Technical deep dives into building a unified embedded OS in Rust — from reverse engineering a 2004 handheld to streaming video inside a game engine.
How trait-based backend abstraction lets the same Rust codebase render to SDL3, WebAssembly, PSP hardware, Unreal Engine 5, and a kernel-mode overlay — without a single #[cfg] in core logic.
Sony's firmware ships SSL 3.0 with 2008 root CAs. We implemented native TLS 1.3 via embedded-tls on bare metal — discovering privileged instruction traps, RSA handshake failures, and DNS endianness bugs along the way.
Building a TV Guide that streams live video on desktop (symphonia + openh264 with a sliding-window buffer) and PSP (in-memory AAC hardware decode with backpressure throttling). Solving the throttle deadlock, CDN failover, and moov atom positioning.
Forking and hardening a Rust SDK for PSP homebrew — fixing LLVM memcpy recursion on MIPS, weak import stub flags that break real hardware, DNS byte-order bugs, and building 38 high-level modules with RAII resource management.
Deep hardware RE of the PSP's USB subsystem — decrypting Sony's firmware, discovering undocumented OHCI registers, and building a working custom USB device driver in Rust for thin client communication.
A deep architectural walkthrough of the five backend traits — how 13 required methods, 39 optional primitives, and 8 extension traits enable one codebase to render across SDL3, Canvas 2D, PSP hardware, and a software framebuffer.