It’s Linux, On A Sega Megadrive

If you were in the market for a games console in 1990, the chances are that the object of your desire was either a Super Nintendo with its 16-bit 6502 derivative, or the Sega Megadrive, sold as the Genesis in North America, with its Motorola 68000. Both machines featured impressive graphics and sound for their time, but they remain firmly in the 16-bit era. Which makes it a surprise to see LinuxMD. It’s Linux, for the Sega Megadrive, with the latest mainline kernel.

The Motorola 68000 series of chips was the first porting target for Linux, and is still maintained in 2026. This build runs from an SD card  in a modern Megadrive storage peripheral, and is reported to run on the original hardware. The lowly 68000 in the Sega doesn’t have a memory management unit required for the full Linux experience, so what’s really running here is a kernel compiled with the -nommu option. That in itself is a feat, on this architecture. On it you get smolutils, a cut down coreutils, and that seems to be it.

We like this project, for pushing both console and kernel to the limit, even though we see that maybe it’s not the most practical Linux machine. Meanwhile though, this isn’t the only UNIX-like OS for this console.


Image: Evan-Amos, Public domain.

Cramming A Mini-ITX Gaming PC Into A 3D Printed Steam Machine Sized Case

The recently released Valve Steam Machine is somewhat awkward in that it uses a custom, non-standard PCB and non-standard power supply. This fact apparently has irked some people who decided that it makes perfect sense to try and cram a Mini-ITX board, Small Form Factor (SFF) PSU and full-sized discrete GPU into an enclosure of the same size. Cue the SFF Mini-ITX Steam Machine Case project by [3DCatt] over at Printables.

This is apparently a project done in cooperation with AMD’s [Jacob Terkelsen], who showed off the 3D printed case stuffed full with the aforementioned parts, which includes a GeForce RTX 5060 GPU. Of note is that the Valve Steam Machine uses a different cooling configuration as it has both the CPU and GPU on the same PCB. These share the same massive heatsink, as can be seen in e.g. the [Gamers Nexus] teardown video.

For this angular imitation machine it would have been nice to use a blower-style GPU, to exhaust the hot air rather than dump it all into the case. This is also an issue that was raised by [Jacob], with more ventilation added to mitigate the issue. What the overall performance will be compared to regular compact Mini-ITX cases remains to be seen, but if you really want to live the Steam Machine life and have some parts kicking around along with a 3D printer, it might be worth a shot.

Graphics Upgrade For Nintendo Entertainment System

Modern video game consoles rarely have expansion ports, but in the 80s and 90s it was practically guaranteed. With the speed that hardware was advancing it made sense to build in some way to upgrade a system’s capabilities throughout its lifespan. But while this gave us things like the Sega CD and N64 Expansion Pak, many ports ultimately went unused. Given this recent project from [decrazyo], one wonders if unused port on the bottom of the Nintendo Entertainment System could have been used to expand its graphical capabilities.

The basis of this upgrade is the fact that the Picture Processing Unit (PPU) on the NES has four pins that are grounded. These four pins tell the NES to display the background color if the pixel is transparent. Since they’re normally grounded, this means the NES can only display a limited background image, but there’s no reason these pins must be grounded. By using a second PPU configured to output graphics information and wiring it to these four pins on the first PPU, the NES can be given all kinds of new abilities, such as adding parallax effects to backgrounds, rendering more sprites, and showing more colors in the backgrounds.

Of course, the hardware requirements for this will require a donor NES to get the second PPU as well as the necessary memory chip for it, and we don’t recommend tearing apart perfectly good retro consoles for experimentation if it can be avoided. Presumably, you could use this open-source NES hardware alternative instead. But for those with the parts and the gumption, creating a demo or adding graphics features to homebrew games using this second graphics chip is within reach.

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Bernoulli Disk Goes “Wii!” When Plugged Into WiiU

The Bernoulli disk was a wild piece of 1980s hardware. Take a big floppy. Spin the platter at 1500 RPM just a micron or so from a read head. The airflow around that rapidly-spinning disk actually stabilizes the disk that close to the read-head via the Bernoulli effect, hence the name. Once upon a time, everybody wanted a Bernoulli Box to put under their Macintosh 512, but [Will It Work?] wanted to see how well these old drives held up to the 21st century by using it to load games onto a WiiU.

It’s not as crazy at is it seems. The WiiU is happy to read and write anything that looks like a USB mass storage device. The Bernoulli Box is of course pre-USB — even the later model 5 1/4″ drive [Will] is using from 1987. That means it uses SCSI, the USB of the 1980s. He’s got a 90 MB disk, though Iomega did make disks of higher capacity in that format, all the way up to 230 MB. Yes, the same Iomega of Zip-drive fame and infamy. But don’t worry, the peculiar pneumatic nature of the Bernoulli disks makes them immune to the click of death.

You might think it’s going to take a great deal of hacking and homebrew to get the WiiU talking to a SCSI drive from the 80s, but as we said in the introduction, Nintendo made this thing respect USB conventions, so all that’s needed is an SCSI-to-USB cable. Well, plus a passive SCSI 1 to SCSI 2 adapter to get the USB adapter to fit.

It doesn’t seem like the drive slows down the WiiU nearly as much as we’d expect, but then it’s not a console known for fast load times. The other surprising detail is how much space the WiiU’s formatting sucked up, knocking the 90 MB disk down to only 68 MB. Combine that with the WiiU’s firmware wanting to pad space for save files, and not much fits. Thus we don’t expect this odd tower of power to take off like the original did. Still, if you had one of these back in the day, it might be a nice nostalgia hit to hear the drive whirring away.

If you think a disk drive is something Nintendo would never imagine for their consoles, think again! The Japanese version of the NES had the Famicom Disk System, which turns out to be essential if you want to run UNIX on it.

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Nintendo DS Port Of Super Mario 64 Released With Multiplayer Support

For some time now [Tobi Friedly] has been tinkering away at porting the original Super Mario 64 from the Nintendo 64 to just about any device imaginable. One of these being the Nintendo DS, with the code and build instructions now up on GitHub, along with the demonstration video below that shows off the added multiplayer functionality.

We previously covered this project and the challenges involved. The main problem that kept him from just taking the existing Nintendo DSi port by [Hydr8gon] and running it on the original DS is that the latter doesn’t have enough RAM to load the entire game ROM into memory. The integration of NitroFS for asset streaming took some time, along with addressing sound support and overall stability. Meanwhile it appears that multiplayer support was also added along the way.

This multiplayer involves two DS systems, each running its own copy of the game. This can be nice for co-op playing of the game, as well as just for goofing around in a 120 star fully finished game with a buddy.

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Downloadable Xbox Thumbstick Toppers Give Gamers Accessibility Options

Microsoft has a history of taking accessibility options seriously for gaming controllers, and that trend continues with downloadable thumbstick toppers for Xbox controllers. Being straight from the source, the 3D models should fit as well as can be expected with a minimum of fiddling. Just make sure you select the right controller model, because they are each subtly different.

The toppers themselves come in different styles, and there’s a design to fit a variety of needs, from a thumb cradle to ones intended for more serious adaptations —  the perforated X-shaped topper, for instance, is meant to anchor a custom shape molded overtop it.

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Robot Chess But Each Piece Is A Small Robot

A topless chess piece. (Credit: 3DprintedLife, YouTube)
A topless chess piece. (Credit: 3DprintedLife, YouTube)

We have seen a number of self-playing chess boards over the years, but the general theme has been standard chess pieces moved by either an internal electromagnet or an external robotic arm. This is, of course, a reasonable choice, as it reduces complexity, and sometimes you can even use standard chess pieces on a regular board. But what if each piece could move by itself? That seems cooler, so that’s what [3DprintedLife] did with 3D-printed chess pieces that are also tiny robots.

Although technically not the first, as you can buy the commercial Chessnut Move offering, this being an open hardware and source project makes it a lot more interesting, also because the general design is generic enough to be usable for applications other than just playing chess.

The MiniBots, as the individual pieces are called, are built around a custom PCB with an ESP32-C3 module, two PMO8-2 miniature stepper motors with requisite drivers, a magnetometer, and are powered by a 170 mAh LiPo battery. Communication with the central hub is done using ESP-NOW, with each MiniBot using its own dedicated channel.

This hub’s mainboard also runs on an ESP32-C3 for the wireless interface, while the processing is handled via a serial link with a Raspberry Pi SBC that runs the main Python-based software. Localizing the individual pieces on the board is done by scanning electromagnets embedded in the board and using the readings from the individual magnetometers to triangulate the positions.

Although at the end of the video a basic prototype sort of works, the ESP32-C3, being a single-core MCU, tripped up the firmware, necessitating some changes that should be in the next update, along with power saving and easier recharging being issues to address.

If you want to see a more conventional chess robot, we’ve seen plenty.

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