It’s not the biggest use of a Raspberry Pi, but running emulators for old game systems is by far the most visible use of the Pi. In fact, putting Pis inside old game systems has led to a resurgence of case modding not seen since the heyday of the Mini-ITX craze of the early ‘aughts.
You’d think every possible Pi casemod had been done by now, but [frostedfires] is still raising the bar with a Pi casemod that stuffs a clone of everyone’s favorite credit card sized computer into a Game Boy Advance SP.
[frostedfires] isn’t using a real Raspi from The Foundataion. Instead, he found the Odroid W, a raspi compatible board that’s about half the size of a model B. It still has everything needed to complete the build – analog video out, a reasonable Linux system, and enough processing power to run Quake III. Right now, [frostedfires] has the screen working – that was taken from a car backup camera. Other than that, the only portion of the build left to go is a few buttons.
This is officially the smallest derivative casemod we’ve ever seen. the previous record holder was the still tiny Game Boy Pocket build from last summer. That build required heavy modifications to the Model B board, though, so if you’re aiming for a smaller build, the Odroid is the way to go.
Thanks to the Bacman forums for yet another great build.
Why do only the new game consoles get all the cool peripherals? Being a man of action, [Paul] set out to change that. He had a Kinect V2 and an original Nintendo and thought it would be fun to get the two to work together.
Thinking it would be easiest to emulate a standard controller, [Paul] surfed the ‘net a bit until he found an excellent article that explained how the NES controller works. It turns out that besides the buttons, there’s only one shift register chip and some pull up resistors in the controller. Instead of soldering leads to a cannibalized NES controller, he decided to stick another shift register and some resistors down on a breadboard with a controller cable connected directly to the chip.
An Arduino is used to emulate the buttons presses. The Arduino is running the Firmata sketch that allows toggling of the Arduino pins from a host computer. That host computer runs an application that [Paul] wrote himself using the Kinect V2 SDK that converts the gestures of the player into controller commands which then tells the Arduino which buttons to ‘push’. This is definitely a pretty interesting and involved project, even if the video does make it look very challenging to rescue Princess Toadstool from Bowser and the Koopalings!
If you’d like to help the project or just build one for yourself, check out the source files on the Kinect4NES GitHub page.
Continue reading “Using Kinect To Play Super Mario Bros 3 On NES Ensures Quick Death”
Early this year, Twitch Plays Pokemon, a webstream of tens of thousands of people playing the same game of Pokemon via web chat. It was certainly an interesting sociological phenomenon, but as in any system where thousands of people try to do a single thing, progress was exceedingly slow at points. This was compounded by the fact the Twitch stream delayed the chat by about 30 seconds.
At the time, there was some talk about setting up an alternative to the emulator-based Twitch stream. Ideas were floated, but until now, no one has yet come up with a workable solution. Now we have Pokáde: real Pokemon games (Red and Blue) running on real hardware (two Super Game Boys, two super Nintendos, and two Game Genies), streamed live to the Internet with an IRC-like chat function.
Simply for the ease of capturing the video of the stream, [Johannes], the guy behind all of this, is using a pair of Super Nintendos and Super Game Boys connected to USB video capture dongles. The Super Game Boys are modded to enable trading between the Red and Blue versions of the game, and controls are handled with a USB connection to the PC running the server.
Anyone can play the game, simply by going to the Pokáde Chat, entering the chat, and clicking on random buttons on the brick Game Boy GUI. The game ROMs have been slightly modified to disable the option of starting a new game, but this is still the classic Twitch Plays Pokemon experience: people all around the globe mashing buttons and creating a religion around a fossil pokemon.
Ever wish Game Boys came in a slightly larger size? [John], aka [Bacteria] of Bacman, decided to try something different with this retro console mod — the BigBoy.
In case you’re not familiar with the Bacman website, it’s a site dedicated to retro video game console modding — and our hacker, [John] is the man behind the scenes. We’ve shared plenty of their projects before.
The BigBoy is basically a Game Boy Advance — with an 8″ display. It uses the electronics from a knockoff copy of a RetroBit in a custom case that [John] vacuum formed at home. He sketched out the proposed outline, built a mold out of plastic sheets and hot glue, and created a concrete dummy mold for the vacuum former — meaning if he ever wanted to recreate this project it would be a piece of cake!
Continue reading “BigBoy Advance, a Giant GBA for Big Hands”
[Dan] has been hard at work developing CYNCART to get his Commodore 64 and original NES to play together. We’ve seen [Dan’s] handiwork before, and it’s pretty clear that he is serious about his chip tunes.
This project starts with something called a Cynthcart. The Cynthcart is a Commodore 64 cartridge that allows you to control the computer’s SID chip directly. In effect, it turns your Commodore 64 into a synthesizer. [Dan] realized that the Commodore’s user port sends out simple eight bit values, which happens to match perfectly with the NES’ controller ports. In theory, he should be able to get these two systems communicating with each other.
[Dan] first modified the Cynthcart to send data out of the user port on the Commodore. This data gets sent directly to the NES’ 4021 shift register chip in the second player controller port. The NES runs a program to turn this data into sound on the NES’ audio chip. The first player controller can then be used to modify some other sound settings on the NES. Musical notes are played on the Commodore’s keyboard. This setup can also be used to play music on both systems at the same time. Be sure to watch the video of the system in action below.
Continue reading “Commodore 64 and Nintendo Make Beautiful Music Together with SYNCART”
We’re pretty fond of home-built arcade cabinets, especially when those cabinets feature a giant HaD logo on the front. We teased you with a picture of two predators playing it at Maker Faire Kansas City, and we thought you might like to see what makes it tick.
[Dustin and Nick] have dubbed this the Dustin and Nick Arcade [DNA]. They built the cabinet from the ground up out of 5/8″ MDF, primed it, and painted it with exterior paint to ward off moisture damage. At the heart of this build is the bottom half of a laptop that suffered from a broken screen. The plexiglass overlay lets players view the guts of the thing, which we think is a nice touch that literally exemplifies Open Design.
So, what happens when you drop your proverbial coin? [Dustin and Nick] used an C# NES/SNES emulator that runs from the command line using a WPF interface. [Nick]’s software selects the appropriate emulator for the approximately 700 available games. You’ll find [Nick]’s code and a ton of build pics at [Dustin]’s site. No wonder they won a Maker of Merit ribbon!
Don’t have the space to build a full-scale cabinet? You could make a mini Ms. Pac-Man cabinet, but then you’d only have Ms. Pac-Man to play with. And we’re pretty sure she’s spoken for.
[Andrew] is developing a game for the Nintendo Entertainment System (NES). Emulators are great for this, but [Andy] loves running on the real iron. To help, he’s created a dual port RAM interface for his NES. As the name implies, a dual port RAM is a memory with two separate data and address buses. The Cypress Semiconductor CY7C136 [Andy] used also includes arbitration logic to ensure that both ports don’t attempt to access the same memory cell and cause data corruption. In [Andy’s] case the NES was on one side, oblivious to the new hardware. On the other side of the dual port RAM, [Andy] installed an ATmega164 running his own custom firmware.
The new hardware gives [Andy] a live view of what’s going on in the NES’s memory. He added a live memory view/edit screen similar to the FCEUX emulator. The window runs on a PC while the game itself is running on an NES. [Andy] was even able to add rudimentary break and step features by connecting his circuit to the Non Maskable Interrupt (NMI) line of the NES. By holding the NMI asserted, the ATmega can essentially freeze the game in progress.
[Andy] has even used his circuit to teach the NES some new tricks. By reading the timer and score memory locations on Ice Hockey, he was able to create a scoreboard and goal light. Similar techniques were used to give Contra a muzzle flash light which puts Ambilight systems to shame.
We don’t know what [Andy] is planning next, but we hope it’s a source release so we can start hacking some some games ourselves!
Click past the break to see a couple of [Andy’s] Vine videos.
Continue reading “Dual Port RAM Teaches an Old NES New Tricks”