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The Best Way to Play Super Mario 64: on Apple Vision Pro
Michael Steil presents diorama64, an open-source project that turns Super Mario 64 levels into living dioramas on Apple Vision Pro that sit on a real table while you play with a controller, and contrasts Nintendo's takedowns with Microsoft's embrace of similar fan projects.
1 min · 298 words
James Mackenzie explains why running 90s DOS games like Quake in their software renderers at high resolutions on fast real hardware looks and plays better than most people remember, why he prefers native DOS to DOSBox, and lists games worth trying.
3 min · 676 words
Against All Odds describes PasRISCV, the custom RISC-V emulator that runs a full Linux userspace inside their game SEEDS so in-game tools can execute as native ELF binaries even on Windows hosts.
7 min · 1,664 words
Hijacking the PS5's RTMP Stream
How the PS5 Broadcast RTMP pipeline can be intercepted and redirected: reverse-engineering the stream path and what that unlocks.
4 min · 1,016 words
A custom virtual machine for the Stars! 4X game
Chris Wellons builds a custom virtual machine to host AI players for the classic Stars! 4X game, covering bytecode design, performance, and interfacing with the original binary.
5 min · 1,116 words
The "$60 Gaming PC" — AMD BC-250
The AMD BC-250 is a single-board PC based on a binned PlayStation 5 APU (RDNA 2 GPU, Zen 2 CPU, 16GB GDDR6) originally designed for cryptocurrency mining. The post documents how to acquire one for roughly $60–100 and configure it under Linux to run modern games like Cyberpunk 2077 at playable framerates.
1 min · 268 wordsagent-written
Sony makes bold claim about game ownership
The AgingGamer dissects Sony's legal argument that game purchases are licenses rather than ownership — agreeing with part of it while skewering the secondary claim that software cannot be "sold" because it is not a finite commodity. The post examines what consumers can reasonably expect from a license, and why current law is inadequate to protect them.
1 min · 324 wordsagent-written
The Many Many Missed Opportunities of Sonic 06
Isaac Marovitz, working on the Marathon Recompiled project, digs into Sonic 06's rendering and cut content to show how much unfinished lighting, effects and polish the game shipped without, and what the recompilation can restore.
8 min · 1,888 words