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✇Tomshardware

PlayStation 3 emulator adds support for ATI Radeon HD 2000, 3000, and 4000 series graphics cards on Linux — 20-year-old HD 2600 crumbles, can only run Portal at 13 fps in 273p

The developers of RPCS3 have announced that their PlayStation 3 emulator’s minimum system requirements have been adjusted to include a crop of even older Radeon graphics cards. This well-regarded application already supported ATI Terascale 2 GPUs from the Radeon HD 5000 and 6000 series, but now gamers still cradling Radeon HD 2000, 3000, and 4000 series can join in the fun. Some of these GPUs date back nearly 20 years. Please note that while RPCS3 is available for a range of platforms, this extended ATI architecture support is only for Linux users.

Fine wine on Terascale 2

Back in 2021, the RPCS3 devs lowered the emulator’s system requirements to embrace Radeon HD 5000 and HD 6000 (Terascale 2) series graphics cards. In the subsequent five years, the emulator has been tuned to improve performance on hardware from these generations. An example provided asserts that when using Persona 5 as a benchmark, performance in Kamoshida’s Castle went from 35 to 49 FPS between 2021 and today (on a PC system with an ATI Radeon HD 5850, AMD FX-8350 CPU, and 8GB of RAM).

Inspired Terascale 1 experiments

Success spurred the devs to investigate TeraScale 1 performance and compatibility. Some OpenGL wrangling ensued due to TeraScale 1 GPUs only reporting OpenGL 3.3 and GLSL 3.30 support, but getting these old and unloved ATI cards to work with the RPCS3 OpenGL renderer was surprisingly simple. It was done by overriding the reported OpenGL levels to 4.3 and 4.40.

Initial tests made use of a system packing an ATI Radeon HD 4890 with 1GB of VRAM – the most powerful Terascale 1 GPU ever sold. According to the RPCS3 blog, this card has a more powerful GPU than the PS3, but the emulator’s complex shader code is not optimal for older architectures like this. Nevertheless, “Simpler games work perfectly fine, with playable performance,” notes the blog, “while games that have more complex graphics are GPU bottlenecked with subpar performance.” Screenshots show Metal Gear Solid HD Collection and Outrun Online Arcade with frame rates close to 60 FPS.

PlayStation 3 emulator adds support for ATI Radeon HD 2000, 3000, and 4000 series graphics cards

(Image credit: The developers of the RPCS3 )

Moving down the stack and further back in time, GPUs like the ATI Radeon HD 3870 are “still able to render very simple games with playable performance in RPCS,” assert the devs. To achieve playability, you will want to dial in PSP-like resolutions, though. Specifically, 273p was mentioned.

What about the weakest TeraScale 1 GPUs? The ATI Radeon HD 2600 XT with a measly 256MB of VRAM even performs poorly at 273p. Screenshots from RPCS3 tests show it only managing 8 FPS in Outrun Online Arcade and 13 FPS in Portal.

With RPCS3’s progress over the last half decade, these performance numbers could also improve. In fact, the blog states that “future optimization should improve performance by quite a bit on these old GPUs.”

It looks like a good time to dust off your retro PC and try a few old PS3 classics on your ATI TeraScale 1 GPU-accelerated rig. Remember this extended graphics card support requires a Linux distro with the Mesa driver r600. Then you need to launch RCPS3 with the following environment variables: MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=440 ./rpcs3.AppImage

✇Tomshardware

1994 Sega 32X gets first-person Backrooms game with raycasting engine — retro hardware tour de force includes yellow rooms, buzzing fluorescents, endless procedurally generated levels

Developer PaisleyBoxers has released Backrooms 32X, with the strap line “welcome to the cutting edge of 1994.” Yes, this is a Sega 32X game set in the Backrooms, the dingy, yellowing internet phenomenon given a huge boost with the release of the psychological horror indie film earlier this year. Despite the ancient and relatively resource–starved console platform, the devs appear to have captured the Backrooms' essence of “buzzing fluorescents, damp carpet, walls that go on too long” with a raycasting engine written from scratch in C and SH-2 assembly (with some Claude AI assistance).

Above: a slightly earlier Backrooms 32X release running on real Sega 32X hardware. Since this release, some objects can now be pushed over, and there can be chairs in the rooms.

In keeping with the Backrooms theme, this is a claustrophobic adventure game in the signature endless yellowed beige rooms setting, where you seek the exits, then another exit, and another. The game packs in procedurally generated levels, providing endless ‘fun.’ However, there are also community maps built by your fellow players. As a bonus, there’s a browser-based level editor so you can contribute to map designs, too.

When playing the game, your first-person character can crawl and crouch, squeezing through crawlspaces, maintaining Backrooms aesthetics and mechanics. A six-button (rather than a 3-button) Sega control pad is recommended if you are using original 32X hardware to enjoy full control.

Backrooms 32X

(Image credit: Backrooms 32X on itch.io)

Technical achievements

Probably the most noteworthy element of Backrooms 32X, though, is the technical achievement. Highlights include:

  • the endless liminal space with procedurally generated levels,
  • dual-CPU rendering utilizing both 32X SH-2s,
  • a real raycaster rendering textured DDA walls, dynamic ceiling lighting, distance fog, thin partition walls, and half-height cubicle dividers you can see over,
  • crawl and crouch — full eye-height perspective,
  • and a live, not pre-rendered,  3D intro to the game.

If you are interested in Backrooms 32X, or even in playing any of the new wave of Backrooms gaming content, feel free to give this a spin. Literally free, as it is open source, available on GitHub, and a trivial 1.5MB ROM-ready download via the itch.io link we shared in the intro (version 164, released a couple of hours ago).

You don’t need an actual Sega 32X and flashcart hardware to play. PaisleyBoxers assures that Backrooms 32X also works on MiSTer FPGA, as well as 32X-capable emulators such as RetroArch, BlastEm, Ares, or Kega Fusion.

✇Tomshardware

Mario Kart Wii recompiled for PC using AI, with 4K potential and uncapped frame rates — 'first static recompilation of a Wii game' supports over 200 tracks thanks to Retro Rewind compatibility

The static recompilation craze has just hit a milestone with developer @patchzyy sharing a slick and smooth-looking version of “Mario Kart Wii, rebuilt for PC.” Mario Kart Wiicompiled, created using the help of AI coding, is being teased now, with a video embedded below, but isn’t expected to become available as a beta until next month. That is, if it doesn’t get whack-a-moled somehow by the notoriously litigious Nintendo.

For context, several developers have been busy with static recompilation projects over recent years. Successes in recompiling games from platforms like the Nintendo N64 (and Xbox 360) have clearly inspired a generational jump, with patchzyy’s claimed “first static recompilation of a Wii game.” From the brief video, it looks pretty good.

Static recompilation transforms the binary machine code into equivalent native code for the target platform, like PC. Digital archivists and retrogaming fans like static recompilation as it can offer higher performance and stability, removing emulation quirks and overheads. It can also make use of the best features of the modern platform, so Mario Kart Wiicompiled is going to run at up to 4K, with an unlocked frame rate. Moreover, in this case, Retro Rewind community mod compatibility is confirmed, which means that recompiled players will be able to access 200+ race tracks.

At this time, the static recompilation doesn’t use 4K or HD textures or character models. However, these are options open to the community/modders, going forward, just like we see with N64 and other console recompilations.

It will be interesting to see if the Wii’s big gimmick of motion controls, which could be used for Kart steering, will work on Mario Kart Wiicompiled. Perhaps it could even work with original Wii Remotes you might have lying around.

So, are Wii static recompilation title floodgates about to open? There is certainly a nice selection of games folks with Wii disk collections might enjoy playing on their modern PCs connected to their 4K TVs. So, Nintendo might not like seeing this kind of project getting popular, but the devs studiously separate the static recompilation code from the game ‘ROM’ files, which retro gamers may or may not actually own.

Many social media commenters point out that AI was used in the development of Mario Kart Wiicompiled, but that was already made clear in the project FAQ. That document clearly states that AI was used to assist with code only, not for the generation of art or other assets.

✇Tomshardware

Ex-Sega engineer creates 'super realistic' CRT monitor emulator — incredible retro offering even includes TV screen tapping to fix picture

An ex-Sega engineer has created a CRT emulator for macOS so realistic that it even supports screen tapping to fix the notoriously sketchy performance of the technology. On Tuesday, a developer showcased a CRT emulation project which some commenters complained was more like a CRT damage simulator. In other words, the CRT effects like flickering, noise, and aberrations were judged by the masses to be somewhat overdone. Today, @GOROman has followed up by demonstrating that the famicom-rf-hackrf-decoder software’s CRT rendering can be improved via an old-school whack to the top of the monitor. See it with your own eyes, in the video embedded below.

皆様の要望にお応えして、テレビ画面叩きに対応しました! https://t.co/Bg75IsbW28 pic.twitter.com/DJJjhuOC7xJuly 14, 2026

The developer of this CRT emulator, GOROman, is an ex-Sega and ex-Facebook software engineer. They explain that the famicom-rf-hackrf-decoder software receives VHF RF output (NTSC-J) from their Famicom (Nintendo NES) via an open-source SDR (software-defined radio) solution dubbed the HackRF One.

With the software running and the NES plugged into the HackRF One, the console’s RF-modulated video can be displayed on VHF channel 1 or 2. However, here you can see it on a modern LCD, in a window on the desktop. Thus the GOROman project is performing a full NTSC-J color decode in software and displaying the result on the desktop in real time via SDL2.

It is further explained that the Famicom “is not broadcast-compliant (non-interlaced 240p, chroma phase advancing 120° per line, one short line per frame).” Therefore, the decoder has to run several processes in the background to avoid quirks like drifts, wobbles, and color burst instability.

GOROman’s famicom-rf-hackrf-decoder software in action

(Image credit: GOROman on X and GitHub)

In summary, the Famicom’s RF output isn’t ideal for piping into modern monitors, so the decoder has to effectively simulate an analog TV’s brain, locking in the image stability and color. The initial demo shared by GOROman looked so much like a ‘damaged TV’ because the dev wanted to play around "by shifting the VHF frequency (exaggeratedly)." [machine translation] It was an eye-catching, humorous demo.

So, what’s happening with the new video and demo of percussive maintenance support? On social media, some have guessed that the fun picture stability-fixing mechanic could be using feedback from the Apple MacBook’s lid angle sensor. However, I looked at the GitHub page for GOROman’s famicom-rf-hackrf-decoder software, released under the MIT open-source license, and there appears to be an input variable for "audio tap," so the effect may be based on mic audio input.

Someone in the comments has requested a magnet mode to play with the ‘CRT,’ so guess what might happen tomorrow.

✇Tomshardware

Modder successfully runs Counter-Strike clone at 60 FPS on the original Sony PSP — created his own Rust-based 3D engine to power 480 x 272 gameplay, also works on PS Vita

Barely a day goes by without some retro system developer accomplishing a technical feat that beggars belief. OpenStrike is the latest mad project, creating a proof-of-concept reimplementation of the seminal Counter-Strike for the Sony PlayStation Portable (PSP), a 22-year-old system that arguably has no business running the game.

The port was made by Yifeng Wang (aka doodlestrike), who apparently created his own Rust-based 3D engine called Pocket3D for the affair, along with the PocketJS JavaScript engine for the game rules and UI. Despite the proof-of-concept status, Wang says that elimination matches with bots are already playable, though the game's famous buying stages aren't yet functional. The full set of eight original Counter-Strike maps have already been tested, and interested modders should easily be able to roll their own.

Yes, that's Counter Strike on a PSP!Yes, that's DevTools inspecting game UI!Yes, it's PocketJS! Clean room implemented FPS engine, fully open JavaScript mod API, ~12MB RAM footprint, 60fps, fully open source. ⚡️ pic.twitter.com/OprLN3E71JJuly 10, 2026

The engine manages to run the game with bots at a steady 60 FPS at the PSP's native 480x272 resolution, thanks to pre-processing graphical assets to directly bake lightmaps into vertex colors (as opposed to real-time or on-startup calculations). Interestingly, Wang kept the old-school BSP (Binary Space Partitioning) rendering method to cull non-visible areas rather than use a fancier modern algorithm, lending credence to the "don't fix what isn't broken" motto.

The game also runs on the PS Vita, a system with 4x the effective resolution of the original at 960x544, with native graphics, without upscaling of either 3D rendering or 2D assets. You should also be able to run the project as a standard desktop game, and naturally, it's playable on the popular PPSSPP emulator. To get the project going, you'll have to provide your own copy of the Counter-Strike asset data, similar to using Doom's original WADs in one of the many ports.

The project's entire technical architecture is impressive, as Wang went way beyond the scope of "make a 3D engine that load maps." Both the Pocket3D and PocketJS 2D engines are generic, and OpenStrike is merely the first "product" that uses them. The code runs on a server/client/event architecture, and the event handling (ex: shooting) is decoupled from the rendering core, preventing nasty FPS dips. The game is testable offline, and most everything is trivially moddable. You should check out the OpenStrike repo if you're interested.

✇Tomshardware

Minecraft shown running on Game Boy Color and Game Boy in 3D with textures — developer coaxed 3D look out of barely-there hardware

Tobias Friedly, also known as Game of Tobi on YouTube, is quite the wizard when it comes to making the seemingly impossible happen on early Nintendo hardware. His latest venture is getting a limited version of Minecraft running on the Game Boy Color (GBC)... but in 3D. As an added bonus, he even got the game working on the original Game Boy in limited fashion, thanks to both machines' interoperability.

Friedly demonstrated his work in a short YouTube video, where it's plainly visible that he managed to coax the GBC's 8x8 sprites into something visually resembling Minecraft in a three-dimensional projection. Although there are no enemies, inventory, or game logic, the feat is exceedingly impressive given that the hardware was never meant to have 3D games.

This is a significant departure from existing Minecraft demakes for old Nintendo gear, seemingly all of which tried implementing the original game's mechanics in a flat two-dimensional space. Friedly's project appears to be an offshoot of his existing Minecraft 3D for the Gameboy Advance.

Even with the limited GBC hardware, he even went as far as adding a map generator that can create flat or bumpy maps. Blocks of various types (including portals) can be placed and removed, and he even added the Nether area of the game. Game saving and loading is included, and there's an option to enable block textures. Predictably the results are a bit iffy given the limited resolution of the display and the inherent difficulty in faking texture mapping with 8x8 tiles.

Despite running at different speeds and color levels, the Game Boy Color and original Game Boy are for the most part compatible, and Friendly even showed that his clone does run on the original black-and-green Game Boy. It's hard to distinguish blocks on that screen — but it works. If you're interested in trying it out yourself, download the cart files that Friedly published.

✇Tomshardware

Sega’s $5M investment saved Nvidia in 1996, now Jensen Huang is heading to Tokyo to mark 30 years of partnership — Akihabara event will include a GeForce RTX 5090 FE lottery, an RTX Spark presentation, and more

Nvidia and Sega have scheduled an event next week to celebrate their history and longstanding friendship. The invitation-only shindig takes place at GiGO Akihabara, Tokyo (you can apply via Twitter/X). Nvidia CEO Jensen Huang will star at the July 15 event, officially unveiling the RTX Spark for the first time in Japan. Attendees will also get a chance to win a GeForce RTX 5090 FE in a raffle.

30 年にわたる NVIDIA とセガの歴史を日本のゲーマーと一緒に祝うゲリライベントを開催!来場者には抽選で「GeForce RTX 5090 FE」をプレゼント! 🎁イベント当日は Jensen Huang が来日し、「NVIDIA RTX Spark」をお披露目します。日時:7 月 15 日 17:00 ~ 18:00会場:GiGO 秋葉原 3 号館… pic.twitter.com/VFX5q6QqV6July 8, 2026

If you will be in Tokyo on July 15, it might be worth pitching for an invite, and if you’re exceptionally lucky, you might visit the event, then go home with one of the best graphics cards available in 2026. The GeForce Japan social media managers are asking for comments that encapsulate 'memories of Nvidia or Sega' with photos, videos, anecdotes,” and so on (machine translation). You have until sometime on July 12 to concoct your invitation pitch. Remember, Japan time is about half a day ahead of the mainland US time zones.

Though it is clearly spelled out what the Nvidia side of the celebration will present on the day (the RTX Spark and a raffle RTX 5090 FE), no such specific teases have come from the Sega camp.

The lack of any teaser might make you think that Sega isn’t going to reveal anything new at the event, or conversely that something big is on the horizon. But if Sega were to pull a hardware surprise out of the bag, it could make quite a splash.

The Japanese gaming icon exited the console race back in 2001, when it ceased production of the Dreamcast. However, it released rehashed mini consoles like the Genesis Mini and Game Gear Micro at the beginning of the 2020s. More recently, some Mini Arcades (like Sonic, OutRun, and Golden Axe) have been released in partnership with MyArcade. It would be great if Sega could do something ambitious again, or even come out with a mini console capable of handling Saturn or Dreamcast titles. With some kind of lightgun support, please.

Nvidia and Sega – an enduring bond

As mentioned in the intro, Nvidia and Sega are old buddies. Nvidia nearly collapsed in 1996, just three years after its founding, and only the belief and generosity of a senior Sega executive at the time saved Nvidia from the graveyard. This is according to Huang’s recollections of a very difficult time for Nvidia, shared in interviews in 2024.

The story goes that Nvidia’s work to design a GPU for a next-gen Sega console fell through largely due to incompatibility with the emerging DirectX API. Sega’s management appreciated the efforts, though, and believed in young Mr. Huang enough to invest $5M in the green team. This investment gave Nvidia the breathing room to pivot from its previous graphics architecture and come out with the DirectX-friendly RIVA line (1997), followed by the unstoppable GeForce series (1999).

✇Tomshardware

Future Nostalgia Project asks retro hoarders to ‘Copy That Floppy!’ — flips the early 1990s anti-piracy campaign on its head to encourage budding archivists

Flipping the infamous early 1990s anti-piracy campaign messaging on its head, the Future Nostalgia Project is asking retro hoarders to Copy That Floppy! Backed by the Cambridge University Library and supported by the Digital Preservation Coalition, the project went online late last year. The project includes an extensive, indexed how-to guide to preserving data currently on your dusty old floppy collection. It covers a plethora of removable media from 8- and 5.25-inch floppies to the iconic 3.5-inch ‘save icon’ diskettes. I’ve been archiving my own very poorly labeled collection of diskettes before bit rot gets them, and while the necessary hardware remains affordable.

The published guide focuses mostly on saving the material stored on the old removable media. Rewriting the disks to new media and/or accessing the old data that was squirreled within is beyond the scope of the still extensive guide. However, there are links provided to further guides and documentation that cover those subsequent steps.

My 3.5-inch floppy jumble

I originally acquired a good-condition working USB floppy drive from the iMac era to image my collection of 3.5-inch floppies dating back to the 16-bit era. Buying a USB-attached optical drive has already been great for accessing and imaging old CDs and DVDs. However, due to the mix of (poorly labeled) Atari ST, Amiga (OFS, FFS, PFS), PC, Mac, and even Archimedes floppies, I have the USB floppy, which doesn’t cut it. I had to acquire a Greaseweazle because a PC‑compatible USB floppy drive cannot read or write the raw, low‑level disk formats used by Amiga, classic Macintosh, and many other vintage systems.

It’s a bit of a rabbit hole in a minefield, but some vintage used drives you can get via places like eBay are better than others at reading flux transitions (the raw magnetic pulses on the disk) on non-IBM formats. Then, when you image disks, and it isn’t 100% successful, you wonder if your drive is the problem or if it’s the old media…

My first diskette archiving tests immediately hit a speedbump. After a lot of forum reading and investigating, I determined the used 3.5-inch floppy drive I’d sourced to pair with my Greaseweazle had one malfunctioning head. Having the other USB floppy drive allowed me to verify that using a standard PC disk.

Users should now - copy that floppy
Greaseweazle setupTom's Hardware
Users should now - copy that floppy
Look at raw data in tools like HxCFloppyEmulatorTom's Hardware

My second used floppy drive appears to be OK. I’ve managed to image some Amiga and Atari ST disks and access them, reading files and running programs within the respective emulators. If you don’t know what format the source floppy is, Greaseweazle can handle it by doing a complete flux copy. Then you can look at raw data in tools like HxCFloppyEmulator to understand the original format and make disk images for common emulators. These can be saved to backup disks, as well as the current PC SSD. That’s what I’ve been doing.

I’m also currently digitally archiving compact cassette audio tapes (Yamaha Natural Sound deck), and scanning 35mm film (Canoscan film scanner), among other things, when I’m not writing here. In all these cases, the media is getting so old now that it could be degrading, if not already useless. Moreover, the devices you can wrangle these old formats with are also often nearing the ends of their service lives.

It’s been over 30 years since the cringeworthy Don’t Copy That Floppy campaign hit the airwaves. You can watch the Software Publishers Association-backed video online anytime now, as it's been digitally archived on YouTube. The messaging was clear: copying software results in a loss of income for artists, writers, designers, and programmers, meaning there will be fewer software products in the future.

✇Tomshardware

Germany's massive 60,000-game preservation project collapses after €1.5 million funding dries up — world's largest game archive was entirely publicly available, now abandoned just as Sony kills physical media

The Internationale Computerspielesammlung (ICS), a German effort to assemble the world's largest publicly accessible video game archive, is being wound down after roughly €1.5 million in public funding expired at the end of April and the federal government declined to renew it. GamesWirtschaft reported on July 3rd that the project's shareholders voted unanimously to shut it down, leaving the future of its database of more than 60,000 cataloged titles unresolved. This decision comes the same week that Sony confirmed it’s ending physical PlayStation disc production.

The ICS held more than 60,000 games spread across cartridge, floppy disk, CD, DVD, and Blu-ray, alongside manuals, packaging, and hardware, assembled since 2012 from the USK (Germany's game-ratings authority), the Computerspielemuseum Berlin, the industry association Game, and the University of Potsdam. Its public online catalog launched in April 2019 with tens of thousands of entries. The physical holdings remain with the institutions that own them, and whether the shared database and its infrastructure survive is under legal and technical review, according to GamesWirtschaft.

Funding for the ICS came from the Berlin Senate and the federal government's culture commissioner and ran only through late April. Germany's Federal Ministry of Research, Technology and Space (BMFTR), which took responsibility for games policy in 2025, examined a model for permanent institutional funding and concluded it wasn’t economically viable given the scale of the work involved. Berlin economics senator Franziska Giffey had cautioned earlier in the year that support beyond April wasn't guaranteed.

A 2023 study by the Video Game History Foundation and Software Preservation Network found that 87% of classic games released in the U.S. are out of print and commercially unavailable, a survival rate the researchers put below that of American silent films. In October 2024, the U.S. Copyright Office refused for the fourth time since 2015 to grant a DMCA exemption that would let libraries share preserved games with remote researchers, siding with the Entertainment Software Association.

Meanwhile, fan-run archives face a different set of challenges. Myrient, a repository holding more than 385 TB of preserved games, was set to go offline in early 2026 as AI-driven demand drove up RAM, SSD, and hard-drive prices, before volunteers backed up the collection in full. The ICS shutdown coincides with Sony's confirmation that it will end physical PlayStation disc production in 2028, which will make any future archival attempts all the more difficult.

✇Tomshardware

HamsterOS jams a 32-bit GUI operating system in a single 1.44 MB floppy disk — retro OS for 386-era hardware should make for easy living with DOS machines and software

The appetite for retro computing grows ever larger, and there are probably hundreds of thousands of homebrew software projects targeting machines from the last century. However, few of those are full-featured, 32-bit, and GUI-driven operating systems that can fit in a single floppy, with some modern conveniences to boot. Enter the upcoming HamsterOS, set for release in November.

HamsterOS is seemingly targeted at using PCs from the 386/486 era, along with DOS software. After loading from the floppy disk, it'll present a user interface with most every commonly used utility: a notepad, image viewer, calculator, file finder, drive icons, and a window manager. The file browser should have up to five windows once, complete with per-type icons.

Crucially, HamsterOS includes an in-kernel VM86 DOS box, and a FreeDOS fallback for programs that might not run well within. Other noteworthy tech aspects include support for FAT 12/16/32 with read-back verification, dedicated format and disk utilities, a partition manager, and even SCSI diagnostic tools. The operating system defaults to 16-color VGA resolution, but the ability to use 256 colors exists as a diagnostic option. There's a neat fallback to VGA as a safe mode after three failed crashes, too.

HamsterOS options

(Image credit: Mean Hamster)

Mean Hamster, the company developing HamsterOS, didn't publish any sort of mission statement, but judging by the feature set and integration with its HamsterWeazle floppy image management utility (for use with GreaseWeazle drives), it seems to be a more practical means of managing and/or using machines from the era.

The list of hardware support is what you'd expect for 1980 and 1990's era machines, comprising ATA IDE and CD-ROM, ISA floppies, serial and PS/2 mice (with wheel support, too). The only supported soundcard is the Sound Blaster 16, though loadable drivers should let tinkerers expand the list; plus it's possible that the built-in FreeDOS support allows for using most any type of hardware regardless.

The multitasking architecture is cooperative, meaning it's somewhat old-school in its approach, with each program in charge of regularly yielding control back to the OS. This is different and inferior at face value than the now-standard preemptive multitasking, but it ought also to allow for generally increased responsiveness with slow disks, lower RAM usage, and broader compatibility with DOS applications. To keep things running smoothly, HamsterOS includes I/O stall detection if it's frozen for over 8 seconds. HamsterOS isn't just meant to run DOS stuff, though, as it has its own app format.

Mean Hamster flatly says that "HamsterOS is well past the 'can it boot' stage" and that most every listed feature is already implemented. The company says it's focusing on stability and performance improvements as well as bugfixes. It seems to be calling the OS a "product," so it seems likely that it'll be commercial and closed-source, unlike most projects of this type. A good tool is always worth paying for, though.

✇Tomshardware

Designer turns discontinued E-Ink dev board into a 60Hz Game Boy handheld — dual-core chip runs at 100% to power handheld, 960x540 display employs ultra-low-cost ESP32-S3 microcontroller

Enterprising enthusiast Wenting has turned an M5Stack PaperS3 dev kit with an e-ink screen into a more-or-less fully functional Game Boy. If you're not a hardware hacker yourself, there's a fair chance you've never heard of Wenting Zhang or Modos Labs. The engineer's "Wenting Channel" on YouTube has been a favorite of niche tech nerds for a long time, showcasing all kinds of hardware hacking expertise. Zhang spent the last several years turning that expertise into Modos Labs, a company whose high-refresh e-Ink displays we've covered before.

Okay, it won't play real cartridges, the sound is kind of jank, and the performance isn't always full speed. Still, this is quite an achievement for a few reasons. The PaperS3 is an e-Ink dev kit, not really a commercial product. It's intended for prototyping and, well, exactly this sort of hardware hacking. A key detail to understand is that this device isn't powered by some multi-core Rockchip or Allwinner SoC, but rather by an ultra-low-cost ESP32-S3 microcontroller with just two cores running at clock rates measured in hundreds of MHz, not GHz. Moreover, its e-Ink display is not really intended for the kind of smooth refresh normally required for playing video games, yet Zhang pulled it off.

Photos of the PaperBoyS3 emulator running multiple games, and being controlled via Bluetooth.

Touhou, Zelda, and Tetris, all running on the Paper Boy S3 emulator, including rudimentary Bluetooth LE controller support. (Image credit: Wenting Zhang)

To understand how this Game Boy emulator is even possible, you have to understand Zhang's breakthrough with E-ink hardware, which he originally developed for his open-source monitor project, the Modos Flow. He has a whole video explaining the tech, but the summary is basically that he replaced the display controller of a typical e-Ink display with a powerful FPGA so that he could treat every single pixel as an independent display region and then only update the parts of the screen that are actually changing each frame.

How, then, did he achieve this on the embedded controller in the PaperS3? It's only possible because the Game Boy screen is very low resolution by modern standards at just 160x144 pixels. The screen on the PaperS3 is 960x540, so he was able to multiply the resolution by three to give him enough room for dithering to reproduce the four possible shades of the original Game Boy screen. This process takes up almost the entirety of the second CPU core in the ESP32, leaving just enough room for audio processing while the actual emulation happens on the first CPU core.

The end result is a very convincing facsimile of the Game Boy's display, except instead of being a tiny and dim LCD, it's a razor-sharp, crystal-clear e-Ink display. Zhang even implemented some quality-of-life features, such as partial Bluetooth LE controller support as well as dedicated quick-save and quick-load touchscreen 'buttons' to save the emulator's state. You can even load a state directly from the front-end, allowing you to instantly resume where you left off when you have to stop.

That's not to say the project is flawless, though. For one thing, it relies on touchscreen controls with no haptic feedback because the device simply doesn't have the requisite hardware for it. Perhaps more pressingly, the PaperS3 only has a simple piezo buzzer for sound, and while Zhang pulled off some real hackery to get recognizable Game Boy audio out of the mono buzzer (by using pseudo-polyphony like a ZX Spectrum hacker), it doesn't quite sound like a real Game Boy. The hacker also doesn't discuss the battery life of the device while running his emulator; given that he's pushing both CPU cores of the microcontroller to their limits, and also that e-Ink displays are actually quite power-thirsty when driven at 60 Hz, we can't imagine it's great.

A screenshot of the M5Burner store showing the PaperBoyS3 emulator.

PaperBoyS3 is available and ready to be flashed to your PaperS3, if you already have one. (Image credit: Wenting Zhang)

If you're keen to try out "Paper Boy S3", Zhang says he's uploaded it to the M5Burner tool that serves as both a firmware flasher and app store for the M5Stack devices. However, as he notes himself in his video on the project, PaperS3 is actually already discontinued by the manufacturer, so you might have a hard time getting hold of one if you don't already. Still, the project serves as a fascinating demo for what can be done with ultra-low-end hardware and a direct counterpoint to at least one of the weaknesses of e-Ink displays.

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