Game Gear, Console Edition

What if the Game Gear had been a console system? [Bentika] answered that question by building a consolized version of this classic handheld. For those not in the know when it comes to 1980s Sega consoles, the Game Gear is technically very similar to the Master System. In fact, the Game Gear can even play Master System games with a third-party adapter. However, the reverse isn’t the case as the screen aspect ratios were different and the Game Gear had a larger palette, which meant the Master System wasn’t compatible with Game Gear titles.

Sega’s decision to omit an AV connection meant that Game Gear games were forever locked into a tiny LCD screen. [EvilTim] changed that with his AV board, so [Bentika] decided to take things to their natural conclusion by building a proper console version of the Game Gear.

He started by ditching the screen and wiring in [EvilTim’s] video adapter board. The cartridge slot was then removed and reconnected atop the PCB. This turned the system into a top loader. [Bentika] then went to work on the case. He used Bondo to fill in the holes for the d-pad and buttons. After a spray paint finish failed, [Bentika] went back to the drawing board. He was able to get paint color matched to the original Game Gear gray at a household paint store. Careful priming, sanding, and painting resulted in a much nicer finish for this classic build. Check out [Bentika’s] video after the break!

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Sega’s Game Gear Gets a Video Output

[EvilTim] dug deep into a classic system to finally give the Game Gear a proper video output.  The Game Gear was Sega’s answer to Nintendo’s Gameboy. Rushed to market, the Game Gear reused much of the hardware from the very popular Master System Console. The hardware wasn’t quite identical though – especially the cartridge slot. You couldn’t play Game Gear games on a Master System, and the game gear lacked an AV output, which meant gamers were stuck playing on a small fluorescent backlit LCD screen.

[EvilTim] wanted to play some of those retro titles on a regular TV using the original hardware. To accomplish this he had to start digging into the signals driving the Game Gear’s LCD. The Master System lineage was immediately apparent, as Game Gear’s LCD drive signals were similar in timing to those used to drive a TV. There was even a composite sync signal, which was unused on in the Game Gear.

[EvilTim] first designed a circuit using discrete ’74 series logic which would convert the LCD drive signals to SCART RGB. Of note is the construction technique used in this circuit. A tower of three 74HC374 chips allows [EvilTim] to create R, G, and B outputs without the need for a complex circuit board.

As pretty as a three-story chip tower is, [EvilTim] knew there was a better way. He re-spun the circuit with a 32 macrocell CPLD. This version also has an NTSC and PAL video encoder so those without a SCART interface can play too. If you’re not up to building your own, [EvilTim] sells these boards on his website.

We’ve seen some incredible retro gaming hacks over the years. From a NES inside a cartridge to incredible RetroPi builds. Hit the search bar and check it out!

Surfing Like It’s 1998, The Dreamcast’s Still Got It!

If you were a keen console gamer at the end of the 1990s, the chances are you lusted after a Sega Dreamcast. Here was a console that promised to be like no other, a compact machine with built-in PowerVR 3D acceleration (heavy stuff back then!), the ability to run Windows CE in some form, and for the first time, built-in Internet connectivity. Games would no longer be plastic cartridges as they had been on previous Sega consoles, instead they would come on a proprietary DVD-like Sega disc format.

It was a shame then that the Dreamcast never really succeeded in capitalizing on its promise. Everyone was talking about the upcoming Sony Playstation 2, and disappointing Dreamcast sales led Sega to withdraw both the console, and themselves from the hardware market entirely.

There remains a hard core of Dreamcast enthusiasts though, and they continue to push the platform forward.The folks at the Dreamcast Junkyard decided to go backwards a little when they resurrected the console’s dial-up modem to see whether a platform from nearly twenty years ago could still cut it in 2017. This isn’t as easy a task as you’d imagine, because, well, who uses dial-up these days? Certainly in the UK where they’re based it’s almost unheard of. They were able to find a pay-as-you go dial-up provider though, and arming themselves with the most recent Dreamkey V3.0 browser disc were able to get online.

As you might expect, the results are hilariously awful for the most part. Modern web sites that rely on CSS fail to render or even indeed to load, but retro sites like those in the Dreamcast community appear as they should. There is a video we’ve put below the break showing the rather tortuous process, though sadly they didn’t think to load the Hackaday Retro Edition. It does however feature the rarely-seen keyboard and mouse accessories.

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Sega Genesis Chiptunes Player Uses Original Chips

If you were a child of the late 1980s or early 1990s, the chances are you’ll be in either the Super Nintendo or the Sega Genesis/Mega Drive camp. Other 16-bit games consoles existed, but these were the ones that mattered! The extra power of the Nintendo’s souped-up 16-bit 6502 derivative or the Sega’s 68000 delivered a gaming experience that, while it might not have been quite what you’d have found in arcades of the day, was at least close enough that you could pretend it was.

The distinctive sound of consoles from that era has gained a significant following in the chiptunes community, with an active scene composing fresh pieces, and creating projects working with them. One such project is [jarek319]’s Sega Genesis native hardware chiptune synthesiser, in which music stored as VGM files on a MicroSD card are parsed by an ATSAMD21G18 processor and sent to a YM2612 and an SN76489 as you’d have found in the original console. The audio output matches the original circuit to replicate the classic sound as closely as possible, and there is even some talk about adding MIDI functionality for this hardware.

The software is provided, though he admits there is still a little way to go on some functions. The MIDI support is not yet present, though he’s prepared to work on it if there was enough interest. You really should hare this in action, there is a video which we’ve placed below the break. Continue reading “Sega Genesis Chiptunes Player Uses Original Chips”

Hackaday Links: November 13, 2016

The Travelling Hackerbox is going International. I wrote a post on this earlier in the week, and I’m still looking for recipients for the box that are not in the United States. The sign-up form is right here, [the sign up form is now closed] and so far we have good coverage in Canada, Australia, NZ, Northern Europe, and a few in Africa. If you ever want to be part of the Travelling Hackerbox, this is your chance. I’m going to close the sign-up sheet next week. Sign up now.

Like the idea of a travelling hackerbox, but are too impatient? Adafruit now has a box subscription service. Every quarter, an AdaBox will arrive on your doorstep packed to the gills with electronic goodies.

The very recently released NES Classic edition is the 2016 version of the C64 DTV — it’s a Linux system, not as elegant, and there’s little hacking potential. If you want to increase the amount of storage, desolder the Flash chip (part no. S34ML04G200TFI000), and replace it with a larger chip. The NES Classic edition isn’t the coolest retro system coming out — Genesis is back, baby. Brazil has had a love affair with the Genesis/Mega Drive because of their bizarre import restrictions. Now, the manufacturer of the Brazilian Sega clones is releasing a Linux-ified clone. Does anyone know how to export electronics from Brazil?

The CFP deadline for the SoCal Linux Expo is fast approaching. You have until the 15th to get your talks in for SCALE.

Let’s talk about dissolvable 3D printer support material. One of the first materials able to be printed and removed by dissolving in water was PVA. Makerbot sold it for use in their dual extruder machines. PVA does dissolve, but it degrades at higher temperatures and kills nozzles. HIPS can be dissolved with limonene, but it’s really only for use in conjunction with ABS. This week, E3D released their Scaffold support material. It’s a PVA/Polyvinyl alcohol filament — ‘the stuff gel caps are made out of’ was the line we got when E3D previewed Scaffold at MRRF last March. It’s a support material that’s water dissolvable, compatible with most filaments, and is able to produce some amazing prints. It’s available now, but it is a bit pricey at £45 for half a kilo. Brexit is a good thing if you’re paid in dollars.

If you’re into chiptunes, you’ve heard about Little Sound DJ. LSDJ is a cart/ROM capable of toggling all the registers on the Game Boy sound chip, sequencing bleeps and bloops, and generally being awesome. The recently released Nanoloop Mono is not Game Boy software. It’s a few op-amps and a PIC micro pasted on a board that turns the Game Boy into a synth. You get a significantly more 80s sound with the Nanoloop Mono over LSDJ, audio input, and a step sequencer.

Tricking Duck Hunt to See A Modern LCD TV as CRT

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.

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Cracking The Sega Saturn After 20 Years

When it was released 20 years ago, the Sega Saturn was by far the most powerful video game console available. It was a revolutionary device, had incredible (for the time) graphics, and a huge library of IP Sega could draw from. The Saturn was quickly overshadowed by the Sony Playstation, and soon these devices found themselves unused, unloved, and fetching high prices on the collectors market.

After finding a Sega Saturn on a trip to Japan, [jhl] decided he would like to write some code for this machine. Unlike earlier consoles, where Flash cartridges are readily available, or later consoles, where writing directly to the on-board storage is easy, bringing up a development environment for the Saturn isn’t easy. The best method is installing a mod chip and working off of burned CDs. Instead of writing a game or two for the Saturn, [jhl] got distracted for a few years and developed an optical drive emulator.

cracking-the-sega-saturn-thumbAccording to [jhl], the design of the Sega Saturn is tremendously complicated. There’s an entire chip dedicated to controlling the CD drive, and after some serious reverse engineering work, [jhl] had it pretty much figured out. The question then was how to load data onto the Saturn. For that. [jhl] turned to the internal expansion port on the Saturn. This internal expansion port was designed to accept an MPEG decoder card for playing video CDs on the Saturn, but the connector presents the entire bus. By attaching a Game Boy Flash cartridge, [jhl] was able to dump the ROM on the CD controller.

With a little bit of work, a fast ARM microcontroller, and a CPLD for all the logic glue, [jhl] was built an adapter to push CD data to the Saturn through this internal expansion port. Not only is this a boon for homebrew Saturn development, but this build also completely replaces the CD drive in the Saturn – a common failure point in this 20-year-old machine.

The formal release for this ultimate Saturn crack isn’t out yet, but it’s coming shortly, allowing anyone who still has a Saturn to enjoy all those very blocky games and develop their own games. You can check out a short, amateur documentary made on [jhl]’s efforts below.

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