SEGA Mega Drive / Genesis (Project Lunar) Hack Update

A lot of people are coming in to chat and asking about the progress of the SEGA Mega Drive / Genesis Mini hacking. We thought it would be helpful to list out the progress, the facts and any information that we currently know and what our intentions are.

Before we begin… Can it be hacked? Yes (In theory). Just give us some time to create something that is end user friendly and doesn’t require soldering wires to the board like Frankenstein.

What’s happening right now?

Development on the hack is difficult due to the European shipping delay so not all of the devs have their hands on the device yet. We have effectively been working remotely on the hack with only 2-4 of the devs physically having the device. However we are approximately 48 hours in and we have full access to the console, decrypted the internal data packages and learnt a lot already.

A user friendly hack is possible in theory and work has started on it as we speak. We are currently codenaming the hack project within MMC “Project Lunar” named after SEGA M2 codename for the mini “Project Moon”

When is the hack going to be available?

How long is a piece of string? There are currently two key components missing which we are currently working on obtaining. Once we have those then we will be able to build a custom kernel and u-boot based off SEGA’s OSS. Once we’ve done that we’ll need to actually write up the hack so you can easily add stuff into the interface itself and not just gain access to the device.

We won’t be applying any deadlines to ourselves but we are going full speed on the hack and will be posting updates on progress as and when they arrive.

Who is responsible for hacking it/timeline?

  • HoneyLabs and NV on the first day managed to locate the UART lines and gain root access to the device and dump the kernel
  • Cyanic dumped the RootFS and decrypted the alldata package
  • MMC devs are currently working on build tools, customising the kernel and u-boot and writing up some hack scripts for the console

How powerful is it, what is it capable of?

The SEGA Mega Drive mini is a near identical copy of the (S)NESC in terms of specs and SoC. Meaning anything the (S)NESC is capable of running. The SEGA Mega Drive mini will run it at similar performance.

Can I put it in FEL and run Hakchi on it?

Yes and no. However Don’t try it. It’s true that the SoC used on the SEGA Mega Drive mini (A33 Allwinner) is the of the same spec of the (S)NESC’s R16 Allwinner. However the U-boot and kernel used on the SEGA Mega Drive uses a different config and different build. Therefore the flashing tools WILL work but you run the risk of flashing kernels/u-boots to the console that will NOT WORK. We have had a couple people try this to no avail already in the discord.

There is a strong possibility you will screw your system. Especially if you don’t know what you are fully doing.

Lastly even if you get it in to recovery, the way the UI/Emulator/Roms work on the Mega Drive is completely different than the (S)NESC so you wouldn’t be able to do anything with it.

Please just wait and be patience.

Where can I get involved/watch/chat about the developments?

We have set up a dedicated section in the discord for all chat regarding the Mega Drive. We also made our Development Chat publicly visible so you are able to watch developments as and when they happen. You can find the discord link here: (fixed link)

Wheres the code?

SEGA Mega Drive public Repo:

TL;DR, what do we know?

  • The SoC is a cheap clone of a Allwinner A33.
  • The USB cable supplied is POWER ONLY. You will need your own USB with data to connect it to PC
  • The Front USB ports are locked down to only a few speicifc gamepads and usb hubs. USB memory sticks will not work. (We will change this when we build the new kernel/u-boot)
  • It is the same specs as the (S)NESC
  • To boot the console in FEL and connect it to the PC you need to hold the reset button and plug it in to the PC
  • There are two secret test modes that can be enabled using an official 3 button and 6 button gamepad. (PM one of us if you have this combo so we can get some notes)
    .rodata:00017280	00000047	C	1P: A+B+C+START = Stress Test\n1P: START + 2P: X+Y+Z = USER Mode change
  • A full list of roms available (on the us release at least) is here:
  • We have a full dump of the rootfs
  • The emulator used on the Mega Drive is m2engage. It’s closed source and also supports emulation of other consoles. It’s the same emulator used on the Wii U Virtual Console
  • All the data for roms and scripts for the UI are encrypted and compressed on the NAND. We have decrypted it
  • There are scripts available which directly interact with the UI meaning that customising the UI should be easy
  • To put custom content on the console using the stock UI will require decrypting, decompressing the payload, modifying, recompressing, encrypting and uploading. A new hack tool is being developed to handle this.
  • DMESG Log –
  • UART Pads –

Images and stuff

UART locations

BOXART files

If you have any questions, please just ask in the discord and we will try and answer any questions you might have


BleemSync 1.2 released!

Thank you, everyone, for your continued support of this project.

BleemSync 1.2 only provides a couple of new features however they are two of the most requested features so we hope you enjoy them. The two new features in BleemSync are network and folder support. In addition to these features we have also added an on-console Game Manager app to allow for easy editing of game information as well as updated RetroArch to the latest 1.7.8.


BleemSync v1.2 Release Notes:

  • Added Network support
  • Added Folder support with on-console Folder app
  • Added on-console Game Manager app
  • Fixed issues with transfer tool and pbp files
  • Improved transfer tool serial identification
  • Fixed issue with RetroArch playlist generator
  • Fixed stock emulator multi-disc launching issue
  • Added new settings variables to web UI


  • Updated to 1.7.8
  • Updated bundled pcsx core to latest version


  • Added new settings variables
  • Modified settings menu to dynamically load modifiable variables from file


Update Overview

Folder Support

The long awaited Folder Support has finally been implemented. Folders can be created and managed solely using an app on the console. The app is used both as a folder launcher as well as a manager and has the ability to add both stock and external games to a folder. Future updates will include the ability to generate launchers for each folder as well as add launchers to folders.

Network Support

This update also brings networking support for a limited number of ethernet and Wi-Fi adapters. With networking you will be able to update RetroArch cores/assets. You will also be able to play certain Multiplayer Games with friends via the internet. Networking is disabled by default and must be enabled via the Settings Menu or Config. More information for setting up networking can be found here.

On-Console Game Manager

An on-console Game Manager app has also been included in this update. This Game Manager gives you the ability to edit Game Information and even remove games from the console itself without connecting to a PC.

Misc. Fixes

The reported issues with the transfer tool and playlist generator have been fixed. The transfer tool’s accuracy has also been improved and should now correctly identify more than 90% of PSX games. The game database used by the transfer tool has had some duplicate entries removed and some incorrect entries fixed as well. The stock emulator bug with launching multi-disc games has also been fixed.

RetroArch Updates

RetroArch has been updated to the latest version 1.7.8. For more information on the changes that this release brings please see the release posts on the libretro website.


A big thanks goes out to all the BleemSync developers for their hard work getting this release out.

You can read up on the full notes, see the latest tutorials and videos here.

Bonus sneak peek of upcoming BleemSync release:


The 2019 MMC Theme Competition Results & Winners!

In celebration of the release of BleemSync 1.1, as well as surpassing 10,000 users on our Discord Channel, ModMyClassic (MMC) held it’s first ever theme competition.

Around a dozen users sent in 25 custom theme(s) for NES, SNES, & the PlayStation Classic and users voted for their favorites. Theme submissions are now over, the votes have been cast and the results are in!

Users were permitted to make multiple theme submissions in each category, but were limited to 1 prize per person, regardless of the number of submissions, or votes received.

There are (9) Prizes in total, (3) for each submission category. This means (1) Major prize for each category, as well as (2) Medium and (2) Minor.

NES Classic Prizes:
– 1st Prize: PlayStation Classic System (*See Below for more info.)
– 2nd Prize: Super Storage Rev 3 by echo10
– 3rd Prize: Powered USB OTG Hub w/Card Reader

SNES Classic:
– 1st Prize: PlayStation Classic System (*See Below for more info.)
– 2nd Prize: Super Storage Rev 3 by echo10
– 3rd Prize: Powered USB OTG Hub w/Card Reader

PlayStation Classic:
– 1st Prize: DIY Controller Mod Kit by viral_dna (No Soldering Required, Includes MicroSD Card!)
– 2nd Prize: USB Wireless Adapter for PS classic edition
– 3rd Prize: Powered USB OTG Hub w/Card Reader

*The Winner of the PlayStation Classic system will also have the option to request the following FREE upgrades;
USB Current Limit Mod
– Pre-Installation of the latest BleemSync build
(For obvious legal reasons no additional games will be added to the system)

Huge thanks to pathartl of echo10 for supplying the Super Storage Rev 3 boards and viral_dna for supplying the rest of the great prizes listed above. Special thanks to ThanosRD for his role in preparation and setting up of the necessary discord settings, and the rest of the MMC gang for their continued support. Also a massive shout out to everyone that made the long awaited BleemSync 1.1 possible! – You know who you all are 😉

And last but not least to all of our discord users for helping grow our community to well over 12,000 users now!

And now the moment you’ve all been waiting for, the winners of the 2019 ModMyClassic Theme Competition are…..

NES Classic:

1. First Place: BigDogz75#6978
2. Second Place: retrobastard#6849
3. Third Place: No Entry

SNES Classic:

1. First Place: PaPer_DJ#2887
2. Second Place: PotatoMuffin#1784
3. Third Place: AluCarD#9017

PlayStation Classic:

1. First Place: Adaptive Unconscious#9483
2. Second Place: DJROCKER#1382
3. Third Place: br0seph#3408

Winners will have 14 days from the date of this announcement to contact me with shipping details and claim your prizes or forfeit them.

Congratulations to all of our winners! & Thank you to everyone that participated!
If you submitted a theme but didn’t win, don’t give up! We’ll have this and other competitions in the future!

To see a list of submissions click here


BleemSync 1.1 released!

Thank you, everyone, for your patience!

We have finally arrived at the release of BleemSync 1.1.

BleemSync 1.1 brings a lot of changes to BleemSync. It brings the highly requested OTG Support as well as many “quality of life” improvements to the software.

The update includes the latest RetroArch release which is much more stable than the previous versions provided. As we now offer OTG support we have added a new method of game management as well allowing you to drag and drop games to the USB, as well as delete game folders straight from your USB.
Note: The BSUI is incompatible with OTG users and you cannot use the OTG adapter and the BSUI together.

Due to some personnel changes to the team, this update does not have all the promised features such as a desktop app or folder support. We apologize for that but still have those features planned for future updates.

BleemSync v1.1 Release Notes:


  • Added SSH support
  • Added OTG support
  • Added 3rd party controller support to Stock UI
  • Added texture filter toggle to stock PCSX emulator
  • Added status text to boot sequence
  • Added launcher to stock carousel
  • Updated xpad.ko for increased controller support
  • Added Kernel Backup/Restore functions
  • New transfer tool: On-USB-Drag’n’Drop
  • Reduced Theme Mounting load times
  • Fixed issue with extra discs displaying on pcsx “Disc Change” screen
  • RetroArch

  • Updated to 1.7.7
  • Fixed black screen bug
  • Bundled PCSX RetroArch core now supports .CHD files
  • Added compressed core support
  • Added glui driver menu
  • Added tool to generate RA playlists for external (usb) games
  • Added thumbnails to internal RA playlist
  • BootMenu

  • Added settings menu

Update Overview

OTG Support

BleemSync 1.1 provides an updated payload along with a custom kernel. Together these enable OTG Support for your console. Once installed properly you can plug your OTG adapter into the rear of the console USB connect your usb drive directly to the OTG adapter freeing up the front controller ports and bypassing the power issues of the console.

Backup/Restore Functionality

As BleemSync 1.1 installs a custom kernel to your system we have ensured to have a working backup and restore method. This will allow you to return your console to a stock state in the event you no longer wish to use BleemSync or you need to restore your console. These backups are created during the update please follow the install guides and stores them in a safe place (or multiple safe places).

Extended Controller Support

Controller support has been updated yet again to support more devices. 3rd party controllers can now also be used with the stock UI and stock emulator. This allows any compatible controller with the correct SDL2 mappings to work with these stock programs.
Note: On stock UI and stock emulator these controllers emulate the PSC controller thus analog sticks do not function correctly.

Launcher Support

We have now added launcher support to the stock UI. Launchers appear as game titles on the stock UI but allow for the execution of custom apps/games such as Drastic or OpenLara.
Please check out the readme located at USB:\bleemsync\etc\bleemsync\SUP\launchers\ for more information on creating your own custom launchers.

USB Game Management

Games can now be managed via the USB device for all users. This will allow you to drag and drop your games (in the supported formats) to a transfer folder on your USB, the rest of the game adding process has been automated. Games found in that folder will be automatically added to the stock carousel with information pulled from the internal database provided with BleemSync 1.1. Games can also be removed by simply deleting the appropriate game folder inside the USB:\games\ directory. This method of game management will allow OTG users to manage their games without the use of the BSUI.

RetroArch Updates

RetroArch has been updated to the latest version 1.7.7. This version of RetroArch is more stable than in the previous releases and fixes those freezing issues.
We have also added compressed core support to this update so those who wish to use the “Xtreme” variety of cores can now do so.
The bundled PCSX core has also been updated to the latest version which has .CHD support.

Lastly, an option has been added to the BleemSync settings to automatically generate a playlist for your added PSX games. With this enabled a RetroArch playlist will be generated consisting of all your added PSX games and thumbnails each boot. A big thanks to our friends over at libretro for all their hard work on this latest RetroArch version.
Note: Some users reported config problems while updating in the past as so this update WILL overwrite your global RetroArch .cfg.

Settings Menu

We have now added the ability to control the BleemSync settings right into the Boot Menu. Pressing L1 at the Boot Menu will open up the Settings Menu and allow you to configure your settings.
Please checkout the information of each variable at USB:\bleemsync\etc\bleemsync\CFG\bleemsync_cfg_DEFAULT.INI

As this is still in beta, the menu is very bare but in future updates, we will provide more detail in the menu on what each variable does to help you configure your experience much more easily.

A big thanks goes out to all the BleemSync developers for their hard work getting this release out.

You can read up on the full notes, see the latest tutorials and videos here.


Playstation Classic OTG – Latest news!

Hey everybody!

We just wanted to give you some heads up on what’s up with OTG from the MMC Team.


What is this all about?

OTG is a way to dynamically switch between USB HOST and USB GADGET/PERIPHERAL. Usually this is done by the USB Driver in the Linux kernel. Unfortunately (but not unexpectedly) this was not activated per default in the PSC kernel. To our benefit, honeylab found a way to make Host mode work by recompiling the kernel. This includes a manual software switch at each boot. Additionally, everybody who wants to activate OTG needs to flash a custom built kernel.


Yes, but you already talked about this since 0.7 – why did it take so long?

Technically everything was clear to us very early. Besides that this is not a complete “OTG” implementation (as it includes mode switching in userspace), our main concern from the beginning was: What happens if anything gets corrupted during flashing? That was the reason why we first wanted to have another thing running: Backups!

With the continuous efforts of cyanic and bbsan we figured out how the original upgrade process (yeah, there’s an upgrade process) has been designed, so we can use it – both for flashing the new kernel, as well as for restoring backups that we have taken before. Those backups are now created at the first boot using the new payload and includes the normal FS and the RECOVERY FS. They are signed so they can only be restored on the PSC they were taken from.


What is still missing? When will you release?

Let’s say: We are working on the finishing touches. This also includes updates to the main Payload. There is no exact ETA – but we are planning to have it available at least by the end of the month.


Proof of concept video by developer bbsan

BleemSync 1.0.1 is officially released!

It’s with great pleasure that we can announce the release of BleemSync 1.0.1!

Thank you everyone and the early adopters to our project, the majority of the feedback has been very useful and helpful. 1.0.1 is effectively a hotfix release to the 1.0.0 public beta with some included “quality of life” improvements. This update includes a new build of RetroArch with optimisations to the payload and improved run time management for emulation and general stability.

We would also like to mention that the development of BleemSync 1.1 is under full swing and is currently our number one priority. The largest features 1.1 will bring to the table are OTG and a desktop app.


Update Overview

Japanese and Chinese Systems Now Supported

The BleemSync devs are primarily from North America and Europe, and as such we did not have access to the Asian console releases. We fixed that and now BleemSync 1.0.1 works for Japanese and Chinese consoles.


Extended Controller Support

We included extra controller driver support for controllers like the Xbox range and Steam controllers. You can find the list of controllers added in the release notes. CompCom also allowed SDL2 controller mappings for the Boot Menu which you can also find in the release notes. The stock UI currently does not allow third party controller support, however in 1.0.1 we have laid the foundation for this and hopefully shouldn’t be too hard to implement in an upcoming release.

A word of caution… There are hundreds of permutations and different variations of controllers. We simply can’t test them all however from the limited testing we have been able to do we have had success. For your controller to be 100% supported, it requires:

  • The correct driver
  • Have a SDL2 mapping within the boot menu mappings
  • Have a mapping within the RetroArch autoconfig file

We bundled as many possible combinations as possible, but just please bare in mind this isn’t an exact science and we will extend the list when possible.


New Reworked Optimised RetroArch 1.7.6 With Ozone Support

When updating BleemSync 1.0.1 from 1.0.0 we have made it so the BleemSync and RetroArch configurations aren’t overwritten if you unzip and overwrite all the files on the USB. BleemSync 1.0.1 comes with a brand new reworked RetroArch with a brand new menu format which is exclusive to the 1.7.6 release. When you upgrade it will update RetroArch but it won’t overwrite your configuration. If you wish to switch to all the latest configurations and new OZONE menu driver, then just delete your old RA config file from your USB here: USB:\bleemsync\opt\retroarch\.config\retroarch\retroarch.cfg

When you boot next it will load in the new default configuration for RetroArch.


New Dynamic Memory Optimizations and Tuning

Running BleemSync allows for extended filesystem support like exFAT and NTFS to help prevent USB corruption (FAT32 tends to be more susceptible to corruption due to power loss, brownouts, etc) but it now also tunes the dynamic memory during run time to improve stability, reduce crashing and improve performance (in certain situations) to improve your emulation experience as a whole.


Boot Directly to RetroArch Addon Available

As of BleemSync 1.0.0 you could actually boot directly to RetroArch with full playlist support by changing a single configuration value within a text file, however this was not documented well enough on the initial beta release. Along side 1.0.1, we are releasing an addon pack that will allow booting into RetroArch directly.

(A couple of tutorial videos will be coming out soon documenting this feature better very shortly)

A note on custom themes – We have made it so when dragging over the new release on top of the old one will run the update on next boot and it won’t overwrite your old configurations for BleemSync and RetroArch (as explained above). However, if you have changed the default theme files in any way, this update will overwrite them! If you have changed these files, make sure to back them up before updating.



  1. Review the notes above
  2. Unzip the contents of the 1.0.1 zip on top of your pre-existing 1.0.0 install
  3. Plug in your drive and turn on your system
  4. On first boot, an update will run and then your system will reboot
  5. Game on!


Release Notes

BleemSync v1.0.1 Release Notes:

BleemSync v1.0.1 Release Notes
Payload Changes

  • Fixed broken RA font on copy over from console
  • Migrate now migrates over cores and BIOS files correctly
  • Added credits and license information
  • Added uppercase support for alternative format games
  • Fixed network RetroArch buildbot issues.
  • Fixed Japan console RA stock game list in RA GUI
  • Fixed Japanese stock eMMC games to prevent crashing when loading BleemSycnc 1.0
  • Optimised on console SQLite3 code
  • Fixed the chance of RetroArch overwriting good configs with bad ones.
  • Fixed old RetroArch folder not moving to remove after migration
  • If no RetroArch core options config exists then create. (Stops overwriting existing global core configs)
  • Changed config logic so if no configs used for BS or RA then create them on load with defaults
  • ADDED UPDATE_CONFIG, UPDATE_RA_CONFIG and UPDATE_BOOT to supported flags (use to force update cfg with defaults)
  • Added xpad driver support. Loads more controller support added, including Xbox 1, Xbox 360 and steam controller support. Mostly complete list available here: list
  • Added SDL mapping support for the boot menu, (List of mapped controllers)
  • Added physical console button support for the boot menu (`reset` toggles options. `open` selects that option)
  • Changed memory configuration to prevent crashes from occurring when memory limit is nearing. We now over commit memory so a lot of issues should now be prevented.
  • Created extra fast swap ram totaling to 512mb more memory split across 4 cores into 128mb banks to increase compatibility, stability and slight performance (in some small cases)
  • Added new BleemSync build of RetroArch 1.7.6
  • UPX’d RetroArch 1.7.6
  • Optimised monochrome XMB theme assets for Ozone
  • Compressed all RetroArch bundled assets
  • Added brand new Ozone theme as default (doesn’t override existing setups)
  • Added compressed Ozone theme assets
  • Prepped some code for OverClocking and network support within RA
  • Optimised GDB and SQLite3
  • Improved initial RetroArch directory structure
  • Optimised RetroArch as a whole down from 18.2mb to 8.23mb (~50% reduction)
  • Optimised whole payload and reduced size

UI Changes

  • Fix database entry generation when .cue file extension is not all lowercase.
  • Fixed issue where .cue files were being created for .pbp files. No longer necessary with intercept updates.
  • Fixed issue with .cue files with capital filenames being added to the system improperly
  • Added full rebuild of PSC’s regional.db button to BleemSync UI

Credit and Thanks

All credit goes to the BleemSync development team as normal, but also to our friends at libretro for their continued work on RetroArch and their assistance with getting this new build out to you guys. We would also like to give a big shout out to the community for being so supportive and especially our ModMyClassic supporters. A very big shout out to our Patreon supporters at the time of this release: reppin916, ibaneye, ocpleito, Cupcake, barfghost, DangerRenegade, Wraith

With all your constant support, positive vibes and generosity we are able to keep going and dedicate time to development of the software and community for you all!

Youtube How-To and overviews

Download Page and Installation Instructions

Important notes
– Due to a bug not discovered before release, if you have edited settings through the BleemSync UI, the bootloader payload may not update. If you did not see the payload update and the bleemsync/flags/UPDATEfile is still present on your drive, please add the following to the config file bleemsync/etc/bleemsync/CFG/bleemsync_cfg.INI:


– If you are updating on a Mac, **make sure to select Merge** when you are overwriting files on your USB drive. Otherwise, you may delete your games database and configurations. Making a backup prior to upgrading is recommended.

BleemSync (PlayStation Classic)

State of the Bleem

Over the past few days, the BleemSync development team has been putting efforts to organize and visualize the future of the project. While some things have yet to be ironed out and there surely will be some growing pains, things are looking promising.

The Release of BleemSync 1.0.0

We entered the beginning of 2019 with the introduction and pivot of BleemSync from a simple tool to add games on the PlayStation Classic to, well, essentially the same thing. However, at its core from the framework it’s built on to the developers that support it, a solid foundation was set. With that foundation, BleemSync 1.0.0 hit the scene with a fresh new UI, completely rewritten payload, and greater support for the classic games we love. Most feedback received was positive, and nearly all criticisms were respectful. Being a couple months into a large undertaking, that should be seen as a win.

On January 27th the team met to discuss some growing pains that surfaced upon the development and integration that led to 1.0.0. As such with any open source project, miscommunication and lack of organization reared its ugly head pre-launch and the team agreed that some changes needed to be made. To summarize:

  • The project is now being organized within GitHub’s project management tools
  • Development schedules and timelines are no longer to be established
  • The end user experience is the main focus of the project

Development Cycles, Responsibilities

Due to many moving pieces and the modular framework that BleemSync is built upon, the integration of the UI and the payload made it apparent that development cycles and deadline promises are nothing but stress-induced nightmares for a team of volunteers. As such, releases will be constructed of hotfixes and incremental features that will benefit the life of the project. Some releases may be minor and may only consist of hotfixes, others may take longer but include large swaths of new toys to play around with.

The timeline on these releases will seem fuzzy at first, but you can always check our project boards to see what the next release may look like and what features are being considered for future builds. If you ask a team member if a certain feature is going to be in a future build or ask when the next release is going to be available, don’t be surprised when your question is responded with a “I’m not sure.” Software development takes time, and if the end user experience is number one priority, then we want to make sure what is handed to you is something that the team is proud of.

The Future

As a broken record might say, user experience is the number one priority of the project. Everyone on team is passionate about classic games, but we recognize that enjoying those classic games is not necessarily easy. Even with original hardware. As such, BleemSync is built on a foundation of flexibility and adaptiveness.

On a technical level, BleemSync is built on a framework that allows for the use of plugins and extensions. Currently, the PlayStation Classic implementation is essentially a generic game manager with a plugin loaded that dictates how games get organized for use on the system. Other implementations for other systems can be built with relative ease. Those other systems are yet to be fully decided upon, but there are a couple within the team’s scope.

Pairing BleemSync is what we are referring to as BleemSync Central. As of right now this contains PlayStation game info that gets scraped by each BleemSync install when a game is added. This automatic metadata feature will play a huge part in what the project will become, and as such it will be receiving some focus as well. As it stands now the data is mostly accurate with a few outliers. There are plans to expand this separate entity from a simple API that the client hits to a crowd-sourced database where users can add and edit information. More information will be come at a later date, but development may or may not coincide with the base BleemSync project.

Finally, the actual implementation of BleemSync will be pivoting. As of right now, BleemSync runs directly on the PlayStation Classic and an RNDIS connection (think of it like Ethernet over microUSB) allows access via a web browser to the application running on the system. For various reasons not apparent until after the integration with the payload, the UI will be moving from on-device to the desktop OS. This will also satisfy issues that are currently blocking BleemSync from working with OTG configurations. Instead of waiting for your system to boot, ensuring the correct drivers are installed, waiting some time for the application to come up, you will instead just need to launch the BleemSync application and insert your USB drive.

Final Remarks

On behalf of the team, I personally would like to thank all the users so far for their patience and feedback. As mentioned previously, we are still very close to the original release date of the PlayStation Classic and the scene has exploded. What started as a simple project to fix the largest issue with Sony’s microconsole has resulted in a large community effort to create an easier and better experience for managing games. We’ve got a lot of talent on board and we’re aiming high, but I think we’ve got what it takes. If you would like to follow along, I invite you to participate in the Discord and subreddit.

Are you a developer and you want to help out? Please hit up any of the team members, submit a pull request, help out with the issues, whatever you can.

Additionally, thank you to our supporters via donations and Patreon. You have kept the servers chugging along and graciously let us use you as our guinea pigs in our hour of need 🙂

To close, I would like to thank the following people (in no particular order other than sort -> alphabetical) for their work and dedication thus far:

  • Advokaten
  • andshrew
  • bbsan
  • bslenul
  • CompCom (I didn’t forget you this time)
  • cyanic
  • DanTheMan827
  • darkdev1
  • DefKorns
  • Forsh
  • honeylab
  • JustAndy
  • libretro Team
  • madmonkey
  • Maku
  • Milenko
  • Patton Plays
  • Rocky5
  • rubixcube6
  • shimian
  • SteevL
  • swingflip
  • ThanosRD
  • viral_dna

If I have forgotten anybody, I apologize. Let me know and I will catch you next time!

Game on!
Pat Hartl (DoctorDalek)

Libretro Partnership

libretro+teamclassic img

ModMyClassic is currently in works with a partnership with Libretro. Team Classic+ have been teaming up with libretro devs to create Libretro’s official Classic platform of RetroArch and cores.

This means that every single core (100 approx) is currently being hand vetted, optimized and fixed with the actual libretro devs to work at peek performance and stability directly from official sources. You will be able to download cores for your (S)NESC (or other classic) directly from libretro sources either on a nightly basis or with every stable build. The big benefit of this is not just having every available core, optimized and vetted by official sources. You will be able to download the latest builds of any of the 100 approx cores daily meaning that you can always grab the LATEST builds as soon as changes are made by Libretro.

This means no more special/multiple versions of the same cores or RetroArch. The Hakchi Mod Store will only provide official cores and RetroArch builds directly from libretro. They will be offered in Nightly and stable releases and in uncompressed and compressed formats. Any builds outside of the official libretro sources would be classed as out of date anyway due to the nightly builds.

RetroArch Neo formed the basis of Libretro’s Official (Hakchi) RetroArch and some big improvements and fixes will be included in the initial release.

We felt that by teaming up with Libretro to help them provide the one true official source of classic optimized cores would benefit the end user’s emulation experience and eliminate any confusion caused by having multiple builds of the same source code.

More information on this will follow. If you have questions just ask.