No extraction code. File: rockman-jp-expanded-V20261027.005.zip. This test package contains the game ROM, README.txt and SHA256SUMS.txt. Full controls are on this page.
What's new
Reduced Invincible Mode slowdown in some scenes. Some slowdown remains.
Invincible Mode and Infinite Energy work independently. Both are off by default.
Invincible Mode flashes the hero red and defeats ordinary enemies on contact. Contact with a vulnerable Boss deals 1 HP per hit, respecting its hurt cooldown; Bosses are not instantly defeated. Pits and instant-death terrain remain dangerous.
Infinite Energy keeps ability and special-weapon energy full without healing HP or unlocking weapons. Supers still run one at a time.
Stage-clear score and bonus
Highlights
Eight playable characters: Mega Man, Roll, Cut Man, Ice Man, Bomb Man, Fire Man, Elec Man and Guts Man.
Six languages: English, Japanese, Traditional Chinese, Cantonese, Simplified Chinese and Korean. Japanese is the default.
Extra jumps, charged attacks and character-specific supers. Roll can use psychic power to lift and throw enemies and blocks, along with Psycho Crusher and Psycho Storm.
A new opening cinematic, dual-hero title and character voices, with the original stage music retained.
Startup settings for lives, continues, starting stage, Invincible Mode, Infinite Energy and sound tests. Defaults: 30 lives and unlimited continues; lives can be set from 1 to 255.
Eight heroes in actionMega Man and RollChoose your heroGame settingsMega Particle CannonPsycho Storm
Controls
D-pad: move; Up/Down: climb ladders.
A: jump. Press again in the air for an extra jump; Roll has three jumps.
B: attack. Hold and release B to charge an attack.
Start: Mega Man's weapon menu; pause for the other characters.
Select: pause/resume. Select + Up/Down: cycle playable characters. Character switching is unavailable during a super move or transformation.
On the Select pause screen only: Down + A advances one checkpoint; Up + A goes back one checkpoint. Release B before using these commands.
Up + A + B while standing: super move, requiring full ability energy. It spends 38 of 48 points. Movement and character switching are locked during the move. Mega Man must have the normal buster selected; Roll must not be holding a target.
Character moves
Super moves use grounded Up + A + B with full 48-point ability energy and cost 38 points. During the channel, movement, jumping and character switching are locked, and enemy attacks cannot damage you. Terrain hazards still require care. Times below are the main firing/channel periods; preparation, recovery and remaining projectiles may extend the visible effect. Directional supers use the facing chosen when the move starts.
The six Robot Masters share three charge levels: hold B without a special command, then release. Level 1 fires forward; level 2 fires diagonally up and down; level 3 fires all three directions. Charging increases attack power.
MEGA MAN
Buster: tap B to shoot. Direction + B aims in eight directions.
Charged Buster: hold and release B. Three levels produce one, two or four energy orbs; the charged attack can also be aimed in eight directions.
Slide: grounded Down + A.
Super — Mega Particle Cannon: Up + A + B with the normal buster selected. Gather energy and fire a continuous blue-white beam forward for about 6 seconds. Unavailable while a special weapon is selected.
CUT MAN
Rolling Cutter: B throws returning scissors.
Guided Cutter: Direction + B launches a cutter that can be steered while B is held. Release B to regain character control; the cutter returns.
Charged Cutter: hold and release B for the three charge levels above.
Super — Thousand Edge: Up + A + B. Alternate throwing hands and unleash a rapid stream of scissors forward for about 3 seconds.
ICE MAN
Ice Slasher: B fires an ice projectile.
Charged Ice Slasher: hold and release B for the three charge levels above. Charged hits can freeze Bosses too.
Super — Blizzard Storm: Up + A + B. Raise the arms and send continuous snowflakes sweeping across the screen for about 6 seconds.
BOMB MAN
Hyper Bomb: hold B to prepare a bomb and see its predicted landing point; release to throw. Holding changes throwing strength as well as charge level.
Bomb Placement: Down + B places a bomb.
Charged Hyper Bomb: hold and release B for the three charge levels above.
Super — Bomber Rain: Up + A + B. Call down a rain of real bombs for about 3 seconds. They explode on contact with targets or when they land.
FIRE MAN
Fire Wave: B launches a forward flame attack.
Fire Bottle: Up + B throws a flame projectile along an arc.
Charged Fire Wave: hold and release B for the three charge levels above.
Super — Meteor Storm: Up + A + B. Raise the arms and shower the screen with diagonally falling flames for about 6 seconds.
ELEC MAN
Thunder Beam: B launches a five-pronged forward thunder attack.
Vertical Thunder: Up + B fires upward; Down + B fires downward.
Charged Thunder: hold and release B for the three charge levels above.
Super — Thunder Storm: Up + A + B. Hold the raised-arm pose as successive lightning bolts rain from above for about 6 seconds.
GUTS MAN
Boulder Throw: hold B to lift a nearby movable block or a boulder; release to throw. While holding, Left/Right turns Guts Man without walking.
Charged Boulder Throw: hold and release B for the three charge levels above.
Quake Stomp: airborne Down + A drops to the ground and causes a quake.
Super — Rock Rusher: Up + A + B. Repeatedly lift and throw large boulders for about 3 seconds. The boulders shatter on impact.
ROLL
Telekinetic Capture: tap and release B to send an expanding psychic ring. It catches eligible targets only when the ring reaches them, then draws them close to Roll. Hold B and release for a charged ring: normal / level 1 / level 2 / level 3 catches up to 1 / 2 / 3 / all eligible targets respectively; higher levels extend the range, with level 3 covering the screen.
Telekinetic Throw: while holding targets, the D-pad still moves Roll and targets follow her. Direction + B throws in any of eight directions; B alone throws forward. Thrown enemies can hit other enemies, and movable blocks shatter on impact. A throw does not emit a new capture ring. Stronger enemies break free sooner. Ordinary holding costs 1 energy per target each second; being hit releases the held targets.
Psycho Crusher: Back, then Forward + B while empty-handed. Roll spins forward wrapped in psychic energy. It costs 5 energy and hits with the equivalent of 6 normal bullets, subject to the target's normal defenses. A previous capture ring or thrown group must finish first.
Head Press: Down, then Up + B while empty-handed. Diagonal inputs count. Roll leaps toward a target and stomps from above, then rebounds high backward. It costs 5 energy; the stomp hits for 3 normal-bullet equivalents.
Somersault Skull Diver: airborne Down + B. Dive diagonally downward with both fists for 3 normal-bullet equivalents. Pushes movable targets away; Roll recoils if a target cannot be pushed. Use it after a jump or a Head Press rebound. Pressing B alone after the stomp does not trigger this move.
Super — Psycho Storm: Up + A + B from the ground with empty hands and full energy. For about 6 seconds, a screen-wide ring captures eligible enemies and movable blocks, suspends them in an orbit, then blasts them outward. Bosses are pressured in place rather than carried around; a complete sequence can deal up to 15 HP to a Boss. Cost: 38 of 48 energy.
Energy and recovery
Ability energy holds up to 48 points. Extra jumps, charging and psychic abilities consume energy. Switching characters does not refill it.
When abilities are idle, recover one point every 0.5 seconds. Pausing and holding captured targets do not restore energy.
Small recovery pickups restore 1 point; large ones restore 5 points to health and ability energy, up to their respective limits.
With Infinite Energy enabled, ability and unlocked special-weapon energy remain full; character switching, move conditions and super durations are unchanged.
How to play
Extract rockman-jp-expanded-V20261027.005.zip, then open rockman-jp-expanded.nes in an emulator supporting NES 2.0 and MMC5.
Choose a language with Up/Down and confirm with A or Start. In settings, use Up/Down to select an item and Left/Right to change it.
Start at the title screen, choose your character and then the stage. See the controls and character moves on this page for the full instructions.
Before playing
Use an emulator supporting NES 2.0 and MMC5. Targeted checks use Mesen. Other emulators, flash cartridges and physical hardware are not certified.
Cold-boot or reset the new ROM. Do not resume an older version's save state or automatic suspended session.
Dense attacks and voice playback may still cause slowdown or sprite flicker.
Earlier reports of a charged-release freeze at a specific Roll location, Ice Man moving unexpectedly, and residual electrical noise or missing music have not all been confirmed resolved. This is not a fully verified campaign.
This version has not been validated through the full campaign or on physical hardware. Some images show earlier versions; check the in-game settings for the new options.
Fonts: GNU Unifont / Unifont JP 16.0.04 and their contributors, SIL OFL 1.1. Additional laugh source: user-provided Rashojin_Mizuki_Laugh_SND10_1ADF.wav. Other added character voices are synthesized. Thanks to the players who supplied recordings and bug reports.
This is an unofficial fan modification. Original material belongs to its respective rights holders.
Nine fighters join forces to break out of the prison camp. Choose your character and take on a side-scrolling adventure with more moves, carried weapons and new story scenes.
Version: 20261011.3 · Platform: FC / NES · Released: October 11, 2026 · Players: 1–2
No extraction code. File: datsugoku_777.zip. The player guide and screenshots are included in the ZIP.
Updates in 20261011.3
The three playable soldiers are now Miles, Bruno and Kane, with matching names in selection and story scenes.
High-position grenadiers keep throwing grenades instead of switching to knives after two throws.
In Hard mode, high-position grenadiers aim each throw at your current position. Normal keeps the original throws.
Previous updates — 20261010.9
Fixed a movement-action transition that could freeze gameplay.
Previous updates — 20261010.8
The armored car now takes damage from punches, kicks and close-range knife strikes.
One grenade hit deals the damage of ten ordinary punches, against the helicopter, armored car, ordinary enemies and human bosses. Special moves and roll attacks keep their own damage.
Rush attacks no longer wrap from one screen edge to the other.
Grabbed enemies break free after 1–5 seconds; throws already in progress finish normally.
Added factory entrances in stage two can now be reached from the road.
Fixed hit recovery on the wooden walkway and incorrect scenery near the end of stage four.
Previous updates — 20261009.15
Restored crouching, combos and other moves after stage clears and knockdown recovery.
Fixed character graphics during stage transitions, the helicopter top strip and incorrect scenery/status colours.
Running speed reduced by 20%, with a further 20% reduction for Angel; fixed running hand-offs near the stairs and waterfall.
Don James can pick up and select grenades. Affected enemy soldiers throw grenades with their original knife-swing motion.
Unsupported weapons no longer drop. Alternate characters have water-surface effects, and edge-to-edge melee hits are corrected.
The first helicopter accepts punches, kicks and close-range knife strikes: 20 landed hits in Normal, 60 in Hard.
What is new?
Six languages: English, Japanese, Traditional Chinese, Cantonese, Simplified Chinese and Korean.
Solo or co-op: Both players use the selected character, with separate HP and weapon stocks.
Nine characters: Choose at the start, after a stage clear and when continuing; no mid-stage switching.
More moves: Dashing, sliding, crouching, rolling, double jumps, aerial attacks, combos and throws.
Carried weapons: Separate knife, gun and grenade stocks. Pickups never automatically change your weapon.
Normal and Hard: Hard is the default, with triple enemy HP, armed weapon-capable enemies and more active attacking and evasion. Ordinary grenade-capable enemies carry two grenades per appearance; bosses do not share that two-grenade limit.
New presentation: Opening action scenes, character-specific dialogue and portraits, music and sound effects.
Screenshots
Single-player, co-op and two difficultiesNine playable charactersDouble jumps and aerial attacksDon James and his spreading shotgun shotTwo players, separate stocks
The nine fighters
Bart and Snake: Balanced punches and kicks; knives, guns and grenades.
Miles: All three weapon types; Up+A+B gives a high somersault with a landing stab.
Bruno: Knives and grenades, but no gun selection.
Kane: Up+B throws a stocked knife even when unarmed; Up+A+B gives a high somersault and landing stab.
Don James: Spreading shotgun shots. Select switches between the gun, grenades and empty hands. B throws an equipped grenade; with the gun, B raises it for an overhead strike.
Angel: Unarmed. Dash+B is a shoulder charge; A+B charges up, leaps and lands with a body slam.
Snivel: Two-shot pistol bursts; B raises the gun for an overhead strike.
Rex: Unarmed. Dash+A is a rolling charge; Up+A+B gives a high somersault.
Basic controls
Directions: Move.
A: Kick when unarmed; fire when carrying a gun.
B: Punch, slash, strike with a gun or throw an equipped grenade.
Start: Pause/resume; skip story scenes when prompted.
More moves
Dash: Quickly tap the same direction twice. Tap it again to stop. Dash+A rushes with a kick, Dash+B attacks, Down+A slides and A+B gives a running jump. Character-specific moves take priority.
Roll attacks: A spins with a kick, B attacks, A+B jumps. With a knife, B finishes the roll and stabs forward. Roll attacks deal twice the damage of the equivalent ordinary attack.
In an ordinary jump: B gives a flying kick or spinning knife attack; A kicks. A near the top gives a spinning kick; press A+B again to double jump. High somersaults do not accept these follow-ups.
Combos: Back, then Forward+B gives five punches or five knife slashes. Forward means the direction you face.
Grab and throw: Walk forward toward a weakened, flashing ordinary enemy, or a living enemy lying on the ground. B or Forward+B throws forward; Back+B throws backward. Held enemies break free after 1–5 seconds; throws already in progress finish normally.
Boss grapple: Forward+B at close range deals grapple damage. Bosses are not thrown like ordinary enemies.
Rising attack: After landing from a knockdown while still alive, press a fresh A or B.
Stage skip: While paused, Up+A goes back one stage except in stage one; Down+A goes forward, up to the ending. Each change needs a fresh A press.
Weapon stocks
Weapon-capable characters begin with five knives, one gun and three grenades, but can only use supported weapon types. Everyone starts unarmed; Don James and Snivel also need Select to equip their gun.
Stocks persist across stages and deaths, up to 99. Guns have separate bullet supplies. A spare replaces an empty gun; the final empty gun remains usable for melee. Switching weapons does not refill bullets.
Up+B throws an equipped knife; B throws an equipped grenade, consuming one from stock. Don James selects grenades with Select and throws them with B. Angel and Rex remain unarmed.
How to play
Download and extract datsugoku_777_20261011.3.zip, then open datsugoku_777.nes in a compatible FC/NES emulator. Original hardware and all emulator combinations have not been fully verified.
Choose a language with Up/Down and confirm with A or Start. In settings, Up/Down chooses a row and Left/Right changes it. Lives, continues and starting stage are adjustable. A plays selected music or sound effects; B stops them.
On the title screen, Up/Down chooses 1P, 2P or CONTINUE; Left/Right selects NORMAL or HARD. Press Start. Choose a character with the directions and confirm with A or Start.
Start a new game with this ROM rather than an older instant save. See the player guide inside the ZIP for more detail.
Usage note
The .nes file is a game ROM, not a computer installer. Use an emulator from a trusted source; that software controls its own network and privacy settings. This is an unofficial modification, not an official SNK or Nintendo release.
Created by 白河愁 HACKED BY KRYSO Testing thanks: 阿兔 Special thanks: 82 年电玩大叔、玩主小小虫 (in no particular order). QQ group: 1093320006. Official website: www.ff18.com
A fan-made Karateka NES/FC modification with Street Fighter-inspired fighters and special moves, six languages, new story scenes, and adjustable game settings. It remains a side-scrolling Karateka adventure, not a conversion into a full Street Fighter fighting game.
Version 20261017.1 · Updated 2026-10-17 · NES/FC · Requires an MMC5-compatible emulator
This ZIP contains only the latest Karateka Street Fighter.nes. The ROM filename is unchanged. Extract and load it, then start a fresh game instead of loading an old save state.
Archive: Karateka Street Fighter 20261017.1.zip · 316,066 bytes
This update
Fixed the freeze after backing into the opening river and dying. Spare lives or continues now restart at the riverbank; exhausting both returns to the title normally.
Latest file checksums
ZIP SHA-256: 5609c3dd8e182e8be6ad4be6425690812993a7619741fa47299f01b78ea49b8e
ROM SHA-256: aeffdaabd759281d56af6e7065c29f896203943627159d3a69543343e0b82752
Archive: Karateka Street Fighter 20261003.1.zip · 509,419 bytes (497.5 KiB)
Previous update — 20261003.1
Fixed the lingering hit spark after a hawk peck at the end of a stage, including pecks blocked by guarding. The effect now appears briefly and disappears normally.
Fighter moves, damage, colours, and game settings are unchanged.
Includes the ROM, bilingual guide, two GIFs, four screenshots and checksums.
20261003.1 file checksums
ZIP SHA-256: 767baf342500d94a6c1cf1664d620efb5684d2d9bd08f6a9a6d3efc4baae91df
ROM SHA-256: 4b612d16154345dd004ba5d7b4ee1d2abdd5baec9c8c0ac270156f09e88c5b15
Archive: Karateka Street Fighter 20261001.1.zip · 510,617 bytes (498.6 KiB)
Main Features
12 playable choices: KARATEKA and 11 Street Fighter-inspired fighters. Select from their actual in-game appearances; each has its own moves.
English, Japanese, Traditional Chinese, Cantonese (廣東話), Simplified Chinese, and Korean. Fighter names and move instructions follow your language.
Story mode offers Normal and Hard difficulties. Versus mode supports a CPU opponent or two-controller 1P VS 2P.
An animated cherry-blossom shopping-street opening, new castle scenery, multiple endings, character move calls and story voices.
Hard-mode opponents attack more actively, use specials and guard. Indoor pairs and reinforcements walking in from outdoor screen edges have separate health bars; Normal retains single enemies.
Guard lasts up to half a second, followed by a half-second cooldown if used fully. Throws cannot be blocked. Pink petals drift through outdoor stages.
Most ordinary animations still share Karateka’s original body frames. Fighters are distinguished by heads, colours, moves, and effects; they do not have complete sprite sets from the original Street Fighter.
Previous changes in 20261001.1
Successful-block feedback no longer consumes the guard time limit.
Vega’s Psycho Crusher can make four distinct contacts, for both the player and computer. Blocking still prevents damage.
Honda’s Headbutt, Blanka’s Rolling Attack, and the boxer’s Dash Punch rebound after contact instead of remaining pressed against the target.
Fixed the final room turning black and the player disappearing. The selected fighter’s head, accessories, and outfit colours now stay consistent in the ending scenes.
Restored fixed pink outdoor petals without changing fighter or projectile colours.
In-game screenshots (Mesen emulator)
These retained captures are from version 20261001.1, not the latest title and menu layout. Native resolution is 256×240; they are actual game captures, not recreated promotional art.
English titleSettings: 5 lives / infinite continuesVega selection and move inputGuarding with pink outdoor petals
Download and quick start
Download the latest ZIP above, extract it and open Karateka Street Fighter.nes. This archive contains only the ROM; no separate patch is required. Start a fresh game instead of loading an old save state.
Open Karateka Street Fighter.nes in an MMC5-compatible NES/FC emulator.
After the Intro screens, choose a language with UP/DOWN; press A or START.
On the settings page, use UP/DOWN to choose a row and LEFT/RIGHT to change its value. START begins from any row; A confirms Start Game.
At the title, choose Story or Versus, then confirm a difficulty. UP/DOWN or SELECT changes the mode; LEFT/RIGHT can preselect Normal or Hard. A or START confirms.
LEFT/RIGHT moves one fighter; UP/DOWN or SELECT moves three. The centre fighter is selected. A or START confirms your choice.
The selected fighter’s move name and input cycle about once per second. You do not need to wait for the cycle to finish before confirming.
The story opening plays after fighter selection. START or A skips it. If a confirmation button is still held, release it and press again.
Settings And Reset
Lives: 1-255. Continues: 0-255 or infinite. Starting stage: 1-6.
Music preview: 7 tracks. Sound preview: 5 effects. LEFT/RIGHT selects and plays; A replays; B stops playback.
Losing a life, or continuing, normally revives you in place with full health and a fighting stance. A cliff fall restarts the scene instead.
Soft reset returns to the Intro flow and remembers your language, settings, and fighter. Hold SELECT during reset to go directly to language selection. A fresh power-on uses the defaults.
Game over and the title’s automatic demo return directly to the title, without replaying the Intro screens. Start again to choose a fighter.
Basic Controls
LEFT/RIGHT: move. Holding RIGHT while standing makes the fighter run; movement in a fighting stance uses steps instead.
A: kick. B: punch. These assignments differ from some other games.
DOWN: guard when not attacking or in a forced reaction. DOWN+LEFT and DOWN+RIGHT also count, including while running. Release DOWN to return to the fighting stance.
UP: leave the fighting stance when the current action allows it.
START: pause/resume during play.
Versus mode
VS CPU: player 1 selects both fighters for a single bout against the computer.
1P VS 2P: two independent controllers each select and control a fighter. Player 2 inputs are mirrored; on-screen hints show the correct directions.
Bouts take place in a closed 武 arena without doors, with 15 HP per fighter. Story lives and continues do not apply.
A result picture appears after the result audio ends. Release held buttons, then press again to return to the title; either controller works in 1P VS 2P.
Guard Rules
Guard blocks normal attacks, projectiles, rushes, and hawk attacks without losing health. Zangief’s Spinning Pile Driver cannot be blocked.
The half-second guard limit counts only time outside successful-block feedback. Actual blocked hits pause that count; enemy misses do not.
Reaching the limit forces a half-second cooldown. Releasing DOWN early causes no cooldown. Releasing after the forced limit does not cancel it.
Attacks, special moves, and forced reactions cannot instantly change into guard. Death and revival clear leftover guard and move states.
Special-Move Inputs
B means punch; A means kick. Read arrows in order. These simplified inputs are specific to this modification, not the original arcade commands.
KARATEKA
Tenchi Haoh Ken: ←→B
Hadouken: ↓→B
Shoryuken: →↓→B
Tatsumaki: ↓←A
KEN
Shoryuken: →↓→B
Hadouken: ↓→B
Tatsumaki: ↓←A
CHUN-LI
Lightning Legs: tap A repeatedly
Spinning Bird Kick: ←→B
GUILE
Sonic Boom: ←→B
Flash Kick: ←→A
E.HONDA
Super Headbutt: ←→B
Hundred Hand Slap: tap B repeatedly; LEFT/RIGHT can move during the move
DHALSIM
Yoga Fire: ↓→B
Long Limbs: ordinary A/B attacks have extended reach
ZANGIEF
Spinning Pile Driver: ←→B, at close range; cannot be blocked
Double Lariat: A+B together
BLANKA
Rolling Attack: ←→B
Electric Thunder: tap B repeatedly
BISON — BOXER
Dash Punch: ←→B
Turn Punch: hold A+B together for at least about one-third of a second, then release
BALROG — MASKED CLAW FIGHTER
Barcelona Attack: ↓→B
Rolling Claw: ←→B
SAGAT
Tiger Shot: ↓→B
Low Tiger Shot: ↓→A
Tiger Uppercut: →↓→B
VEGA — DICTATOR
Psycho Crusher: ←→B; up to four separate hits
Psycho Ball: ↓→B
Input tips
Allow up to about half a second between directional steps. After the motion, press the attack button within about 0.4 seconds.
Repeated-button moves need three separate presses within about 0.4 seconds. Holding a button does not count as repeated presses.
←→ commands start with a fresh LEFT press, without DOWN held. Guile’s moves do not require holding a direction to charge.
The first RIGHT of →↓→ must be a fresh press. Its last RIGHT may also be DOWN+RIGHT. Shoryuken takes priority over an overlapping Hadouken.
Tenchi Haoh Ken pushes the opponent back. Multi-hit moves need suitable spacing; every hit is not guaranteed to connect.
Projectiles have a cooldown and a one-active-projectile limit. Moves can miss because of distance or the target’s current pose.
Doors And Hazards
Open indoor doors by attacking near them with punches, kicks, or a character special. The room’s progress requirements still apply; standing or guarding at a door does not open it by itself.
The portcullis knocks you back rather than killing you on contact, even during a special move. Wait for it to rise, or break it with ten effective close-range hits. Once broken, it stays open.
Ordinary enemy punches/kicks can still knock out a standing or running fighter at once under Karateka’s original rules. Guard or enter a fighting stance before engaging an opponent.
Safety, privacy and important notes
This is a NES/FC ROM, not a computer or phone installer; platform signing and notarization do not apply. The ROM runs locally in an emulator and does not itself connect to the internet. Review the emulator and download service permissions and privacy policies separately. Back up older ROMs and saves before replacing files, and verify the filename and checksum. This is not a guarantee of absolute safety.
This is the current complete release, not a separate animation demo.
This update received focused emulator checks. It has not been verified through complete natural playthroughs with every fighter, and has not been tested on physical cartridges.
Old save states may preserve old bugs or be incompatible with this ROM. Use the new ROM file and start a fresh game when checking a fix.
The file name is permanent. Replace the previous copy when updating; ensure your emulator is not reloading a cached older ROM or save state.
Some emulators map A/B differently. Check the emulator’s button mapping.
Karateka: original game, artwork, animations, and music.
Street Fighter: fighter identities and move-name references.
GNU Unifont 16.0.04, including Japanese glyphs: multilingual bitmap text.
OpenAI ImageGen: assisted creation of some additional illustration assets.
白河愁 Intro artwork: supplied with the user’s Intro specification.
This is an unofficial fan modification, not an officially authorised collaboration. Original games and third-party materials remain the property of their respective rights holders.
Website shown in the Intro: https://www.ff18.com Community: scan the QR code on the second Intro screen.
Classic run-and-gun action with six characters, two-weapon switching and an additional eight-stage Underwater campaign. Play solo or in two-player co-op, with both campaigns available from the start.
FC / NES fan mod · v20261013.001 · Updated October 13, 2026
v20261013.001 bug fix: Fixed the repeated white marks behind the English opening text. Previous fixes are retained. Music, stages and character abilities are unchanged.
v20261009.002 bug fixes: Fixed lingering sound after emulator reset, Sheena sinking when using airborne down + turbo A, and unintended platform drops after landing for all six characters. To deliberately drop after landing, release down, then press down + A again. Music and stage content are unchanged.
v20261009.001 bug fixes: Fixed garbled graphics and cursor misalignment in the secret Sound Mode. Music and stage content are unchanged.
v20260928.004 bug fixes: Fixed shots sometimes failing to hit the cross-shaped door boss at the end of Underwater Stage 7. Restored double jump, robot hover, Werewolf’s high jump and Sheena’s dash in Stages 2 and 4 of both campaigns. Corrected inconsistent proportions between Sheena’s standing, upward-aiming and lateral-movement sprites in the 3D bases.
Recent updates enhance some character abilities, ease selected scenes, strengthen underpowered bosses and fix a missing white-fabric sprite detail. This release further refines Sheena’s base-stage crouching sprite, skirt pleats and leg proportions, with an updated guide and credits.
Highlights
Six characters: Bill and Lance double-jump, RD008 and RC011 briefly hover, and Werewolf jumps high. Sheena can air-dash up to three times in eight directions with stomp damage; consecutive dashes must change direction.
Two weapons: Carry two guns and switch with SELECT. Try crossing twin fireballs, an upgraded spread gun and a thicker laser.
More moves: Flying kicks, stomps, slides and variable-height jumps add options to side-scrolling combat.
Co-op: Fight together. Touch the same pickup simultaneously and both players receive its effect.
New presentation: Character portraits, a team opening, a group picture and radio scenes.
Original-theme remixes: Underwater stages and base boss battles keep familiar melodies with new accompaniment. Classic Eight Stages music stays unchanged.
Your choice: Set starting stage, lives, continues, starting weapon and optional invincibility. Six languages are available.
Six-character roster
Mission Select
Falling through the passage into the Underwater campaign
In side-scrolling stages, hold A longer to jump higher; input down → forward → A on the ground to slide. Other characters use down + A in midair to stomp and diagonal down + A to kick. For Sheena, press a direction + A again in midair to dash, releasing A between dashes. Dashes cannot start near the ground; press the opposite direction without A to cancel into a fall.
Matching weapons automatically gain the normal R effect: S for Bill/Lance, M for the robots, L for Werewolf and F for Sheena. R pickups still work. Continues default to 255: after GAME OVER, START lets you choose a character before returning to the death position in the current scene; SELECT ends the game. Ordinary stage-clear dialogue also allows character reselection.
Boss upgrades apply only to Underwater: twin snow bosses in Stage 5, three giants in Stage 6, a boss relay with active cannons in Stage 7, and aimed bursts, a sweeping laser and ground shockwaves in the finale.
Playing
Open Contra UnderWater.nes in Mesen. After updating, reopen the game rather than loading a save state from an older release.
Fan mod by 白河愁 / KRYSO. An unofficial fan project; the original game and related assets belong to their respective rights holders.
Thanks to 老猫 and 灼眼の双児 for testing.
Special thanks to 玩主小小虫 and 82 年电玩大叔 (in no particular order).
QQ group: 1093320006
Some data used in this project comes from Contra – Heart of Galuga v1.3 [NES], a ROM hack by DimelNEX. Special thanks to DimelNEX.
A ROM hack by Kryso Osaka / 白河愁. The FDS underground version comes to FC / NES cartridge format, retaining all six stages, hidden passages and the escape ending, with new combat abilities, a selectable weapon system and friendly attack dogs. Play solo or team up with a friend.
Highlights
Six interface languages: Japanese, English, Traditional Chinese, Cantonese text, Simplified Chinese and Korean.
Directional shields reflect bullets and lasers at double speed. The overhead shield also repels airborne enemies striking it from above.
Horizontal rolls, rising rolls, aerial kicks and a double jump.
Four selectable slots: Dog / Knife, Rocket, Grenade and Pistol. The selected count is bright white.
Friendly attack dogs, including a rare invincible golden dog.
Two-player cooperation with separate ammunition and summon charges.
A new pixel-art opening with music and sound effects, featuring both soldiers, their dogs and an intelligence agent with an eagle. The agent and eagle appear only in the opening.
Controls
Input
Action
D-pad
Move, turn, crouch and climb ladders
A
Jump; release and press again in the air to double jump
B
Knife attack
Hold Up / diagonal Up
Raise the shield, including while moving or jumping
SELECT
Cycle weapon slots
A + B
Use the selected weapon, or summon a dog in the Dog slot
Left → Right + B
Roll right
Right → Left + B
Roll left
Down → Up + B
Rising roll
Air Down / diagonal Down + B
Flying kick
Hold Down, then A
Drop through a pass-through platform
START
Start / pause
Commands accept diagonals. The last valid horizontal input determines roll direction; Down-Up takes priority over a horizontal roll. Aerial diagonal Down + B prioritizes the flying kick. Rolls pass through mines without triggering them. Shields protect their facing area, not the entire body, and cannot be used during rolls, kicks or the summon gesture.
Weapons and dogs
Each player starts with 3 dog charges, 5 rockets, 10 grenades and 30 pistol rounds. Press SELECT to cycle Dog / Knife → Rocket → Grenade → Pistol, then A + B to use your selection. B alone remains the knife attack. Weapon ammunition is retained after death or Continue; dog charges refill each life and after clearing a stage.
Only one friendly dog can be active at a time. It enters from the left, runs right and pounces at enemies. Ordinary dogs die to enemy bullets or exploding mines. A summon has a 1-in-8 chance of producing an invincible golden dog, which survives those contacts while still detonating mines.
The first turnaround chance is 1/4 for ordinary dogs and 1/2 for golden dogs. Each successful return halves the next chance. Dogs bark on arrival, after a pounce and when turning around.
Open hidden underground entrances with grenades and hold Down at the ladder to enter. The final nuclear weak point can also be attacked with the knife, flying kick and rolls; melee impact flashes do not cause rocket-like splash damage. Dogs cannot instantly destroy the final target.
Getting started
Choose 1–15 lives (default 12), limited or unlimited continues (default unlimited), and a starting stage from 1–6. Music and sound previews are also available.
Extract the archive and load rushattack.nes in an emulator that supports its NES 2.0 format. No FDS BIOS or disk-side switching is required. Restart the game after an update instead of loading an older version’s save state. Some situations may still show character graphics or movement issues; reports with the stage, emulator and a short recording are welcome.
Fixes invincibility blocking ground/air rolls and rising rolls; protection duration and cooldown are unchanged. Includes the ROM, updated bilingual TXT, opening GIF and 18 screenshots.
Created by Kryso Osaka / 白河愁. Special thanks to Lao Mao (老猫) for testing. Author’s website
This is an unofficial fan modification. The original game and assets belong to their respective owners. Please retain the author credit and link to this website when sharing.
English · 中文 Version 20260820.3 · macOS 13+ · Apple Silicon / Intel Universal
CleanSweep is a native macOS app cleaner. Select or drop an application to find related data, caches, preferences, logs, and background services using its Bundle ID and app name. Nothing is removed until you review and confirm the results.
Google Drive · CleanSweep 20260820.3.dmg Publicly accessible without signing in.
Key Features
Scans the Applications folder for third-party apps
Supports drag and drop or selecting an app from disk
Precisely matches common leftover locations by Bundle ID
Shows paths, sizes, match reasons, and risk levels
Preselects high-confidence items and treats uncertain matches conservatively
Moves files to the macOS Trash so they remain recoverable
Performs every scan locally and never uploads your data
Globe language menu: automatic system-language detection plus English, Japanese, Cantonese, Traditional Chinese, Simplified Chinese, and Korean
Installation
Download the DMG from Google Drive.
Open the DMG and drag CleanSweep into Applications.
Launch CleanSweep and select a third-party app to scan.
Review the results, then move the selected items to Trash.
Security: Developer ID signed · Apple notarized · Gatekeeper verified. Because macOS has no universal uninstall manifest, discovery is heuristic. CleanSweep prioritizes exact Bundle ID matches and treats shared containers and system-level services conservatively.
中文版
CleanSweep 是一款原生 macOS 应用清理工具。选择或拖入应用后,它会根据 Bundle ID 和应用名称查找相关数据、缓存、偏好设置、日志及后台服务,并在你确认后将所选项目移到废纸篓。
建议使用支持 NES 的现代模拟器运行。第一次体验请从冷启动开始,不要加载旧版本即时存档,以免旧状态覆盖新版本的初始化数据。
作者与转载
改版制作:白河愁 / Kryso Osaka
转载或分享时请保留游戏版本号、作者署名与本站原始发布地址。请在拥有原版游戏的前提下使用本改版。
遇到问题时,请在评论中注明所选语言、使用的模拟器、出现问题的关卡和具体操作步骤。
Street Fighter 2010 Plus v20260912.001
Street Fighter 2010 Plus v20260725.005 is now available.
This ROM hack keeps the original stages, story structure, and core action while adding a complete multilingual startup flow, Chinese localization, eight-direction attacks, moving attacks, Theater Mode, and several control enhancements. The original Japanese and English text remains unchanged, while Traditional Chinese, Cantonese, and Simplified Chinese each receive localized titles, menus, dialogue, and game-flow text.
Version: v20260912.001 Author: Kryso Osaka / 白河愁 Platform: Nintendo Entertainment System / Family Computer Website:www.ff18.com
Feature Video
The 5-minute feature video embedded above demonstrates the actual ROM running at 60 fps, including the language menus, settings, localized story scenes, eight-direction attacks, slide, stage-skip commands, and Theater Mode.
Main Features
Custom Cold-Boot Intro
A cold boot now opens with a custom Intro containing a portrait, game title, version number, credits, website, and QR code. BGM 18 plays by default. Press any button on either controller to fade out and continue to the language menu.
Five Languages
Japanese
English
Traditional Chinese
Cantonese
Simplified Chinese
Japanese is selected by default. Japanese and English retain their original text. The three Chinese modes include localized title screens, the opening story, all 21 dialogue pages, target and versus screens, continue screens, and the Chinese ending text.
Multilingual Startup Options
Starting lives: 1 to 9
Starting energy: 0 to 10, matching the attack-power gauge
Starting stage: choose from the five main planets
Music player: 23 unique tracks
Sound player: 27 actual sound effects
Use Left or Right to select a music track or sound effect, press A to play it, and press B to stop it. Changing the number does not restart playback automatically.
Eight-Direction Attacks
Ground and aerial attacks now support all eight directions. Every shot reads the current directional input again, so rapid attacks no longer remain locked to the direction used by the previous shot.
You can attack while standing, turning, or walking left and right. Moving attacks preserve the normal walking animation and collision behavior instead of sliding the character across the ground.
Movement and Combat Enhancements
Double jump: release and press A again after the first jump.
Slide: press Down+A on solid ground to slide in the facing direction.
Drop through platforms: press Down+A on a pass-through platform.
Protective orbs: press Select to enable them and press it again to disable them.
Attack lifetime: every attack direction uses a lifetime based on the current power level.
Power retention: dying lowers attack power by one level instead of resetting it completely.
Theater Mode
Select Theater Mode from the startup options to watch the opening, story scenes, dialogue, cutscenes, ending, and staff roll continuously. Combat stages are advanced through the game’s stage-transition flow, so no manual stage play is required. The selected language remains active throughout the presentation.
Manual Stage-Skip Commands
Pause the game with START, then use:
Up+A: return to the previous internal sequence.
Down+A: advance to the next internal sequence, or to the next stage when no smaller sequence exists.
Down+A+B: enter the final clear and ending flow.
Controls
Input
Action
D-pad
Move and select the attack direction
A
Jump; press again in mid-air for a double jump
B
Attack, with eight-direction and rapid-input support
A modern NES emulator is recommended. Start with a cold boot for the first play session and do not load save states created by an older build, because old state data may override the new initialization values.
Credits and Redistribution
ROM hack by Kryso Osaka / 白河愁.
When sharing this release, retain the version number, author credit, and original post URL. Please use this ROM hack only if you own the original game.
For bug reports, include the selected language, emulator name and version, stage, and exact input sequence that produced the issue.
frpc (fatedier/frp) client package for Synology NAS, with a built-in web management panel.
English
A Synology SPK package for frpc with a web-based management panel. Easily configure and manage frp client on your Synology NAS through a modern web UI.
简体中文
群晖 NAS 专用 frpc 安装包,内置 Web 管理面板。通过简洁的网页界面轻松配置和管理 frp 客户端,实现内网穿透。
繁體中文
群暉 NAS 專用 frpc 安裝套件,內建 Web 管理面板。透過簡潔的網頁介面輕鬆設定和管理 frp 用戶端,實現內網穿透。
日本語
Synology NAS 向け frpc パッケージ。Web 管理パネルを内蔵し、ブラウザから簡単に frp クライアントの設定・管理ができます。
Features
Web UI for managing frpc configuration and service (port 8088)