RGLoader 0v290 Beta Download

RGLoader 0v290 Beta Download

File Description

RESET GLITCH LOADER-dev. This Windows tool creates a DevKit NAND for retail consoles with the Reset Glitch Hack, and give you most of the DevKit functionality on your retail Xbox 360. Requirements: You will need .NET Framework 4 installed. May work with Mono. The /Filesystems directory needs to be filled with the files from a devkit 14699 or 14719 NAND. (keywords: RGBuild2, 360 reset glitch hack, RGH) New in this rel: -Fixed RGH2 -Added flexible systemroot patches! (no hdd needed!) -Added xell to jtag images -Fixed ini problems -Slightly faster phat boot times

Version: 0v290
Developer :    Team RGLoader
Created     05/27/2012

0v290 changelog of this version:

– Corrections to the RGH 2
– Added patches systemroot flexible! (no HDD required!)
– Adding images to Xell JTAG
– Fixed problems with initial
– Time to boot slightly faster on FAT

True Blue v2.7 firmware update 2.7 Download

True Blue dongle firmware v2.7  download here

True Blue dongle firmware v2.7 has been released.
Changes include:

True Blue dongle authenticity status displayed on PS3 XMB system information screen

Fixed yet another important game compatibility issue affecting recent 4.xx games

Q: How can I verify that my True Blue is authentic and not a clone?

A: Install True Blue dongle firmware v2.7 or later. Then in the PS3 XMB, navigate to Settings -> System Settings -> System Information. Next to the “System Software” version will be information relating to your True Blue dongle. If your dongle is authentic then it will display something like “True Blue v2.7” (this will vary depending on the version of the dongle firmware you have installed). If your dongle is a clone then it will display “True Blue CLONE” as shown in the following image:

WoodRPG 1.48 Download

Official reseller in the USA:  www.dwtechz.com/
Caution: The Wood R4i Gold firmware is only for the R4i Gold made by (http://www.r4ids.cn) R4iDS. Other R4i Gold cards, due to different hardware, can not use the Wood R4i Gold firmware (including the R4i Gold v2, etc)
Change log (v1.48):

– ‘moyeora! kirby (korea)’ fixed.
– ‘detective conan – kakokara no zensou kyoku (japan)’ fixed.
– ‘super scribblenauts (europe) (en,sv,no,da,fi)’ fixed.

Wood R4iDSN 1.48 Download

www.dwtechz.com exclusive software!  dwtechz is one of the biggest official reseller in the USA (Reference: www.r4ids.cn/buy-r4i-e.html)


Important Information
Since v1.17, there is a Wood R4i Gold firmware released by the (http://www.r4ids.cn)R4iDSN team. This firmware is produced in close cooperation between me and the R4iDSN team, it gets the same support from me as do my other firmwares.

Caution: The Wood R4i Gold firmware is only for the R4i Gold made by (http://www.r4ids.cn) R4iDS. Other R4i Gold cards, due to different hardware, can not use the Wood R4i Gold firmware (including the R4i Gold v2, etc)

Change log (v1.48):

– ‘moyeora! kirby (korea)’ fixed.
– ‘detective conan – kakokara no zensou kyoku (japan)’ fixed.
– ‘super scribblenauts (europe) (en,sv,no,da,fi)’ fixed.

Wood R4 1.48 Download

Official reseller:  www.dwtechz.com/
More official resellers,please visit official site: www.r4ids.cn/buy-r4i-e.html
Wood R4 is the most famous alternative to the original R4 menu. It brings tons of new exclusive features, perfects ROM compatibility and support along its numerous updates, it is by far the best system for your flashcart. There are multiple versions available, this one being the orignal version, for the original R4. For other versions please read below.
Important Information
Since v1.17, there is a Wood R4i Gold firmware released by the (http://www.r4ids.cn) R4iDSN team. This firmware is produced in close cooperation between me and the R4iDSN team, it gets the same support from me as do my other firmwares.

Caution: The Wood R4i Gold firmware is only for the R4i Gold made by (http://www.r4ids.cn) R4iDS, Other R4i Gold cards, due to different hardware, can not use the Wood R4i Gold firmware (including the R4i Gold v2, etc)

Change log (v1.48):

– ‘moyeora! kirby (korea)’ fixed.
– ‘detective conan – kakokara no zensou kyoku (japan)’ fixed.
– ‘super scribblenauts (europe) (en,sv,no,da,fi)’ fixed.

Xbox Shadow Box

Back in the day I used to be into modding the original Xbox. I put together a shadow box display with various cheap modchips. The motherboard was pulled from a bad box due to a leaking aerogel(clock) capacitor which is a common problem. Remove them from the board to avoid damage(1.0-1.5).
Posted Image

DS Two Fix Firmware Update Faile Fix Download

How to Fix Fireware after upgrade fireware failed

1, you need a DS/DSL and another flashcart which can run homebrew (e.g. DSONE/R4/DSTT… etc)
2, download latest EOS and dstwoupdate.dat file which from the latest fireware of DSTWO
3, Run dstwo_load_NDSL.nds dstwo_load_NDSL.rar (21.91 KB) with another flashcart which can run homebrew (e.g. DSONE/R4/DSTT… etc) on a DS/DSL
4, insert DSTWO (without microsd card!!!)
5, insert the microsd card which stores latest EOS and dstwoupdate.dat file into DSTWO
6, Press B

DS Two Fix Firmware Update Faile Fix    :  Download here

FBZX Wii 2 Download

FBZX is a ZX Spectrum emulator for FrameBuffer written by Sergio Costas and ported to Wii by Oibaf.
FBZX Wii can be found on google code at fbzx-wii.googlecode.com
The port uses SDL Wii.

• Emulates accurately the Original 48Kspectrum (both issue 2 and issue 3), the classic 128K, the Amstrad Plus 2, the Amstrad Plus 2A and the Spanish 128K. This include screen, keyboard and sound (both speaker and AY-3-8912 chip).
• Screen emulation is extremely accurate, so it can emulate border effects and even attribute effects.
• Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
• Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and fast speed loading.
• Emulates up to 2 joysticks: kempston, cursor and sinclair1 and sinclair2.
• All the wiimote, nunchuck and classic controller buttons and joypad are fully configurable.
• Virtual keyboard support.
• Emulates the Interface I and Microdrive.
• Emulates the ULAPlus
• Based in a new, fully free, Z80 emulator (Z80Free).

Change log (v2):
• Added smb support
• Added usb disk support
• Added joypad as joystick function
• Added saving of all configurations and buttons
• Improved virtual keyboard
• Fixed bug in sound emulation
• Fixed some other sm


So I used to do some minor editorial writing here and I thought I’d pick it up by explaining why you all hate me. Well, piece by piece. Let’s start with my disdain towards Minecraft.

I bought the PC version probably a year ago and I regret it. I wasted around $20-some odd on it and it wasn’t worth it. I’ve played a pirated copy of Terraria much more than it. It’s hard to explain why I dislike Minecraft in a sentence or two like I usually do here, but I think maybe a full blog entry is in order to get it straight, with the recent release of Minecraft: Xbox 360 Edition reminding me of this game.

The main reason I dislike this game is simply because there’s nothing to it. It has the potential to be a great game, but it denies this potential completely.

Let’s look at a real “open world” game like The Elder Scrolls, most recently Skyrim. I know you’re all about to type out your angry responses saying “BUT SKYRIM IS A HUGE BUDGET GAME WHILE MINECRAFT IS INDIE”. Before you do, I’m simply using it to compare the genre, not say Minecraft is bad because of its lack of budget in comparison. Skyrim is truly an “open world” game. “Open world” implies that the options of a game’s world are open to you. Like in Skyrim, I can go do the main quest, or I can do a sidequest, or I can walk around and look for dungeons, or I can hone my skills, so on and so forth. That’s an open world. Minecraft, on the other hand, is not an open world. As I said before, “open world” implies that the options of a game’s world are open to you. Simply put, Minecraft has no options.

You have one option: build. You’re supposed to build or other type of defensive structure (castle, tent, moat, the Maginot Line, etc) to defend against the creatures of the night. But what else is there to do? You go get more materials to build more stuff to make a better house to defend against creatures of the night. Perhaps this would make for an interesting tower defense-esque mechanic if it actually mattered. But the creatures are basically useless, easily defended against with your first fortification. Then you’re just building your structure to make it look prettier. It’s the equivalent of putting stickers on your house. The rest of the game comes down to acquiring resources to build objects that either A) add worthless fortifications to your house or B) help you get more resources to make more stuff. I remember Yahtzee, in a review of Assassin’s Creed: Brotherhood, made a rather valid and obvious complaint that many people missed: the city building aspect is useless. You accumulate more coin only to buy more properties to get more coin, and the cycle continues. Minecraft suffers from this same issue, but unlike Assassin’s Creed, it’s the entire game’s central mechanic that suffers.

As a creative sandbox/glorified art tool, Minecraft is an interesting concept, gaining popularity with people demonstrating their artistic skills by making accurate 3D models out of blocks. That aspect is interesting. But that’s possible on the free game they have right now, Minecraft Classic. This new game adds new elements that give it a sense of identity crisis. It keeps this whole “artistic sandbox” aspect but tries to give it focus, almost trying to make it more of an open world game like Skyrim. But none of it works. RPG aspects are dull and uninteresting. Quests (which were apparently recently introduced) are dull and unexciting. The world is lifeless and bland. You don’t need a big budget to achieve Skyrim-like worlds. You just need good ideas. Why not have a good RPG system where you can invest into dedicated perks and learn new skills associated with that? Like if I find I’m great at mining, why not let me get a perk that possibly gives me more of the mined substance if I’m lucky? Plus the losing of levels when you die really makes the accomplishment of “leveling up” feel lesser. In Skyrim when I reach a level, it feels definitive. Here, it feels temporary and unimportant.

I don’t even expect a really quest-based game here. Making a game with loads of quests would be something characteristic of a big budget game, and I don’t expect every smaller budget game to experience the same. However, I would at least want them to make questing your own thing. Randomly generated tunnels and dungeons akin to Terraria. That’s what made Terraria for me. I could get a friend and say “Hey, let’s go down this hole”. Next thing you know we’re fighting monsters left and right and finding loot around every corner. And I’m talking interesting, unique loot. Not just materials. Like unique items and specialty items. Different weapons, armor, tools, stuff that’s rare. I don’t want to go through a large dungeon only to find that I get a few rare crafting materials. I want something that feels unique. This reference will fall flat on a lot of you but it’s like opening a pack of Magic cards and finding a Planeswalker. Even though other Mythics may be better, he still feels unique.

And when you beat the game, what do you get? Nothing, there’s no real achievement to it. You fight a poorly designed boss with no real relevance and no real build up. You instead jump through an obtuse series of hoops to get to him. There’s no climbing up the food chain. There’s no sub bosses to beat, checkpoints to reach, you simply goof around until you get the right materials and then fight a lame boss. Nothing special. It flubs the whole “adding structure” aspect to the game here.

At present, Minecraft was a game with so much potential that just fell flat. It could have stuck to being a creative artistic game, but when it ventured into being more of a “game” and less of a “sandbox”, it became subject to my criticism. The way I could see it was this: an open world game designed around your own personal questing with an array of unique enemies and unique loot, with a RPG system to match the current slew of big budget open world games. All this would be complimented by a creation aspect, allowing you to build your own bases, camps, and fortresses to establish anything from businesses to attack points to mining colonies. Make the game equal parts structured and equal parts unstructured. Give it an edge over its big budget competitors while still keeping the heart and soul it was originally designed with. But it delivers none of this. It’s instead a game suffering an identity crisis between being a sandbox and an open world game. As a sandbox, it’s interesting, but not worth $20+ to most of its current fans. As an open world game, it’s skimp on features and lacks key aspects that define an open world game. It’s a sad story. A game that could’ve been so much, defeating other indie games in terms of scale and ideas, but instead crashing on take off. It feels more like an early stage of a grander game, a testing phase if you will, but it’s not. It’s the official release.

So that’s Minecraft for ya. Well, for me at least.

Spirits DS 20120507 Download

SpiritsDS 20120507 BETA Download

Spirits DS is a remake for the Nintendo DS game based on the popular game SPIRITS from TOPO SOFT who in 1987 make this game for MSX, Spectrum and Amstrad 8 bit computers . The project’s goal is to make a remake and keep the spirit of the original, but adapted to the possibilities of the Nintendo console. Includes two versions, original graphics, taken directly from the MSX version and an enhanced version, with graphics by our team of designers

– 2 modes, with “original” or “new” graphics.
– Animation for player (walk one)
– Animation for enemies
– You can open all doors
– You can walk arround whole first castle
– All enemies on 1st castle are set-up
– You can change map on bottom screen
– You can move map on bottom screen
– Enjoy


Change log (v20120507):

• You can now choose between the original or remake mode at game start.
• Graphics of the backgrounds in the first half of the castle completed.
• New algorithm for calculation of random positions of objects and some corrected positions.
• Fixed bug that allowed to record the spell shot at the top of the stairs, causing errors in the control of the character.
• Fixed bug where if the last life was lost in the trap of the 3 switches in the next game they appeared displaced. (Thanks to the araubi from CEZ forums for the warning.)