Although not as popular as its predecessor, the PlayStation 3 did almost as much to bring Blu-ray discs into the mainstream as the PlayStation 2 had done for DVDs. Every system came with a disc drive and flat screen HDTVs were also affordable by the time system sales began to pick up with the Slim revision of the console. When I picked up mine in 2010, I bought it more as a Blu-ray player than for games. I knew that at some point the console was hacked and jailbroken, but I did not want to continually switch between official firmware updates and iffy custom firmware that could end up bricking one of the only ways I had to play high definition discs. For many years I got by with ripping DVDs and Blu-rays and streaming content via the media server, but that tended to take up a lot of hard drive space and time when I could just simply run the discs I had legitimately purchased. I have as many UK DVDs than US DVDs and a fair number of UK Blu-rays. Now that the PS3 has been discontinued and the console is essentially on life support in terms of firmware updates, I finally decided to investigate what it would take to get my PS3 working as a Universal DVD and Blu-ray disc player. It turned out to be quite a journey.
Sunday, August 23, 2020
Saturday, August 15, 2020
Early Efforts at Online Interaction on Nintendo Consoles
We tend to think that Nintendo consoles first entered the online arena with the GameCube, its Modem and Broadband Adapters and Phantasy Star Online. In the west, this is the case, but every Nintendo home and portable console (except that hunk of eye-straining junk called the Virtual Boy) has had some way to access the non-local world. Sometimes these methods were first party supported, sometimes third-party exclusives and there was even an unlicensed publisher or two in the mix. This blog entry will give an overview of the subject. I will describe briefly each device or method, As this blog entry's purpose is not meant to give a comprehensive review of each of these devices. I will include links for more information to sites and videos with more information.
Sunday, July 26, 2020
2.4G on Controllers for your Vintage Consoles 2020 Edition
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| Trinity |
Sunday, July 5, 2020
Batty over Bits - The Complexity of the Intellivision's Memory Layout
The Atari 2600 had a rather conventional design by later home computer standards. It's CPU, the 6507, had an 8-bit data bus and a 13-bit addressing bus. Whatever it did, it did in multiples of 8-bits, which has become the accepted standard for computer design. But its' main competitor, the Mattel Intellivision, has a memory architecture remarkably more complex than its older rival as well as many successive home consoles. Even most later 16-bit systems do everything in 8-bit, 16-bit, 24-bit etc. It is important for anyone wanting to get into Intellivision to understand why it is different. In this short blog post, I will try to explain those differences.
Monday, May 4, 2020
The EverDrive N8 Pro - Second Time Perfection? A Review
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| Your Choices (courtesy of krikzz) |
Tuesday, April 21, 2020
Fixing NES Headers and Converting them to NES 2.0 : Putting Theory into Practice!
There has to be an easier way, right?
The task of manual fixing isn't slight.
Well, if you read further now,
I'll be happy to tell you how.
Thursday, April 9, 2020
The NES and Famicom Accurate Cartridge Information Database
Saturday, April 4, 2020
The Taiwanese Connection - The Source for Many Unlicensed NES/Famicom Games
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| Joy Van - Twin Eagle |
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| AVE - Double Strike |
Taiwan was called one of the four Asian Tigers (with Singapore, South Korea and Hong Kong), small countries which had developed economically very rapidly after from the 1960s to the present to compete with much larger countries. Taiwan embraced technology, creating chip fabrication plants and becoming indispensable to the PC revolution. Video game consoles were hardly overlooked by the island, and Nintendo was the largest publisher of console video games in Asia. There was no protection system in place for the Nintendo Famicom, so Taiwan programming firms began developing unlicensed games for that console around 1986.
At the same time, Nintendo was becoming the largest publisher of video games in North America thanks to the success of the NES. Third parties were naturally attracted to the increasingly successful system, but Nintendo was a hard business partner. Nintendo required companies to buy cartridges manufactured by Nintendo, required cartridge orders in large unit quantities, limited the number of cartridges a company could release in a year and scrutinized the content of the games to be published. After Tengen showed that it was possible to develop and release cartridges without Nintendo's sanction, other companies like AVE and Color Dreams entered the market as unlicensed publishers. But they needed games to sell and the number of programmers who could handle Nintendo's console were limited, so sometimes they turned to Taiwan.




