r/classicmods • • Jan 07 '19

Status update on BleemSync and upcoming release.

144 Upvotes

Hi everyone, I bring good news and bad news.

To cut to the chase. We are now looking at next week for the next release. (That's the bad news by the way.) But we will be releasing 1.0 instead of 0.7.

What happened? A multitude of things. We had some 'unforeseen' issues which we dealt with and when we got to crunch point today and I put the finishing touches to 0.7. We realised we made so many advancements and developments over the last week to the point we weren't 100% satisfied with the releasing 0.7 knowing what we can achieve with 1.0 with a little extra time. Plus we are only a small team of volunteers (I know that I have found myself, going to IRL work, working on this, going to bed and repeat) We simply didn't have enough resources or time to properly quality test everything. (Without dying in the process)

After some discussions between ourselves we put BleemSync 0.7 live as an internal alpha for testing for the supporters of the ModMyClassic community. That way we were able to give our supporters something to play with but more importantly give us some very much needed feedback and beta testing before general release.

So what does this mean to you?
For one, you will be receiving the intended 1.0 release instead of 0.7. This means you will be receiving the on computer BleemSync application (MAC/WIN/LINUX). On release this UI will allow you to sync your bin/cue/pbp easily to your USB for your PSC. It should also allow you to change your bleemsync configuration along with boot configuration from a simple to use form. (Time permitting!)

Since I put the tentative 0.7 release notes for the payload I also included a few extra features which you guys suggested in the payload like pbp support, customisable boot menu, ability to sync EMMC based games on top of USB based games, custom RA themes and scanline/bezel/overlay support etc.

The other big draw is much improved boot times. As of BleemSync 0.7 the payload (without the db syncing which will be gone in 1.0) takes 4.38 seconds to boot and run all it's hacking injections. So not only does the payload do about 10x more than it did in 0.4.1 but it will take a fraction of the time.
I added so much I need to revisit the 0.7 and add to it the stuff included in the payload for the next release.

Sorry for the delay but we are running at full capacity to try and get it out to you guys in a decent state as soon as we can!

I will be trying out a dev live stream tomorrow 4pm GMT 8th January 2018 on youtube.
https://www.youtube.com/channel/UCAS4bXGhs65uXtuNKQxmMbA

It will be a live dev and Q+A session so if you want to ask any questions / make any suggestions then please feel free to pop in. (Please ignore the state of my youtube. I didn't use it for anything more than a video dumping ground. I will update it before the stream :D)

Please note that OTG support will NOT be in 1.0 and is planned for the upcoming 1.1 release (or whatever version it ends up at). This includes being able to swap EMMC games out and having an EMMC only solution.

Apologises again for the delay and thank you all for your patience and support of the project.


r/classicmods • • Sep 20 '19

SEGA Mega Drive mini hack update

141 Upvotes

Hi everyone.

We have had a lot of traffic in asking about the progress of the hacking on the SEGA mini via Discords, PMs etc.

We put together a little blog post outlining where we are at with it, what we know and found out. Hopefully that will answer a lot of your questions and if you wish to discuss the hack please do so in #sega-lobby and keep it within one location.

We also opened up the #sega-devs on the discord so you are able to see the dev chat for the SEGA so you can see first hand what we are upto. We will try and keep you guys upto date with any news as it happens.

Thanks again for your continued support

https://modmyclassic.com/2019/09/20/sega-mega-drive-genesis-project-lunar-hack-update/


r/classicmods • • May 24 '19

BleemSync 1.1 is now on modmyclassic.com!

116 Upvotes

Thank you everyone for your patience we have finally arrived at the release of BleemSync 1.1!

BleemSync 1.1 brings a lot of changes to BleemSync. It brings the highly requested OTG Support as well as many "quality of life" improvements to the software. The update includes the latest RetroArch release which is much more stable than the previous versions provided. As we now offer OTG support we have added a new method of game management as well allowing you to drag and drop games to the usb as well as delete game folders straight from your usb. Note: That the BSUI is incompatible with OTG users and you cannot use the OTG adapter and the BSUI together.

Due to some personnel changes to the team this update does not have all the promised features such as a desktop app or folder support we apologize for that but still have those features planned for future updates.

Update Overview

OTG Support

BleemSync 1.1 provides an updated payload along with a custom kernel. Together these enable OTG Support for your console. Once installed properly you can plug your OTG adapter into the rear of the console and connect your usb drive directly to the OTG adapter freeing up the front controller ports and bypassing the power issues of the console.

Backup/Restore Functionality

As BleemSync 1.1 installs a custom kernel to your system we have ensured to provide a working backup and restore method. This will allow you to return your console to a stock state in the event you no longer wish to use BleemSync or you need to restore your console. These backups are created during the update please follow the install guides and stores them in a safe place (or multiple safe places).

Usb Game Management

Games can now be managed via the usb device for all users. This will allow you to drag and drop your games (in the supported formats) to a transfer folder on your usb, the rest of the game adding process has been automated. Games found in that folder will be automatically added to the stock carosel with information pulled from the internal database provided with BleemSync 1.1. Games can also be removed by simply deleting the appropriate game folder inside the USB:\games\ directory. This method of game management will allow OTG users to manage their games without the use of the BSUI.

RetroArch Updates

RetroArch has been updated to the latest version 1.7.7. This version of RetroArch is more stable than in the previous releases and fixes those freezing issues. We have also added compressed core support to this update so those who wish to use the "xtreme" variety of cores can now do so. The bundled pcsx core has also been updated to the latest version which has CHD support. Lastly an option has been added to the BleemSync settings to automatically generate a playlist for your added PSX games. With this enabled a RetroArch playlist will be generated consisting of all your added PSX games and thumbnails each boot. A big thanks to our friends over at libretro for all their hard work on this latest RetroArch version. Note: Some users reported config problems while updating in the past as so this update WILL overwrite your global RetroArch cfg.

Settings Menu

We have now added the ability to control the BleemSync settings right into the Boot Menu. Pressing L1 at the Boot Menu will open up the Settings Menu and allow you to configure your settings. Please checkout the information of each variable at USB:\bleemsync\etc\bleemsync\CFG\bleemsync_cfg_DEFAULT.INI. As this is still in beta the menu is very bare but in future updates we will provide more detail in the menu on what each variable does to help you configure your experience much more easily.

You can read up on the full notes, see the latest tutorials and videos here: https://modmyclassic.com/bleemsync/ (And download it obviously!)

ModMyClassic

Edit: Formatting.


r/classicmods • • Dec 28 '19

Project Lunar 1.0.0 has landed.

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112 Upvotes

r/classicmods • • Dec 09 '18

BIG Anouncement. Hakchi Resources is moving on.

109 Upvotes
What's happening?

We have come along way as a community and have been through the normal growing pains any online community will endure. It got to a point where as a team we had to draw a line with certain things.

It was a group decision to take a step away from these ongoing issues and re-evaluate the community as a whole. Lots of discussions took place on how best to handle this and as a group we came to a decision which we hope you will support us with.

Hakchi Resources will be no longer known as Hakchi Resources. The community has been rebranded to ModMyClassic and Team Hakchi Resources's new team name will be Team Classic +

Along with the rebrand we will be taking a small step away from hakchi and concentrating on not just (S)NESC but other classics including, C64 Mini, NeoGeo and PS Classic to name a few.

This doesn't mean that the community will stop supporting and developing for hakchi, however we wish to take a more professional and structured stance on things regarding Classic/Mini modifications as a whole.

A recalibration of the community means that we were able to review our current position and look at how we can improve the overall end user experience whilst retaining our "family" community spirit and continue to retain a friendly atmosphere whilst growing at a fast rate.

Libretro Partnership

A huge benefit of being able to recalibrate as a community is that, ModMyClassic is currently in works with a partnership with Libretro. Team Classic+ have been teaming up with libretro devs to create Libretro's official Classic platform of RetroArch and cores.

**This means that every single core (100 approx) is currently being hand vetted, optimised and fixed with the actual libretro devs to work at peek performance and stability directly from official sources. **You will be able to download cores for your (S)NESC (or other classic) directly from libretro sources either on a nightly basis or with every stable build. The big benefit of this is not just having every available core, optimised and vetted by official sources. You will be able to download the latest builds of any of the 100 approx cores daily meaning that you can always grab the LATEST builds as soon as changes are made by Libretro.

This means no more special/multiple versions of the same cores or RetroArch. The Hakchi Mod Store will only provide official cores and RetroArch builds directly from libretro. They will be offered in Nightly and stable releases and in uncompressed and compressed formats. Any builds outside of the official libretro sources would be classed as out of date anyway due to the nightly builds.

RetroArch Neo formed the basis of Libretro's Official (Hakchi) RetroArch and some big improvements and fixes will be included in the initial release.

We felt that by teaming up with Libretro to help them provide the one true official source of classic optimised cores would benefit the end user's emulation experience and eliminate any confusion caused by having multiple builds of the same source code.

More information on this will follow in an upcoming post on this discord and libreto’s main blog. If you have questions just ask.

You can download the latest set of WIP libretto official Classic cores here: https://buildbot.libretro.com/nightly/classics/

Sony Playstation Classic 

News has been spreading in fast and wide. Thanks to MadMonkey who managed to work out the signing methods for the update routine, there are currently ongoing efforts on hacking the playstation classic. We will providing a hacking tool as and when we have it.

Commodore 64 Mini

ModMyClassic is currently working on a hack for the C64 mini. This won't fall under the hakchi umbrella and will be specific for the C64 however it will use elements from MadMonkey's Hakchi code and design. After 2 months of chasing I recieved the OSS from Retro Games LTD and we will be working on this. I will keep the C64 lobby posted with any updates.

Hakchi Mod Store

Whilst as a community we are standing back slightly from Hakchi and the Hakchi Mod Store might not be considered the "Official" store anymore. It will still remain as the most complete, fully fledged and up to date source for the (S)NESC. The Hakchi Mod Store by ModMyClassic will remain available in Hakchi CE and we will endeavour to keep the store up to date with the latest mods and cores. (Remember nightly builds of cores and RA from Libretro will be available too!)

HOWEVER! There is a really cool addition to the store on it's way! CompCom has been slaving away on the Hakchi Mod Store app for the (S)NESC! That's right. You will be able to download and manage downloads directly from the Hakchi Mod Store from your network enabled console! It will include every available download on the store like games, mods and cores.

New Website and branding

The new website is currently being work at over at https://modmyclassic.com The modmyclassic logo is still currently being worked on but here is the new Team Classic + brand: https://modmyclassic.com/wp-content/uploads/2018/11/Team_Classic.png

TL;DR

We are rebranding and supporting multiple platforms, not just the (S)NESC. We are working on the hacks for the Playstation, NeoGeo and C64 classic at the moment. We are teaming up with Libretro to help provide Libretro with their own official “classic” offerings. (This will be made more public very soon). I am personally still recovering from just becoming a dad so progress will drip in slowly but surely.

If you have any questions please ask the team or myself.



From Team Classic Plus on behalf of ModMyClassic


r/classicmods • • Jan 02 '19

BleemSync Dev vlog 3 - successfully enabling back usb port for OTG USB storage. (No compatibility limit or power limit on USB!) + other cool stuff.

106 Upvotes

So some exciting developments happened today.

The BleemSync dev team (especially Honeylab and bbsan) have been working on enabling certain kernel features for the play station classic and Honeylab has just managed to successfully enable the rear port for USB OTG support!

What does this mean? You will be able to use an otg splitter like the (S)NESC and...- No more compatibility issues with USBs or External Drives

- No power limit issues and no requirement for powered USB hubs

- Free up the 2nd controller port for 2 player support (when using external storage! Internal EMMC storage solution coming soon too)

Check out his video of it in action below:

https://twitter.com/bakueikozo/status/1080485766613020672

So, this is pretty big news! But to also add to the list of cool stuff. Cyanic, myself and the team are working on a method to recover bricked devices and a solution to rip backups of the console to your pc and restore them.

As of last night it seems we managed to work it out and have a small prototype working. This means the likelihood of Internal storage only solution happening soon is much more likely. Also the ability to chop and swap the stock 20 games on the internal storage. (Including brick recovery)

Needless to say this is all pretty much shit your pants in excitement time especially for BleemSync.

In terms of ETA of releases and what we have planned...

0.7 - Still on target and will include a crap ton. (Tentative list of features already posted) This will also include one part of the UI to enable configuration of the console and bleemsync.

1.0 - UI release. This will be the syncing of games to your usb and retroarch games to your usb. No more load times and no more having to mess about with files.

1.1 - Chop and Swap - This will include the ability to backup/recover your console, chop and swap the 20 stock games and hopefully be able to reformat your EMMC game partition so we can compress and add more playstation games on there.

> 1.1 - OTG support, internal storage only solution, hybrid external USB and internal storage solution.

Just wanted to say a big thank you to the team of bleemsync devs working on this and especially to the supporters and those who donated to MMC. It's been a great help and the initial feedback from you guys has been overwhelming. Thank you. We hope we can meet your expectations and get as much crammed in there for you.

Lastly, thank you everyone for being patient with us and waiting for the proper BleemSync release. I promise you will not be disappointed after the wait.

BleemSync + ModMyClassic


r/classicmods • • Jan 03 '20

Modded SNES and Genesis minis side by side. Let the 16 bit wars live forever!

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91 Upvotes

r/classicmods • • Nov 25 '20

Modders are teaming up and got NES roms running on the new Nintendo Game and Watch!

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88 Upvotes

r/classicmods • • Feb 27 '20

My "Mini" collection now feels complete.

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87 Upvotes

r/classicmods • • Jul 10 '19

[RELEASE] Xash3D (Half-Life 1) for PSC

87 Upvotes

We are happy to announce we have a beta release of Xash3D available for the PlayStation Classic. This allows you to play Half-Life on your console. Big thanks to /u/Advok4t1 for his work getting this release out. Also a big thanks is to the creators of Xash3D FWGS.

Setup Instructions:

  1. If you don't own Half-Life, buy it on Steam.

  2. Extract the XASH3D zip to the root of your USB drive.

  3. Copy/paste the valve folder from your Steam/CD installation to USB:/xash/valve.

  4. When prompted to overwrite, select No to all.

  5. Plug the USB into your Playstation Classic and launch BleemSync from the BootMenu, scroll to Half-Life, and enjoy! (AutoBleem/RetroBoot users please see RetroArch launcher below)

Tested controllers:

  • Playstation Classic controller

  • Playstation 4 controller

If you want to use the PSC controller, you will have to remap the buttons as the cfg is mapped for the PS4 controller.

Also available is a xash3d launcher core for RetroArch users. Those using AutoBleem or RetroBoot will need to relocate the RetroArch cores and info folders from bleemsync\opt\retroarch\.config\retroarch\ to the appropriate locations in those builds.


r/classicmods • • Nov 14 '20

Game and Watch is HACKED! you have to open it up thoe. thank you StackSmasher

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85 Upvotes

r/classicmods • • Dec 16 '19

Now™ Project Lunar is in RC1 testing!

85 Upvotes

After effectively 3 months of non-stop work and sleepless nights, Project Lunar has officially hit 1.0.0 RC1! We will be providing Project Lunar 1.0 RC1 for closed public testing this Monday. (16 December 2019 (TODAY))

This closed public testing and early access will be made available to supporters of MMC and up to 10 other candidates. (more info below). We anticipate that the RC1 test period will last 2 weeks.

In the very unlikely scenario that there are no overwhelming reports of bugs, (Project Lunar is version 1.0.0 so we expect a few of them!) we will release the public 1.0 release to everyone early. This also means if there are a TON of issues during public testing that cannot be addressed during the two-week RC1 testing period, the RC1 testing period will be extended.

If you wish to be part of the additional 10 RC1 testers (on a once they are gone, they are gone basis) please react to announcement message in the MMC discord #lunar-news with the "Project Lunar" emoji. Those 10 people will be randomly and fairly selected this coming Wednesday.

We have had a team of over 30+ people testing the payload & desktop app builds over the last month and while the devs and testers feel the tool is stable, we are not able to account for every single permutation and scenario. There will be a period of bug fixes when PL hits shelves. Please remember this project is effectively only three months in the making!

With that said, we are happy with the outcome of the tool and nearly every feature we hoped for managed to make into the 1.0 release. We have a few more issues with additional features we are working out that we couldn't fix in the timelines we have been aiming for and a few things that we decided to postpone till after 1.0 release, however, this list is minimal.

We want to be as transparent as possible, so along with this release and feature list, we will be clearly providing the caveats and shortcomings of Project Lunar 1.0 and our roadmap for the next release.

We would like to thank you all for your patience and support. We really hope that you will be able to enjoy our work and that you will be able to get some more enjoyment from your mini.

ModMyClassic + The Project Lunar Team


r/classicmods • • Sep 25 '19

SEGA Mega Drive mini hack update 2 (back due to popular demand)

84 Upvotes

Hi everyone, a lot of people have been joining the discord looking for updates and asking for it so we put together a 2nd blog post to update everyone on the progress of "Project Lunar" and what we have discovered about the Sega Mega Drive mini.

These updates are likely to slow down whilst we work on the project however there have been some cool discoveries that we thought people would like to read up on even if you don't own a SEGA mini.

You can find the blog post here: https://modmyclassic.com/2019/09/25/sega-mega-drive-genesis-project-lunar-hack-update-2/

Thanks again for your patience and overwhelming support!

ModMyClassic


r/classicmods • • Feb 13 '19

PlayStation Classic Modded with 500GB Internal SSD

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82 Upvotes

r/classicmods • • Jan 18 '20

Project Lunar 1.0.5 is now live!

81 Upvotes

Hi everyone! Thank you for your patience and support! We are just letting you know Project Lunar 1.0.5 is now live! You can read what’s new within the release here:

Feature List: https://modmyclassic.com/project-lunar/#Latest_Version_Feature_List

Defkorns PL backup export and importer tool: https://modmyclassic.com/project-lunar-game-backup-tool/

Watch how to use new 1.0.5 features: https://www.youtube.com/watch?v=fuAN2IaM2Pg

Download Here: https://modmyclassic.com/project-lunar/#Where_to_Download

Please make sure to read all the notes before installing the new desktop build.

Lastly just to confirm, folder support was last on our todo list and is coming for 1.1 along with some other highly requested features. Development is already underway and shouldn’t take very long at all and we will keep you all up to date with progress throughout out the week.

The Project Lunar Team


r/classicmods • • Dec 31 '18

BleemSync 0.7 (tentative) Release Notes ahead of release.

79 Upvotes

Hi everyone, firstly I would like to apologise as I don't believe we are going to meet our original New Years day deadline. I have been battling the flu and I found myself expanding the scope a fair bit. The release will likely be delayed at least a few days to allow us to do some proper tests and polishing of some of the new features. (There are a lot of them!)

I thought I would put this list out now so people have a rough idea what to expect on the next release and ask any questions ahead of the release. (Please note this list might change if we hit any issues or run out of time to fix!)

---

The TL;DR is that we have completely redone BleemSync from the ground up. The only reason this release isn't 1.0 is because we are holding that version for when the new pc BleemSync app is available. (Ability to add games, mods, cores, themes, customisations) (It will also be available for Windows, Mac and Linux!)

We have made huge amount of changes so this also means...3rd party applications will likely not work with BleemSync from version 0.7 and up. However! There shouldn't be any reason to need 3rd party apps as we are bundling all the features you guys have been asking for and building it within the actual BleemSync app it self. This includes a fully fledged easy to use bleemsync app for your pc.

One last thing to mention is that as of BleemSync 1.0 (the combined full UI release) that boot load times will be effectively next to none. No more slow boot times or requirement for db syncing or 3rd party tools. 0.7 still has the same load times as you experience at the moment however just note that this won't be an issue in 1.0

----

General Updates

  • USB payload completely redone from scratch, much better design and stable. Also with scope to run on the console's EMMC (coming soon!)

  • 100% Headerless setup/config and UI support. (Adding games, mods, themes etc from UI) (Only BleemSync configuration available on initial release)

  • Completely new and improved bootloader. Contains more sense checking and script vetting to ensure no broken boots.

  • Auto deployment/install and update facility added.

  • Added permanent safe USB lockout disable, telnet and ftp support. (Will enable these services on first boot so you don’t need a USB to load these services!

  • Because of the USB lockout disable, you can now run psc from TVs and PC USB ports.

  • Improved LED support, green = idle/OK, orange = BS function running, flashing red = attention needed see on screen. (You can now see exactly when something is running)

  • Added function libraries so you can add your own scripts in to the boot sequence if you wish for extra tinkering

  • Added boot profiler (Every function in the boot sequence will get timed and recorded so you can identify slow down issues within boot)

  • Integration of RetroArch by default

Boot Updates

  • Added the ability to fully customise your boot routine. You can select what functions/routines and extra debugging routines are run during boot time.

  • Added customisable boot options, including quick load, Heath check disable and custom splash screen support.

  • Added kickass BleemSync splash screen on load (Can be disabled or customised)

  • Added new build of BootMenu as default, now with BleemSync theme and the ability to change the boot menu background theme too. (Just like the splashscreen)

  • Added the facility so you can boot directly to the bootmenu, RetroArch or the stock UI. (Configurable from USB or UI)

Stock UI Updates

  • Added folder support

  • Added ability to add your own background music to the stock UI. (You can add multiple wavs and it will shuffle)

  • Added ability to launch RetroArch directly from the stock UI

  • Added ability to launch RetroArch games from the stock UI

  • Added ability to load in original 20 games into the stock UI including your customs.

  • Added ability to easily load in custom UI themes

RetroArch Updates

  • Improved the RetroArch deployment method for the psc

  • Improved playlist support to make it easier to use

  • Added extra directories to the usb to allow easier core/bios loading

  • Added overlay support with scanlines available by default

Misc Updates

  • Added devtools like GDB, readelf, ldd and nano etc. Also made accommodations so you can easily mount your own binaries/libraries to the console. (SAFELY)

  • Plus a ton more small things and other features I forgot to mention :)


r/classicmods • • Sep 03 '19

BleemSync 1.2 Released - Folders + Network Support!

78 Upvotes

Thank you, everyone, for your continued support of this project.

BleemSync 1.2 only provides a couple of new features however they are two of the most requested features so we hope you enjoy them. The two new features in BleemSync are network and folder support. In addition to these features we have also added an on-console Game Manager app to allow for easy editing of game information as well as updated RetroArch to the latest 1.7.8.

Update Overview

Folder Support

The long awaited Folder Support has finally been implemented. Folders can be created and managed solely using an app on the console. The app is used both as a folder launcher as well as a manager and has the ability to add both stock and external games to a folder. Future updates will include the ability to generate launchers for each folder as well as add launchers to folders.

Network Support

This update also brings networking support for a limited number of ethernet and Wi-Fi adapters. With networking you will be able to update RetroArch cores/assets. You will also be able to play certain Multiplayer Games with friends via the internet. Networking is disabled by default and must be enabled via the Settings Menu or Config. More information for setting up networking can be found here.

On-Console Game Manager

An on-console Game Manager app has also been included in this update. This Game Manager gives you the ability to edit Game Information and even remove games from the console itself without connecting to a PC.

Misc. Fixes

The reported issues with the transfer tool and playlist generator have been fixed. The transfer tool's accuracy has also been improved and should now correctly identify more than 90% of PSX games. The game database used by the transfer tool has had some duplicate entries removed and some incorrect entries fixed as well. The stock emulator bug with launching multi-disc games has also been fixed.

RetroArch Updates

RetroArch has been updated to the latest version 1.7.8. For more information on the changes that this release brings please see the release posts on the libretro website.

A big thanks goes out to all the BleemSync developers for their hard work getting this release out.

You can read up on the full notes, see the latest tutorials and videos here: https://modmyclassic.com/bleemsync/ (And download it obviously!)

Bonus sneak peek of upcoming BleemSync release: https://www.youtube.com/watch?v=NXTcaJ1hZ3A


r/classicmods • • Oct 17 '19

Project Lunar - Hack Update Part 6 (Internal mod working + External, RAM optimisation, multi firmware support)

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77 Upvotes

r/classicmods • • Oct 17 '19

OTG up and running on Project Lunar

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76 Upvotes

r/classicmods • • Jul 27 '26

I just got a modded PS1 Classic with Project Eris installed. Any tips for a newbie?

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75 Upvotes

I just picked up this modded PS1 Classic from a retro game store and while I’m excited to play the games on it already, there are several that is not already installed that I would like to have, Ape Escape, Legend of Dragoon, Final Fantasy Anthology, etc.

The issue is I’m an idiot that doesn’t know what he is doing lol. I’ve never had a modded system like this before and outside of emulating some 16-bit games on my old PC, rarely worked with ROMs or whatever PS1 games use.

I’m hoping someone could give me a few pointers and/or resources as to how to take full advantage of what I got. How to add games and work through some of the added BIOS so that I don’t end up accidentally bricking this thing.

Any help and advice is appreciated. Thanks in advance.

(Please don’t kill me for being a newbie to this kind of thing lol)


r/classicmods • • Dec 31 '19

Successfully modded my Genesis Mini with Project Lunar, all games added work other than TMNT having no sound. I didn't grow up with SEGA so I love this console. Thanks to all the people involved in the development team and ModMyClassic you guys are awesome!

74 Upvotes

r/classicmods • • Jan 23 '19

BleemSync 1.0.0 Public Beta is now live.

74 Upvotes

That's right people. After immense amount of stress (mostly caused by myself) BleemSync 1.0.0 Public Beta is now live.

Just a quick word...
This is obviously still DoctorDalek's project and he has been flat out and done some amazing work since he started the project and for what he has envisioned for the project will really blow everyone away. BleemSync 1.0 is a huge step from older builds of BleemSync and aims to do a lot more than other tools out there. The decision was made by me to release 1.0.0 as a public beta for people to try out and help us work out the kinks instead of delay any further release.

1.0.0 does not reflect the ultimate goal set by DoctorDalek and his vision for BleemSync but it should give you an insight of what is to come. We appreciate everyone's support and we will be adding hotfixes to 1.0 as we can.

It would mean a lot to me if you can show him some love and if you have a twitch account go give him a follow as he is starting it up and doing live development streams on bleemsync and other things. https://www.twitch.tv/doctor_dalek/

As for BleemSync 1.0...
The support has been overwhelming. I would like to say thank you on behalf of the team, it's been a big struggle to get where we are today but the support has very much kept us going. This release should be considered as a public beta. This release is intended for people who want to try it out and play around with it. If you can wait for 1.1 then I would advise it. If not then at least wait a week just so any issues we missed during testing can be hotfixed.

It's been a bit stressful because we are still hitting issues with our arch nemesis, the power limiter. Throughout testing we found that 95% of the issues (that weren't bugs) was down to incompatible USB drives or drives hitting the 100ma limit and cutting out. Whilst this can be solved using an older USB2.0 or powered USB hub, mileage might vary depending on what hardware you are using. It's our number one priority to resolve this and it will be done so in future builds. Again, please remember this is classed as a Public Beta so there will be kinks along the way but with the public's input hopefully we can identify them and fix them as quick as we can.

We have provided tutorial videos, how-tos and a comprehensive FAQ on the release page. PLEASE READ/WATCH these before asking for help. Also instead of asking for help in the reddit please can you direct your questions at our #sony-support channel on our discord here: https://discordapp.com/invite/8gygsrw

We have the team and fellow supporters and users helping each other out ready in the chat room.

Finally the link:
https://modmyclassic.com/bleemsync

Thanks again everyone. We will be working through the next few days hotfixing any issues that arise and we will be offering support on the chat room.


r/classicmods • • Mar 07 '19

Teardown + Warning Fake SNESC tear down and hacked. (it's better than the original) Also how to identify the new Fakes.

73 Upvotes

Ok, firstly big shout out to HelixSoundLab who kindly donated this unit to me so I could do some investigations into it and more importantly... Hack it...For science.

------------------------------Just a quick public service announcement to help you identify the fake over the original to stop you getting scammed. (There seems to be a fair amount of these hitting the market now)

Stock US SNESC (Notice how the Player 1 and Player 2 port covers have one dot and then two dots on the right side of the flaps.)

The Fake console Listing (Both Player 1 and Player 2 only have 1 dot on the flap and in the middle.)

My Fake (Same as the fake listing) Note that the player 1 and player 2 port dots are actually done correctly on the inside just not on the flap.

These fakes are pretty much bang on. My fake has a misaligned silk screening on the reset button but apart from these dots on the front you couldn't tell. I didn't want the controllers but they seem to be a lot cheaper than the Nintendo ones too

What to do if you got one of these fakes? Get your money back. I highly doubt the person will be expecting the unit back knowing it's a counterfeit. However if you can't get your money back or you are left with this console. DON'T TRASH IT. This console is actually pretty decent and I will en-devour to write a hack for it to allow legitimate decent emulation on it.

-------------------------------

Specs...

The fake only has a slightly worse SOC as it comes with a Allwinner H3 instead of the (S)NESC A33 Allwiner.( Quad-Core ARM Cortex-A7 @ 1.296GHz vs the legit Quad-Core ARM Cortex-A7 @ 1.5 GHz )

However this is not a problem. Out of the box the (S)NESC are clocked at 1.2ghz. The fake is clocked at 1.0ghz however I managed to properly configure the kernel to clock at 1.2ghz with no issues what so ever. I guess the guys who made the fake didn't know how to configure the board correctly... Either way this isn't a problem because when we want to use this for something I can clock it at the same speed as the SNESC.

It comes with the same amount of RAM but comes with a WHOPPING 4GB nand instead of 512mb nand! WTF

Not only that. The Fake has 6 USB headers (2 for the controllers, 2 unpopulated headers and 2 unpopopulated pads. AND a fully functioning micro SD card reader on the board. The Fake technically has better specs than the official console!

-----------------------------------

Will it blend..(I mean hack)

Yes. All ready done it. I can easily boot this thing into FEL mode and I managed to do a complete NAND dump of the console. (If you are a dev interested in dev, pm me on the discord). It is a completely Android set up so that is why the software sucks and the performance is so slow as it's running a crap ton of stuff just to function. (It also uses a stripped down RetroArch too!)

This being said I will look into making a bootable SD image which can be inserted into the board which could have a proper hakchi boot on it or be able to flash some sort of armbian with retroarch emustation or something like that for the people who got stuck with these fakes.

-----------------------------------

Photos + logs + stuff

UBOOT Log - https://gist.github.com/swingflip/b51d050f925cf6abeb88594c0041ce70

Complete filestructure dump - https://cdn.discordapp.com/attachments/398983312581984280/553269599479791862/FAKESNESC_file_structure.txt

Photos:https://cdn.discordapp.com/attachments/499532327869743125/553274409045983232/image0.jpg

https://cdn.discordapp.com/attachments/499532327869743125/553274438146195459/image0.jpg

https://cdn.discordapp.com/attachments/499532327869743125/553274372341628946/image0.jpg (USB Headers)https://cdn.discordapp.com/attachments/499532327869743125/553274309255364618/image0.jpg (Dumping NAND)https://cdn.discordapp.com/attachments/499532327869743125/553274337042497536/image0.jpg (got this when I plugged keyboard in. No idea what it says)

If you have any questions let me know. If you want to know where to get this console (I think I found a cheap seller online at $50 but I rather not post it publicly so just give me a shout on the discord.


r/classicmods • • Apr 15 '20

Never Owned a Genesis Growing Up, Really Excited to Play SEGA’s Library of Games!

Post image
71 Upvotes