Ultra-Wide Gaming Handheld Channels The Nintendo DS

“The Nintendo DS isn’t wide enough!” said nobody, ever. Most players found Nintendo’s form factor to be perfectly acceptable for gaming on the go, after all. Still, that doesn’t mean a handheld gaming rig with a more… cinematic aspect ratio couldn’t be fun! [Marcin Plaza] built just that, with great results.

The initial plan was to build a Steam Deck-like device, but using laptop trackpads instead of joysticks. [Marcin] had a broken Lenovo Yoga 730-13 to use as the basis for the build. That caused the plan to diverge, as the only screen [Marcin] could find that was easily compatible with the laptop’s eDP interface was an ultrawide unit. From there, a clamshell enclosure was designed specifically to rehouse all the key components from the Lenovo laptop. The top half of the clamshell would hold the screen, while the base would feature a small custom keyboard, some buttons, and the aforementioned trackpad. This thing reminds us of the Nintendo DS for multiple reasons. It’s not just the clamshell design—it’s the fact it has a touch control on the lower deck, albeit without a screen.

It’s an original concept for a handheld gaming device, and it makes us wish there were more games built for the ultrawide aspect ratio. This is one project that has us browsing the usual websites to see just what other oddball screens are out there… round screens in a makeup compact clamshell, anyone? Video after the break.

Continue reading “Ultra-Wide Gaming Handheld Channels The Nintendo DS”

Waves crash near a rocky shore. Large, SUV-sized blue "floaters" sit in the water perpendicular to a concrete pier. The floaters look somewhat like a bass boat shrink wrapped in dark blue plastic and attached to a large piston and hinge. A grey SUV sits on the pier, almost as if for scale.

US Is Getting Its First Onshore Wave Power Plant

Renewables let you have a more diverse set of energy inputs so you aren’t putting all your generation eggs in one basket. One type of renewable that doesn’t see a lot of love, despite 80% of the world’s population living within 100 km (~60 mi) of a coastline, is harnessing the energy of the tides. [via Electrek]

“The U.S. Department of Energy’s National Renewable Energy Laboratory estimates that wave energy has the potential to generate over 1,400 terawatt-hours per year,” so while this initial project won’t be huge, the overall possible power generation from tidal power is nothing to sneeze at. Known more for its role in shipping fossil fuels, the Port of Los Angeles will host the new wave power pilot being built by Eco Wave Power and Shell. Eco Wave’s system uses floaters to drive pistons that compress hydraulic fluid and turn a generator before the decompressed fluid is returned to the pistons in a nice, tidy loop.

Eco Wave plans to finish construction by early 2025 and already has the power conversion unit onsite at the Port of Los Angeles. While the press release is mum on the planned install capacity, Eco Wave claims they will soon have 404.7 MW of installed capacity through several different pilot projects around the world.

We covered another Swedish company trying to harness tidal power with underwater kites, and if wave power isn’t your thing but you still like mixing water and electricity, why not try offshore wind or a floating solar farm? Just make sure to keep the noise down!

A replica LX System game console inspired by the UFO 50 video game sitting on a wooden desk next to a can of diet Coke.

UFO 50 Inspired LX System Looks Straight Out Of A Video Game

They simply don’t make them like they used to, and in the case of this retro LX system build, they only make what never existed in the first place. Earlier this year the long awaited video game UFO 50 released to widespread critical acclaim. The conceit of the game is an interactive anthology of a faux 1980’s game console constructed by a large group of actual indie game developers. Leave it to [Luke], who admitted to UFO 50 to taking over his life, to bring the LX system from the digital screen to the real world.

Each piece of the LX System case was printed on a multi-color filament capable Bambu Labs P1S. Dual XLR jacks wired up as USB serve as controller ports, and the controller itself is a repurposed NES style USB controller fitted with a new housing printed with the same filament as the case. Both the prominent front mounted power and “sys” buttons are functional; the latter actually switches to a new game within UFO 50. The brains of this project is a mini Windows PC hooked up to a 9 inch 720p LCD screen which is plenty enough resolution for pixelated look of the games. As impressive as replicating the whole case look is, it’s really brought together by the addition of a 3.5 inch floppy drive. It could be an interesting way to backup save files, provided they fit within 1.44 MB.

In addition to sharing the completed LX System, [Luke] has also made the print files available online along with a list of project materials used. It would be neat to see an alternate color scheme or remix for this working prototype of a console that never actually existed. In the meantime, there are plenty more games to play and discover in UFO 50…there’s 50 of them after all.

via Time Extension

Minichord Wants To Help You Find Rad Chord Progressions

If you’re good at music theory, you can probably find all the chords and progressions you need just by using your fingers and a suitable instrument. For a lot of musicians, though, remembering huge banks of chords can be difficult, and experimenting with combinations can quickly become tedious and tiring. Enter the minichord, a tiny version of the Omnichord synth designed by [Benjamin] that offers to help out by putting all the chords you need a mere button press away.

The minichord is based around the Teensy 4.0, a capable microcontroller platform if ever there was one. It’s paired with a bunch of tactile buttons which are used to tell the Teensy which chord you desire to play. Various combinations of buttons can be used to play more advanced chords, too. There are potentiometers on board as well for volume control, as well as a touch pad for “strumming” arpeggios and other fine control tasks. An online interface allows modifying the presets onboard, too.

[Benjamin] hopes to get the minichord into production; it’s currently in a Seeedstudio competition that could see that happen, based on likes on the project video. The minichord isn’t the only player in this space, of course. The Orchard synth has been making similar waves this week. We’ve seen [Benjamin’s] work before, too. Video after the break. Continue reading “Minichord Wants To Help You Find Rad Chord Progressions”

A chocolate coating machine works in the round to enrobe mint Oreos.

Chocolate-Coating Machine Mk. 2: The Merry-Go-Round

This holiday season, [Chaz] wanted to continue his family’s tradition of enrobing a little bit of everything in dark chocolate, and built an improved, rotating chocolate-coating machine.

You may remember last year’s offering, aka the conveyor belt version. Although that one worked, too much chocolate was ultimately lost to the surface of the kitchen table. [Chaz] once again started with a standard chocolate fountain and bought a round wire rack that fits the circumference of the bowl at the bottom. He snipped a hole in the center large enough to accommodate the business part of the fountain and printed a collar with holes that he cleverly zip-tied to the rack.

[Chaz] also printed a large gear to go around the bowl, a small gear to attach to a six RPM motor, a motor mount for the bowl, and an air blade attachment for a portable Ryobi fan. The air blade worked quite well, doing the double duty of distributing the chocolate and thinning out the coating. Plus, it gives things a neat rumpled look on the top.

Want to make some special chocolates this year, but don’t want to build an enrober? Get yourself a diffraction grating and make some rainbow goodies with melted chocolate.

Continue reading “Chocolate-Coating Machine Mk. 2: The Merry-Go-Round”

The Japanese Console You Maybe Haven’t Heard Of

The games consoles which came out of Japan in the 1980s are the stuff of legend, with the offerings from Nintendo and Sega weaving themselves into global popular culture. Most of us can recite a list of the main players in the market, but how many of us would have Epoch and their Super Cassette Vision on that list? [Nicole Express] is here with a look at this forgotten machine which tried so hard and yet missed the target when competing with the NES or Master System.

Before the arrival of the Sega and Nintendo cartridge based systems, one of the better known Japanese consoles was the Epoch Cassette Vision. This was something of a hybrid between single-game TV games and an Atari 2600 style computing device for games, in that it used pre-programmed microcontrollers in its cartridges rather than the ROMs of the 2600. For the late-70s gamer this was still hot stuff, but by 1983 as the Master System and NES hove into view it was definitely past its best. Epoch’s response for 1984 was the Super Cassette Vision, a much more conventional 8-bit console with on the face of it some respectable graphics and sound hardware.

The article looks at the console’s capabilities in detail, highlighting the multi-colored sprites and smooth sprite movement, but also the tilemap limitations and the somewhat awful sound chip shared with handheld games and sounding very much like it. Coupled with its inferior controllers and TV game style aesthetic, it’s not difficult to see why it would be the last console from this manufacturer.

If forgotten consoles are your thing, have a read about the Fairchild Channel F, the machine that gave us console cartridges.

Homebrew Phosphorescence Detector Looks For The Glow In Everyday Objects

Spoiler alert: almond butter isn’t phosphorescent. But powdered milk is, at least to the limit of detection of this homebrew phosphorescence detector.

Why spend a bunch of time and money on such a thing? The obvious answer is “Why not?”, but more specifically, when [lcamtuf]’s son took a shine (lol) to making phosphorescent compounds, it just seemed natural for dad to tag along in his own way. The basic concept of the detector is to build a light-tight test chamber that can be periodically and briefly flooded with UV light, charging up the putatively phosphorescent compounds within. A high-speed photodiode is then used to detect the afterglow, which can be quantified and displayed.

The analog end of the circuit was the far fussier end of the design, with a high-speed transimpedance amplifier to provide the needed current gain. Another scaling amp and a low-pass filter boosts and cleans up the signal for a 14-bit ADC. [lcamtuf] went to great lengths to make the front end as low-noise as possible, including ferrite beads and short leads to prevent picking up RF interference. The digital side has an AVR microcontroller that talks to the ADC and runs an LCD panel, plus switches the 340 nm LEDs on and off rapidly via a low gate capacitance MOSFET.

Unfortunately, not many things found randomly around the average home are all that phosphorescent. We’re not sure what [lcamtuf] tried other than the aforementioned foodstuffs, but we’d have thought something like table salt would do the trick, at least the iodized stuff. But no matter, the lessons learned along the way were worth the trip.