The holy grail of display technology is to replicate what you see in the real world. This means video playback in 3D — but when it comes to displays, what is 3D anyway?
You don’t need me to tell you how far away we are from succeeding in replicating real life in a video display. Despite all the hype, there are only a couple of different approaches to faking those three-dimensions. Let’s take a look at what they are, and why they can call it 3D, but they’re not fooling us into believing we’re seeing real life… yet.
Continue reading “Three Dimensions: What Does That Really Mean?”
Why would anyone bother to create new content for a console system that’s staring down its 40th birthday? Perhaps just for the challenge of fitting a game into 40 kilobytes of storage.
That at least seems to be the motivation behind [Morphcat Games] pending release of Micro Mages, a new game for the Nintendo Entertainment System console that takes its inspiration from Super Mario Bros. The interesting bit here is how they managed to stuff so much content into so little space. The video below goes into great detail on that, and it’s a fascinating lesson in optimization. The game logic itself is coded in assembler, which of course is far more efficient than higher level languages. Even so, that took 32 kB of ROM, leaving a mere 8 kB for background elements and foreground sprites.
Through a combination of limited sprite size, tiling of smaller sprites to make larger characters, and reusing tiles by flipping them horizontally or vertically, an impressively complete palette of animated characters was developed. Background elements were similarly deconstructed and reused, resulting in a palette of tiles used to generate all the maps for the game that takes up just 60 bytes. Turning those into playable levels involves more mirroring and some horizontal shifting of tiles, and it looks like quite an engaging playfield.
Yes, there’s a Kickstarter for the game, but we’re mainly intrigued by what it takes to cram a playable game into so little space. Don’t get us wrong – we love the Retro Pie builds too, but seeing the tricks that early game developers relied upon to make things work really gets the creative juices flowing.
Continue reading “New Game, Old Ways: Cramming An NES Game Into 40 KB”
The explosion of cheap LED lighting products has given a never-ending array of opportunities for the resourceful hacker. A few dollars can secure strings of colourful illumination, but without further expenditure they lack the extra utility of electronic control. This is something that [Albert David has addressed] with his simple ESP8266-based WiFi switcher that he’s added to a string of USB-powered LEDs, and he’s neatly mounted the ESP-12 module it used atop a USB plug.
The circuitry is pretty straightforward, with only a couple of I/O lines being used. A transistor takes care of the heavy lifting, and the software comes courtesy of the Tasmota firmware for Sonoff (and similar) devices. We suspect with this economy of connection, the same task could be achieved even with the limited resources provided by the lesser ESP-01 module.
There was a time not so long ago when performing a task such as controlling a light over a wireless network involved significant cost, power, and complexity. In the nearly five years since we reported on the arrival of the ESP8266 we have progressed to the point at which that task is a simple project using commodity components, and that represents something of a miracle.