An EInk, ESP32-based Game Boy

This is one of those projects that was both inspired and made possible by the absolute embarrassment of dev boards available to the modern hacker. In this case, the dev board was the M5Stack PaperS3, which as the name implies combines an ESP32-S3 with an e-ink panel. [Wenting Zhang] picked one up and was immediately inspired to try and make an e-ink Game Boy.

The M5Stack PaperS3 made this project possible by exposing the display with row/column control — parallel, some would call it, as opposed to the usual serial interface of SPI. That allowed [Wenting] to work some of the same e-ink magic he perfected on his Modos monitors to allow partial refresh at up to 60 Hz. That the ESP32-S3 is capable of emulating a Game Boy while driving the screen should surprise no one, since it can emulate an MSX while outputting VGA or even Windows 95 on a 386. In this case, he’s basing the actual Game Boy emulation on Crank Boy.

Of course the e-ink screen on the M5Stack is far larger and has a much higher resolution than what the Game Boy shipped with, which lets him implement touch controls and scale the image up 3X so he can fake a couple of shades of grayscale while actually outputting black and white. Even better, if he was actually playing this thing on the regular, once the high-refresh portion of the screen starts to wear out, he can flip the orientation and keep gaming on the virtually-unrefreshed control portion of the screen — doubling the lifetime of the system, something many of you raised as a concern when we last looked at a his e-ink monitor project.

The only real shortcoming of this hack is the sound. With one-bit beeps coming out of the M5Stack buzzer, it’s got nothing on Nintendo’s hardware. Of course, that’s partially down to using the hardware as-is. With the addition of an I2S sound chip like the one used in the MOD player project we featured recently, you’d just need to squeeze out enough processor cycles to make this sound as good as it looks.

Continue reading “An EInk, ESP32-based Game Boy”

Sony To End Physical PlayStation Disc Production In 2028

Sony has just announced on their PlayStation blog that they will stop the production of game discs starting January 2028. This effectively means a shift away from physical media to one that fully relies on downloading content from the PlayStation online store.

Although not technically confirmed, this announcement would strongly indicate that the PlayStation 6 will do away with its optical drive altogether as previously speculated. Of course, physical media has long since been on the ropes, particularly when it comes to gaming. Valve’s recently released Steam Machine doesn’t feature an optical drive, and for that matter, neither does the average gaming PC these days. But it’s still disappointing to see in many ways.

Although digital downloads have their advantages, a major problem here is that due to Digital Rights Management (DRM) you only ever get a license to lease a game. This means losing the ability to lend or borrow a game, and will likely mark the end of second hand sales. With narrow exceptions such as Good Old Games (GoG) and its DRM-free installers that you can e.g. burn onto a CD or copy to a USB drive as a static instance of the software, this shift by Sony effectively ends game ownership for PlayStation owners.

Web Tool Lets You Take Steam Controller For A Drive

One of the simplest robots to make is a bristlebot — a motor with an offset weight is attached to the head of a toothbrush, and the resulting vibrations will move the contraption across a flat surface. [Very Lazy Pixels] recently took this idea a bit further by turning the Steam Controller into a steerable, bristlebot-like robot.

To drive one’s Steam Controller across a desk, all that is needed is for a computer with a paired controller and a Chromium-based browser. From there, using the WASD buttons, the web interface converts traditional video game inputs into controller motion by spinning the controller’s rumble motors at a specific frequency. With precise control of these motors, the controller can move forwards and backwards and even turn, which is a great deal more advanced than the traditional bristlebots generally manage.

Part of what makes this possible is Valve’s willingness to release information about many of their products to the general public, enabling anyone to modify or upgrade those products to their liking. While not completely open source, it’s a step in the right direction and enables fun projects like these. We’ve seen other Valve products turned into surprisingly barebones single-board computers as well as custom portable workstations thanks to this philosophy.

Continue reading “Web Tool Lets You Take Steam Controller For A Drive”

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.

Continue reading “Graphics Upgrade For Nintendo Entertainment System”