Play PlayStation 2 And XBox 1 Games On Your Jailbroken PS5

Whereas PlayStation 3 and earlier were rather specialized consoles, today’s consoles like the PlayStation 5 are essentially x86-based gaming PCs in a fancy case, with custom firmware to lock it all down. Once you’re past those gates, however, you can use it to run pretty much anything. Naturally, this also means porting PlayStation 2 and Xbox 1 emulators to the PS5, in the form of the PS5X2 and XPSemu projects respectively.

In addition, Videocardz reports that Wine is being ported to the PS5 as its Proton iteration popularized by Valve’s SteamOS. This ‘PP’ project — for PS5 Proton — has no public releases yet, but it could mean that playing Windows games on your PS5 could also become reality.

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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.

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Breaking The Parental Lock On An XBox 360 Is Very Much An Inconvenience

There are many ways to soft-brick a device to the point where it cannot easily be used again, and “Cloud locks” or parental locks are probably at the top of the list here. [eWastelander] recently got an XBox 360 console for a mere $15 that had been tossed out without removing said parental lock. This led him down the fun path of exploring just how deep this lock goes that’s supposed to keep little Timmy from doing naughty things on the family gaming console.

The short version is that, unless you want to go medieval on the hardware and perform a NAND Flash-level reset, your best bet is probably to brute-force the pass code. You do not even have to mash in the thousands of codes yourself, but can use a keyboard emulator on something like a Teensy development board. This got [eWastelander] into the console after a mere five hours of the little MCU running through the combinations.

There used to be a reset code as well, as detailed over at Console Mods, but this is unique to each console and this feature got removed in newer firmware revisions. In the video, attempts to modify the console via a soft mod failed due to the compromised games that provide a backdoor not being ‘Everyone’ rated, which is probably a common outcome here.

Ultimately it seems that either you plug in an MCU board or you break out the NAND Flash programmer. Brute-forcing the XBox 360 pass code is something that we covered back in 2013 already, with in 2020 [Agent24] porting the code to the Teensy, with the code download link provided in the video description. Since Microsoft long since stopped providing the reset service via its support, this might be the only way to revive an otherwise junk XBox 360.

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Homebrew Webcam Support For The Original Xbox

These days, we take it for granted that a video game console will have multiple USB ports. There’s even an expectation that basic peripherals such as storage devices will “Just Work” when plugged into the system — a far cry from the days when each system had its own proprietary memory card.

The original Xbox from 2001 actually had USB ports as well, it’s just that they were used for the controllers and had non-standard connectors that kept you from plugging in other devices. But a simple adapter gets you a standard USB-A port, and after that it’s just a matter of software. Like this homebrew project to get generic USB webcams working on Microsoft’s first foray into console gaming.

Well, “generic” may be pushing it a bit, as the project by [Darkone83] currently lists only two compatible cameras. The first is the Xbox Live Vision Camera, which was never intended to be used on the original Xbox and was instead an accessory for Microsoft’s follow-up console, the Xbox 360. Interestingly, the other supported camera happens to be Sony’s PS2 EyeToy. Claiming that you plugged a PS2 camera into your Xbox would have been fighting words back on the playground circa 2003, but now it’s a reality thanks to the power of open source.

Now there technically was a camera for the original Xbox, but it was only released in Japan and is quite rare. Perhaps unsurprisingly it used the same OV519 chipset as the EyeToy and later Vision Camera, and reverse engineering how the console communicated with it was critical to the development of this project.

As of right now, there’s not much practical application for this webcam driver. It just shows the image from the camera on your TV in glorious 320×240 resolution. But now that the code to make it work is out in the wild, hopefully other Xbox homebrew projects will add support for it.

Although things aren’t quite as active these days as they once were, the hacking scene for the original Xbox is the stuff of legend. If you ever see one of this gargantuan consoles at a flea market for cheap, there’s still plenty of fun to be had pushing the system outside of its comfort zone.

Recycling Two XBox One Consoles Into A 10 GB USB Flash Drive

Amidst the ongoing RAM & storage apocalypses, Mad Max-esque scenes are unsurprisingly developing, with the eMMC recycling project by [Chase Fournier] from a pair of XBox One S (‘XBone’) mainboards being just one more example. These mainboards come equipped with a 5 GB eMMC chip installed, alongside 8 GB of DDR3.

Removing the eMMC chips isn’t that complicated and after some reballing fun the chips were both installed on a carrier board with a Norelsys NS1081 controller IC. This provides a USB 3.0 interface and can connect to up to four SD or eMMC memories, with here just two channels used.

Although the eMMC testing device didn’t seem too happy with either chip, after mounting them on the PCB the controller could be programmed and saw both eMMC packages for a grand total of 10 GB storage.

Sequential read performance in CrystalDiskMark was about 140 MB/s while write performance was about 64 MB/s, which is zippy enough for smaller files. Not that you can store more than 10 GB on this USB drive anyway.

Turning the DDR3 ICs on the mainboard into proper DIMM or SODIMM sticks would also be an idea, as even such older memory tech keeps ramping up in demand. As for the XBone X variant with its 12 of GDDR5, that’s probably a harder proposition to repurpose, but recycling old consoles suddenly has become a lot more exciting.

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The Long Afterlife Of The Console Modchip

For a late-1990s engineer with good soldering skills, many a free pint of beer could be earned by installing modchips on the game consoles of the day. Modchips were usually a small microcontroller connected with a few wires to selected pins on the chips or pads on the board that masked or overrode the copy protection and region locking. This scene was brought back for us by a recent [Modern vintage gamer] video looking at the history of console hardware mods, and it’s worth a watch (see the video, below).

The story starts in 1996 with the original PlayStation, largely the source of those free pints for a nascent Hackaday scribe back in the day. Along the way, as he expands the story, we find other memories, for example, the LPC bus-based hijacks of the first XBox console, and the huge modding scenes on both that machine and Sony’s PS2. The conclusion is that this community left its mark on today’s consoles even though the easy hardware hacks may be a thing of the past on the latest hardware, and as past Hackaday articles can attest, jailbreaking older consoles still has a way to go.

In the early days, our recollection is that the PlayStation modchips were driven by the region locking rather than piracy, for the simple reason that Sony used 80-minute ISOs which wouldn’t fit on the then-available consumer 74-minute CD-R. We also remember them being used by people who couldn’t afford a blue debuugging PlayStation,. or the rare black developer model.

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Fixing A Destroyed XBox 360 Development Kit

As common as the Xbox 360 was, the development kits (XDKs) for these consoles are significantly less so. This makes it even more tragic when someone performs a botched surgery on one of these rare machines, leaving it in dire straits. Fortunately [Josh Davidson] was able to repair the XDK in question for a customer, although it entailed replacing the GPU, CPU and fixing many traces.

The Xbox 360 Development Kit is effectively a special version of the consumer console — with extra RAM and features that make debugging software on the unit much easier, such as through direct access to RAM contents. They come in a variety of hardware specifications that developed along with the game console during its lifecycle, with this particular XDK getting an upgrade to being a Super Devkit with fewer hardware restrictions.

Replacing the dead GPU was a new old stock Kronos 1 chip. Fortunately the pads were fine underneath the old GPU, making it easy to replace. After that various ripped-off pads and traces were discovered underneath the PCB, all of which had to be painstakingly repaired. Following this the CPU had apparently suffered heat damage and was replaced with a better CPU, putting this XDK back into service.

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