[Geeksmithing] wanted to respond to a challenge to build a USB hub using cement. Being a fan of Mario Brothers, a fitting homage is to build a retro-gaming console from cement to look just like your favorite Mario-crushing foe. With a Raspberry Pi Zero and a USB hub embedded in it, [Geeksmithing] brought the Mario universe character that’s a large cement block — the Thwomp — to life.
[Geeksmithing] went through five iterations before he arrived at one that worked properly. Initially, he tried using a 3D printed mold; the cement stuck to the plastic ruining the cement on the face. He then switched to using a mold in liquid rubber (after printing out a positive model of the Thwomp to use when creating the mold). But the foam board frame for the mold didn’t hold, so [Geeksmithing] added some wood to stabilize things. Unfortunately, the rubber stuck to both the foam board and the 3D model making it extremely difficult to get the model out.
Next up was regular silicone mold material. He didn’t have enough silicone rubber to cover the model, so he added some wood as filler to raise the level of the liquid. He also flipped the model over so that he’d at least get the face detail. He found some other silicone and used it to fill in the rest of the mold. Despite the different silicone, this mold worked. The duct tape he used to waterproof the Raspberry Pi, however, didn’t. He tried again, this time he used hot glue – a lot of hot glue! – to waterproof the Pi. This cast was better, and he was able to fire up the Pi, but after a couple of games his controller stopped working. He cracked open the cement to look at the Pi and realized that a small hole in the hot glue caused a leak that shorted out the USB port on the Pi. One last time, he thought, this time he used liquid electrical tape to waterproof the Pi.
The final casting worked and after painting, [Geeksmithing] had a finished cement Thwomp console that would play retro games. He missed the deadline for the USB Hub Challenge, but it’s still a great looking console, and his video has a lot of detail about what went wrong (and right) during his builds. There’s a great playlist on YouTube of the other entries in the challenge, check them out along with [Geeksmithing]’s video below!
Clay is a shapeless raw material that’s waiting to be turned into awesomeness by your creativity. So is the Raspberry Pi. [Dorison Hugo] brought the two together in his artfully crafted SNES micro – a tiny retro gaming console sculpted from clay.
[Brian Leach] of the South East London Meccano Club has put an impressive amount of ingenuity into making his pinball machine almost entirely out of Meccano parts. He started in 2013 and we saw an earlier version of the table back in 2014, but it has finally been completed. It has all the trappings of proper pinball: score counter, score multiplier with timeout, standing targets, kickouts, pot bumpers, drop targets, and (of course) flippers and plunger.
The video (embedded below) is very well produced with excellent closeups of the different mechanisms as [Brian] gives a concise tour of the machine. Some elements are relatively straightforward, others required workarounds to get the right operation, but it’s all beautifully done. For example, look at the score counter below. Meccano electromagnets are too weak to drive the numbers directly, so a motor turns all numbers continuously with a friction drive and electromagnets are used to stop the rotation at specific points. Reset consists of letting the numbers spin freely to 9999 then doing a last little push for a clean rollover to zero.
When [Douglas Welcome] found a disposed Kalart Craig 16 mm Projecto-Editor on the curb, he knew it was destined for retro-greatness. This vintage looking device was once used to view and cut 16 mm film strips, and still in mint condition, it was just too cool to pass up. With help of a similarly historic Raspberry Pi 1 Model B, and a little LCD screen, [Douglas] now turned the little box into an awesome retro arcade game console
[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!
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?