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Videogame emulation news and exclusive interviews, from the aesthetics of razor sharp scanlines to the wild technical challenges of making yesterday's games run on [โ€ฆ] ๐ŸŒ‰ bridged from โ‚ https://readonlymemo.com/, follow @ap.brid.gy to interact

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After 17 years, Dolphin can finally emulate the Triforce arcade โ€” except this one obscure, ambitious card game Happy Sunday (or day that you're reading this), gamers! It's a Nintendo-heavy issue this week, with a catch up on the latest Switch scene drama (don't panic) and a much more fun look at the work going into bringing to life the short-lived and little-used Triforce arcade system from the early 2000s. Which is actually more a Sega jam than a Nintendo one, but we'll get into all that. It's been an exciting couple weeks for emulation-adjacent stories. Here's one that caught my eye I'm happy to share, after featuring keitai preservation in an earlier issue of **_ROM_**: <i>Rockman EXE: Phantom of Network</i> Gets Unofficial, Native PC PortProtodude I haven't dug into this project enough to be familiar with the details or how it differs from the **decompilation and recompilation projects** I'm keeping track of, but the end result for interested players is about the same: You can now play a good version of this once-lost Mega Man game! That's really cool, especially as keitai emulation is still in its infancy. Here's another fun but small story: **Secret of Mana: Reborn v2.5** is out now, a new version of a long-in-the-works retranslation / romhack. This version is significant, however, because "for the first time, fans can explore two previously unreleased areas that were cut before the gameโ€™s initial release. This is your chance to go where no Secret of Mana player has gone in over 30 years!" Meanwhile, speaking of recompilations โ€” this Xbox 360-focused project, partially built off the work that went into Sonic Unleashed Recompiled, just appeared out of the blue: GitHub - rexglue/rexglue-sdk: Xbox 360 Recompilation Runtime and ToolkitXbox 360 Recompilation Runtime and Toolkit. Contribute to rexglue/rexglue-sdk development by creating an account on GitHub.GitHubrexglue While it's still WIP and there are no polish ports as of yet, the developers are already putting it to work with the likes of Blue Dragon. So that's pretty awesome. We might not be _that_ far away from the exclusive gems of the Xbox 360 library being playable on PC with native, fanmade ports. Wonders never cease. ๐Ÿ’ธ __If you enjoy__ _****ROM****_ __, I'd love it if you'd consider__ _****a small tip****_ __to help me cover my monthly costs. (Follow the link and click 'change amount' to whatever you want).__ * * * ## The Big Two ### 1. After mastering the Triforce, one game still remains out of reach: The Key of Avalon The biggest story in emulation this month has already been told in incredible detail on the Dolphin emulator blog: Rise of the Triforce. It's a fantastic read, delving into Sega's arcade history and its partnership with Nintendo and Namco to build a short-lived arcade platform out of the guts of the GameCube. If you know the platform, it's likely due to one of two games: either F-Zero AX, the arcade equivalent to the home console F-Zero GX, or Mario Kart Arcade GP. In total there were only nine Triforce games, which helps explain why this system hasn't been a high priority emulation target for many years. Rise of the TriforceDuring the rapid technological advancements of the early 1990s, the video game industry was on the cusp of a massive addition - another dimension. With console shenanigans like the Super FX chip giving players a taste of 3D, hype was at an all-time high. But the games released for home consoles were nothing compared to what arcade developers were capable of doing. By employing gigantic budgets and cutting-edge hardware, the arcade gave players a chance to see the future, today. But the future eventually arrived with the launch of the 5th generation of consoles. All of a sudden, the revolutionary 3D hardware features that were once exclusive to arcades were now available in home consoles. Without next-generation hype pushing players into the arcade, powerful but expensive arcade machines were no longer sustainable to develop. The industry adjusted by moving toward more cost effective solutions, with many turning to the inexpensive, already proven 3D-capable hardware available in 5th gen home consoles. Rather than turning around the decline of the arcade, the cheaper hardware may have helped accelerate it. There were fewer unique experiences to pull players into the arcade, and previous hit exclusives were now seeing high quality home console ports that allowed them to be enjoyed without munching quarters. When the 6th generation arrived with the Dreamcast and the PlayStation 2, many arcade stalwarts waved the white flag and started to shift their arcade divisions to home console projects, with mixed success. Sega was among those hit hardest by this era. They produced some of the greatest arcade thrills of the 1990s and enjoyed massive success in the home console market with the Sega Genesis/Mega Drive. But a string of mistakes and miscalculations combined with the slumping arcade industry sent them to the brink of bankruptcy. By 2002, the Dreamcast had been soundly defeated by the launch of the PlayStation 2, and Sega began porting some of their hits to their former rivalsโ€™ hardware just to stay afloat. The home market was lost, but the languishing arcade scene presented Sega with an opportunity. They still had legendary arcade development teams, and if Sega could leverage them to produce a wave of arcade hits, they would be in a position to dominate a new era of arcades when most others were changing gears. There was just one problem: Sega didnโ€™t have the resources that they once did. If they were going to do this, they needed some help. And so they did something that would have been considered unthinkable just five years prior. Sega teamed up with Nintendo to develop a GameCube-based arcade platform. Bolstering their ranks was Namco, another coin-op stalwart with tons of arcade veterans. Three companies, one mission: Triforce.Dolphin EmulatorMayImilae "Unfortunately, when it comes to emulation, arcade hardware is a very, very different challenge than emulating a home console," the Dolphin team explain in the blog above. "Even though each game is powered by a Triforce, all of the hardware around it can be unique for each game and even behave differently on different revisions of the same game! An arcade cabinet only needs to be compatible with the specific game inside of it. Because of that, unlike GameCube/Wii emulation, where fixing one game can sometimes fix dozens of others, each individual revision of an arcade game needs to be treated as its own challenge. "Those problems didn't stop people from trying to build Triforce emulation on top of Dolphin in the past, though! Over 17 years ago, Dolphin gained the ability to emulate parts of the Triforce Baseboard. It wasn't enough to boot any Triforce games, but it was a start. However, that was the last time anything Triforce-related hit our mainline builds. Aside from code clean up efforts, the fledgling Baseboard emulation was left untouched until it was removed in the summer of 2016 to avoid misleading users into thinking that mainline Dolphin targeted Triforce hardware. Just because Triforce emulation wasn't progressing in the main builds doesn't mean it wasn't being pursued, though. Instead, efforts were moved to a dedicated Triforce branch, where developers could do whatever they wanted to improve Triforce emulation." To make a long story short (though I highly recommend you go read the long version), that Triforce branch was abandoned after two years of semi-successful work... but there was someone out there who still very much wanted to make it happen. Here's the blog again: "This is the culmination of over a decade of work. While were focused on advancing GameCube and Wii emulation, **crediar** doubled down and continued maintaining his own fork specifically for Triforce emulation. We were aware of this fork, but given the fact that we knew little about how the Triforce worked and had bad memories of the old, hacky Triforce branch, it mostly flew under our radar. "Everything changed mid-2025 when crediar contacted us about potentially making a pull request to get his Triforce emulation code into our official builds... In the end, what won us over was the quality of emulation. The games ran beautifully, and apart from missing touchscreen support for The Key of Avalon, each game was playable. The hacky, messy Triforce emulation we remembered was gone, and something much better had taken its place." Dolphin can now emulate every game released for the Triforce arcade platform โ€” _except for one_ (and its sequel). That one, The Key of Avalon, is a truly strange beast from Sega's studio Hitmaker, with four sit-down arcade cabinets each outfitted with a touchscreen clustered around a big screen which communicated with all of them for multiplayer card game action. Players battled each other with creatures scanned in from decks of cards โ€” between the original version of Avalon, several updates, and Key of Avalon 2, there were about 300 cards to collect, with the typical range of rarities. Here's a video of it from Triforce emulation wizard crediar himself: Wait, so how is there video of it? Well, Key of Avalon is _somewhat_ playable in Dolphin, but not fully. "The Mario Kart GP games share the same networking functions as Key Of Avalon games so it was kinda working already because the functions were already there," crediar told me. Even the basic setup to test Key of Avalon is involved โ€” you need four instances of Dolphin and a game server running simultaneously to simulate the arcade setup. "What I thought to be the hardest part, the cards, turned out easier than I thought as most games have a test menu were you can just test stuff and that makes it simpler to implement things," Crediar said. "But the card stuff was also far from easy to add as we had no device, so it is always guesswork what the game expects." Key of Avalon flyer via Sega Retro The big roadblock for emulating Key of Avalon is the touchscreen that players used to control their cards: "The main problem with this compared to almost any special device like the playing cards or the IC cards there is no test for it in test menu, nor is any command unhandled, the game also shows no errors about it, so we currently have no idea how it works." Crediar has made a frankly ridiculous amount of progress with Key of Avalon without access to an original arcade machine setup _or_ documentation. Reverse-engineering much of the Triforce's esoteric hardware came down to "looking at the gameโ€™s assembly [code] and seeing which commands it sends and what responses it expects." "What would be very useful is the manual for the gameโ€™s client hardware," Crediar said. "These manuals are extremely detailed. F-Zero AX even includes a full wiring diagram of the system, and every part of the hardware is explained. Having an actual cabinet would also help, but that seems unlikely unless someone randomly comes forward." Fully emulated Key of Avalon feels like more a matter of "when" than if โ€” Crediar told me he's confident it's possible even if no one ever gets ahold of a full cabinet setup. "I made quite a bit of progress in the last few days regarding the touchscreen," he told me Saturday. "We found code that parses a packet related to it. Now we just need to figure out how to trigger the read, or in the worst case we can poke the values in RAM for now." Key of Avalon flyer via Sega Retro Keep an eye on the Dolphin blog for updates โ€” with any luck, a few months from now you may be able to play what I feel fairly confident in calling one of the most obscure, inaccessible collectible card games ever made thanks to emulation. ...would it be crazy to buy some cards? * * * ### 2. Another year, another Nintendo DMCA spree on Switch emulators As reported by Android Authority last week, Nintendo finally turned its gaze back to Switch emulators after many months of relative peace and quiet, "sending DMCA notices to literally every Nintendo Switch emulator and fork thatโ€™s currently hosted on GitHub." The complaint targeted both active projects like Eden, Kenji-NX and Citron as well as inactive ones like Sudachi โ€” while a far cry from the dramatic shutdowns of Yuzu and Ryujinx, it's still a bummer and an unpleasant reminder that the DMCA can be used to knock open source projects offline without proof that they're actually infringing on anything. "We believe that the affected projects were targeted for their binary distribution on GitHub," one of the developers of Ryujinx fork Ryubing posted on Discord. "Our projects continue to be licensed under the MIT license and hosted on our GitLab." Several Switch emudevs, including some of Ryubing's, are undaunted by Nintendo's DMCA shotgun blast. "The only thing targeted was our GitHub releases page," Eden's developers explained in a Discord update of their on February 13. "Not the source code, not our Actions workflow, nothing on our self-hosted Git instance, not even our development PR/Master/Nightly builds. ... Our development will continue as always!" Others understandably reacted differently. Citron shut down its Discord, official cite, and presence on both GitHub and Gitlab โ€” though according to a post on Reddit, the real reason for that was scene drama rather than Nintendo's action. _That's_ a thorny brush I have no intention of wading into, but I do expect it means that we'll see yet another fork pop up of Citron's continuation of Yuzu eventually. So yes, it's been a messy old week, but the end result โ€” aside from a reminder that Nintendo will occassionally take aim at what it can under US copyright law โ€” hasn't amounted to much. Switch emulation developers got wise to the risks when they took up the mantle from Yuzu and Ryujinx, and hosting code somewhere other than GitHub prevents this sort of drive by takedown from doing anything but removing a convenient mirror. In other words, another brief scare, a side of scene drama, and then the emulation continuing on as before? Same as it ever was. Subscribe to ROM! * * * ## Patching In **bsnes-netplay supports 5-player multitap play for the true Super Bomberman experience** โ€“ Okay, first off, you should go and buy Konami's new Super Bomberman collection if you're a Bomberhead, to show support for the company rounding up seven games in one bundle including their various regional versions, localized versions of Super Bomberman 4/5, and Steam Remote Play together support on PC. As official releases go, this is a rad one. But you know the hobby scene's always got a special trick up its sleeve, and the netplay-specialized fork of bsnes just got updated with multitap support for five players over the internet, opening the door to easy online play in quite a few other games. > Hey everyone! New BSNES-Netplay update is here! After a lot of hard work, multitap support is finally here, meaning netplay sessions now support up to 5 active players! Release link down below. > > โ€” Heat (@heatdev.bsky.social) 2026-02-15T15:01:20.803Z Bomberman's cool and all, but who's up for 5-player SNES Lord of the Rings? **RPCS3 sings its way closer than ever to full compatibility** โ€“ In the past, the PS3 emulator could support some, but not all, SingStar games. Why? Because while early ones used the PS3's "cellMic" API, while later ones switched to "direct USB access," RPCS3's Twitter account explained. A new commit allows you to use a standard USB PC mic in the emulator, while another fixes issues with video decoding in some SingStar games. That makes 39 more games playable, leaving just 62 games bootable but not yet playable in RPCS3, most of them for the PlayStation Move. **Yaba Sanshiro 1.19.3 arrives with a new Android UI** โ€“ This is a big update for the Saturn emulator, including but not limited to: * "Complete UI overhaul: Modern design following Material Design 3 guidelines * Added standalone Backup Manager * Backup data sharing feature * Optimized button layout for small screen devices" **DREAMM 4.0 is nearly here, with beta builds in testing** โ€“ Aaron Giles' LucasArts-focused emulator is close to its first release since October 2024. 4.0 includes a whole ton of new features, but the most attention-grabbing are the additional games it'll support: "All eight released Lucas Learning games, six new late-90s Star Wars titles, two new licensed games: Star Wars Monopoly and Willow." Can't wait! * * * ## Core Report **Taito's Sea Fighter calls Poseidon MiSTer** โ€“ Developer Anton Gale has updated the System SJ MiSTer core to support the 1984 sidescroller Sea Fighter Poseidon. Perhaps not a classic, but hey, surf's up. **MiSTer's Update All adds CRT support****** โ€“ "It's no secret that running Update All (or Downloader) without extra configuration gives you no output on CRT screens. You could always 'fix' this by tweaking some MiSTer.ini options, but the results were pretty mixed," writes maintainer theypsilon. "Well, that's no longer the case. I've redesigned the UI and menu layouts to adapt to the terminal width, and adjusted many places to avoid overflowing text. It's proper responsive behavior, not a hack." Update All's new v2.5 also includes a PC launcher for arcade systems and better theme support. **The MiSTer's N64 gets a little more turbo** โ€“ Over in the MiSTer Discord server, user Corn has uploaded an experimental overclocked version of the N64 core that ekes out even more speed than past efforts, which will mean a few more frames in those notoriously slowdown-prone games. It's a nice counter to the Analogue 3D's out of the box overclocking feature, though as you'd expect from overclocking a system that wasn't built to be overclocked, it's not going to work in every game. Users have reported crashes in Diddy Kong and Beetle Adventure Racing so far. * * * ## Translation Station **Bangai-O explodes with not one, but two new translations** โ€“ As featured last issue, the group Roboverse has been working on a fresh translation for the N64 release of Treasure's Bangai-O... and now it's out! But bizarrely, another translation appeared too, just a day later, from solo hacker/translator deadsnare. Hopefully no one involved in either project feels like they've had their thunder snatched โ€” while it's rare to see two translations drop at the same time, comparing them _does_ offer the opportunity to see different approaches to localization. Whichever one you go with, I have a feeling it'll be a big improvement over the official English translation Bangai-O got on the Dreamcast back in the day. Bangai-O translation by deadsnare (first/left) and Roboverse. deadsnare is also currently working on hacking the Saturn version of visual novel Yu-No. **Little Master 2: Knight of Lightning** - A tactics RPG sequel for the original Game Boy, the first of which got a translation back in 2018. Here's an extremely thorough article on it, but if you want the short version, this strategy game's characters include Dracula, a minotaur, and a giant chicken. Good. A much quicker overview of the sequel, below: * * * ## Good pixels Zombies are on the brain with Resident Evil Reqiuem nearly here, so I dug up some screenshots from REmake on the GameCube, captured in Dolphin more than a decade ago. Still a gorgeous game. ๐Ÿ’ฝ ## Sign up for Read Only Memo Videogame emulation news and exclusive interviews, from the aesthetics of razor sharp scanlines to the wild technical challenges of making yesterday's games run on tomorrow's hardware. Heck, it's free Email sent! Check your inbox to complete your signup. No spam. Unsubscribe anytime.

Plus: The latest Nintendo Switch emulation DMCA Whac-a-mole.

22.02.2026 12:01 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
The follow-up: Taki Udon on the SuperStation Dock, and more Quest 64 Recomp Hey folks, I'm coming at you from a hotel in the midst of a head cold and wedding travel, so this is going to be a bit more of a truncated issue than usual. Luckily my hands are working a bit better than my voice, but I'm still going for the speedrun right now. I've got another big interview planned for the near future, but not much time to assemble it in February, so look forward to this mysterious topic _soonแต€แดน._ This week, enjoy the last bit of my chat with Taki Udon, this part focused on the SuperStation's dock, and the work that went into getting real-time CD performance working on the MiSTer. Plus, a secondary quickie interview with Rain, the developer behind the recently featured Quest 64 Recomp. Basically this issue is like one of those clip show episodes that's got new material, but it's not _fresh_ fresh, y'know. Since this is on the shorter side, a quick housekeeping reminder: you can follow a list of emulation developers, official profiles and fan translators that I made on Bluesky! Emulation Scene by @wes.readonlymemo.comEmulation & Fan Translation programmers, creators, and news sources. ๐Ÿ’ฝ Maintained by @wes.readonlymemo.com.Bluesky Social I'm also maintaining a page tracking decompilation / recompilation projects, with monthly updates! Decompilation projects and N64 Recompiled PC ports (Jan 2026)A guide to the playable and upcoming retro game decomps and recompilations, updated monthly.Read Only MemoWes Fenlon That'll do it for this intro, let's get to it! ๐Ÿ’ธ __If you enjoy__ _****ROM****_ __, I'd love it if you'd consider__ _****a small tip****_ __to help me cover my monthly costs. (Follow the link and click 'change amount' to whatever you want).__ * * * ## The Big Two ### 1. Taki Udon dishes out a few more details on the SuperStation Dock _When Taki Udon was getting ready to announce the SuperStation and start taking pre-orders, the SuperDock โ€” which can play games straight from a disc โ€” wasn't part of the plan. We spoke about how the last-minute addition became one of the toughest engineering challenges for the SuperStation, in terms of both hardware and software. Here's that section of the interview, edited for clarity._ **The dock feels like something new and different for FPGA, to me. The fact that you have this dock that's actually able to play PS1 discs and has other stuff attached to it. Walk me through your intentions with the dock and what it's taken to get it to the point it's working effectively.** Even just the December before the launch [in January 2025], it's just the SuperStation. There's no dock. And in my mind, if I did a dock, it'd just be to get more USB, because we only had three USB [ports]. And I maybe wanted to have an internal [solid state] drive. Then people were like 'we want a CD. We want a CD.' I'm thinking about it, and I'm thinking, 'it should definitely be able to read CDs.' CDs are not difficult at all. But if you took the conventional wisdom at the time, people are like 'oh, there's no way you can read CDs on MiSTer, it's not going to work, every CD drive is a little different.' Blah blah blah. If those people worked for me and they were the ones I went to for advice, I would not do the SuperDock, because I would just think that it's impossible. But [they weren't]. So when we sold the SuperStation, I put the dock there for a $5 deposit, and it was a $5 deposit because it was not guaranteed. But if you give me this deposit, I will know if it's worth my time to try to make it work. Then a lot of people paid the $5 deposit, so I felt comfortable sinking an unknown amount of time trying to get it to work. I hired a bunch of engineers to work on that and to work on the UI, which some people also said was impossible to do. The UI started first. I was like, 'it should not be impossible to do a UI on this. It's a computer!' I've released handhelds that are weaker than the processor that's in the MiSTer, and have a UI that's much better, with graphics and everything. 'It can't be done, it can't be done.' Well, we're naive enough to try, I guess. And then we did it. Around the summer we finally got some proof of concepts of being able to read discs. Reading PS1 was possible. It works. Can Sega CD work? Yes it can โ€” it's even easier than PlayStation 1. Performance is amazing. Can it do Sega Saturn? Yes, it's even better than PlayStation 1. Can it do PC CD? Yes! All of these things were way more performant in that early stage than PlayStation 1 was, so no matter what, the myth that it can't read CDs was just a myth. It's a hobbyist project. When people are like 'oh, we want the UI to look good,' yeah, it's easy to _say_ those things, but if you don't have an engineer that's going to actually spend the time to work on it, with no ROI at all, then they're not going to do it unless they're personally invested in it. And [so far] none of them are, because they like the way the UI looks. But there's a majority of people who probably want the UI to be better, and they want to be able to access legacy media without having to buy consoles that are super expensive. Once we had the dock CD working, we just needed to iterate. How can we make the experience better? How can we remove the friction from MiSTer? How can we make this integrated into our main UI? How can we give users an option to never need to use the MiSTer UI at all? How can we auto-boot into our UI? How can we recognize that discs have already been dumped, and should the user load it from the backed up storage because that'll be faster, or should they have the freedom of being able to still boot it from the CD? > Region free PS1 = โค๏ธ > > Japanese PS1 games are super cheap. pic.twitter.com/r6sQ17Mw6r > > โ€” Taki Udon (@TakiUdon_) January 4, 2026 We got it to the point that the hardware is fully proven. So the $5 deposit changed to the full price of the dock. We opened up the mold for the dock. If I had more money, a lot of things would've been going [into production] at the same time, but there's a lot of risk in this stuff. If I had opened the mold for the dock from the beginning like I did for the SuperStation, I would have to eat that entire dock cost if the dock couldn't work _and_ I'd have to refund the $5 deposit. A refund of the $5 deposit is not a big deal โ€” that's $5 plus maybe 3% extra for refunding the original payment processing fee. But the mold, that's a lot. And paying for people to work on it in the office, that's a huge cost. There's no failure path forward. So we opened the mold for the dock, and it's [now] a month or two behind SuperStation. **What goes into changing a mold before production?** The mold [for SuperStation] has been modified a lot of times to accomodate changes that we've done to the motherboard, but since all of these things were mixing at the same time [throughout the design phase], it was easy. Now if I want to change something for the mold, it's not easy. We have a new revision, which is 1.3. 1.3 has one change where the connector that goes to the dock is a board-to-board PCB connection. So when you have it on top of your motheboard, you just press it down like a Lego brick, and it's connected. Right now, on the ones that we are shipping, there's a flat panel cable that connects to the cartridge connector that we have that connects to the dock, and then the other end of that cable connects to the motherboard. So you always have to connect one cable to the motherboard and one to a secondary PCB, and that secondary PCB connects the motherboard to the SuperDock. As of 1.3, you'll just take a secondary PCB and just put it into place by pushing down. It saves you a lot of steps, and I think it looks much better. But the problem with that is, that requires a mold change, because it doesn't fit fully flush with the connector. Even [three weeks ago] we were playing around with 'how can we make this fit without changing the mold?' > EDM https://t.co/6z10Oz15wx pic.twitter.com/zbl4X0iubb > > โ€” Taki Udon (@TakiUdon_) September 22, 2025 Changes from 1.2.1 to 1.23 were mostly internal, about how we improve the efficiency of assembly. Now, when you assemble the motherboard, you can just drop it right into the pocket that it sits in in the bottom shell. But for 1.2's motherboard, you had to tilt it back, so that the back ports are down and the front of the PCB is pointing up to your face, then you put that side in and the front goes down. Once you put it in there it's locked into place. You can't easily get it out. That motion โ€” I said 'well, if you multiply that by X amount of units, that's a lot of time.' It should really just be 'drop it in and screw it in.' And if the user needs to take it out, it should be easy for them. There's no reason we need to lock it down, so that's not a great design. So we had to modify the mold for the device, which is expensive. * * * ### 2. A quick Quest 64 Recompiled follow-up After featuring the WIP Quest 64 in **_ROM_** a couple issues back, I had a quick chat with developer Rain, who put v0.1 up on Github. "Currently, the port does not correctly support widescreen or higher refresh rates, however surprisingly they do mostly work out of the box. I would like to have the visual bugs completely fixed for both widescreen and higher refresh rates, fix the hackyness of the current controller pak support, and get mod support working before it's an official v1.0," Rain told me. The Github will also only build for Windows currently (Mac and Linux support to come). Rain learned to code primarily to go glitch hunting in Paper Mario. "I only knew MIPS assembly and the scripting language of Paper Mario for awhile, but then two people from the ZeldaRET Discord started up a Paper Mario decomp, which I then contributed to in order to learn C," he said. "From there I created my own decomp projects of Chameleon Twist 1 & 2, as well as Mario Parties 1-3. For Quest 64, Mallos (the original creator of the Quest 64 decomp project) was having issues with the build system in their decomp project so i offered to lend a hand which eventually lead to me contributing a bit to the project as well. Many years later, Wiseguy releases the N64 Recomp program and i was looking at games that I had contributed to decompilations for to try and recomp, and I came across Quest 64. Well I actually got it working in less than a day, but the N64ModernRuntime library didn't have controller pak support so you couldn't save. Sonicdcer who has also created a few recomps mentioned they had a fork that mostly worked for the controller pak, so I used that fork and with one other patch to the game, I had saving working." Rain confirmed that he got the Japanese version of Quest 64, Eltale Monsters, working with N64 Recompiled as well, so that will eventually get a release, too. Rain also wants to release recomps of the Chameleon Twists and those N64 Mario Parties, though the latter require an addition to the N64 Recompiled process first. "There's a lot of similar things for each recomp, but setting up the decomp project (which you need so you can generate an ELF the recomp can parse) and actually mapping out the code is its own specialized process for each game. So working on these recomps definitely helps, but there's always unique hurdles," he said. "I think we are going to write some kind of tutorial/general basis for getting one up and running soon, though I'm not sure how soon that will actually be." Other folks are welcome to contribute to the Quest 64 Recomp, too, if they're enthusiastic about seeing Brian's adventures fully polished up sooner rather than later. Subscribe to ROM! * * * ## Patching In **Citron "Pathfinder" refines Steam Deck UI, integrated mod downloads****** โ€“ This "significant milestone" release is truly packed with stuff. There's a new global save directory "making backup and migration significantly easier" and save files are compatible with other emulators. An integrated mod manager includes automatic installation of downloaded mods to correct directories" and has pride of place in the right-click context menu. You can save and share per-game configuration files to prove you have the best BotW settings. "Comprehensive restructuring of all UI elements for Steam Deck compatibility" includes an overhaul to the overlay and a bunch of bug fixes. There's a ton more to dig into in the update, too. **DuckStation gets fullscreen button swapping** โ€“ The fullscreen UI in the PlayStation emulator now includes an option to swap your X/O concern/cancel buttons. Important! **Azahar backtracks on .3ds extension, allows it** โ€“ "We previously made this change as a clear motion to distance ourselves from the mass piracy that lead to the closure of Yuzu and Citra, however, we have now determined that this change is causing more harm than good," say the developers. "Given that the removal of the .3ds extension was originally an act of project philosophy rather than a technical change, we don't want this decision to overshadow the very real leaps which have been made in Azahar over the last year. Because of this, we have decided that it's for the best of everyone that we revert the change." * * * ## Core Report **Analogue 3D v1.2.0 rolls out fixes** โ€“ Analogue's N64 got a patch last week fixing some issues with HDMI CEC as well as the FPGA emulation itself. There's now support for the Switch Online N64 controller. It also got a few new library features, including tracking playtime and a "date added" label for games. A beta "force progressive output" option "removes interlacing and provides superior image quality over de-interlacing by delivering the full original image every frame. This modifies the video core to output the full framebuffer instead of the CRT interlaced image โ€” a feature unavailable on the original system โ€” while keeping video post-processing true to the original." **MAME 0.285 goes to the moon****โ€“** The first MAME release of the year adds what I believe is the first emulation of Nichibutsu's Moon Raker, a 1980 shooter. There's a bit of history in this thread. * * * ## Translation Station **Chobits for PS2 goes English** โ€“ There are (surprisingly?) only a couple Chobits games, and this one now has a 1.0, mostly complete translation! Except, womp womp, it's "predominately AI translated with manual edits." Slight frowny face to that fact. Some UI elements are also still in Japanese, but the videos have been subbed in English. **Tales of Phantasia: Cross Edition for PSP gets a comprehensive translation patch** โ€“ Tales of Phantasia has long been available in English, first with the SNES fan translation and then with the official GBA release, but not this PSP version! There are also a bunch of tweaks in this patch, including a skit prompt, some balance changes, and quality of life changes like "Curio's Mirror and Scout Orb now carry over in New Game+ if you select the option to carry over items." I love the SNES version of Phantasia, but never played this version. Cool that every edition of the game is now playable in English. **WIP updates! Super Robot Wars 64, The Curse of Ogaeritล, and Moero! Justice Gakuen Translation Project:** Chapu (@chaputranslations.bsky.social)This author has chosen to make their posts visible only to people who are signed in.Bluesky Social > billymonks just released the first iteration of their English translation patch of the "Nekketsu Nikki" mode in the Japanese version of Project Justice (Moero! Justice Gakuen) on the SEGA Dreamcast.https://t.co/dKh41iaezr pic.twitter.com/HkuH4xHSla > > โ€” Derek Pascarella (ateam) (@DerekPascarella) February 4, 2026 * * * ## Good pixels Let's close with some quick Bluesky posts. Click through for the pics! > ๐Ÿ“บ Final Fantasy IX // PlayStation // JVC AV-27D201 via component > > โ€” Aidan Moher (@aidanmoher.com) 2026-01-18T06:44:31.817Z > ๐Ÿ•น๏ธ Battle Unit ๐ŸŽฎ Sharp X68000 (via MiSTer) ๐Ÿ“บ ๐ŸŸฅ๐ŸŸฉ๐ŸŸฆ Commodore 1084 #๏ธโƒฃ #ScanlineSunday > > โ€” Jeffrey Mays (@jeffreymays.bsky.social) 2026-02-02T03:24:42.683Z > Assault Suits Valken SNES 2-chip S-Video Sony KV-27V42 #ScanlineSunday > > โ€” Evan Arnett (@evanarnett.bsky.social) 2026-02-02T01:18:17.551Z > Here are a few others I took of the startup. (I'll give you guys a nice pixel-based game next time, I swear!) > > โ€” Chronis (@chronis.bsky.social) 2026-02-01T13:44:49.150Z > We have Samurai Shodown at home this #ScanlineSunday in Golden Axe: The Duel for Sega Saturn ๐Ÿช“ Generations passed since Gillius Thunderhead defeated Death Adder by using the Golden Axe. Now his descendant is among the many warriors fighting each other to control the Golden Axe in this 2D Fighter > > โ€” Sick Combos (@sickcombos.bsky.social) 2026-01-19T02:58:22.243Z ## Sign up for Read Only Memo Videogame emulation news and exclusive interviews, from the aesthetics of razor sharp scanlines to the wild technical challenges of making yesterday's games run on tomorrow's hardware. Heck, it's free Email sent! Check your inbox to complete your signup. No spam. Unsubscribe anytime.

Two recent topics revisited with a bit more depth.

08.02.2026 12:00 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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"Failure can't be an option:" Taki Udon breaks down the last year of 12 hour days, 6 days a week he poured into the SuperStation, his dream MiSTer FPGA console "After I drew this and did the pitch, I knew that I wanted it."
25.01.2026 12:00 ๐Ÿ‘ 83 ๐Ÿ” 26 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 11
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Releases ยท HarbourMasters/Ghostship Contribute to HarbourMasters/Ghostship development by creating an account on GitHub.

The Harbour Masters group behind the Ocarina of Time, Majora's Mask and Star Fox decomp PC ports just released their next port: Mario 64! Here's Ghostship 1.0: https://github.com/HarbourMasters/Ghostship/releases

18.01.2026 04:23 ๐Ÿ‘ 16 ๐Ÿ” 5 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Quest 64 Recompiled: The "classic" RPG like you've never seen it before Plus: some beautiful pixel art in '90s JRPG form, translated.
11.01.2026 12:00 ๐Ÿ‘ 234 ๐Ÿ” 72 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 3
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Decompilation projects and N64 Recompiled PC ports (Jan 2026) A guide to the playable and upcoming retro game decomps and recompilations, updated monthly.

Building a new permanent page on ROM: a regularly updated list of all the game decompilations & recompilations playable right now. https://readonlymemo.com/decompilation-projects-and-n64-recompiled-list/

04.01.2026 07:52 ๐Ÿ‘ 18 ๐Ÿ” 5 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Anime pixel art of a red-haired character with a sword

Anime pixel art of a red-haired character with a sword

Closing out 2025 with a JRPG treat! You may know fan translator Supper for his work on famous PC Engine CD RPG Tengai Makyou: Ziria. He's back with 1994's Emerald Dragon, a flashy PCE port from Lindaยณ developer Alfa System. https://stargood.org/trans/emdr.php

31.12.2025 23:21 ๐Ÿ‘ 5 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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I'm giving away a Japanese boxed copy of Animal Crossing (Dลbutsu no Mori+) to celebrate 3,000 subscribers Everyone subscribed to Read Only Memo before Sunday, January 4th 2026 will be entered to win.
27.12.2025 23:13 ๐Ÿ‘ 14 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

Just two days after our interview about DEmul improving support for Sega Hikaru arcade emulation, developer MetalliC has uploaded a new test build adding some useful features:

- Aspect ratio correction
- Rotation
- Window resizing
- Start in fullscreen mode

16.12.2025 20:44 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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Dreamcast emulator DEmul returns from the void after 7 years with groundbreaking support for Sega's Hikaru arcade board Plus: A fan translation turned official licensed release needs your support!
14.12.2025 19:48 ๐Ÿ‘ 10 ๐Ÿ” 5 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 5
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Dinosaur Planet Recompiled is the perfect game to kick off a new era of N64 archaeology You can now play an unreleased N64 game on your PC at 4K and that rules. Plus: a new Sega Saturn emulator and a Puyo Puyo roguelike!?

Read more about Dinosaur Planet Recompiled in my interview from May: https://readonlymemo.com/dinosaur-planet-recompiled-pc-port/

07.12.2025 00:28 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Original post on readonlymemo.com

The Dinosaur Planet Recomp featured in ROM earlier this year just hit a big milestone release and is now playable start to finish!

- 60 fps support
- Better modding support
- Compatible with the community's Dinomod Enhanced patch [โ€ฆ]

07.12.2025 00:26 ๐Ÿ‘ 9 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Aeon Genesis ~ News

Splatterworld, an unreleased Famicom RPG spin-off of the Splatterhouse series, was discovered and dumped just five weeks ago -- and now it has a completed fan translation! ๐Ÿ‘ป https://aeongenesis.net/news?date=2025-12-03T10:10:49-08:00

03.12.2025 18:35 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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A tale of two new frontends: exoWin the best of times, iiSu the worst of times Plus: Check out the new ReadOnlyMemo.com!
30.11.2025 12:00 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0