Any rom hacks that I'm working on will be tweeted here. Enjoy! :) Check out my main Twitter account: https://xitter.cf/t.co/aSIAagXJSV

England, United Kingdom
Joined July 2021
This is a complete English translation for the Sega Mega Drive version of Puyo Puyo (ぷよぷよ). Download the V1.1 patch here: github.com/Scrambled-Beans/p… #PuyoPuyo #MeanBeanMachine #SegaGenesis #SegaMegaDrive @romhackdoting @timeextension64 @romhackplaza
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RadioTails (Modder) retweeted
A small preview of a new WIP experimental feature for the new PC port of Sonic 3D Blast - swapping between Saturn and Genesis mode during gameplay: - If the user supplies their own (legally-obtained) copy of the Genesis / MD version, this unlocks the ability to switch back and forth between the Saturn and Genesis/MD graphics and audio. - The player can instantly swap back and forth between the two modes by pressing the L+R triggers. This is probably the trickiest feature to implement, and I'll be testing this one extensively to iron out its quirks.
Some progress on porting over the Director's Cut features to the PC port of (Saturn) Sonic 3D Blast: - Sonic's improved movement is here, along with the improved camera. - New flicky mechanics (bouncing HUD icon, flashing icon on screen edges, flickies act as a shield, etc.) - The score and time are now on the HUD. - Super Sonic is here as well, with his behaviors ported over (Power Sneakers, Homing Attack, Invincibility)! Just like Director's Cut, this doesn't use a new sprite and is a palette swap, but the great Jon Burton (@JonTt) just mentioned that (while he was building Director's Cut) someone had sent him a new sprite for Super Sonic. There wasn't enough memory to add in the new sprite, but he has offered to dig it up, which is very exciting! - Many other features from Director's Cut. Not all new features (like the Crab Badnik in Rusty Ruin) have been ported over yet. Please forgive the bad gameplay, I recorded it playing on a keyboard over a remote session on airport wifi.
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RadioTails (Modder) retweeted
Theres a 40 minute youtube review of Crash Team Racing. The guy shits on the game continuously and talks about how trash the gameplay and tracks are. But in all 40 minutes of footage he plays the game like this. It's pretty hilarious. Great watch.
Crash Team Racing | PlayStation - 1999
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We’re about to see a generational amount of consoles bricked
HBLauncher + SDK is now out for Switch 2! Enjoy making apps and games for the Switch 2 system. Disclaimer: THIS WAS FULLY VIBE CODED. NOT RESPONSIBLE FOR ANYTHING THAT HAPPENS TO YOUR NINTENDO SWITCH 2. github.com/ravensclawx/HBLau… #switch2 #switch2hacks #homebrew
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RadioTails (Modder) retweeted
no, the entire Switch 2 firmware hasn't been dumped kurumuz's ns2jb fork reportedly extracted around 223MB of CodeFS data from 90 system programs, not the full firmware it's useful for reverse engineering and could help researchers find new vulnerabilities, but it doesn't change what the exploit can actually do we're still limited to userland and FS sysmodule access, with no kernel control or full CFW still a useful step for research, just not the breakthrough some are making it out to be
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RadioTails (Modder) retweeted
Nintendo is about to brick a shit ton of consoles Dont be surprised
claude: uhm nah chatgpt: yeah maybe local llms: yeah ok *makes mistakes* "sorry uhh rip 500 dolla dolla"
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RadioTails (Modder) retweeted
Yes, this port is fairly optimized, with very low CPU and memory requirements. It runs extremely well on low power machines, including toasters. On my 10-year-old laptop, CPU usage is about 3%. It even runs perfectly on low-power ARM devices, like this Anbernic RG35XX. I’m sure it would also run perfectly on an old Pentium 4 machine, but I don’t have one to test with right now. The biggest performance bottleneck is the software renderer, which I think could be optimized further. Code is extremely clean, human-reviewed and easy to read.
Replying to @TheOneMrMatt
Ho visto che sei stato assistito dall'IA. Quindi volevo chiedere se questo port sarà ben ottimizzato. Dato che molti port IA di giochi di 30 anni fa non sono stabili in un pc moderno quando in realtà dovrebbero andare bene persino in un tosta pane.
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RadioTails (Modder) retweeted
الشخص اللي هكر السويتش 2 حقه جاه ايميل من نينتندو 🥀 وانحذف كل شيء بخصوص الجيلبريك الحين خلاص منجد مافيه ولا طريقة تهكر السويتش 2 فيها، اللعبة اللي عن طريقها تهكر الجهاز انشالت من الستور
Bad news. I got email from Nintendo... 💀
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RadioTails (Modder) retweeted
Wait Nintendo actually caught that guy ??? What ??? This week is insane bro
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RadioTails (Modder) retweeted
Sorry thieves. Looks like you'll still be waiting for a long time before the Switch 2 is actually jailbroken 🥀
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🔴 NINTENDO FRENA EL PIRATEO EN SWITCH 2🔥 Gezine ha publicado que acaba de recibir un correo de Nintendo. Recordemos que Nintendo quiere frenar a toda costa la pirateria en Switch 2... Veremos que pasa. 👀
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RadioTails (Modder) retweeted
Just to clarify, Nintendo isn't the cause of the brick; it's related to how the hack itself is handled. Nintendo, like other manufacturers, bans consoles if the Terms of Service aren't followed.
First ever switch 2 brick caught on video
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RadioTails (Modder) retweeted
Switch 2'den brick haberleri de gelmeye başladı. SimpleBasic 4 yöntemi ile deneyip bricklemiş aleti. Riske girip girmemeye dikkatlice karar verin harbi pahalı aletler :D Bence henüz tam anlamıyla bir cfw çıkmadan da hacklemeye çalışmanın lüzumu yok, benden size tavsiye: bekleyin.
First ever switch 2 brick caught on video
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RadioTails (Modder) retweeted
First ever switch 2 brick caught on video
Ready to hack my shit
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RadioTails (Modder) retweeted
Nintendo has delisted SmileBASIC 4 from EU eShop due to a new Switch 2 exploit bit.ly/4sCOpJn Other regions are sure to follow
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RadioTails (Modder) retweeted
A couple of new changes added in today: - The options overlay menu now uses the same font the game uses for its text (same one used on the HELP and title screens, etc.) instead of the placeholder one I was using before. - A new option has been added, which allows Sonic's homing attack to be used at any time, without the gold shield powerup. This one is highly requested, and I think it makes the game more fun!
PC PORT UPDATE: With the decompilation of (Saturn) Sonic 3D Blast in fairly good shape, I took some time to work on the native PC port. This PC port is based on the decompilation project that I've been grinding on for the past few months. It's already in great shape, and is FAR better than my earlier (and hilariously buggy) first attempt at a re-implementation. I can safely say that this will be an accurate and faithful port. Even now, all of the attract sequences play exactly like they do on the Saturn. Gameplay footage of the first level / act is below. Some notes: - Absolutely zero emulation is being done here - this is a fully native PC port based on decompiled source code. - The source code for this new port is built in C, with SDL to handle window management, input, timing, audio, etc. For the sake of accuracy, the graphics are software-rendered, but use OpenGL to draw the final framebuffer and handle screen shaders. - Widescreen aspect ratios are supported. This works great for the most part right now, with HUD elements being correctly positioned, tile scrolling working correctly, entity sprites not being horizonally-culled, etc. There are some minor fixable issues (e.g. level title cards and pause screen are showing some garbage on the screen edges). Some things remain centered in 4:3, such as the FMV videos and title screen. - Special Stages are in great shape, with a few minor visual issues to fix, such as visible seams on polygon edges. On the Saturn version, the Special Stage engine was originally coded in SH2 assembly, but has been converted to C for this port. These Special Stages originally ran at a locked 30fps, but I've included an option to allow for higher framerates (via interpolation). - In this port, pressing the gamepad's SELECT button (or F1 on the keyboard) opens up a special options menu to allow the player to change some settings, like aspect ratio, screen filter, etc. This menu will be expanded with more options. - All game assets are loaded directly from the original game disc files (which the user must supply). Any of the three releases (US, EU, JP) are supported. My goal is to release the first version of this PC port on 11/20/2026, on the 30th anniversary of when this game came out for the Saturn in the US (11/20/1996).
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RadioTails (Modder) retweeted
We would like to make something clear as we’ve had numerous submissions & translations brought to our attention We will not be endorsing translations or game patches that are made with generative AI
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RadioTails (Modder) retweeted
UPDATE: The (Saturn) Sonic 3D Blast decomp now supports all three releases (US, EU, JP). The next phase of this project is cleanup and documentation, followed by a native PC port. More details to come on the differences between these three, but something fun to note: the US and EU releases are almost identical (byte for byte), but the 1999 JP release is an optimized rebuild of the game - all of the game's C code files were recompiled using a newer version of GCC with the -O2 optimization flag, which might give it better performance, better load times, smaller executable size, etc.
BIG UPDATE: Holy shit, decomp progress (for the Saturn version of Sonic 3D Blast) is at 100% now! What's left to do: - Add support for all three releases of the game (NTSC-U, PAL, NTSC-J) - Currently only the US release is supported. - Clean up, fully document the code and ensure it's as human-readable as it can be, while ensuring it remains 100% matching / byte-exact. - Produce a faithful native PC port based on the decomp. Source code for the decomp and PC port (with playable binaries) will be released on GitHub when this is all done. This may take some time.
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RadioTails (Modder) retweeted
So like, how come Nintendo only tried analog triggers on the GameCube and never again
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RadioTails (Modder) retweeted
I wrote a post explaining exactly why the Dreamcast will prompt you for the date/time even with a healthy battery, which has puzzled many of us for years! It's not your battery: the Dreamcast's hidden 30-day clock check dreamcast-talk.com/forum/vie…
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RadioTails (Modder) retweeted
El sonido está hecho un desastre, peor que emulado, y el widescreen tiene muchos momentos donde se vuelve a hacer 4:3. Estoy un poco harto de todos estos "ports" hechos con IA que tienen cero beneficio real a emularlos
Knuckles’ Chaotix Recompiled brings Sega’s 32X oddity to Windows and Android, with proper widescreen support and modern controls. A rare Sonic spin-off is suddenly much easier to revisit. #RetroGaming #Sega #Sonic generationamiga.com/2026/09/…
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