Investigating A Rare Burnout 3 Beta Disc

These days, it’s pretty easy to buy old retail console games just by hunting online auction sites. It’s much rarer to come across a disc holding a beta version that was only ever intended for internal us, and yet, that’s precisely what landed in [MattKC’s] hands—a copy of the Beta 3 release of Burnout 3 for the original Xbox. He thus set about the task of investigating the differences to the retail release and preserving the beta for the future.

The first task involved figuring out how to read the disc. Retail Xbox games show up as a DVD Video disc if you put them into a PC, which can complicate reading them. However, being a burnt beta disc for use in an Xbox devkit, this one was a little different. It was easy enough to read and dump with a regular DVD drive and some common tools for ripping Xbox ISOs.

From there, it was a matter of comparing the dumped disc to the retail PAL release. There wasn’t a lot of differences to find—with [MattKC] noting that the beta was dated just six days before the official retail release. Mostly, this beta had just a few localization differences in non-English languages compared to the final release. Still, [MattKC] nonetheless was able to preserve this curio for the future, and it now lives on the Internet Archive for future generations to enjoy. Perhaps the diehard Burnout 3 fans will one day decide that PAL Beta 3 is the ultimate version of the game.

It’s always interesting to get a look behind the scenes of big-time game development. We’ve taken a look at console devkits before, too—hardware that is never intended for the public to see.

Continue reading “Investigating A Rare Burnout 3 Beta Disc” →

Fly Brain Connectome Used To Trade Stocks And Play Games

Recently researchers finished mapping the central nervous system (CNS) connectome of not just the female Drosophila melanogaster (i.e. fruit fly) brain, but also that of the male D. melanogaster for a comparative analysis. Here the sexually dimorphic changes turned out to induce specific mating behavior that ensures that there will only be smooching between genetically fit D. melanogaster males and females, while the rest of the connectome remained effectively the same.

Of course, with this connectome in hand it led some people to ask themselves what else one can do with this connectome graph of about 160,000 neurons other than make a fruit fly into a fruit fly. So far we have seen [Nftechie] turn this connectome into a crypto stock trader with the Stonkfly project that uses the connectome’s reward circuits to potentially make profitable trades, though [Nftechie] says that they haven’t verified yet how good a fruit fly is at trading stocks, only that it does said stonks.

Over at [PC Gamer] they summarized a number of things that people have also done, including trying to make the connectome control a game of DOOM and Beat Saber. Each game frame stimulates sensory neurons, with the generated outputs then mapped to game controls, with dopamine-producing reward circuits wired in for reinforcement learning.

Although the D. melanogaster brain is only the merest fraction of the size of the human brain, it does provide us with a glimpse of what actual artificial intelligence research may lead to, as we unravel how even a 160,000 neuron connectome is enough to make these terrors of rotting plant matter do their wonderful things.

Hand-Coded ASM Powers Homebrew SNES Game

Nintendo has made many game consoles in its long history — one that famously overlaps that of the Ottoman Empire — but only one of them was ever Super. It’s that console, the Super Nintendo Entertainment System, that [Inkbox] has decided to delve deeply into as he crafts a game in assembly using all the hardware tricks he can.

Hardware tricks he’ll need, given he’s limited to the two 64 kB RAM banks and 3.58 MHz Ricoh 6502-based CPU. Even the 4 MB limit he sets for a historically-accurate homemade cartridge seems positively claustrophobic by modern standards. The game he’s after making is a top-down adventure game a la Zelda, and [Inkbox] gets right into the weeds explaining how the SNES works as he shows his work in this nearly hour long video. If you’re looking for a deep dive into the architecture, along with how it is meant to be used, you could certainly find worse sources. Everything from the different graphics modes to what registers handle sound are covered in this and the previous video in the series.

We can’t help but call out his dedication to open source — the SNES Sound Engine he has put up on GitHub looks like it could be a real asset to anyone else doing this kind of homebrew. The game itself is on itch.io and is pay-what-you-want.

[Inkbox] doesn’t just limit himself to the SNES’s 6502-esqe assembly — he’s done impressive work in x86 ASM, too. Continue reading “Hand-Coded ASM Powers Homebrew SNES Game” →

Lara Croft On A Microcontroller

Once upon a time, you had to carefully budget your microcontroller’s resources if you wanted to do something as simple as flash a bunch of LEDs. These days, they’re powerful enough to humiliate the game consoles of yesteryear. [alexkid77] demonstrates this well, having the ESP32-P4 run Tomb Raider.

Now, [alexkid77] hasn’t gone so far as to create a PlayStation emulator on the ESP32 or anything quite like that. Instead, this is a port—and not of the original Tomb Raider release, either. [alexkid77] started with OpenLara—the classic game running in an open-source engine. With the ESP32-P4 having two cores running at 400 MHz each, there was plenty of processing power on tap to run the engine with a software renderer at 320×240, which is hardware scaled up to 1024×600 via the Pixel Processing Accelerator (PPA) built into the chip. There’s also stereo audio with an ES8311 codec hooked up, while input is via a USB HID keyboard.

It’s funny to think that it could actually be cheaper and quicker to get Tomb Raider running on an ESP32 and a cheap LCD display versus actually going out to buy a PlayStation and an original game disc. But that’s the way the cookie crumbles in 2026. At least you don’t have to play it on an S3 Verge. Continue reading “Lara Croft On A Microcontroller” →

Reactive Heat And Wind Come To VR, Thanks To Smart Plugs

Want to feel the heat of nearby fire, explosions, or radiation? Or even just the gentle warmth and breeze of a sunny day in the wasteland? If you said yes, you’re in luck because [GingasVR] created an immersive heat mod and wind mod for the VR version of Fallout 4 that leverages economical smart outlets and game scripting to do just that.

The heart of this hack lies in gluing two things that don’t normally go together. In this case [GingasVR] uses a bit of game scripting to control TP-Link HS100 or HS110 Smart Plugs, allowing virtual events to control things in the real world. An ordinary fan in a smart plug creates wind on demand, and heat comes from a 250 watt infrared heat lamp aimed toward the player. For heat, an IR lamp is the way to go because it’s highly directional, can be quickly cycled on and off, and responds rapidly.

The range of immersive effects opened up by this is pretty compelling. Sunny weather yields a gentle glow of warmth, but nearby explosions cause a short full-blast flash of heat. The heat of fires also grows and fades with proximity. This being Fallout, [GingasVR] ensured local radiation has an effect on the heat level as well. Want to see it in action? She briefly explains around the 3:20 mark in this video.

Using ordinary appliances and smart plugs controlled from within VR to modify environmental effects is clever, and we like that it’s entirely nondestructive. The scripting mod for the game doesn’t overwrite any game files, and the hardware used requires no modifications.

Not into Fallout? [GingasVR] has similar Skyrim VR mod, if that’s more your bag. And if you’re modding Skyrim VR anyway, consider adding a “meditation device” headband to make magic respond to your actual state of mind.

Giving The NES An Optical Data Storage Add-On

The introduction of optical media in the form of CDs meant a revolution in the world of gaming consoles, escaping the restrictions of a few dozen MB of storage and instead offering a theoretically infinite amount of storage through the miracle and tedium of swapping discs. After the SNES narrowly escaped getting a CD add-on and the N64 doubled down on cartridges, we can now at least get an impression of what it’d be like if the Nintendo Entertainment System had been gifted a CD add-on back in the 1980s, courtesy of a project by [Throaty Mumbo].

The NES future we could have had. (Credit: Throaty Mumbo, YouTube)
The NES future we could have had.

There’s also an accompanying video containing typical hijinks and a demonstration of this system. Initially [Throaty Mumbo] was going to make a SNES CD add-on to match that console’s initial prototype, but doing it for the NES seemed more fun. Obviously, since the NES is quite limited hardware-wise it was always going to be a struggle, even if the original front-loading NES conveniently has a mostly unused expansion slot.

On the custom PCB there is an RP2350B microcontroller that mediates between an Everdrive N8 Pro cartridge and an IDE CD drive, along with a PCM5102 audio DAC. The expansion port is hereby used to receive the audio samples on its audio mix input pin, along with power. After boot the game ROM is read off the CD by the MCU and streamed over USB to the Everdrive.

Combined with the previous work [Throaty Mumbo] did to revive the long-defunct Japanese online service for the NES, it’s an exciting time for fans of the iconic console.

Continue reading “Giving The NES An Optical Data Storage Add-On” →

A man’s hands are shown holding a video game controller. A cable runs to a box with an orange front surface, which has a series of divots arranged in a points on a grid. These divots form a vertical line, with one other divot to the right of and below the line.

Playing Snake With A Pneumatic Display

[soiboi soft]’s vacuum-driven dot matrix display is part suction gripper, part touchscreen, and altogether impressive. Its display capabilities are entirely shadow-based, with each pixel being made of a cavity behind a flexible silicone sheet; when the display’s microfluidic logic circuitry activates a pixel, a vacuum pump pulls the sheet inwards, creating a visible hollow.

As in previous iterations, the display’s control circuitry is built around a pneumatic “transistor”, which allows an air channel to be opened or closed by applying vacuum to a control channel. As a first test, [soiboi soft] built a 16-pixel dot matrix display. Eight control channels – four row and four column channels – are multiplexed to individually control each pixel. The transistors act like one-way valves, so the pixels hold their state, even when pressed in by hand; simply add some circuitry to read a pixel’s state, and it would be a fully-functioning touchscreen. The supporting pneumatics also got an upgrade; the solenoid valves now cleanly mount to the back of the board, and the vacuum pump connects via a Luer lock adapter.

The 3D printing used to make certain parts and silicone molds caused issues when scaling up to a 64-pixel display, however. The parts were warping, destroying the seal necessary to keep pixels “on”. To straighten them out, [soiboi soft] pressed the printed part against a flat glass build plate in a vacuum bag and annealed it at 60 Celsius for several hours. This worked quite well, particularly when slightly raised rings were printed around the area to be sealed. Once all these bugs were worked out, the display was clear and decently responsive. [soiboi soft] was able to display letters, numerals, and animations, and even able to play Pong and Snake. It won’t be setting any refresh rate records, but it was nevertheless fully usable.

For another approach to playing Snake with microfluidics, check out this project. If printing molds and casting silicone seems too fiddly, there are always other ways to make microfluidic circuits.