Hacking Around The Financial Pain Of New 3DS XL Top Screens

With Nintendo’s 3DS experiencing a bit of a renaissance lately, prices for functioning systems have shot through the roof. Getting a busted one with a broken screen is a lot cheaper, but then you run into the eye-watering price difference between a replacement top screen for the regular version and the larger XL variant. The latter costs about the same as a whole new used 3DS, while the former goes for peanuts. Here the solution is obvious, with [Skawo] demonstrating how they hacked the cheaper, smaller top screen into a New 3DS XL.

The price difference on AliExpress as shown in the video is on the order of $120, with the smaller screen going for less than $10. Since they both use the same connector pin-out and display technology, you can plug either display into the New 3DS XL mainboard.

Where you’ll run into issues, other than the replacement display being obviously not XL, is the physically shorter flat flex cable for the controls that forces the display to be installed in an offset manner. You need jailbroken firmware like Luma3DS here to adjust for the screen offset. Filling in the missing screen real-estate is the other issue you have to patch over somehow, which was done here in barbaric fashion with some cardboard.

Beyond that it does work, and as a fix to at least get a broken New 3DS XL back into the game it’s worth considering. Do note that there’s a difference between regular 3DS and New 3DS (second generation) screens with neither being compatible, so be careful before you try such a fix.

Continue reading “Hacking Around The Financial Pain Of New 3DS XL Top Screens”

Benchmarking Repairability Scores With An Asus Tablet

A few years ago, France introduced a mandatory repairability score for consumer goods like laptops and tablets. It involves five criteria that range from documentation and availability of spare parts to ease of disassembly, with the manufacturer using a government-provided checklist to determine their score.

Recently Asus determined that their Asus ROG Flow Z13 – model GZ302EA – scored a 10 out of 10 using this system. This led [iFixit] to run the same tablet/laptop hybrid through their own rating system.

You can find the filled-out spreadsheet for this device here, with this Asus-provided site showing a list of devices that all score a 10/10 or a measly 9.9/10 according to this system. As a self-reported score it is hard to take it as the objective truth, as there is every incentive for the manufacturer to tweak the truth to their own benefit and gloss over inconveniences. This is where it’s interesting to compare it with [iFixit]’s 7/10 score.

On documentation, Asus gives itself a perfect score but [iFixit] finds it to be incomplete. Removal of one fan requires the disassembly of the cooler with its liquid metal thermal interface on the CPU. The wireless card, and most ports, are soldered to the mainboard. On the bright side, after you get the screen off, the insides are quite modular, which is a plus.

[iFixit] dings three points: for documentation, soldered-down components, and a fan accessibility glitch. Parts accessibility outside of France is also significantly harder, but one can hardly blame the French system for that. Overall the French self-reported rating would seem to be a fair start, but depending on which criteria you define as required you may find yourself disagreeing with the score.

In the case of LPDDR5 RAM one could argue for example that with LPCAMM2 modules soldering RAM onto the mainboard ought to be a thing of the past, and Wi-Fi modules should always be removable as well. You can take that up with the French regulators.

Continue reading “Benchmarking Repairability Scores With An Asus Tablet”

The Neo Geo Does Run DOOM After All

Demonstration of the DoomGeo port of Doom to the Neo Geo. (Credit: Sabino, GitHub)
Demonstration of the DoomGeo port of Doom to the Neo Geo. (Credit: Sabino, GitHub)

Perhaps the most ridiculous statement that anyone can make is that a computer system with clearly enough processing power ‘cannot run DOOM‘. This is why we accept the premise that a PDP-11 cannot run this game, but something on the order of a Neo Geo gaming console with its 68000 processor and for the time impressive GPU definitely ought to be able to.

The stated problem here is a lack of RAM for a framebuffer, with the CPU only having 64 kB to play with. This limitation now has seen two different approaches to try and circumvent it, as covered by [Modern Vintage Gamer].

The first project here is Doom64kB, which as the name suggests tries to somehow work with this system RAM limitation. It uses the Doom8088 port for the original IBM PC and similar Intel 8088-based systems. This had to massively reduce the feature list, including the lack of texture mapping for floors and ceiling, no saving or loading, and no music.

The other project is DoomGeo, which doesn’t try to bend the Neo Geo hardware to its will, but accepts the Neo Geo way of doing things: involving sprite strips, pre-baked graphics, fix-layer UI, and a minimum of runtime data. This of course drastically changes how the Doom game engine normally works, with its framebuffer-based rendering.

From this we can thus conclude that it’s not so much the processing power that limits where DOOM can run, but more of how framebuffer-friendly the system architecture is, yet with some ingenuity and a complete rewrite of the game engine even that is no major obstacle.

(Top image: Neo Geo AES console. Credit: Evan-Amos, Wikimedia)

Continue reading “The Neo Geo Does Run DOOM After All”

UDP Broadcasting And The Joys Of IPv4 Subnetting

In the previous installment on UDP broadcasting and service discovery, the basics of both were explored, including an implementation in the form of NyanSD and its protocol. Contained in the comment section was a very good demonstration of why one of the most exciting aspects of software development is the opportunity to share your latest creations with other people. This being the ability to get solid feedback on all the points – including any potential boneheaded omissions – that you really should address, whether intentional or accidental.

The most pertinent point raised was definitely that of broadcast addresses and IPv4 subnets, with the latter topic especially being something that the sysadmins at the office would talk about all the time, but which us software developers were always happy to ignore as something that didn’t concern us. Turns out the joke was on me and everyone else – like our esteemed readers – who thought that they could escape the fascinating world of subnets, as today we’ll take an in-depth look at what subnets are and how they are relevant to the world of UDP network discovery.

I somewhat alluded in the first article to the topic of ‘which broadcast address to use’ as being somewhat of a rough topic to figure out, which is clearly why I just stuck to a blatantly ‘works for me’ /24 subnet that usually will work on networks, until it does not.

Continue reading “UDP Broadcasting And The Joys Of IPv4 Subnetting”

Using Your Own RBMK Reactor Control Center At Home

To give people the most intimate RBMK experience, the [Chornobyl Family] has been working tirelessly at not only replicating the original RBMK reactor control room and its SKALA industrial control system’s controls, but also to create a version that you could tinker with at home if you ever fancied getting your own RBMK operator license. This starts with the operator console, with its use demonstrated in a recent video including a range of common commands.

In this video the entering of codes on the console to interact with the system is detailed, including the logic behind it. In the absence of large displays to display many parameters and such, this way the operator could ‘talk’ with the control system, including obtaining current sensors readings and the setting and changing of setpoints. From the same console you can also select and run programs, which is useful for automating tasks, like monitoring coolant flows.

In the second video not only the construction of the control panel is covered, but also a visual representation of the simulated reactor core which is displayed on a connected monitor. Although not a part of the original SKALA system as such, a much larger version existed as a wall-sized physical version inside the control room, so it’s definitely more home-simulator friendly.

We previously covered this SKALA system that controls RBMK reactors, as well as the 1990s modernization of the Chornobyl Nuclear Power Plant.

Continue reading “Using Your Own RBMK Reactor Control Center At Home”

The Death Of Physical Media And The Real Challenges To Software Archiving

Along with the many displays of outrage, gnashing of teeth and other displays of profound grief at the recent news that Sony will no longer manufacture physical game discs come 2028, we have also heard some voices pipe up with a variety of statements, such as that this decision makes game archiving basically impossible. Of course, the truth of the matter is that software archiving in general has become much harder already over the past decades, while game consoles are just late to the archiving-hostile party.

As an example, one merely has to contrast Sony’s PlayStation with e.g. the Valve Steam store and software by juggernauts like Adobe and Autodesk. Here the former moved after the Creative Suite (CS6) series of Photoshop and other tools fully over to the Creative Cloud (CC) subscription model, where DRM and constant rental software renewals are in order. Unlike that disc copy of CS6 Master Collection that will stay good practically forever, there’s nothing really to archive with Adobe’s CC software.

Similarly, with digital game downloads and their constant patches now put inside a heavily encrypted environment that relies on a special launcher, preserving video games has been turned into into a virtual nightmare for many years now.

Continue reading “The Death Of Physical Media And The Real Challenges To Software Archiving”

Porting The Nvidia GPU Driver To Haiku For 3D Acceleration

As good as a desktop OS may be, at some point it has to feature accelerated 3D graphics. This has been a bit of a sticking point for Haiku OS, as none of the big names in GPU cards are likely to start putting out drivers for this OS any time soon. Fortunately there is the Linux open source driver code from Nvidia that can be used as a jumping-off point for a port, which is what [X512] and the community over at the Haiku forums did over the course of more than a year.

In a recent video [Action Retro] takes a poke at the fruits of these efforts, trying out the driver with an RTX2070 Super GPU. Of note is that this driver requires the GSP (GPU System Processor) controller that got added by Nvidia with the Turing series of GPUs, meaning that you need at least a GTX16 or RTX20 series card.

You can get an installation package from the GitHub repository, such as for the v0.0.2 pre-release that was created in January of 2026. In this pre-release state quite a few things are working, with the ability to play 3D games at a reasonable FPS being the biggest improvement over plain VESA mode. Features like CUDA are not available as they’re not in the open sourced section, of course.

In the [Action Retro] video the whole installation process is demonstrated, starting with a fresh nightly Haiku build. First the gaming performance in software-rendered VESA mode is demonstrated before the GPU driver is installed. This shows a marked improvement in performance, although Minecraft needs to be updated for the newest Mesa library that omits OSMesa, so that couldn’t be tested. Overall it shows that Haiku has made another massive leap forward in becoming a viable daily driver OS.

Meanwhile, over on the ReactOS side of things we just saw a Half-Life 2 playthrough by [Aotori Hibiki], on an Intel Sandy Bridge PC with GeForce 8400GS graphics. Here ReactOS has the advantage of being Windows NT-compatible, including WDDM-style GPU drivers, allowing it to use the same drivers as Windows. Simultaneously, ReactOS is now implementing its first NT6 kernel API calls to make it compatible with modern  (Vista+) Windows.

The upshot here is that for people who want to daily drive an open source OS with all the creature comforts imaginable, things have never seemed more promising. Especially for people who don’t want Yet Another Linux Distro but just an utterly boring desktop-centric, single-user focused OS that Just Works™ these are great tidings.

Continue reading “Porting The Nvidia GPU Driver To Haiku For 3D Acceleration”