Mini arcade cabinet builds are fairly common, but we’ve never seen anything like [Jurgen]’s mini vector Asteroids cabinet that takes an original Asteroids circuit board and a true vector monitor and shrinks it down to table top size.
Unlike the raster monitors of a later generation’s arcade games, the original Asteroids cabinet used a vector monitor just like one would find in an oscilloscope. [Jurgen] found the perfect CRT in, of all places, a broken Vectrex console. The video circuitry in the Vectrex was rather primitive and the beam deflection was far too slow for the video signals generated by the Asteroids PCB. To get around this, [Jurgen] added a custom XY driver board. While the Asteroids game – and other vector Atari games – were designed for a screen with 1 MHz of bandwidth, [Jurgen] found that 300 kHz was ‘good enough’ to display proper Asteroids graphics.
While the cabinet isn’t a miniaturized version of any proper cabinet, [Jurgen] did manage to build a rather nice looking case for his luggable version of Asteroids. The exposed PCB on the back is a great touch, and an awesome project for any ancient video game aficionado.
[Nakul] wanted to build a video game, and with a few projects worth of Arduino experience decided he could finally attain his goal. He used a character LCD display to make his game, and instead of a text-based adventure, he went with a graphical side scroller.
The display for this space-based side scroller isn’t a graphical display like a CRT or a graphic LCD. Instead, [Nakul] is using the ubiquitous Hitachi HD44780 character LCD display. Normally these are used to display text, but they all have the ability to display custom 5 by 8 pixel characters. The code puts these custom characters – a spaceship, missile, and barrier – into the display’s memory and uses them as the sprites for the video game.
You can grab [Nakul]’s code over on his git or check out the action videos below.
Continue reading “A Video Game with custom LCD characters”
In 1979, [Nolan Bushnell] released Asteroids to the world. Now, he’s playing the game again, only this time with the help of a laser projector and a Kinect that turns anyone sitting on a stool – in this case [Nolan] himself – into everyone’s favorite vector spaceship. It’s a project for Steam Carnival, a project by [Brent Bushnell] and [Eric Gradman] that hopes to bring a modern electronic carnival to your town.
The reimagined Asteroids game was created with a laser projector to display the asteroids and ship on a floor. A Kinect tracks the user sitting and rolling on a stool while a smart phone is the triangular spaceship’s ‘fire’ button. The game is played in a 150 square foot arena, and is able to put anyone behind the cockpit of an asteroid mining triangle.
[Brent] and [Eric] hope to bring their steam carnival to LA and San Francisco next spring, but if they exceed their funding goals, they might be convinced to bring their show east of the Mississippi. We’d love to try it out by hiding behind the score like the original Asteroids and wasting several hours.
Continue reading “Human Asteroids makes you a vector triangle ship”
This is going to change the way you play with yourself. What if every time you got a little bored you reached for your belt rather than your smart phone? [Cunning_Fellow] may be doing that more often now that he finished this slick-looking video game belt buckle which plays the classic Asteroids game.
It isn’t just an intriguing concept. The build was pulled off at a very high level of quality… this thing should have no problem standing the test of time. First off he had to figure out if it was even possible to run the game at a respectable frame-rate. Cheap 320×240 LCD screens don’t have a frame marker (think of it as a vertical sync signal with can be used as an interrupt for the microcontroller). But he thought it was possible that the frame marker pin just wasn’t connected like on more expensive screens and he was right with at least one model he acquired.
With that out of the way he laid out and etched a beautiful double-sided board to house all of the electronics. But he still needed a case. To get a one-of-a-kind look he masked and etched a sheet of brass. Once cut out and folded ti gives a wonderful look and protects the electronics inside quite well.
This hack has got to be every gamer’s dream. Someone actually took the time to dig through the binary file of E.T. the Extra-Terrestrial and fix the errors that made it an abomination of a title for the Atari 2600.
This is quite a feat in many ways. First off, you need to know the game well enough to understand where they problems lie. The Internet is a huge help in that regard as there’s no shortage of sources complaining about the game’s shortcomings. This turns out to be one of the articles strongest points as the author takes time to address the most common myths about bugs in the game. From there he goes on to discuss the problems that were actually fixed. Some are just general tweaks like the color fix listed above. But most of them are genuine improvements in the game play, like the falling fix which prevents E.T. from falling in this pit when his feet are obviously not anywhere near the edge.
So you couldn’t get your hard earned bucks back for a bummer of a game back in the day. But at least a few decades later you can fix the things that made it suck and play it through the way it should have been.
We usually look at these FPGA University projects and think how much fun it must have been to get credit for the work. But in this case we can’t image the grind it must have been to implement the game mechanics of Meat Boy in an FPGA. See how well it came out in the clip after the break.
Remember that with an FPGA you’re basically building hardware devices by using code. The Reddit discussion of the project sheds some light on where to start (and even shares the source code). The Altera DE2 is pushing the game to a monitor using SXGA at 60Hz. The map is laid out as a collection of 32×32 tiles, each represented by 2 bits in memory. [SkipToThe3nd] does go into detail about how the physics work but we can’t even begin to paraphrase that part of the discussion.
The game being cloned here is Meat Boy, the Flash game predecessor to Super Meat Boy. If you’ve never heard of the title we’d suggest watching Indie Game: The Movie, a documentary which follows several independent game developers as they try to get their titles to market.
Continue reading “Playing Meat Boy on an FPGA”
Here’s a camera rig that makes it a snap to produce photorealistic 3D models of an object. It was put together rather inexpensively by an indie game company called Skull Theatre. They published a couple of posts which show off how the rig was built and how it’s used to capture the models.
They’re using 123D, a software suite which is quite popular for digitizing items. The rig has a center table where an object is placed, and a movable jig which holds three different cameras (or one camera for three rotations). You can see the masking tape on the floor which marks the location for each shot. These positions are mapped out in the software so that it has an easy time putting them all together. The shaft which connects the jig to the base is adjustable to accommodate large or small items.
One thing that we found interesting is the team’s technique for dealing with reflections. They use a matte spray to make those surfaces less reflective. This helps 123D do its job but also allows them to map reflective surface more accurately using the game engine.