❌

Normal view

There are new articles available, click to refresh the page.
Yesterday β€” 22 July 2026Main stream

60 FPS NES Emulator on ESP32

22 July 2026 at 04:00

At least in theory, video games are more resistant to becoming lost media thanks to their digital nature β€” they’re easy to copy and emulators have saved many titles that are otherwise locked in corporate vaults. But emulators give us something beyond simple preservation: they can also be used to enhance games well beyond the capabilities of the original systems while still preserving the souls of the games, as this NES emulator manages to do.

The emulator is called Anemoia-ESP32, and as its name suggests is a re-write of the Anemoia emulator specifically built for the ESP32. By modern standards these little chips don’t pack much of a punch, but compared to original NES hardware they’re more than up to the task of gaming. This project aims to recreate the Nintendo Entertainment System experience as faithfully as possible, hitting 60 FPS in most instances, as well as maintaining full audio emulation. Running on an ESP32 enables some truly small handheld options that would be difficult to achieve with more traditional platforms for emulation. There are some PCBs available here as well, but aren’t required to explore this project with.

As far as extra features compared to original NES hardware, the emulator does support save states and has a number of other settings improvements. Installation is as easy as flashing any other firmware image onto an ESP32, which these days can even be done from the browser. No word on whether or not it will eventually support emulating dual Picture Processing Units, but we can hope.

Before yesterdayMain stream

Why the NES Put Out a Wobbly Picture

7 July 2026 at 04:00

The NTSC television standard is a masterpiece of mid-century engineering, to pack a color image into the transmission bandwidth of a monochrome one, and to do so while maintaining backward compatibility with earlier monochrome TV sets. In terms of its timings and choice of sync and carrier frequencies it’s elegantly thought out for maximum quality on a 1950s round-CRT color TV set.

The trouble is, that while the standards are exacting, the receivers are quite forgiving, and will display adequately even with substantially off-spec video. [Nicole Express] is here with an in-depth examination of a time when that was pushed just a little bit too far, explaining why the Nintendo Entertainment System (NES) displayed wobbly color images.

We’re treated to a run-through of the NTSC standard itself, and a look at how some of the other consoles and home computers of that era either had similar problems, or managed to avoid them. The key lies in the exacting timing required to achieve perfect interlacing, and the NES’s use of a single crystal to provide all the clocks. The dot clock on adjacent frames was almost right, but not quite, leading to a side-to-side wobble that while barely perceptible, was exacerbated by some graphics. It’s a fascinating read.

We’ve looked at composite video in detail in the past.


NES image: JCD1981NL, CC BY 3.0.

Porting The Legend of Zelda: Twilight Princess to the 3DS

3 July 2026 at 01:00

After the Nintendo 3DS saw various Nintendo 64-era titles likeΒ Super Mario 64,Β Ocarina of Time andΒ Majora’s Mask ported to it, there was a lot of speculation that the GameCube/Wii title ofΒ Twilight Princess might soon make its way to this handheld gaming system too. Unfortunately no official release happened, but with the recently decompiled source code of the game in hand, [Tobi] set out to see whether such a port was realistic.

Compared to the somewhat scruffy Nintendo DS and DSi handhelds, the 3DS hardware is decidedly more beefy, both in the processor department as well as in terms of RAM with 128 MB of FCRAM (Fast Cycle DRAM). This puts it within batting distance of the game’s original two consoles.

In the video the current status of the porting effort is demonstrated, with the game actually running surprisingly well despite the early state of the porting project. Even with the rather impressive graphical glitches and overall instability that one would expect at this early stage, the game is essentially already playable.

As noted by [Tobi], the next steps will involve fixing these bugs and above all actually optimizing the so far quick-and-sloppy port. Along with the possibility of actually having Twilight Princess rendered in 3D, this is a rather exciting development that demonstrates that an official version of the game for the 3DS would have been easily possible.

❌
❌