Meet The Winners Of The 2024 Tiny Games Contest

Over the years, we’ve figured out some pretty sure-fire ways to get hackers and makers motivated for contests. One of the best ways is to put arbitrary limits on different aspects of the project, such as how large it can be or how much power it can consume. Don’t believe us? Then just take a look at the entries of this year’s Tiny Games Contest.

Nearly 80 projects made it across the finish line this time, and our panel of judges have spent the last week or so going over each one to try and narrow it down to a handful of winners. We’ll start things off with the top three projects, each of which will be awarded a $150 gift certificate from our friends at DigiKey.

First: Sub-Surface Simon

While this contest saw a lot of excellent entries, we don’t think anyone is going to be surprised to see this one take the top spot. Earning an exceptionally rare perfect ten score from each of our judges, Sub-Surface Simon from [alnwlsn] grabbed onto the theme of this contest and ran like hell with it. Continue reading “Meet The Winners Of The 2024 Tiny Games Contest”

Hackaday Podcast Episode 285: Learning Laser Tricks, Rocket Science, And A Laptop That’s Not A Laptop

This week on the Podcast, we have something a little different for you. Elliot is on vacation, so Tom was in charge of running the show and he had Kristina in the hot seat.

First up in the news: the 2024 Tiny Games Challenge is still underway and has drawn an impressive 44 entries as of this writing. You have until 9AM PDT on September 10th to show us your best tiny game, whether that means tiny hardware, tiny code, or a tiny BOM.

Then it’s on to What’s That Sound, which Tom and Kristina came up with together, so there will be no pageantry about guessing. But can you get it? Can you figure it out? Can you guess what’s making that sound? If you can, and your number comes up, you get a special Hackaday Podcast t-shirt.

Now it’s on to the hacks, beginning with an open-source liquid-fueled rocket and a really cool retro trackball laptop. Then we’ll discuss screwdriver mange, the Wow! signal, and whether you’re using you’re calipers incorrectly. Finally, we look at a laptop that that isn’t really a laptop, and one simple trick to keep things aligned on your laser engraver.

Check out the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Download in DRM-free MP3 and savor at your leisure.

Continue reading “Hackaday Podcast Episode 285: Learning Laser Tricks, Rocket Science, And A Laptop That’s Not A Laptop”

Audio On Pi: Here Are Your Options

There are a ton of fun Raspberry Pi and Linux projects that require audio output – music players, talking robots, game consoles and arcades, intelligent assistants, mesh network walkie-talkies, and much more! There’s no shortage of Pi-based iPods out there, and my humble opinion is that we still could use more of them.

To help you in figuring out your projects, let’s talk about all the ways you can use to get audio out of a Pi or a similar SBC. Not all of them are immediately obvious and you ought to know the ropes before you implement one of them and get unpleasantly surprised by a problem you didn’t foresee. I can count at least five ways, and they don’t even include a GPIO-connected buzzer!

Let’s rank the different audio output methods, zoning in on things like their power consumption, and sort them by ease of implementation, and we’ll talk a bit about audio input options while we’re at it.

Continue reading “Audio On Pi: Here Are Your Options”

Ultimate Game And Watch Has Support For NES

We’ve talked about feature creep plenty of times around here, and it’s generally regarded as something to be avoided when designing a prototype. It might sound good to have a lot of features in a build, but this often results in more complexity and more difficulty when actually bringing a project to fruition. [Brendan] has had the opposite experience with this custom handheld originally designed for Game and Watch games, though, and he eventually added NES and Game Boy functionality as well.

As this build was originally intended just for Game and Watch games, the screen is about the size of these old games, and while it can easily mimic the monochrome LCD-style video that would have been present on these 80s handhelds, it also has support for color which means that it’s the perfect candidate for emulating other consoles as well. It’s based around a Raspberry Pi Zero 2W and the enclosure is custom printed and painted. Some workarounds for audio had to be figured out, though, since native analog output isn’t supported, but it still has almost every feature for all of these systems.

While we’ve seen plenty of custom portable builds from everything from retro consoles to more modern ones, the Game and Watch catalog is often overlooked. There are a few out there, but in this case we appreciate the feature creep that allowed this build to support Game Boy and NES games as well.

Cramming A DS Inside A Gameboy

Many holiday recipes and console hacks share a common theme: cramming a thing inside another thing. Whether it’s turducken or a Nintendo DS inside a Gameboy, the result is always unexpected. The chassis for this mod is a humble Gameboy color with a Gameboy SP screen tackled on the top to serve as the secondary display. Unfortunately, this mod lost touch screen functionality, limiting some of the games you can play.

[TheRetroFuture] received the custom handheld from [GameboyCustom], which was somewhat damaged in shipping. The original screw mounts had to be removed and the case glued back together to fit the DS motherboard. So for [TheRetroFuture] to get inside to start troubleshooting involved a razor blade and patience. Testing various points and swapping components got [TheRetroFuture] closer to the root problems. The fix ended up being a few wires that came loose during shipping. Finally, after reseating a display connection and some careful soldering, it booted and started playing games.

Overall, it’s pretty impressive to see Mario Kart DS running on both screens on the tiny handheld. But you might be asking, why? Why shove one handheld inside another handheld? Sometimes it’s to gain new functionality like this Raspberry Pi inside a PSP body. Sometimes, it’s just because we can. Video after the break.

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A Commodore 64 As You Have Never Seen One Before: Game Boy Form Factor!

It’s now nearly four decades since the iconic Commodore 64 8-bit computer saw the light of day, and the vintage format shows no sign of dying. Enthusiasts have produced all kinds of new takes on the platform, but it’s fair to say that most of them have concentrated on the original style keyboard console form factors. A completely different take on a Commodore 64 comes from [UNI64] in the form of the Handheld 64, a complete Commodore 64 in a Game Boy style form factor that uses the original 64 chipset.

It achieves this improbable feat by sandwiching together several PCBs, with a tactile switch keyboard and LCD display at the top. It appears to bring the 64 ports out to headers, and the ROM cartridge port to an edge connector socket at the top of the device. A departure from the 1980s comes in using a Raspberry Pi Zero to emulate a 1541 floppy drive though.

Sadly unlike a Game Boy there’s no onboard battery, but don’t let that take away from the quality of this feat. A forum post from [3D-vice] has a set of decent-quality pictures, and even if you don’t have a handy 64 chipset lying about we’re sure you’ll still appreciate them. If home made 64s are your thing, take a look at how you can build one without Commodore parts.

Thanks [pbuyle] for the tip!

Game Cartridges And The Technology To Make Data Last Forever

Game cartridges are perhaps the hardiest of all common storage schemes. Short of blunt traumatic force or application of electrical surges to the cartridge’s edge connectors, damaging a game cartridge is hard to do by accident. The same is also true for the data on them, whether one talks about an Atari 2006 cartridge from the late 1970s or a 1990s Nintendo 64 cartridge.

The secret sauce here are mask ROMs (MROM), which are read-only memory chips that literally have the software turned into a hardware memory device. A mask layer unique to each data set is used when metalizing the interconnects during chip fabrication. This means that the data stored on them is as durable as the processor in the game console itself. Yet this is not a technology that we can use in our own hobby projects, and it’s not available for personal long-term data storage due to the costs associated with manufacturing what is essentially a custom chip.

Despite its value as truly persistent storage, MROM has fallen out of favor over the decades. You may be surprised to find a lot of what’s currently used in the consumer market is prone to data corruption over time spans as short as one year to one decade depending on environmental conditions.

So what are we to do if we need to have read-only data that should remain readable for the coming decades?

Continue reading “Game Cartridges And The Technology To Make Data Last Forever”