New Post: Covering everything we know so far about the Official & Unofficial SNES (Super Famicom) Software Development Kit (SDK) https://t.co/5ygA21mYzy #retroreversing#snes#sdk#gamedev#SuperNintendo#programming if you have any additional info please get in touch
🚨Unboxed an original sealed copy of MASM 6.11 from 1993‼️
NO EMULATORS/ all original hardware on my 80386 running MSDOS 5.0
What should I write as my first program in Assembly??(preferably something hard)
Today, I present to you a direct hardware capture of Sonic Advance 2... RUNNING ON A SEGA DREAMCAST!
Turns out developer, bezet, has been hard at work porting the Gameboy Advance classic to the little white box of dreams... where it belongs!
It's still extremely early, and there are plenty of visual glitches, performance issues, as well as no audio implemented yet, but as you can see, progress at this early stage is still extremely promising, and much of the game is very playable!
Stay tuned for more footage and news as developer bezet continues to progress!
Sim, meu projeto de Nintendo 64 roda em hardware real com um cartucho Summercart64!
Me sinto motivado quando dizem que minha arte parece detalhada demais para o Nintendo 64. É como um elogio.
Se você quer ajudar esse sonho a se concretizar, compartilhe!
في عام 1996 مهندسين شركة سوني اليابانيين انصدموا يوم شافوا ديمو لعبة Crash Bandicoot.
المهندسين فتحوا أجهزة التطوير (Dev kits) حقت Naughty dog يفتشون عن قطعة رام إضافية مخفية لأنهم كانوا متأكدين إن جهازهم الـ PS1 أضعف من إنه يشغل ذا الرسوم!
كيف صارت هالخدعة ووش قصتها؟
I'm happy to announce that we managed to find and preserve another previously undumped build of a Nokia N-Gage game. it was a team effort, so thank you to the people who made it possible. enjoy a prototype version of Super Monkey Ball, available at https://t.co/4hNhPFdgh1
I'm releasing Slider, a web port of Animal Crossing (GameCube):
https://t.co/GxPShgwSt9
Features:
- PWA offline support
- Controller + keyboard + touch screen support
- Import/export save data (compatible with Dolphin)
- Variable window size / fullscreen support
- Mutable audio
Good evening, everyone.
The Theseus source code is now public.
Theseus is my long-running original Xbox dashboard project: a reconstruction of the Xbox dashboard, built by analyzing the binary in Ghidra and cross-checking against the XAP scripts shipped on every console. About half of the dashboard's 4,500+ functions are labeled and decompiled at this point, organized into ~50 source files that build into a native XBE on hardware. Note, this was never intended to be a 1:1 decomposition of the dashboard, and some pieces are missing right now on purpose.
It also runs on desktop. The same engine compiles natively for macOS, Linux, and Windows via SDL2 + OpenGL, with the Xbox D3D8 layer translated to GL and the kernel APIs replaced.
This is part of the TeamUIX lineage. UIX Lite isn't going anywhere yet, under BigJx's stewardship I hope to see all of these projects continue. Theseus reaches the same destination from the binary side. The XIPs UIX Lite ships work unchanged on a Theseus-powered console.
This is a public source release, not a finished end-user product. Old code, weird code, experimental code. Comments written while I was probably losing my mind. Original Xbox dashboard work related to broken xips or patches, some of it is naturally cursed. But I'd rather have it out where people can read, and learn from it than keep it sitting privately.
Repository: https://t.co/egkU8x3Qtw
Contributions, testing, documentation, issue reports, historical context, all welcome. Thanks to everyone who's helped with UIX Lite, Theseus, dashboard research, preservation, and the wider scene. This exists because of a lot of shared knowledge from a lot of people.
The ship is public now.
Hello, everyone overseas.
This time, I’m going to introduce the development materials for the NES game *Metal Slider Glory*.
These are the actual tools used during development, and with just this single disk, you can create everything from pixel art to animations.
The original Xbox dashboard has been fully reverse-engineered and reconstructed to run on PC. It’s not just a theme—it’s built using real retail code and can even launch your Steam games.
Here is what we think👇
https://t.co/dGq1AXVxIS
I ported Mac OS X to run natively on the Nintendo Wii - an idea I had over 10 years ago that I finally pursued last year.
Here’s how I pulled it off:
https://t.co/KfgptrGZp3
Happy Friday! We're thrilled to announce the full run of Marukatsu PC Engine is now available to download/view. We believe we have now scanned every Japanese PC Engine focused magazine completely. Enjoy and please spread the word by liking/RT'ing. https://t.co/6egYslzdOc
Babe, wake up, Super Mario 64 on PS1 is now real.
The port is being done by a mad genius Malucart who's been working on it for a while. A lot of the things are still WIP and a bit broken (good for creepypasta material though!), but overall it's an incredible work!
Hello everyone! I have a major announcement regarding my ports to the Super Nintendo.
As of 10-12-2025, I've went back and updated ALL 16 of my ports so that 3rd party controllers can function properly with them.
I figured out the Krusty Krab secret formula, to getting all 3rd party controllers working with my ports, including @RandalLinden's rumble controller. Thank you for confirming, Randy!
For those that don't know the in's and out's of the hardware, the SNES uses the same joypad registers from the NES ($4016/$4017). And since I do 1:1 ports, those registers are brought over.
OEM controllers have no issue, but for some reason 3rd party controllers DO have an issue. I'm not a hardware guy, just software/coding.
So I wanted to try to convert NES $4016/$4017 to what the SNES uses for A/B/Select/Start/Up/Down/Left/Right, which is $4219/$421B.
I've always known that these bits represent the buttons on an NES controller
80 = A
40 = B
20 = Select
10 = Start
08 = Up
04 = Down
02 = Left
01 = Right
SNES does the same thing within $4219/$421B.
Now, over decades of rom hacking and as of late, porting, I've always assumed that $4016/$4017 produce those bits when the buttons are pressed, since I see them appear in the NES ram. But it's not the case.
Quick lesson on the NES controllers. The NES reads against $4016/$4017 8 times, since there are 8 buttons. Once you initiate $4016 with 01 then 00, you can now read against $4016 in the bit order of 80,40,20,10,08,04,02,01/A,B,Select,Start,Up,Down,Left,Right
So what I discovered, by holding down A since that is the first button detected in $4016, it didn't produce an 80, it produced a 01. I didn't know that when a button, or multiple buttons are pressed/held, that when they're called upon they're represented by a 01.
So now I understood how $4016/$4017 really worked, and I tested this within my TMNT SNES port.
I removed just the reads of $4016/$4017, and replaced them with $4219/$421B. Now, right after they are read, I have what is loaded into A, then I AND against an AND table to see if it matches. Meaning, if B on the SNES controller is held *which is 80* I take that value and AND against a bit table i have stored in ROM, so if 80 is still present in A after the AND operation, I then change that value in A from 80 to 01, and resume the games normal asm.
And in doing that, I was able to now only have the SNES control registers work in the NES games asm now ported over!
So, as of 10-12-2025, I've redone ALL 16 ports that i've released since 2021! All of them I've personally confirmed to work on Randy Linden's rumble controller, and i've had confirmation from others with 3rd party controllers, that what i've done works!
Also, I've went back to my earlier MSU-1 OST selection menus in my ports, and fixed the order in which my cover art should flow when pressing left/right on the d-pad. They all flow in the same direction you get within Super Mario All-Stars.
I strongly suggest to everyone that has my ports since 2021, to update all of them when you can. I've already created a new pinned topic on my page, which will take you directly to my archive page. But as a thank you for making it this far into this long explanation, here are direct links to ALL 16 ports as of 10-12-2025.
Once again, I'd like to thank all of you here for following me, supporting my work, and spreading the word of what I bring to the community, it is extremely appreciated!
Please enjoy my ports now with any controller. 😀
Contra SNES = https://t.co/jJOdNd0z8X
DuckTales SNES = https://t.co/LXLXBtrGIO
Mega Man SNES = https://t.co/FHdmTzAvHA
Mega Man II SNES = https://t.co/rUVznWf129
Mega Man III SNES = https://t.co/Kov7LgO0oc
Mega Man IV SNES = https://t.co/tWAm3RH4ri
Mega Man V SNES = https://t.co/6OHljukBNb
Mega Man VI SNES = https://t.co/mEfH4AKkuz
Metroid SNES = https://t.co/0e4R45n2aU
Mike Tyson's Punch-Out!! SNES = https://t.co/0yX9kXUvYW
Ninja Gaiden Trilogy SNES = https://t.co/BFhNTHjjUZ
Super Mario Bros. Maker = https://t.co/IxotC0SnPT
Super Mario Bros. SNES = https://t.co/27Mmxj4969
Teenage Mutant Ninja Turtles SNES = https://t.co/QMgEnX5gDI
The Legend of Zelda SNES = https://t.co/KxnBM3Gfl6
Zelda II - The Adventure of Link SNES = https://t.co/TqDeTYqews
@retrorgb@MyLifeInGaming
This is an excellent video and yet another reminder of the genius of Datel employees! I would love more information to come out about the inner workings at Datel.
The recreation of the ice climbers pak is beautiful too:
https://t.co/qjGCEYa1UT