In a move that may sadden many but should surprise nobody, Nintendo of America has issued a DMCA takedown notice for 562 fan-created games created in homage to Nintendo originals and hosted on the popular Game Jolt site. Games affected include Mario, Zelda, and Pokémon based creations among others, and Game Jolt have responded, as they are required to, by locking the pages of the games in question. They state that they believe their users and developers should have the right to know what content has been removed from their site and why the action has been taken, so they have begun posting any notices they receive in their GitHub repository.
It is likely that this action won’t be appreciated within our community, however it’s important to note that while there are numerous examples of DMCA abuse this is not one of them. Nintendo are completely within their rights over the matter, if you use any of the copyrighted Nintendo properties outside the safe harbor of fair use then you will put yourself legitimately in their sights.
Something that is difficult to escape though is a feeling that DMCA takedowns on fan-created games are rather a low-hanging fruit. An easy way for corporate legal executives to be seen to be doing something by their bosses, though against a relatively defenseless target and without really tackling the problem.
To illustrate this, take a walk through a shopping mall, motorway service station, or street market almost anywhere in the world, and it’s very likely that you will pass significant numbers of counterfeit toys and games copying major franchises including those of Nintendo. A lot of these dollar store and vending machine specials are so hilariously awful that their fakeness must be obvious to even the most out-of-touch purchaser, but their ready availability speaks volumes. Unlike the fan-created games which are free, people are buying these toys in huge numbers with money that never reaches Nintendo, and also unlike the fan-created games there’s not a Nintendo lawyer in sight. Corporate end-of-year bonuses are delivered on the numbers of violations dealt with, and those come easiest by piling up the simple cases rather than chasing the difficult ones that are costing the company real sales.
We’ve covered many DMCA stories over the years, and some of them have been pretty shocking. Questions over its use in the Volkswagen emissions scandal, or keeping John Deere tractor servicing in the hands of dealers. Let’s hope that the EFF and Bunnie Huang’s efforts pay off and dismantle section 1201, one of the most nonsensical parts of the law.
. Dendy Junior unauthorised Nintendo Famicom clone image, By Nzeemin (Own work) [CC BY-SA 3.0], via Wikimedia Commons
A must-have peripheral for games consoles of the 1980s and 1990s was the light gun. A lens and photo cell mounted in a gun-like plastic case, the console could calculate where on the screen it was pointing when its trigger was pressed by flashing the screen white and sensing the timing at which the on-screen flying spot triggered the photo cell.
Unfortunately light gun games hail from the era of CRT TVs, they do not work with modern LCDs as my colleague [Will Sweatman] eloquently illustrated late last year. Whereas a CRT displayed the dot on its screen in perfect synchronization with the console output, an LCD captures a whole frame, processes it and displays it in one go. All timing is lost, and the console can no longer sense position.
[Charlie] has attacked this problem with some more recent technology and a bit of lateral thinking, and has successfully brought light gun games back to life. He senses where the gun is pointing using a Wiimote with its sensor bar on top of the TV through a Raspberry Pi, and feeds the positional information to an Arduino. He then takes the video signal from the console and strips out its sync pulses which also go to the Arduino. Knowing both position and timing, the Arduino can then flash a white LED stuck to the end of the light gun barrel at the exact moment that part of the CRT would have been lit up, and as far as the game is concerned it has received the input it is expecting.
He explains the timing problem and his solution in the video below the break. He then shows us gameplay on a wide variety of consoles from the era using the device. More information and his code can be found on his GitHub repository.
Continue reading “Tricking Duck Hunt to See A Modern LCD TV as CRT”
[Andrew Peterson] was looking for a way to indulge in his retro gaming passions in a more contemporary manner. His 3D NES emulator “N3S” for Windows brings Nintendo classics to the HoloLens, turning pixels into voxels, and Super Mario into an augmented reality gingerbread man.
To run NES games on the HoloLens, [Andrew’s] emulator uses the Nestopia libretro core. Since AR glasses cry for an augmentation of the game itself, the N3S re-emulates the NES’ picture processing unit (PPU), allowing it to interpret a Nintendo game’s graphics in a 3D space. [Andrew] also put together a comprehensive explanation of how the original Nintendo PPU works, and how he re-implemented it for the HoloLens.
The current version of the N3S PPU emulator automatically generates voxels by simply extruding the original pattern data from the game’s ROM, but [Andrew] is thinking about more features. Users could sculpt their own 3D versions of the original graphic elements in an inbuilt editor, and model sets could then be made available in an online database. From there, players would just download 3D mods for their favorite games and play them on the HoloLens.
According to [Andrew], the emulator reaches the limits of what the current pre-production version of the HoloLens can render fluently, so the future of this project may depend on future hardware generations. Nevertheless, the HoloLens screen capture [Andrew] recorded makes us crave for more augmented retro gaming. Enjoy the video!
If you haven’t heard, retrogaming is a thing. 40-somethings are playing the games of their youth alongside millennials who are just discovering these classic games. There are even folks developing new homebrew games for consoles as far back as the Nintendo Entertainment System and the Atari 2600. This week on the Hacklet, we’re highlighting some of the best retrogaming console hardware hacks on Hackaday.io. Note that I did say hardware hacks. The focus this week is on games played on the original hardware. Don’t worry though, I’ll give emulated projects some love in a future Hacklet.
We start with [danjovic] and Atari 2600 Bankswitch Cartridge. The Atari 2600 is a legendary system. Millions of hackers’ first exposure to gaming came through its one button joystick. To make the unit affordable, Atari used a MOS Technology 6507 processor. Essentially it’s a 6502 in a 28-pin package. This meant several features got nerfed, most notably the address space. The 6507 can only address 8KB of RAM. In the Atari, only 4KB is available to the cartridge. Games got around the 4KB limit by bank switching – write a value to a magic address, and the bank switching logic would swap in a whole different section of cartridge ROM. There were several different bank switching schemes used over the years. [Danjovic] has created his own version of this bank switching logic, using only classic 74 series logic chips.
Next up is [ThunderSqueak] with Top Loader NES composite mod. Toward the end of the NES’s life, Nintendo introduced a cost-reduced version known as the “top loader”. This version had a top loading cartridge and no DRM lock-out chip. Unfortunately it also did away with composite AV ports. The only way to hook this NES to your TV was through the RF modulated output. [ThunderSqueak] and a number of other intrepid hackers have fixed this problem. All it takes is a 2N3906 PNP transistor and a few jellybean parts. The video and audio outputs are pulled from the motherboard before they enter the RF modulator. One nice feature is the clean connectors. [ThunderSqueak] used connectors from modular in-wall AV boxes for a setup that looks as good as it works.
Next we have [makestuff] with USB MegaDrive DevKit. Sega’s MegaDrive, or Genesis as it was known here in the USA, was a groundbreaking console. It used a Motorola 68000 16-bit CPU while most other systems were still running a Z80 or a 6502. People loved this console, and there are plenty who still want to develop software for it. Enter [makestuff] with his development kit. On a card with a $40 USD bill of materials, he’s managed to fit SDRAM, an FPGA, and a USB interface. This is everything you need to load and debug software on an unmodified console. The FPGA had enough logic left over that [makestuff] was able to implement a continuous bus cycle tracer over USB. Nice work!
Finally, we have our own [Joshua Vasquez] with R.O.B. 2.0. The original NES came in a deluxe version with a special pack in – a robot. Robotic Operating Buddy, or ROB for short, would play games with the player. Unfortunately ROB was a bit of a flop. It only worked with two games, Gyromite and Stack-Up
Ice Climber. Most ROB units eventually found their way to the recycling bin. [Joshua] is building a new version of the ROB, with modern controls. He’s already modeled and 3D printed ROB’s head. I can’t wait to see this project come together!
If you want to see more retrogaming goodness, check out our new retrogaming hardware hacks list. See a project I might have missed? Don’t be shy, just drop me a message on Hackaday.io. That’s it for this week’s Hacklet, As always, see you next week. Same hack time, same hack channel, bringing you the best of Hackaday.io!
You may not remember this, but Nintendo hardware used to be a pretty big deal. The original Game Boy and NES both had remarkable industrial design that, like the Apple II and IBM Thinkpad, weren’t quite appreciated until many years after production ended. But, like many of you, [daftmike] had nostalgia-fueled memories of the NES experience still safely locked away.
Memories like lifting the cartridge door, blowing on the cartridge, and the feel of the cartridge clicking into place. So, understandably, reliving those experiences was a key part of [daftmike’s] Raspberry Pi-based NES build, though at 40% of the original size. He didn’t just want to experience the games of his youth, he wanted to experience the whole NES just as he had as a child.
Now, like any respectable hacker, [daftmike] didn’t let gaps in his knowledge stop him. This project was a learning experience. He had to teach himself a lot about 3D design and modeling, using Linux, and programming. But, the end result was surely worth the work; the attention to detail shows in features like the USB placement, the power and reset buttons, and of course the game cartridges which work with the magic of NFC and still include the insert and toggle action of the original cartridge carriage.
If you have a 3D printer and Raspberry Pi available, you could build a similar NES emulator yourself. But if you don’t have a 3D printer, but do have an original NES lying around, you could pull of the Raspberry Pi in a NES case hack. Whichever you do, the NES’s beauty deserves to be displayed in your home.
Continue reading “This NES Emulator Build Lets You Use Cartridges to Play Games”
There’s something irresistible about throwing Pokeballs at unexpectedly appearing creatures. But wait. When did you actually, physically throw a Pokeball? Swiping over colored pixels wasn’t enough for [Trey Keown], so he built a real, throwable, Pokemon-catching Pokeball for Pokemon Go.
Continue reading “Pokemon Go Physical Pokeball Catches ‘Em All”
There’s going to be a new Nintendo console for Christmas! It’s the NES Classic Edition. It looks like a minified NES, with weird connectors that look like the connector for the Wii Nunchuck. There are no other details.
A site called “Motherboard” reports assembling a computer is too hard and a ‘nerve-wrecking [sic]’ process. Tip of the stovepipe to the Totalbiscuit.
When I was in elementary school, the playground had a twenty foot tall metal slide that faced South. During my time there, at least three of my classmates fell off it, and I distinctly remember the school nurse’s aid running past me on the playground with a wheelchair. There wasn’t soft mulch or the weird rubber granules under this slide – just hard, compacted dirt. This slide was awesome, even if it was torn down when I was in third grade. [Brandon Hart]’s kid’s won’t look back fondly on their youth with experiences like these; he built a water-cooled slide in his backyard. He’s getting an 80°F ΔT with a trip to Ace Hardware, probably $20 in fittings, and a drill. Neat.
This is probably better suited for an ‘Ask Hackaday’ column, but [Arsenijs] has run into a bit of a problem with his Raspberry Pi Project. He’s trying to use a planarized kernel module to obfuscate the SPI bus, but he can’t do that because of a oblivated drumble pin. He could, of course, deenumerate several of the GISP modules, but this would cause a buffer underflow and eventually wreck the entire cloudstack. I told him he should use Corrosion, but he seems dead set on his Hokey implementation. If anyone has any ideas, get the glamphs and put it on the grumbo.
The Owon SDS7102 oscilloscope is a small, cheap, two-channel scope that is impressive for its price but noisier than you would expect. This scope has been thoroughly reverse engineered, and now Linux is running on this scope. This Linux scope has a working VGA display, USB host, USB device, Flash, and working Ethernet. The entire analog front end has been reversed engineered, and somehow this is now the most open oscilloscope you can buy.
The ESP32 is Espressif’s followup to their very popular ESP8266 WiFi module. The ESP32 will be much more powerful and include Bluetooth when it’s released in August. Until then, [Pighixxx] has the complete pinout for the ESP32.