RuneScape GBA Controller Is A Nostalgic Mash-Up

For gamers, the early 2000s certainly stand out as a memorable era. The dawn of the 21st century ushered in the sixth generation of home video game consoles, with Sony, Nintendo, and Microsoft all releasing their systems within a few years of each other. Nintendo also released their Game Boy Advance at around the same time, representing a minor revolution for mobile gaming. On the PC front, a free-to-play MMORPG called RuneScape was redefining people’s expectations of browser-based software.

Now, thanks to modern technology and the expert guidance of [TiKevin83], these varied bits of video game history can be used in conjunction for maximum rose-tinting effect. Using homebrew software on the GameCube and a healthy collection of wires and adapters, the GBA can be used as a controller for your adventures through the realm of Gielinor. After nearly two decades, the dreams of gamers everywhere have come true.

Well, that might be a stretch. In fact, we’d wager that nobody in human history has ever looked at the GBA and thought it would be a particularly good controller for an MMORPG. Watching the video after the break, it’s not hard to see why. Using the handheld system’s digital pad to control the mouse in RuneScape looks to be precisely as clunky as you’d imagine. But of course, that’s hardly the point.

So how is it accomplished? A homebrew tool for the GameCube’s “Game Boy Player” accessory allows the GBA, when connected to the console via the appropriate adapter cable, to mimic a standard controller. Once the GBA is running in this mode, it can then be connected to the computer using a Wii U to USB adapter. Finally, the program JoyToKey is used to map the GBA’s buttons to mouse and keyboard input for “Old School” RuneScape.

If you’d like to do something similar but aren’t quite committed enough to collect up all the Nintendo-branded ephemera this method requires, you may be interested in this DIY adapter that allows the venerable GBA to be used as a standard Bluetooth controller.

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Aussies Find The True Meaning Of Drone Flight

Ah, stereotypes. Once they’ve solidified it’s surprisingly hard to shake them. When non-Australians think of a generic Aussie then, the chances are that a Crocodile Dundee type of character will spring to mind — a ‘Strine-speaking outdoorsman with a beer in hand. This group of Aussies aren’t helping the case, with a video posted by Australian drone retailer UAVme and featured by ABC News where a large multirotor lifts a guy in a lawn chair, beer in hand, over a lake to do some fishing.

Antics aside, having enough capacity to lift a person is pretty impressive. The drone in question appears to be a large hexacopter frame with rotors both below and above the boom, achieving an unusual dodecacopter configuration.

Of course we’re entertained by the sight, who wouldn’t envy them a spin under a drone in the relative safety of an environment where an unscheduled landing merely means getting wet? It seems Austrailia’s Civil Aviation Safety Authority isn’t quite so happy though, as ABC reports the usual chorus of condemnation. Entertainingly though it’s unclear whether or not our plucky adventurer — named as [Sam Foreman] — has in fact broken any laws given that he’s not flown in restricted airspace, over people or habitation, or above the legal altitude.

This isn’t the first such story we’ve brought you from Down Under, back in 2016 an Aussie landed in hot water for picking up a Bunnings sausage in a bun with his drone.

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The Numberwang Badge Brought Cheer To CCCamp 2019

While wandering through CCCamp last weekend, in between episodes of forcing Marmite on the unwary, I ran into the well-known Hackaday.io user [Prof. Fartsparkle]. In a last-minute sprint leading up to the con he built himself the Numberwang badge to join in the colorful after-dark festivities with beautiful board artwork and remarkably enjoyable backlit LED display.

The Numberwang badge itself is a clone of the Adafruit Itsy Bitsy sporting an ATSAMD21G18 CPU and running CircuitPython. It has an LED strip on the reverse shining through the bare FR4 as a diffuser, and the Numberwang effect of selecting random numbers is achieved by a host of random touchable numbers sprinkled across its front. For something he freely admits was a last minute project, we think he’s done a pretty good job!

For those mystified by Numberwang, it is a fictional gameshow from a BBC TV comedy programme that involves contestants answering the quizmaster with random numbers. It joins a rich tradition of such hilarious nonsense, and has as a result become cult television.

If you’re really getting into Numberwang, don’t forget that it’s inspired a programming language.

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DIY 40FPS 16bpp Platformer On A Cortex M0+

Sure, you can play a bunch of retro games on a Raspberry Pi, but if you’re really hardcore, you build your own retro console and write your own games for it. [Nicola Wrachien]’s entry into this year’s Hackaday prize is his DIY Cortex M0+ game console and the platform game he wrote to test the hardware.

The board that [Nicola] is using is the uChip, a small DIP board based around a ATSAMD21 (the same chip that runs the Arduino Zero). That, along with a 160×128 TFT LCD screen, makes up the bulk of the hardware. A carrier board holds both of these as well as several buttons and an OpAmp.

The ATSAMD21 chip has decent hardware DMA that [Nicola] is using to get the frame rate needed. Since the DMA hardware and the CPU can work at the same time, while the DMA is handling one chunk of graphics, the CPU is working on the next chunk. Using this system, [Nicola] is able to get a better framerate than originally designed. Take a look at [Nicola]’s webpage for more details on the algorithm used.

In order to create a level in the platformer that [Nicola] made to show off the console, [Nicola] created a full blown level editor in Java. Using the editor, you can place the tiles and sprites and set their behaviours. The map can then be exported in an optimized format for loading on to the hardware and into the game.

A video showing off the game is after the break. There’s no shortage of great DIY consoles on the site — check out this impressive vector console, or if RetroPie is more your thing, take a look at this DIY Zelda-playing device.

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Process Characterization On The Cheap With A Custom Test Rig

Testing is a key part of any product development cycle. Done right, it turns up unknown bugs and problems, and allows for them to be fixed prior to shipment. However, it can be a costly and time-consuming process. The [Bay Libre] team needed to do some work on power management, but the hardware required was just a little on the expensive side. What else does a hacker do, but build their own?

Enter the Thermo-Regulated Power Measurement Platform. It’s a device designed to control the die temperature of a chip during process characterization. This is where a chip, in this case the iMX8MQ, is run at a variety of temperatures, voltages, and frequencies to determine its performance under various conditions. This data guides the parameters used to run the chip in actual use, to best manage its power consumption and thermal performance.

The rig consists of a Peltier element with controller, a heatsink, and a fan. This is lashed up to a series of Python scripts that both control the chip temperature and run through the various testing regimes. Thanks to this automation, what would normally be a day’s work for an engineer can now be completed in just two hours.

Through a few smart component choices, the team accomplished the job at around one-tenth of the cost of commercial grade hardware. Granted, the average hacker probably won’t find themselves doing process characterization for cutting-edge silicon on a regular basis. Still, this project shows the value in building custom hardware to ease the testing process.

Testing is key to success in production. Custom jigs can make for light work when large orders come in, and we’ve run a primer on various testing techniques, too.

Faux-Neon Sign Says What?, Auf Deutsch

To a speaker of English, a sign asking ‘Was?” may not make much sense. In German, however, the question is a more thought-provoking “What?” That’s exactly the point of this faux-neon sign created by [noniq]. The sign uses silicone-enclosed “neon-like” LED strips to spell out the question for all to see — and ponder.

While true neon aficionados will bristle at even calling such LED strips “faux neon” (check the comments below for examples), we really like them for sign projects like this. They’re great-looking, inexpensive, easy to work with, and available with RGB LEDs for variable colors. In this case, they were mounted on 3 mm polystyrene plate glued to a wooden frame made from 22 mm square beams.

One of the things that caught our eye about this build is the use of a CNC mill to create a prototype. With the strokes milled out of a foam board, the final effect could be visualized before committing to the design. This board later served as a template for cutting the LED strips to length — clever! We suspect this could also be done with a hobby knife and a liberal dose of patience by those without access to a CNC mill.

Of course, this type of project doesn’t always turn out perfect the first time. The sign was missing a dot for the question mark, light leakage from ends of the individual segments was creating distracting bright spots on the base, areas where the silicone had been removed to connect the LEDs were noticeably darker, and the letters looked too thin. We’re looking forward to the promised second post, in which [noniq] describes the solution to these issues.

This isn’t the first time we’ve seen these LED strips used for sign-making, like in this logo build last Spring.

After The Con: Da Bomb Badge Post Mortem

We’ve reported on the world of electronic badges here at Hackaday since their earliest origins in [Joe Grand]’s work for DEF CON 14 in 2006. In that time we’ve seen an astonishing variety of creations, covering everything from abstract artwork to pure functionality in a wearable device. But it’s not been quite so often that we’ve looked at the other side of the BadgeLife coin, so it’s fascinating to read [John Adams]’ account of the work that went into the production of this year’s 500-piece run of the Da Bomb DEF CON indie badge.

In it, [John] goes over scheduling worries, component sourcing issues, PCB assembly delays, and an in-depth look into the finances of such a project. In case anyone is tempted to look at Badgelife as the route to millions, it rapidly becomes apparent that simply not losing too much money is sometimes the best that can be hoped for. There were a few design problems, one of them being that the SAO I2C bus was shared with the LED controller, resulting in some SAOs compatibility issues. In particular the AND!XOR DOOM SAO had its EEPROM erased, creating something of a headache for the team.

A surprise comes in the distribution: obviously shipping is expensive, so you’d think badge pick-ups at the con would be straightforward alternative. Unfortunately, they became something of a millstone in practice, and organising them was a Herculean task. Astoundingly, some paying customers didn’t bother turn up for their badges. Which was especially infuriating since the team lost valuable conference time waiting for them.

Some of you are BadgeLife creators and will nod sagely at this. Still more of you will wish you were BadgeLife creators and find it a useful primer. For everyone else it’s a fascinating read, and maybe makes us appreciate our badges a bit more.

The images may have departed, but just to return to the origins of BadgeLife, here’s our coverage of that first [Joe Grand] badge.