launch Lineup and "Curated" CreatorsTo ensure quality control, Cfx.re has adopted a "gradual rollout" strategy, launching with a select group of established creators. This invite-only approach highlights Rockstar’s intent to keep the marketplace professional and high-quality from day one. Initial Launch Partners Include: Razed Mods: Known for the stunning NaturalVision graphical overhauls. London Studios: A prominent name in script development. The Ambitioneers, DirkScripts, Loaf Scripts, and rcore, among others. Coming Soon: The platform has already teased future partnerships with heavyweights in the roleplay scene, including NoPixel, the team behind the most famous GTA RP server in the world, as well as LB Phone and Wasabi Scripts. Why This MattersFor years, the modding scene for GTA V and RDR 2 has operated in a "grey market" via third-party sites like Tebex or Patreon. By launching an official marketplace, Rockstar is standardizing this economy. For Creators: It offers a legitimate, sanctioned revenue stream and protection for their intellectual property within the ecosystem. For Server Owners: It simplifies the process of finding compatible, high-quality assets without risking server stability or navigating shady websites. For Rockstar: It cements their control over the ecosystem surrounding their games, likely taking a commission on sales similar to other UGC models like Roblox or Minecraft Marketplace. How to Get InvolvedThe marketplace is currently live, though content creation is limited to the approved partners. However, Cfx.re has opened a registration portal for other modders to express interest in joining the program as they expand. As the lines between official game development and community creation continue to blur, the Cfx Marketplace represents the new standard for the future of Grand Theft Auto and Red Dead Redemption online.
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Rockstar Games Officially Enters the Modding Economy with Launch of ‘Cfx Marketplace’
In a landmark shift for the Grand Theft Auto and Red Dead Redemption modding communities, Rockstar Games—through its subsidiary Cfx.re—has officially launched the Cfx Marketplace. This new platform serves as a curated digital storefront where creators can sell their custom assets and scripts directly to server owners and fans. This move signals a major evolution in Rockstar’s relationship with the modding community, transitioning from a stance of cautious tolerance to active integration and monetization. What is the Cfx Marketplace?The Cfx Marketplace is described as the "Official Rockstar Modding UGC Marketplace for RedM & FiveM." It is designed to be a centralized hub where server owners can purchase high-quality, vetted content to enhance their roleplay servers. According to the announcement, the marketplace features a wide range of user-generated content (UGC), including: Vehicles and Characters: Custom models to diversify gameplay. Maps and Props: New environments and objects for world-building. Scripts: Code that introduces new mechanics and features to servers. By purchasing directly through this platform, server owners are promised a streamlined installation process and the security of buying from an official source. Launch Lineup and "Curated" CreatorsTo ensure quality control, Cfx.re has adopted a "gradual rollout" strategy, launching with a select group of established creators. This invite-only approach highlights Rockstar’s intent to keep the marketplace professional and high-quality from day one. Initial Launch Partners Include: Razed Mods: Known for the stunning NaturalVision graphical overhauls. London Studios: A prominent name in script development. The Ambitioneers, DirkScripts, Loaf Scripts, and rcore, among others. Coming Soon: The platform has already teased future partnerships with heavyweights in the roleplay scene, including NoPixel, the team behind the most famous GTA RP server in the world, as well as LB Phone and Wasabi Scripts. Why This MattersFor years, the modding scene for GTA V and RDR 2 has operated in a "grey market" via third-party sites like Tebex or Patreon. By launching an official marketplace, Rockstar is standardizing this economy. For Creators: It offers a legitimate, sanctioned revenue stream and protection for their intellectual property within the ecosystem. For Server Owners: It simplifies the process of finding compatible, high-quality assets without risking server stability or navigating shady websites. For Rockstar: It cements their control over the ecosystem surrounding their games, likely taking a commission on sales similar to other UGC models like Roblox or Minecraft Marketplace. How to Get InvolvedThe marketplace is currently live, though content creation is limited to the approved partners. However, Cfx.re has opened a registration portal for other modders to express interest in joining the program as they expand. As the lines between official game development and community creation continue to blur, the Cfx Marketplace represents the new standard for the future of Grand Theft Auto and Red Dead Redemption online. View full article
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'Masters of Albion', Peter Molyneux's next 'God game', gets Early Access release date
22cans, the Peter Molyneux-led studio, has revealed the launch date of the Early Access version of its upcoming game, Masters of Albion. It is a "God game" genre that blends strategy, simulation, town management, and real-time defense. A new trailer accompanied the announcement: “Masters of Albion is the culmination of my life’s work, a game that owes so much to titles like Dungeon Keeper, Black & White, and Fable,"Peter Molyneux said in a press release."It’s a totally unique game that we hope will delight players, a game that brings God Games into the modern gaming landscape and puts the genre firmly back on the map.” Features of Masters of Albion include: Masters of Albion releases in Early Access via Steam on April 22nd at 6pm BST. It is available to wishlist on Steam.
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'Masters of Albion', Peter Molyneux's next 'God game', gets Early Access release date
22cans, the Peter Molyneux-led studio, has revealed the launch date of the Early Access version of its upcoming game, Masters of Albion. It is a "God game" genre that blends strategy, simulation, town management, and real-time defense. A new trailer accompanied the announcement: “Masters of Albion is the culmination of my life’s work, a game that owes so much to titles like Dungeon Keeper, Black & White, and Fable,"Peter Molyneux said in a press release."It’s a totally unique game that we hope will delight players, a game that brings God Games into the modern gaming landscape and puts the genre firmly back on the map.” Features of Masters of Albion include: Masters of Albion releases in Early Access via Steam on April 22nd at 6pm BST. It is available to wishlist on Steam. View full article
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Mega Man: The Wily Wars... the Mega Hack has been updated!!!
Mega Man Wily Wars - Mega Hack has been updated to 2.0 status. The couple of game breaking bugs in the weapon refill patch have been worked out. Also an optional updated Weapon Master patch is included that works on retro-bit and genesis mini versions and some of the bugs have been worked out. A special thanx to Zeikar for his help in troubleshooting and a shoutout to MottZilla, Ar8temis008, ElwinBran, JackelZXA, Josephine Lithius and Woodfrog for without their work, none of this would be possible! Enjoy!! Mega Man - The Wily Wars (Mega Hack).zip
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"Quest 64" recompilation project is now available in alpha stages
Nintendo 64 decompilation projects have gained a lot of traction, and with tools like N64 Recomp available to the public, the process of creating a PC port and binary executable for any given Nintendo 64 decompilation project became easier thanks to it. While some games have proper PC ports yet to be made from scratch, other have seen the implementation of the Recompilation tool in order to be able to compile and create a running executable of the decompiled N64 game working in their computers, and the latest one to get a recompilation is the N64 exclusive RPG title, Quest 64. The recompilation project for Quest 64 by Rainchus is in very early stages, currently at v0.1, but the overall game is now playable as a PC port, with some new features added in, but still with some of those features being in alpha stages at the moment, with those alpha features being worked on and ironed out in the meanwhile, and surely more features will come down the line once the initial features are properly implemented. Here's some of the features that the Quest 64 Recomp has at the moment of writing: Borrows the launcher from Star Fox 64 Recomp, but plays the US version of Quest 64 Interpolation is not perfect, but mostly fine at 60hz (Brian's hair flickers when running) Widescreen is also not perfect but mostly fine Pressing F1 allows for changing a bunch of the settings Those interested in trying out this recompilation of Quest 64, can do so by visiting Rainchus' repository for the project, and compiling the project on their PC. As with each and every decompilation and recompilation project, the user is required to provide their own ROM of the game (Quest 64), in order to be able to extract all of the copyrighted assets from it for the compilation, as none of the repositories include any kind of copyrighted assets. ➡️ "Quest 64" Recompilation repository on GitHub
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"Quest 64" recompilation project is now available in alpha stages
Nintendo 64 decompilation projects have gained a lot of traction, and with tools like N64 Recomp available to the public, the process of creating a PC port and binary executable for any given Nintendo 64 decompilation project became easier thanks to it. While some games have proper PC ports yet to be made from scratch, other have seen the implementation of the Recompilation tool in order to be able to compile and create a running executable of the decompiled N64 game working in their computers, and the latest one to get a recompilation is the N64 exclusive RPG title, Quest 64. The recompilation project for Quest 64 by Rainchus is in very early stages, currently at v0.1, but the overall game is now playable as a PC port, with some new features added in, but still with some of those features being in alpha stages at the moment, with those alpha features being worked on and ironed out in the meanwhile, and surely more features will come down the line once the initial features are properly implemented. Here's some of the features that the Quest 64 Recomp has at the moment of writing: Borrows the launcher from Star Fox 64 Recomp, but plays the US version of Quest 64 Interpolation is not perfect, but mostly fine at 60hz (Brian's hair flickers when running) Widescreen is also not perfect but mostly fine Pressing F1 allows for changing a bunch of the settings Those interested in trying out this recompilation of Quest 64, can do so by visiting Rainchus' repository for the project, and compiling the project on their PC. As with each and every decompilation and recompilation project, the user is required to provide their own ROM of the game (Quest 64), in order to be able to extract all of the copyrighted assets from it for the compilation, as none of the repositories include any kind of copyrighted assets. ➡️ "Quest 64" Recompilation repository on GitHub View full article
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The infamous CD-i title "Zelda's Adventure" is getting a fanmade remaster
Back in the 90's, Nintendo and Sony made an agreement to work on a CD-like console, with the prototype for this collaboration being a Super Nintendo with CD capabilities, with said prototype being found some years ago. However, that collaboration between Nintendo and Sony fell through, as Nintendo ended up partnering with Phillips, leaving Sony aside, and eventually, leading to Sony creating their own console, which eventually became the very first Sony PlayStation, and a major rival to Nintendo in the gaming market. Out of that partnership between Nintendo and Phillips, came several Nintendo licensed video games for the exclusive Phillips console at the time, the CD-i, with some of the most well-known characters from Nintendo appearing in the CD-i with games like Hotel Mario, Zelda: Wand of Gamelon and Link: Faces of Evil, with the later two titles focused on the Zelda franchise getting fanmade remasters a few years ago. However, there was still another Zelda title released for the CD-i that completed the Unholy Triforce for the console, with that being Zelda's Adventure, which sadly didn't get a remaster like the other two titles on the CD-i... Until today. Thanks to the efforts of developer JappaWakka, Zelda's Adventure is now getting a fanmade remaster to coexist alongside its unholy brethren, with the remaster now having a demo available for users to enjoy and test on their devices, with the latest demo version being v0.0.6. The remaster includes the following features: Remastered Mode, which includes several Quality of Life features and restored cut content. Classic Mode that plays similar to the original release Smooth 60fps gameplay Subtitles for cutscenes and ingame dialogue Rebindable controls Better looped ambience sound/music Stereo panned sound effects Localization options (currently only English and Dutch are available). Those interested in trying out this remaster for the obscure CD-i title, can do so by visiting JappaWakka's Itch.io website, or by compiling the source code for the game with GameMake Studio LTS 2022 from JappaWakka's GitHub repository. "Zelda's Adventure" Remastered source code on GitHub "Zelda's Adventure" Remastered Demo on Itch.io
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The infamous CD-i title "Zelda's Adventure" is getting a fanmade remaster
Back in the 90's, Nintendo and Sony made an agreement to work on a CD-like console, with the prototype for this collaboration being a Super Nintendo with CD capabilities, with said prototype being found some years ago. However, that collaboration between Nintendo and Sony fell through, as Nintendo ended up partnering with Phillips, leaving Sony aside, and eventually, leading to Sony creating their own console, which eventually became the very first Sony PlayStation, and a major rival to Nintendo in the gaming market. Out of that partnership between Nintendo and Phillips, came several Nintendo licensed video games for the exclusive Phillips console at the time, the CD-i, with some of the most well-known characters from Nintendo appearing in the CD-i with games like Hotel Mario, Zelda: Wand of Gamelon and Link: Faces of Evil, with the later two titles focused on the Zelda franchise getting fanmade remasters a few years ago. However, there was still another Zelda title released for the CD-i that completed the Unholy Triforce for the console, with that being Zelda's Adventure, which sadly didn't get a remaster like the other two titles on the CD-i... Until today. Thanks to the efforts of developer JappaWakka, Zelda's Adventure is now getting a fanmade remaster to coexist alongside its unholy brethren, with the remaster now having a demo available for users to enjoy and test on their devices, with the latest demo version being v0.0.6. The remaster includes the following features: Remastered Mode, which includes several Quality of Life features and restored cut content. Classic Mode that plays similar to the original release Smooth 60fps gameplay Subtitles for cutscenes and ingame dialogue Rebindable controls Better looped ambience sound/music Stereo panned sound effects Localization options (currently only English and Dutch are available). Those interested in trying out this remaster for the obscure CD-i title, can do so by visiting JappaWakka's Itch.io website, or by compiling the source code for the game with GameMake Studio LTS 2022 from JappaWakka's GitHub repository. "Zelda's Adventure" Remastered source code on GitHub "Zelda's Adventure" Remastered Demo on Itch.io View full article
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nx-mod-manager-v2.0.0-A local mod manager for the Nintendo Switch
NX-Mod-Manager Latest Releases Updated to version 2.1.4 on September 17, 2025. This is a local MOD manager for the Nintendo Switch, similar to SimpleModManager. It also uses a copy-based strategy to manage local MODs according to predefined file paths. The reason for using copy instead of move is the same as the author of SimpleModManager: the mods2 folder must be preserved as a backup for MODs. The software supports multiple languages and can automatically switch according to the system language. However, please note that all languages except Chinese are machine-translated, since the author does not speak other languages. If you need to refine the translations, you can modify the files under assets/romfs/lang in the project and then compile directly using make. The plugin supports selecting MODs from fixed paths for configuration, and also allows manual configuration (more complex, see the README on GitHub). Here, the basic usage is briefly explained. Usage1. After installing the plugin, two folders will be automatically created on the SD card: /mods2/ – This is where properly configured MODs are stored. (Manual configuration is more complex; if you’re interested, you can check the tutorial on my GitHub.) /0000-add-mod-0000/ – This is where unconfigured MODs go. You can use the plugin to add and configure them. 2. MODs must be packed in .zip format. Inside the archive, the first-level directory must be either contents or exefs_patches, or both. 3. After placing the ZIP-MOD into the folder, simply open the plugin. Try it out yourself and you’ll quickly figure out how to use it. Installation and Uninstallation Speed 推荐使用zip格式的mod,后续的所有更新不会再维护文件类型的MOD了。 Using Lin Ke’er mod as an example (2700+ files, 500MB): File-based installation: 1:00–1:20 File-based uninstallation: 15–20s ZIP-based installation: 1:00–1:20 ZIP-based uninstallation: 15–20s Using Flower Princess mod as an example (13,805 files, 1.15GB): File-based installation: 7:10 File-based uninstallation: 1:30 ZIP-based installation: 4:50–5:03 ZIP-based uninstallation: 1:30 A Few WordsI’m not a professional developer — most of the code was done with the help of AI, so the overall code quality is quite low. If you find any bugs, I’ll try to fix them.As for the UI, some of you may recognize it: it’s based on ITotalJustice’s “untitled” project. At first, I modified his project into a version that supported 20 system caches,, and later built this project on top of that. Many thanks to ITotalJustice. The plugin will not support online features, because this requires managing servers and people to collect and manage MODs, too complex, unrealistic for me. Just managing MODs on the server alone is already not a small amount of work. This plugin will only focus on local management. I know most people think this kind of purely local manager is useless, and that is indeed the case. It’s just because I belong to that small group of people who like collecting MODs, haha, so there is this plugin. 2025. 9.17 update v2.1.4Home ScreenAdded favorite marking feature Added search function, supporting touch, pinyin, fuzzy, initials, and full spelling search Added MTP transfer option in the menu (known issue: LITE model has a high probability of freezing when creating large files.) Added Remove Game option in the menu; removed mods will be moved to the addmod folder Added View Location option in the menu Added pre-sorting: games are displayed in A–Z order when opening the plugin Add Game ScreenAdded search function Added a reminder when installing mods if the version does not match Mod ScreenAdded Remove Mod option in the menu Added View Location option in the menu OthersSimplified version comparison rules: now only compares the numeric part Added repeat input for Up/Down keys when held Adjusted the add function: it can only be used after the home scan finishes, to avoid blocking Removed the mod count display at the bottom left of the add-mod list, since long text in other languages caused overlap Adjusted some details to improve user experience (forgot the exact changes) More Screenshots
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Final Fantasy XII International - Zodiac Job System | HD Textures
I know there's an official remaster of this game, but somehow the original PS2 version is more nostalgic for me. I used only one texture from the official remaster, all the others (~16000 textures) are more detailed in my version. The project is 99.99% complete, only one superboss is missing, and the 90+ levels of the Trials. To Do list: - Improve the guest characters' portraits - Improve the widescreen UI - Find some missing textures It is important that the HD textures were made for the Japanese International - Zodiac Job System version (+ English translation)! Enable the Widescreen option in the game's config menu! Install: Download the latest Pcsx2 nightly build! (Important!) Extract the folder to the pcsx2 texture folder (...\Pcsx2\textures\SLPM-66750\replacements). SSD recommended!! Config > Graphics Settings > Advanced tab: Dump Textures: OFF | Load Texture: ON | Async Texture Loading: ON Have fun! Download: https://www.mediafire.com/file/5hh0jfmqqd2ww8x/SLPM-66750_FF12_zodiac_v1.0.7z/file ----- Credits: Panda Venom If you want to support me, please buy me a coffe! https://ko-fi.com/pandavenom Programs used: ChaiNNer, Gimp, XnConvert, NVcompress Models: 4xHDCube4, PixelPerfect, AnimeLite, Lollypop and many more BEFORE AFTER BEFORE AFTER MORE IMAGES
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How To: Upgrading / Rebuilding Wii U Internal Memory (MLC)
Warning This tutorial is only for advanced users and has aserious risk of bricking the console. Make sure you read it completely before executing any step and that you understand every step and its implications. With de_Fuse everything should be unbrickableif you know how. You should at leasthave a backup of the SLC, as we can’t rebuild it easily. (a backup can be done in minute_minute, so there is no excuse). We had two cases where the SLC corrupted for an unknown reason, so a backup is essential. What is this for?This tutorial goes into rebuilding the MLC from scratch on a clean media. This can become useful, if the MLC (eMMC) chip died or corrupted the filesystem the SCFM (SLC cache for MLC) became inconsistent you want to upgrade the capacity of the internal storage. you want to set up a redNAND without SCFM If you have a bad eMMC chip, but the recovery still works (which is most likely), then there are also ways to fix it without a complete reformat. If the LED isblinking blue, you have a SLC problem and not a MLC problem, so this tutorial won't help with that. It will format your MLC, so all data on the internal Wii U memory will be lost. Update 13.03.2024- The wafel_setup_mlc.ipx now uses a built in IOSU function to create system folders, that should make sure the permissions are right, which caused problems with game updates in the past. It will also recreate the update folder (so system updates won't be blocked by that) Prerequisites Have either ISFShax installed: https://gbatemp.net/threads/how-to-set-up-isfshax.642258/#post-10280366 OR de_Fuse 0.7.1 (or later): https://github.com/shinyquagsire23/wii_u_modchip/releases Defuse requires some soldering, so ISFShax is probably right for you (if you can still launch the installer). A 5.5.x firmware is expected and the only configuration tested. It might work on older firmwares or might be adoptable to those, but it will require special care. Backing up save games Do a backup of what you want to preserve, like savegames and Miis. For Backing up Save games, it is recommended to use SaveMii. That requires that you have Tiramisu or Aroma running. You can also move your savgames (or whole games) to USB, which should still be readable. When recreating the users after the rebuild, you just have to be carefull to create the users in the right order, to make the ID’s match.A backupby other means (Like savemii)is still recommended. If you are using this tutorial to fix a failing eMMC you might not be able to use the other Backup options. In that case use the Dump MLC option in the Recovery. You can extract your data from there using wfs-extract. Storage OptionsThe Wii U has two ways of connecting internal memory, each with its own drawbacks: SDIO – On retail consoles the internal memory is a eMMC chip connected through an internal SDIO bus to the Latte chip. This SDIO bus can also use SD cards (hence the name SD IO). Access to media connected on the SDIO is cached through a file on the SLC, presumably to reduce writes on the MLC. This cache is called SCFM and it is the reason why you always need to backup / restore SLC and MLC together and doesn’t allow easy swapping of multiple SDs. IOSU also only supports 3 sizes of media on this bus: <=8GB, 32GB and 64GB. The size will be limited to the biggest it fits, the rest is unusable. This bus is limited to 26MB/s (4bit@52Mhz). For replacing the eMMC with an micro SD you can use MLC2SD or a similar Interposer. Soldering and micro SD adapter using wires, works too. It is recommended to use a 64GB Sandisk Max Endurance card (But similar card should also be fine), since the Wii U is known for writing much. SATA – The Disc drive is connected through SATA, the connectors are different but the electrical signals are still the same. Some Kiosk consoles used this Interface to connect to a HDD. The type of the SATA device can be configured in the SEEPROM, so we can configure our retail consoles to also use a SATA HDD / SSD. NOTE: @QuarkTheAwesome is building an SATA adapter for that purpose, available soon™. The advantage of using this interface is, that the size isn’t limited (well WFS is limited to 2TB) and it doesn’t use SCFM, which makes some things easier and improves performance in some circumstances. The obvious disadvantage is that you can’t use your disc drive anymore. Without the Disc Drive vWii System Menu doesn't work. vWii Injectes / Wii VC from the eShop can still be used, but only when installed to USB. Also you still might need to disable the MLC on the SDIO bus, or else the wii u might still use the SDIO one if the SATA device takes too long to init. redNAND – redirects the read / writes to one or more of the internal storage devices to paritions on the SD card. You can create an arbitrary size MLC partition on the SD card and set it up using this tutorial. SCFM can be easily disabled for the redNAND. The 64GB limit does not exist for redNAND if the SCFM is disabled. For redNAND we have a dedicated Tutorial here: https://gbatemp.net/threads/fixing-...-soldering-using-rednand-with-isfshax.642268/ Does that mean we can’t get more than 64GB on the SDIO bus? No, BUT it requires ISFShax / defuse to boot the console every time.@GaryOderNichtscreated a patch to remove the limits and always use the maximum size of the SDIO media and it also disables SCFM, because SCFM doesn’t work with more than 64GB and disabling SCFM improves performance and reduces wear on the SLC, at the cost of increasing wear of the MLC media. I packaged this patch in wafel_unlimit_mlc. Rebuilding the MLCNow that you decided what media you want to use as MLC, we can start with the actual process: Download all the mlc system titles for your region from NUS. This can be done conveniently with MLCRestorerDownloader by @Xpl0itU. Copy the otp.bin from the SD to the folder with the MLCRestorer Downloader so it can get the common key from there. You will get the output/MLC/{region} directory, which then contains a directory for each title. In total there should be 52 titles totaling ~1.1GiB. If your console has an old firmware it might also be necessary to get the latest SLC titles. On the root of your SD card (the one that will go in the front slot, not the MLC replacement) create a folder wafel_install. Then copy all 52 titles to the wafel_install folder, so it now contains the 52 subfolders, one for each title. If you want to reinstall / update SLC titles, you would also put them there. [not needed if you just reinstall to the existing eMMC] Attach your MLC media of choice. (If you are using SATA got to Backup and Restore, then at Set SATA Device in SEEPROM select GEN2-HDD (Kiosk CAT-I with HDD)). For installing MLC2SD look here: https://gbatemp.net/threads/using-n...emmc-fix-160-0103-system-memory-error.636361/ at the Soldering section. If you install to eMMC / MLC2SD, got to Backup and Restore and select Erase MLC and Delete scfm.img. If the Erase MLC fails, you can ignore that if it wasn't formatted as MLC before (from a failed install or so). Put the wafel_setup_mlc.ipx on the SD card in /wiiu/ios_plugins. If you want more than 64GB on SDIO you also need to put the wafel_unlimit_mlc.ipx there. If you install with wafel_unlimit_mlc.ipx, it will be permanently required and therefore also permanently requires ISFShax or defuse. [Optional, only when using defuse] Open the serial monitor on the PC (Putty / minicom) for defuse to see the setup progress. There will be no display output in the Wii U itself. I attached the whole serial log of a successfull install as a reference. Select Patch (sd) and boot IOS (slc) in minute to start the setup of your fresh MLC.During the setup you won't see anything on the screen. You have to go by the power led. The power LED will flash blue, while it is installing the titles. if something goes wrong the LED will turn orange, but it will continue as long as it is blinking. The LED will become static once it finished. You can now power off the console. If the led is blinking red, something fatal happend. Ask for help. During the setup a short log gets written to the SD: wafel_setup_mlc.log. In the end it will enable the initial setup on the next boot. Check that the wafel_setup_mlc.ipx deleted itself from /wiiu/ios_plugins folder on the SD. Boot the console. Patch (sd) and boot IOS (slc) If everything worked, the initial setup should launch. (Optional) delete the wafel_install folder to free up space ISFShax only: Finalizing If you are using thewafel_unlimit_mlc.ipxyou need to keep ISFShax installed. If you haven't done already complete the "Booting without SD" step form the ISFShax tutorial but also add thewafel_unlimit_mlc.ipxrenamed to9unlimit.ipxto the/storage_slc/sys/hax/ios_pluginsdirectory. If you are not using thewafel_unlimit_mlc.ipxyou can either uninstall ISFShax or keep it as a brick protection. If you keep it complete the "Booting without SD" step form the ISFShax tutorial. The Wii U should now boot automatically if you don't have an SD in. You probably also want to enable the autobooting now. See Also https://gbatemp.net/threads/wii-u-internal-storage-upgrades-are-possible.635629/ Pictures512 GB SD card: @QuarkTheAwesome120 GB SSD: serial-log.txt
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How To: Upgrading / Rebuilding Wii U Internal Memory (MLC)
Warning This tutorial is only for advanced users and has aserious risk of bricking the console. Make sure you read it completely before executing any step and that you understand every step and its implications. With de_Fuse everything should be unbrickableif you know how. You should at leasthave a backup of the SLC, as we can’t rebuild it easily. (a backup can be done in minute_minute, so there is no excuse). We had two cases where the SLC corrupted for an unknown reason, so a backup is essential. What is this for?This tutorial goes into rebuilding the MLC from scratch on a clean media. This can become useful, if the MLC (eMMC) chip died or corrupted the filesystem the SCFM (SLC cache for MLC) became inconsistent you want to upgrade the capacity of the internal storage. you want to set up a redNAND without SCFM If you have a bad eMMC chip, but the recovery still works (which is most likely), then there are also ways to fix it without a complete reformat. If the LED isblinking blue, you have a SLC problem and not a MLC problem, so this tutorial won't help with that. It will format your MLC, so all data on the internal Wii U memory will be lost. Update 13.03.2024- The wafel_setup_mlc.ipx now uses a built in IOSU function to create system folders, that should make sure the permissions are right, which caused problems with game updates in the past. It will also recreate the update folder (so system updates won't be blocked by that) Prerequisites Have either ISFShax installed: https://gbatemp.net/threads/how-to-set-up-isfshax.642258/#post-10280366 OR de_Fuse 0.7.1 (or later): https://github.com/shinyquagsire23/wii_u_modchip/releases Defuse requires some soldering, so ISFShax is probably right for you (if you can still launch the installer). A 5.5.x firmware is expected and the only configuration tested. It might work on older firmwares or might be adoptable to those, but it will require special care. Backing up save games Do a backup of what you want to preserve, like savegames and Miis. For Backing up Save games, it is recommended to use SaveMii. That requires that you have Tiramisu or Aroma running. You can also move your savgames (or whole games) to USB, which should still be readable. When recreating the users after the rebuild, you just have to be carefull to create the users in the right order, to make the ID’s match.A backupby other means (Like savemii)is still recommended. If you are using this tutorial to fix a failing eMMC you might not be able to use the other Backup options. In that case use the Dump MLC option in the Recovery. You can extract your data from there using wfs-extract. Storage OptionsThe Wii U has two ways of connecting internal memory, each with its own drawbacks: SDIO – On retail consoles the internal memory is a eMMC chip connected through an internal SDIO bus to the Latte chip. This SDIO bus can also use SD cards (hence the name SD IO). Access to media connected on the SDIO is cached through a file on the SLC, presumably to reduce writes on the MLC. This cache is called SCFM and it is the reason why you always need to backup / restore SLC and MLC together and doesn’t allow easy swapping of multiple SDs. IOSU also only supports 3 sizes of media on this bus: <=8GB, 32GB and 64GB. The size will be limited to the biggest it fits, the rest is unusable. This bus is limited to 26MB/s (4bit@52Mhz). For replacing the eMMC with an micro SD you can use MLC2SD or a similar Interposer. Soldering and micro SD adapter using wires, works too. It is recommended to use a 64GB Sandisk Max Endurance card (But similar card should also be fine), since the Wii U is known for writing much. SATA – The Disc drive is connected through SATA, the connectors are different but the electrical signals are still the same. Some Kiosk consoles used this Interface to connect to a HDD. The type of the SATA device can be configured in the SEEPROM, so we can configure our retail consoles to also use a SATA HDD / SSD. NOTE: @QuarkTheAwesome is building an SATA adapter for that purpose, available soon™. The advantage of using this interface is, that the size isn’t limited (well WFS is limited to 2TB) and it doesn’t use SCFM, which makes some things easier and improves performance in some circumstances. The obvious disadvantage is that you can’t use your disc drive anymore. Without the Disc Drive vWii System Menu doesn't work. vWii Injectes / Wii VC from the eShop can still be used, but only when installed to USB. Also you still might need to disable the MLC on the SDIO bus, or else the wii u might still use the SDIO one if the SATA device takes too long to init. redNAND – redirects the read / writes to one or more of the internal storage devices to paritions on the SD card. You can create an arbitrary size MLC partition on the SD card and set it up using this tutorial. SCFM can be easily disabled for the redNAND. The 64GB limit does not exist for redNAND if the SCFM is disabled. For redNAND we have a dedicated Tutorial here: https://gbatemp.net/threads/fixing-...-soldering-using-rednand-with-isfshax.642268/ Does that mean we can’t get more than 64GB on the SDIO bus? No, BUT it requires ISFShax / defuse to boot the console every time.@GaryOderNichtscreated a patch to remove the limits and always use the maximum size of the SDIO media and it also disables SCFM, because SCFM doesn’t work with more than 64GB and disabling SCFM improves performance and reduces wear on the SLC, at the cost of increasing wear of the MLC media. I packaged this patch in wafel_unlimit_mlc. Rebuilding the MLCNow that you decided what media you want to use as MLC, we can start with the actual process: Download all the mlc system titles for your region from NUS. This can be done conveniently with MLCRestorerDownloader by @Xpl0itU. Copy the otp.bin from the SD to the folder with the MLCRestorer Downloader so it can get the common key from there. You will get the output/MLC/{region} directory, which then contains a directory for each title. In total there should be 52 titles totaling ~1.1GiB. If your console has an old firmware it might also be necessary to get the latest SLC titles. On the root of your SD card (the one that will go in the front slot, not the MLC replacement) create a folder wafel_install. Then copy all 52 titles to the wafel_install folder, so it now contains the 52 subfolders, one for each title. If you want to reinstall / update SLC titles, you would also put them there. [not needed if you just reinstall to the existing eMMC] Attach your MLC media of choice. (If you are using SATA got to Backup and Restore, then at Set SATA Device in SEEPROM select GEN2-HDD (Kiosk CAT-I with HDD)). For installing MLC2SD look here: https://gbatemp.net/threads/using-n...emmc-fix-160-0103-system-memory-error.636361/ at the Soldering section. If you install to eMMC / MLC2SD, got to Backup and Restore and select Erase MLC and Delete scfm.img. If the Erase MLC fails, you can ignore that if it wasn't formatted as MLC before (from a failed install or so). Put the wafel_setup_mlc.ipx on the SD card in /wiiu/ios_plugins. If you want more than 64GB on SDIO you also need to put the wafel_unlimit_mlc.ipx there. If you install with wafel_unlimit_mlc.ipx, it will be permanently required and therefore also permanently requires ISFShax or defuse. [Optional, only when using defuse] Open the serial monitor on the PC (Putty / minicom) for defuse to see the setup progress. There will be no display output in the Wii U itself. I attached the whole serial log of a successfull install as a reference. Select Patch (sd) and boot IOS (slc) in minute to start the setup of your fresh MLC.During the setup you won't see anything on the screen. You have to go by the power led. The power LED will flash blue, while it is installing the titles. if something goes wrong the LED will turn orange, but it will continue as long as it is blinking. The LED will become static once it finished. You can now power off the console. If the led is blinking red, something fatal happend. Ask for help. During the setup a short log gets written to the SD: wafel_setup_mlc.log. In the end it will enable the initial setup on the next boot. Check that the wafel_setup_mlc.ipx deleted itself from /wiiu/ios_plugins folder on the SD. Boot the console. Patch (sd) and boot IOS (slc) If everything worked, the initial setup should launch. (Optional) delete the wafel_install folder to free up space ISFShax only: Finalizing If you are using thewafel_unlimit_mlc.ipxyou need to keep ISFShax installed. If you haven't done already complete the "Booting without SD" step form the ISFShax tutorial but also add thewafel_unlimit_mlc.ipxrenamed to9unlimit.ipxto the/storage_slc/sys/hax/ios_pluginsdirectory. If you are not using thewafel_unlimit_mlc.ipxyou can either uninstall ISFShax or keep it as a brick protection. If you keep it complete the "Booting without SD" step form the ISFShax tutorial. The Wii U should now boot automatically if you don't have an SD in. You probably also want to enable the autobooting now. See Also https://gbatemp.net/threads/wii-u-internal-storage-upgrades-are-possible.635629/ Pictures512 GB SD card: @QuarkTheAwesome120 GB SSD: serial-log.txt View full article
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"Super Mario 64" completed fanmade Dreamcast port is now available
Decompilation projects not only open the doors for older and beloved video games to be ported natively to PC, but they also open the doors for those same decompiled games to be ported to other consoles, with developers tackling the special hardware of the specific target console and finding workarounds to bring the decompiled game's coding quirks to the new console's hardware. Such was the case for the debut and most iconic Nintendo 64 video game, Super Mario 64, and thanks to the initial and completed decompilation from years ago, developer jnmartin84 was able to finish a native port of the game to the SEGA Dreamcast, and while Super Mario 64 did have a Dreamcast port before, the port was incomplete, with it having certain audio and visual glitches, as well as missing VMU support. Now, with the latest work by jnmartin84, the Dreamcast port of Super Mario 64 is now feature-complete, with full audio and running at full speed at the Dreamcast's 480p resolution: Those interested in trying this out, can visitjnmartin84's repository for the projectand compile the game manually to play in their own Dreamcast, or through a Dreamcast emulator. As with other decompilation or port projects, the user is required to bring their own Super Mario 64 ROM in order to dump the copyrighted assets from the ROM itself, as the repository doesn't contain any copyrighted assets. The repository contains the full instructions to be able to compile the game for Dreamcast play. "Super Mario 64" Dreamcast port GitHub repository
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"Super Mario 64" completed fanmade Dreamcast port is now available
Decompilation projects not only open the doors for older and beloved video games to be ported natively to PC, but they also open the doors for those same decompiled games to be ported to other consoles, with developers tackling the special hardware of the specific target console and finding workarounds to bring the decompiled game's coding quirks to the new console's hardware. Such was the case for the debut and most iconic Nintendo 64 video game, Super Mario 64, and thanks to the initial and completed decompilation from years ago, developer jnmartin84 was able to finish a native port of the game to the SEGA Dreamcast, and while Super Mario 64 did have a Dreamcast port before, the port was incomplete, with it having certain audio and visual glitches, as well as missing VMU support. Now, with the latest work by jnmartin84, the Dreamcast port of Super Mario 64 is now feature-complete, with full audio and running at full speed at the Dreamcast's 480p resolution: Those interested in trying this out, can visitjnmartin84's repository for the projectand compile the game manually to play in their own Dreamcast, or through a Dreamcast emulator. As with other decompilation or port projects, the user is required to bring their own Super Mario 64 ROM in order to dump the copyrighted assets from the ROM itself, as the repository doesn't contain any copyrighted assets. The repository contains the full instructions to be able to compile the game for Dreamcast play. "Super Mario 64" Dreamcast port GitHub repository View full article
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Super Mario RPG: Mario's Endless Nightmare V1.1 is Available!
From the creator of Super Koopa RPG and Legend of the Axem Rangers comes Mario’s Endless Nightmare: a SMRPG Roguelike hack! Fight your way through waves and waves of foes as you try to awaken Mario from the slumbering curse placed upon him! There are two main game modes: The main campaign. You’ll fight through various groups of enemies and bosses that mirror the progression of the original game. In between batches of foes, you’ll have to opportunity to save, heal, and shop. You can replay any battle rooms you’ve previously cleared, so grinding for additional resources is an option. You could even choose not to recruit any additional allies if you wanted. The Pit of 100 Nightmares. Fight your way through 100 floors of battles while experiencing roguelike elements, such as randomly added allies, paying for random items and equipment, and random groups of enemies (that still follow a progression that makes sense). Notable features include: an optional Pit of 100 Trials (different from the Pit of 100 Nightmares). The ability to switch ALL allies, including Mario. The ability to choose the song that plays in battle. New items that permanently boost ally stats. New equipment with various abilities. New enemies, including rare enemies that drop Frog Coins. For those of you who played V1.0 or 1.01 released a little over a week ago, a new version is available! This addresses things such as: You start the campaign with a few mushrooms and a honey syrup to make that first battle room a little easier. It was rough if you chose certain allies to be your starting ally. You can now change the battle music that plays in the Pit of 100 Trials and Pit of 100 Nightmares. The selection of songs has increased! Boshi now makes the Boshi sound when you talk to him. Other miscellaneous fixes. Marios-Endless-Nightmare-main.zip
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GTA+ Month 46: Full Rewards Breakdown for January 2026
The new month of GTA+ benefits has officially arrived for Grand Theft Auto Online, bringing a fresh wave of exclusive rewards for subscribers on PS5 and Xbox Series X|S. Running from January 8th through February 4th, Month 46 focuses heavily on Tuner culture, offering a brand-new exclusive vehicle, significant bonuses on Tuner contracts, and expanded utility for business owners via the Vinewood Club App. Here is everything you need to know about the latest rewards. Free Vehicle: Pfister Astrale The headline reward for this month is the Pfister Astrale, a new vehicle currently exclusive to GTA+ members. Availability: Members can claim this car for free at The Vinewood Car Club immediately. Exclusivity: Non-members will not be able to purchase this vehicle until after February 4th, at which point it will be priced at $1,475,500 at Legendary Motorsport. Extras: The vehicle comes pre-equipped with HSW upgrades and a "Side Stripe" livery. Tuner Bonuses and DiscountsJanuary 2026 is an excellent month for players looking to grind Auto Shop content. Rockstar is offering double rewards across several Tuner-related activities, with a massive boost during the opening week. 4X GTA$ & RP: Operation Paper Trail (ULP Missions) — First week only. 2X GTA$ & RP: Operation Paper Trail (ULP Missions) — Remainder of the month. 2X GTA$ & RP: Auto Shop Robbery Contracts. 2X GTA$ & RP: Auto Shop Client Jobs. Discounts: 50% Off: Tuner Auto Shop properties. Free: Tuner Auto Shop "Style" variants (renovations). Exclusive Cosmetics Members can refresh their look and their rides with new free items: Clothing: The Pfister Chore Jacket is automatically added to member wardrobes. Paints: Two new chameleon paints are available for free at any Auto Shop or Vehicle Workshop: Cream Pearl Chameleon Paint Cream Pearl Wheel Paint The Vinewood Club Updates The Vinewood Car Club continues to expand its utility, particularly for business management. New App Features: As part of the A Safehouse in the Hills update integration, the Vinewood Club App on the in-game phone now allows members to: Remote Management: Manage staff at Bail Offices, Hangars, and Warehouses remotely. Claim Earnings: Collect safe income from businesses (including the Arcade, Nightclub, and the new Hands On Car Wash) directly from the app without visiting the locations. Car Club Showroom: Members get a standard 20% discount on rotating showroom vehicles. This month's lineup includes the Imponte Deluxo, Pegassi Toreador, and Ocelot Penetrator. Notably, members also get early access to purchase the Declasse Tampa GT and Annis Minimus. Permanent GTA+ Benefits In addition to the monthly specials, subscribers retain access to the standard suite of GTA+ perks: Monthly Cash: GTA$500,000 deposited automatically. Vehicle Storage: Access to the 100-vehicle Vinewood Club Garage in Pillbox Hill. Aircraft Storage: +5 Additional Aircraft Slots (separate from the Hangar). Classic Games: Access to the "Games Included with GTA+" library, which includes GTA: The Trilogy – The Definitive Edition, Red Dead Redemption, L.A. Noire, and Bully. Taxi Services: Fast travel cooldown reduced to 5 minutes with free "Skip to Destination." Shark Cards: Extra 15% GTA$ bonus on all Shark Card purchases. Is It Worth It?For players who do not yet own an Auto Shop, the 50% discount combined with double payout bonuses makes this a strong month to enter the Tuner business. Furthermore, the ability to manage staff and collect passive income remotely via the new app features is a significant quality-of-life upgrade for grinders managing multiple business fronts.
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GTA+ Month 46: Full Rewards Breakdown for January 2026
The new month of GTA+ benefits has officially arrived for Grand Theft Auto Online, bringing a fresh wave of exclusive rewards for subscribers on PS5 and Xbox Series X|S. Running from January 8th through February 4th, Month 46 focuses heavily on Tuner culture, offering a brand-new exclusive vehicle, significant bonuses on Tuner contracts, and expanded utility for business owners via the Vinewood Club App. Here is everything you need to know about the latest rewards. Free Vehicle: Pfister Astrale The headline reward for this month is the Pfister Astrale, a new vehicle currently exclusive to GTA+ members. Availability: Members can claim this car for free at The Vinewood Car Club immediately. Exclusivity: Non-members will not be able to purchase this vehicle until after February 4th, at which point it will be priced at $1,475,500 at Legendary Motorsport. Extras: The vehicle comes pre-equipped with HSW upgrades and a "Side Stripe" livery. Tuner Bonuses and DiscountsJanuary 2026 is an excellent month for players looking to grind Auto Shop content. Rockstar is offering double rewards across several Tuner-related activities, with a massive boost during the opening week. 4X GTA$ & RP: Operation Paper Trail (ULP Missions) — First week only. 2X GTA$ & RP: Operation Paper Trail (ULP Missions) — Remainder of the month. 2X GTA$ & RP: Auto Shop Robbery Contracts. 2X GTA$ & RP: Auto Shop Client Jobs. Discounts: 50% Off: Tuner Auto Shop properties. Free: Tuner Auto Shop "Style" variants (renovations). Exclusive Cosmetics Members can refresh their look and their rides with new free items: Clothing: The Pfister Chore Jacket is automatically added to member wardrobes. Paints: Two new chameleon paints are available for free at any Auto Shop or Vehicle Workshop: Cream Pearl Chameleon Paint Cream Pearl Wheel Paint The Vinewood Club Updates The Vinewood Car Club continues to expand its utility, particularly for business management. New App Features: As part of the A Safehouse in the Hills update integration, the Vinewood Club App on the in-game phone now allows members to: Remote Management: Manage staff at Bail Offices, Hangars, and Warehouses remotely. Claim Earnings: Collect safe income from businesses (including the Arcade, Nightclub, and the new Hands On Car Wash) directly from the app without visiting the locations. Car Club Showroom: Members get a standard 20% discount on rotating showroom vehicles. This month's lineup includes the Imponte Deluxo, Pegassi Toreador, and Ocelot Penetrator. Notably, members also get early access to purchase the Declasse Tampa GT and Annis Minimus. Permanent GTA+ Benefits In addition to the monthly specials, subscribers retain access to the standard suite of GTA+ perks: Monthly Cash: GTA$500,000 deposited automatically. Vehicle Storage: Access to the 100-vehicle Vinewood Club Garage in Pillbox Hill. Aircraft Storage: +5 Additional Aircraft Slots (separate from the Hangar). Classic Games: Access to the "Games Included with GTA+" library, which includes GTA: The Trilogy – The Definitive Edition, Red Dead Redemption, L.A. Noire, and Bully. Taxi Services: Fast travel cooldown reduced to 5 minutes with free "Skip to Destination." Shark Cards: Extra 15% GTA$ bonus on all Shark Card purchases. Is It Worth It?For players who do not yet own an Auto Shop, the 50% discount combined with double payout bonuses makes this a strong month to enter the Tuner business. Furthermore, the ability to manage staff and collect passive income remotely via the new app features is a significant quality-of-life upgrade for grinders managing multiple business fronts. View full article
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Fanmade EarthBound remake gets its second "Video Relaxant" update video
The fanmade remake of the cult classic, EarthBound, has gotten its second Video Relaxant update yesterday. The fan remake, titled Mother², is a remake of EarthBound for the SNES that's been in development for some years now, with trailers and video updates being released in either the Mother Direct events or on their own Mother² YouTube channel, with the first Video Relaxant update video being mode 2 years ago. The fan game is being developed on the Godot engine, and the artstyle for the game closely resembles that of Mother 3, with its more detailed sprites, maps and menus. The remake also adds a lot of Quality of Life improvements to the original EarthBound mechanics aside from the graphical overhaul that the game is receiving in the Mother 3 style, as well as a completely remastered soundtrack, amongst many other things. In the most recent Video Relaxant 2 update video, the development team goes over some of the new features since the last update and some of the recently finalized aspects of the game: Some pending areas have been completed, like Belch's Factory, Lost Underworld, Dusty Dunes and Saturn Valley, to name a few. Some NPC has been reworked. New animations have been added to add more flare to certain events in the game, or even to small actions to give the game more life. The battle system received some additions. The flee system has been added, as well as the surprise attacks, Prayer animations, PSI animations being redone, battle items. Battle stats have been fully implemented, this means Offense, Defense, Guts, Speed, IQ, Vitality and Luck now have all their effects coded in, and this puts a wrap to the combat system for the remake. Brand new menu styles, allowing for customizing the UI, inspired by both Mother 2 (EarthBound) and Mother 3. Initial support for translating or localizing the game into other languages has been added, with an initial Japanese script being added into the game. Added certain phone features, like Escargo Express, Mach Pizza, and the new addition of Punk-Sure, which delivers bikes to the party. All party members can ride their own bikes, which wasn't possible in the original EB. The new bikes go faster than the running speed of the party. Boss rush has been added, with a surprise at the end of it. This wraps up the fan game's update video. The development team also mentions that this will be the final update video for the fan game. Additionally, the team also mentions that several playtesters have already finished several playthroughs of the game from start to finish. For those interested in following this fanmade remake, make sure to follow the Mother² YouTube channel, their X profile, or visit the Mother² Discord server as well to follow development more closely. Translators/Localizers interesting in contributing to the project for the newly added language support can also drop in to help with other languages being available for the game. ➡️ Mother² YouTube Channel ➡️ Mother²
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Fanmade EarthBound remake gets its second "Video Relaxant" update video
The fanmade remake of the cult classic, EarthBound, has gotten its second Video Relaxant update yesterday. The fan remake, titled Mother², is a remake of EarthBound for the SNES that's been in development for some years now, with trailers and video updates being released in either the Mother Direct events or on their own Mother² YouTube channel, with the first Video Relaxant update video being mode 2 years ago. The fan game is being developed on the Godot engine, and the artstyle for the game closely resembles that of Mother 3, with its more detailed sprites, maps and menus. The remake also adds a lot of Quality of Life improvements to the original EarthBound mechanics aside from the graphical overhaul that the game is receiving in the Mother 3 style, as well as a completely remastered soundtrack, amongst many other things. In the most recent Video Relaxant 2 update video, the development team goes over some of the new features since the last update and some of the recently finalized aspects of the game: Some pending areas have been completed, like Belch's Factory, Lost Underworld, Dusty Dunes and Saturn Valley, to name a few. Some NPC has been reworked. New animations have been added to add more flare to certain events in the game, or even to small actions to give the game more life. The battle system received some additions. The flee system has been added, as well as the surprise attacks, Prayer animations, PSI animations being redone, battle items. Battle stats have been fully implemented, this means Offense, Defense, Guts, Speed, IQ, Vitality and Luck now have all their effects coded in, and this puts a wrap to the combat system for the remake. Brand new menu styles, allowing for customizing the UI, inspired by both Mother 2 (EarthBound) and Mother 3. Initial support for translating or localizing the game into other languages has been added, with an initial Japanese script being added into the game. Added certain phone features, like Escargo Express, Mach Pizza, and the new addition of Punk-Sure, which delivers bikes to the party. All party members can ride their own bikes, which wasn't possible in the original EB. The new bikes go faster than the running speed of the party. Boss rush has been added, with a surprise at the end of it. This wraps up the fan game's update video. The development team also mentions that this will be the final update video for the fan game. Additionally, the team also mentions that several playtesters have already finished several playthroughs of the game from start to finish. For those interested in following this fanmade remake, make sure to follow the Mother² YouTube channel, their X profile, or visit the Mother² Discord server as well to follow development more closely. Translators/Localizers interesting in contributing to the project for the newly added language support can also drop in to help with other languages being available for the game. ➡️ Mother² YouTube Channel ➡️ Mother² View full article
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'Dragon Quest VII Reimagined' gets new trailer and demo
In less than a month's time, Square Enix will launch Dragon Quest VII Reimagined, the remake of 2000’s Dragon Quest VII: Fragments of the Forgotten Past. In anticipation of the release, the publisher aired two trailers: one for the opening movie and one showcasing the game's demo that is available today. The demo allows you to experience several hours of content from the beginning of the game, and rewards early players with an in-game “Day Off Dress” cosmetic for Maribel. Save data from the demo will be carried over to the full game when it launches. Dragon Quest VII Reimaginedlaunches on February 5 for Nintendo Switch 2, Nintendo Switch, PS5, Xbox Series X|S and PC (Steam and Microsoft Store). The free demo is available on these platforms to try out.
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'Dragon Quest VII Reimagined' gets new trailer and demo
In less than a month's time, Square Enix will launch Dragon Quest VII Reimagined, the remake of 2000’s Dragon Quest VII: Fragments of the Forgotten Past. In anticipation of the release, the publisher aired two trailers: one for the opening movie and one showcasing the game's demo that is available today. The demo allows you to experience several hours of content from the beginning of the game, and rewards early players with an in-game “Day Off Dress” cosmetic for Maribel. Save data from the demo will be carried over to the full game when it launches. Dragon Quest VII Reimaginedlaunches on February 5 for Nintendo Switch 2, Nintendo Switch, PS5, Xbox Series X|S and PC (Steam and Microsoft Store). The free demo is available on these platforms to try out. View full article
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Ultimate Wii U Troubleshooting Guide | system memory error 160-0103 | stuck Wii U Screen | stuck Factory Reset | Black Screen (after stuck update)
IntroductionThere are several common problems Wii Us run into. Some symptoms have a varaity on causes and some problems have different solutions. This is primarily a meta guide designed to diagnose the cause of the problem and then to point you to the solution that is right for you. The first step you should try is removing all external devices. If the problem persists look at the Symptoms described below, which will then point you the Cause to find further information Symptoms 160-0103 error message Does it happen during boot (before the Wii U Menu) or after (e.g. In a game, during inital setup) After -> Failing eMMC During Do you know for sure CBHC (Cold Boot Haxchi) was not installed. (you bought it new back then and never modded it) No CBHC -> Failing eMMC CHBC or not sure -> try CBHC unbrick, if it doesn't help go to failing eMMC Stuck on Factory Reset ->Failing eMMC 160-0101 error message during boot-> CHBC Brick 160-1400 error message during boot-> Missing Disc Drive 160-1402 error message during boot->Wrong Disc Drive Key Stuck on Wii U boot Screen Did mess with Region Change / Initial Launch / Deleting MLC files Yes -> Initial Launch No -> Failing eMMC Black Screen What is the LED doing? Doesn't light Check if the Powersupply provides 15V Check for short on Wii U Power connector If none of these apply -> 3V3 Standby Buck Converter probably failed Staying red Try turning on using the eject button and remote Still red -> SLC Failure / boot1 corruption / SEEPROM corruption Red blinking after some time -> Overheating / VRMs failing Red Blinking on cold boot -> Short on one of the Power Rails Blue blinking -> SLC Corruption (system.xml / fw.img) or bad RAM Orange blinking -> ISFShax SD card missing static blue Wait 1m, try turning off by shortly (less than 1s) pressing power Still on -> OS crash Turns off -> Display Problem Wii U Menu freezes when trying to launch anything-> Defective 2.4Ghz Wifi Module All games freeze on the splash screen-> Defective Bluetooth Module Wii U freezes during boot on Wii U Menu splash screen while coldbooting Aroma / Tiramisu-> Defective Bluetooth Module Solutions CBHC Brick There was an exploit called Haxchi. It gets installed to a DS VC game and then exploits that game when launched to launch a CFW / Homebrew. To avoid having to launch the game every boot manually, the cold boot title could be changed from the Wii U menu to the exploited DS Game, so it gets launched when the Wii gets turned on. The Problem happens when said game gets deleted or moved. Then the Wii U can't find it's cold boot tile, doesn't know what to do and shows either 160-0101 or 160-0103. If the error happens some time after boot this isn't a CBHC brick and changing the CB title will do nothing for you! The CBHC brick can be fixed by changing the coldboot title back to the Wii U Menu. Luckily@GaryOderNichtshas found the UDPIH exploit and created the recovery menu, which allows us to do just that. Go here:https://gbatemp.net/threads/udpih-usb-host-stack-exploit-recovery-menu.613369/ Failing eMMC A failing eMMC causes a 160-0103 error whenever a corrupted file gets read from the internal memory (MLC). That can happen at any point. Don't confuse this problem with a CBHC brick, which can also cause 160-0103. It can also happen that the error message isn't shown. If for example the fonts are corrupted, the Wii U will hang at the white Wii U screen. Also if that error happens during Factory Reset, the error would only be shown on the Gamepad and if that isn't connected you will just notice that the Factory Reset get's stuck. In theory this error can also be caused by logical corruption (not actual failing Hardware) but from our experience it was always a Hardware fault (except if you explicitly messed with the eMMC or SCFM). In some very rare cases that can be caused by corruption on the SLC, which caches the eMMC (MLC) but most likely it is a failing eMMC chip. Nintendo sourced the eMMC chips for the 32GB Consoles from Samsung, Toshiba and Hynix. The Hynix ones are the ones failing. Not all Hynix chips have to fail, but almost all chips that fail are Hynix. Also it's not like Nintendo cheaped out or Hynix is a bad company, it just looks there was a problem effecting these chips, which only shows up after a few years. Also the 8GB Consoles are not affected, they don't use Hynix. So if the Symptoms match (an even more if you know you have a Hynix) it's pretty sure a failing eMMC. Even if that problem only happens sometimes it should be dealt with asap, because it will get worse and will eventually lead to a full brick. Confirming using logs If you want a 100% confirmation you can dump the logs, either using the homebrew WiiUCrashLogDumper https://github.com/wiiu-env/WiiUCrashLogDumper/releases/tag/v0.1 which requires Tiramisu or Aroma. If your Wii U can't run Homebrew anymore, because it crashes you can use UDPIH and the recovery_menu from @GaryOderNichts to dump the logs: https://gbatemp.net/threads/udpih-usb-host-stack-exploit-recovery-menu.613369/ Then search all the .log files for MEDIA ERROR and DATA CORRUPTION. Only errors concerning the dev:mlc01 are relevant. Here the example for such an error: 10:48:16:325: FSA: ### MEDIA ERROR ###, dev:mlc01, err:-2228230, cmd:11, path:(null)Errors concerning the optical disc drive (dev:odd01) can be ignored. Here is such an example, that can be ignored: 10:48:16:325: FSA: ### MEDIA ERROR ###, dev:odd01, err:-2228230, cmd:11, path:(null) Even though this is a Hardware problem, not all hope is lost (even without soldering)! Over the course of this year we developed not just one but three procedures to fix or work around that problem. If you can solder there is the option of replacing the eMMC with a micro SD card, this can be done by either soldering wires directly or by using the MLC2SD Interposer. IMPORTANT: only solder when the Tutorial tells you to, for the first part the old eMMC must still be connected! You can then either install a 64GB SD card in that Interposer and cleanely reinstall the System Titles, which is the recommended way or you can clone your existing MLC to a 32GB card and fix the corruption manually as good as possible (no longer recommended) For the fresh Install on a 64GB card look here: https://gbatemp.net/threads/how-to-upgrading-rebuilding-wii-u-internal-memory-mlc.636309/ For cloning the old eMMC look here: https://gbatemp.net/threads/using-n...emmc-fix-160-0103-system-memory-error.636361/ If you can't solder there is also the option to use redNAND with ISFShax: https://gbatemp.net/threads/fixing-...-soldering-using-rednand-with-isfshax.642268/ As already said the recommended option is using NAN-AID with a 64GB SD card is the recommended option. It gives you a nice storage upgrade and allows you to run completely stock firmware. By formatting and reinstalling we ensure that there is no corruption and the system is in a 100% clean state. You can also upgrade to more to 64GB, but that would require a CFW all the time. The disadvantage is that you lose all the data. So you have to back it up and then restore the data. That is usally still less effort than fixing the cloned MLC. When cloning the existing MLC, you carry over all the corruption. Depending how bad it is, that can be more or less work to fix. There is also some kind of corruption that can't be fixed and would cause future factory resets to hang. The redNAND method has the obious advantage that you don't need to solder and that you can choose the size freely, but that comes with some disadvantages: Your Wii U will depend on the removable SD card to function. The card can get removed or lost. Also you need to run a CFW all the time. Since this depends on some hacks, it might be less reliable. OS Crash But to tell for sure what's the problem, we would need to look at the logs. We can test if UDPIH https://gbatemp.net/threads/udpih-usb-host-stack-exploit-recovery-menu.613369/ works, It is unlikely to work, but easy enough to try and the pico can later also be used for paid the beak. You need to try connecting the Pico a little early (time it by the disc drive sounds). You won't see anything on the screen, instead you have to look at the LED and see if it turns purple to determine success. If it was successful, you can navigate blindly to dump the logs, which can then be analyzed. If UDPIH doesn't work there is Paid The Beak (PTB), it allows launching minute to install ISFShax and dumping the logs to see whats wrong. One common reason on 32GB models is a bad eMMC (see the Failing eMMC sections) Obsolete Method Depending on some factors we can make some guesses. If you experienced system memoery error 160-0103 before or your Wii U froze before (especially during installing stuff), there is a good chance you have a failing eMMC. If you open the console up and see it is a Hynix eMMC (don't confuse with the SLC or the RAM), then it is very likely that the eMMC is failing. In that case a SD card reader can be used to dump the eMMC, the image can then be transfered to an SD card and the SD card can then replace the eMMC. In most cases that will make the Wii U show at least a picture and make udpih work again, so we avoid the defuse. Why does this work? You might be wondering why transfering the corrupted data from the eMMC over can improve the situation. The answer is, that at that stage in the boot it often doesn't fail because of a read but of a write operation. When the eMMC is failing, it can go into a read only state, which makes the write fail and the OS crash. Also writes of partial blocks can fail, because for that the eMMC would need to read back the rest of the block, which can fail, if the eMMC detects corruption. Display Problem This can be as simple as a broken HDMI cable, the Wii U being configured for the old AV cable instead of HDMI (or the other way around) or it can also be the HDMI chip failing. The Problem is, without a TV picture you can't see the paring code for the gamepad. The easiest thing to try, ist to use the AV cable, if you have one (maybe from the original Wii). If you don't have this cable or it doesn't help, you still have options: Bruteforce just try out all combinations, there aren't that many, so it is feasible with some time. To get the Wii U into paring mode, you have to press the sync button twice. Dumping the code via UDPI: https://gbatemp.net/threads/udpih-usb-host-stack-exploit-recovery-menu.613369/post-10275652 after you have dumped the pin, turn off the Wii U, look at the code on the PC, turn the Wii U on again, wait a minute, press the sync button on the console twice and enter the pin on the gamepad. Once the gamepad is synced again, you can go to the settings and configure the TV there. If you can't get the TV to work there might be a Hardware problem, like a broken HDMI cable broken HDMI port or broken HDMI chip. Initial Launch Use UDPIH https://gbatemp.net/threads/udpih-usb-host-stack-exploit-recovery-menu.613369/post-10275652 with this recovery_menu: https://github.com/jan-hofmeier/recovery_menu/releases/tag/v0.5.0-3 and set the Inital Launch Value to 0. Then shut down and boot the Wii U normally. It should boot into the inital setup. SLC Corruption / bad RAM First try Paid The Beak (PTB). If PTB is able to load minute, then the RAM is likely fine and you have SLC corruption. In that case have a look at this thread: https://gbatemp.net/threads/wii-u-blinking-blue-light-no-image.640588/ If PTB also gives you a blue blinking LED, first verify that the UNSTBL_PWR jig works, by trying it once without the SD in. If it still blinks blue, then triggering UNSTBL_PWR doesn't work and you need to troubleshoot that. But if the LED stays red, then triggering UNSTBL_PWR works and the reason you also got a blue blinking LED with PTB is likely bad DRAM. In this case you would need de Fuse to diagnose further: If the defuse boot1 loads but boot1 then fails to load minute (fw.img) from the SD, then you probably have have bad memory. For further diagnosis you would have to modify the memory test in the minute boot1. But first make sure the SD is set up correctly and if minute still doesn't load look at the defuse README for troubleshooting. 3V3 Standby Buck Converter failure Check if the 3V3 output (C1257) of the buck is shorted. If the output is not shorted check if the 15V input (C1388) is there, when console is plugged in. SLC Failure / BOOT1 Corruption / SEEPROM Corruption TODO Overheating / VRMs failing Open the Wii U and clean it. If you use a vacuum make sure to hold the fan. If it spins the fan, it can generate voltage, which can fry the Wii U. If that doesn't help one of the VRMs, buck converters or the power brick is probably weak. Short on Power Rail If you have messed with the Disc Drive make sure the cable is connected the right way around. The end with the stubs goes towards the Disc Drive TODO ISFShax SD card missing Make sure the SD card is formatted FAT32 and has the minute fw.img on it. See https://gbatemp.net/threads/how-to-set-up-isfshax.642258/ for details. Disk Drive Missing 160-1400 means the Wii U can't find it's Disc Drive. If it is physically connected, then probably this small component on the Wii U board failed and needs to be replaced or bridged: https://gbatemp.net/threads/absolute-fix-to-160-1400-error.572879/ Wrong Disc Drive Key 160-1402 means the key in the Wii Us SEEPROM doesn't match the key on the drive circuit board. So you probably just connected the Drive from another Wii U. If your intention was to swap the drive, you have to move the circuit board from the old drive to the new one. In the future it might be possible to change the key in the SEEPROM, but currently it's not. Defective 2.4Ghz Wifi Module The console freezes when trying to boot a game, but music still plays and the animation also moves It can be replaced without soldering. It is the Module with the black and white cable attached Defective Bluetooth Module If the BT Modules is broken the Wii U Menu Boot screen will freeze. A line like this in the syslog would also indicate a problem with the BT Module: 00:00:11:915: BT: [Err] OHCI initialization failed - rv=0xfffffff6It can be replaced without soldering.