Ray Commend

Unofficial Lag Fixes Released for Street Fighter: Big Blue, X-Men vs Street Fighter, and Marvel vs Capcom Arcade1UP Cabs

Arcade1UP’s Android-based “Big Blue” Street Fighter, X-Men vs Street Fighter, and Marvel vs Capcom cabs have received unofficial input lag fixes courtesy of Team Encoder. As explained on their webpage, this lag reduction was achieved by replacing Arcade1UP’s driver with a built-from-the-ground-up custom driver.  After installation, end users should feel an immediate improvement in responsiveness […]

Matthew Underwood

Kaze’s F3 2022 Mod/Hack Trailer Showcase

Nintendo 64 rom hacking legend, Kaze Emanuar has just put out his fifth annual F3 presentation. This is a roundup of trailers for some of the best looking retro or retro adjacent mods and rom hacking projects that are targeting release in the next year. It’s mostly stuff centered around retro consoles, though there are […]

SmokeMonster

Atomiswave Dolphin Blue now fully playable on Dreamcast

I reported recently about Megavolt85’s native 1:1 Atomiswave-to-Dreamcast ports, and I posted a video on the topic. Since then, more Atomiswave arcade games have been ported over. RetroRGB/Bob maintains a list of the ports here. As I explained in my video though, “port” might not be the correct word; the Atomiswave is a Dreamcast and […]

SmokeMonster

Saturn King of Fighters ’95 4MB RAM Cart Hack

YZB first brought us a 4MB optimized Castlevania: Symphony of the Night, and now they have patched Saturn’s King of Fighters ’95 to bypass its proprietary ROM cart, utilizing common aftermarket 4MB RAM carts instead, just as they did for Ultraman recently. Like Ultraman, KOF95’s custom ROM cart worked flawlessly as a physical copy protection […]

SmokeMonster

Saturn Ultraman Hack Bypasses Proprietary ROM Cart Via 4MB Cart

ROMhacker YZB has released another Sega Saturn hack, following up their recent release of the Castlevania: Symphony of the Night 4MB RAM Cart Hack. This one is for Ultraman [Ultraman: Hikari no Kyojin Densetsu], a 2D fighter that is one of two Saturn titles requiring its own proprietary ROM cart, along with King of Fighters […]

SmokeMonster

New Saturn Castlevania SOTN Improvement Hack Utilizes The 4MB RAM Cart For Fast Loading, Smoother Animations, And More.

Chinese ROMhacker YZB has coded a high-level hack of the Sega Saturn Castlevania: Symphony of the Night [Akumajou Dracula X-Gekka no Yasoukyoku] which implements a number of quality of life improvements by using the 4MB RAM cart and other modifications: Disk-reading slowdown is improved by preloading data to a 4MB RAM cart, the CD file […]

SmokeMonster

Super Mario 64’s Smoke Effect Bug Fixed After 24 Years

When Mario catches fire in Super Mario 64, black smoke pours from his rear end, along with a heavy smattering of black garbage pixels. This is due to a mistake in the game code that displays the texture in the wrong format. The black pixels should actually be transparent. The bug went largely unnoticed for […]

SmokeMonster

Zelda: The Legend of Link Updated

Infidelity updated his incredible Zelda – The Legend of Link, which is a total ROMhack of the NES Legend of Zelda that creates an all new game, complete with new graphics and sprites, a new overworld and levels, and a new script. It’s an all-new adventure for lovers of the legendary NES title. The hack […]

SmokeMonster

New Super Mario Land (SNES) “No Woohoo Sound Effect” Hack

New Super Mario Land stands as a high water mark of homebrew coding–a masterpiece for the ages. A 16-bit re-imagining of the classic Game Boy Super Mario Land for the Super Nintendo by a legendary scene coder. Although after hours of gameplay, the characters’ “woohoo!” jumping sound effect can become repetitive, so many requested a […]

SmokeMonster

TurboGrafx-16 R-Type converted to SuperGrafx

Someone mentioned a fabled R-Type TurboGrafx-16-to-SuperGrafx conversion in my Discord yesterday, so I asked Chris Covell if such a thing exists. It turns out, Chris was the person behind it. He started converting TurboGrafx-16’s R-Type to SuperGrafx in 2012, and made it to stage 4. The SuperGrafx’s extra hardware is used to reduce sprite flicker […]

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