Capcom’s CPS2 – or CP System II – was the early to mid-90s arcade hardware famous for Super Street Fighter II, Alien vs. Predator, and a few of the Marvel and Capcom crossover arcade games. As you would expect, these boards have become collectors items. Unfortunately for future generations, Capcom took some short-sighted security measures to prevent copying the games, and the boards have been failing over the last two decades.
After months of work, [ArcadeHacker] and several other arcade enthusiasts have reverse engineered the security protocol and devised a method of de-suiciding these arcade boards, allowing for the preservation of this hardware and these games. The code that does the trick is up on GitHub.
Last year, [ArcadeHacker] reverse engineered the on-chip security for Capcom’s Kabuki processor, the CPU used in some of Capcom’s earlier arcade boards. It used a similar protection scheme. In the Kabuki hardware, the on-chip ROM was interspersed with a few XOR gates on the processor’s bus. With a security key kept in battery-backed memory, this was enough to keep the code for the game secret, albeit at the cost of preventing historical preservation.
Over the next few weeks, [ArcadeHacker] will post more detailed information about the copy protection scheme of the CPS2 board, but the proof-of-concept works right now. It’s now possible to revive a CPS2 board that has killed itself due to a dead battery, and the hardware is as simple as an Arduino and a few test clips. You can check out a video of the exploit in action below.
Continue reading “Desuiciding Capcom Arcade Boards”
We see an awful lot of arcade cabinets around here, and so it’s pretty unusual for a build to get much more than a second glance. But, this beauty is just too good not to mention. The entire build, named “Ready Player One” as a nod to the engrossing Ernest Cline novel, is detailed in [scoodidabop’s] post on Reddit.
Continue reading “The Prettiest Darn Arcade Cabinet You’ll See Today”
[Evan] always wanted a trackball for his arcade cabinet. It’s hard to play Missile Command with anything else, and Centipede with any other controller is just stupid. So he bought one, jury-rigged a mounting bracket for it, and then fried it by plugging the wiring harness in backwards. Doh!
But proving Edison’s famous statement that innovation is 1% inspiration and 99% having the right stuff in your junk bin, [Evan] dug deep and came out with one of twenty (!) old ball mice that he had purchased for just such an occasion. (Yeah, right.) Since a ball mouse is essentially an upside-down trackball, all that remained for him to do was reverse-engineer the mouse and swap its controller in for the busted trackball.
A simple hack, born of necessity, and well done. If you’re stuck with a crate of optical mice instead, consider turning them instead into optical laser rangefinders.
What’s to be gained from reverse engineering a four-decade-old video game? As it turns out, quite a lot, and as you’ll learn from [Norbert]’s recent talk at the ViennaJS meetup, it’s not just about bringing a classic back to life.
Continue reading “Forty-Year-Old Arcade Game Reveals Secrets of Robot Path Planning”
Over at [Truthlabs], a 30 year old pinball machine was diagnosed with a major flaw in its game design: It could only entertain one person at a time. [Dan] and his colleagues set out to change this, transforming the ol’ pinball legend “Firepower” into a spectacular, immersive gaming experience worthy of the 21st century.
A major limitation they wanted to overcome was screen size. A projector mounted to the ceiling should turn the entire wall behind the machine into a massive 15-foot playfield for anyone in the room to enjoy.
With so much space to fill, the team assembled a visual concept tailored to blend seamlessly with the original storyline of the arcade classic, studying the machine’s artwork and digging deep into the sci-fi archives. They then translated their ideas into 3D graphics utilizing Cinema4D and WebGL along with the usual designer’s toolbox. Lasers and explosions were added, ready to be triggered by game interactions on the machine.
To hook the augmentation into the pinball machine’s own game progress, they elaborated an elegant solution, incorporating OpenCV and OCR, to read all five of the machine’s 7 segment displays from a single webcam. An Arduino inside the machine taps into the numerous mechanical switches and indicator lamps, keeping a Node.js server updated about pressed buttons, hits, the “Lange Change” and plunged balls.
The result is the impressive demonstration of both passion and skill you can see in the video below. We really like the custom shader effects. How could we ever play pinball without them?
Continue reading “The Most Immersive Pinball Machine: Project Supernova”
[hhtat] wanted to build an arcade cabinet since his days in high-school. Only recently have the tech planets aligned. Looking into the night sky he saw a laser cutter, the Raspberry Pi, and lowering prices on key components and thought, “this is the year.”
Much like an arcade cabinet we posted earlier, this one sits on a counter top. With full controls and a nice screen, it provides a lot of the experience without the additional explaining to the SO why the living space should house a giant decaled MDF box.
The frame was designed in SketchUp and vectors were made in Inkscape. The frame was lasercut out of MDF and Acrylic. Decals were printed and applied. The resulting case, build from tab and slot construction, is attractive.
The internals are simple. A Raspberry Pi with a fast SD card acts as the brain. Rather than make it difficult on himself, [hhat] bought a pre-made controls kit from eBay. Apparently there is a small market for this stuff. He also purchased an IPS screen with built in controller. The IPS panel gives the arcade cabinet a desireable wide viewing angle.
The final product looks like a lot of fun and we can see it turning at least one person into an unintentional loner at any house party.
Liberty Games in the UK was looking for a fun way to support charity for the holidays, and we think they succeeded. They decided to set up an arcade crane machine to run over the internet, with each type of toy snagged earning a donation. Snag a bear, and they will donate £5 to St Mungos, a UK charity that works with homeless or at risk people. Snag one of the rarer Santa toys, and they will donate £20. It’s a great cause, and a nice hack. Behind the scenes, the Internet side of things runs on a Raspberry Pi connected to a PiRack and a couple of PiFace digital interface cards that are wired into the electronics of the crane machine so they could control the buttons on the machine from a Web interface. Unfortunately, it didn’t seem to be running when we tried it, but hopefully someone will give the machine a swift kick shortly to get it going until the Hackaday traffic invariably brings it down again.
One of the interesting thing that they discovered while working on these hacks: they have a pay-out ratio that is determined by the strength of the grabbing arm. The owner can tweak this so that the arm does not grab very firmly, which means a dropped bear. Want to torture your friends with hopes of snagging the best stuffed animals?. Follow the example of this claw machine build all from parts on hand.