Chiptune is a musical genre built upon the creation of music through the use of chip-based sound synthesizers, found in early game consoles. The Commodore 64’s venerable SID chip and the Game Boy Sound System are the by far the most popular on the scene. However, the Sega Genesis took a different path at the end of the videogame chipmusic era, packing a YM2612 FM synthesis chip to deliver fat basslines and searing solos. [Thea] has always been a fan of these electric 90s sounds, and thus decided to build the Genesynth.
The synth initially allowed only for playback of existing video game scores, but its capability has been expanded as [Thea] took the project from breadboard to protoboard to custom PCBs – with anime artwork, to boot. The synth uses a Teensy 3.5 as the brains, speaking USB to enable the synth to receive MIDI commands from music software. All parameters are exposed over the interface, and [Thea] has several videos showing the Genesynth under control from an Ableton Push.
The sound capabilities of the YM2612 are of an entirely different character to most chiptunes, by virtue of the FM synthesis engine. FM synthesis is a little less intuitive then classical additive synthesis, but we still see it crop up now and then.
Recently, I was lucky enough to receive a big haul of retro computer gear from a friend who was emptying out his garage. Even better, the haul was almost entirely old Amiga gear — my favorite computing platform of all time. Upon returning home, I gleefully sorted through the boxes, powering things up one by one. Amazingly, everything worked… except for one lonely Amiga 500+. I was greeted by a dull grey screen. This wouldn’t do, so naturally, I got to work.
It seemed like a shame to be opening the machine, as after almost 30 years of life, this one still had its warranty seal intact. Regardless, nothing ventured, nothing gained – the Torx bits were at hand and the screws were coming out.
Handheld consoles have to make a lot of design choices that their TV connected brethren don’t have to worry about. Battery life is important, as is screen visibility, and the games can’t be too bulky or unwieldy if you’re going to be carrying them around all day. [Chris] is no stranger to building handheld versions of home consoles, and took a few of these lessons on board in his latest portable SNES build.
The motherboard was provided by a SNES Jr., a lightweight, compact model released towards the end of the console’s reign. This was small enough that it required no trimming, however [Chris] elected to replace the inefficient 7805 with a more modern switching regulator. The case was 3D printed on a typical FDM setup, while the buttons were produced on a Form 2 for better dimensional accuracy and surface finish.
The real party piece, however, is the use of an SD2SNES flash cart. This allows a huge variety of ROMs to be loaded onto a single SD card, and played on the original console hardware. This is particularly useful in a portable build, as it becomes possible to carry all the games you could want, rather than having to juggle several full-sized SNES cartridges. The SD2SNES is wired in place permanently inside the console, with an impressive number of patch wires between the motherboard and the cartridge PCB. Despite the long lead length, [Chris] reports no issues with the connection.
There are some limitations – the flash cart doesn’t work properly for games using extra chips on the cartridge, like the SuperFX in Star Fox, for example. Despite this, it’s an excellent, high quality build that we’re sure is a lot of fun to play out and about.
A Raspberry Pi 3 provides the brains, with an Intel Neural Compute stick plugged in as an accelerator for neural network tasks. This hardware, combined with the OpenCV image detection software, enable the tracked robot to identify objects and track their position accordingly.