The Tools That Lovingly Tore Apart A Vintage Computer Game

The structure of computer game assets can be a bit of a mystery, even more so the older a game is, and some amount of reverse-engineering can be expected when pulling apart a game like 1995’s Night Light.

[voussoir] had fond memories of this game by GTE Entertainment, which had an interesting “flashlight” mechanic to serve the exploration theme. Spooky shapes in dark rooms would be revealed to be quite ordinary (and therefore not scary at all) once illuminated with a flashlight, which was directed by the mouse.

Extracting game assets was partly straightforward, thanks to many of them being laid out in a handy folder structure, with .bmp files for each level in a modest resolution. But there were also some unusual .mov files that were less than a second long, and those took a little more work to figure out.

It turns out that these unusual movie files were 80 frames in length, and each frame was a tile of a larger image. [voussoir] used ffmpeg to extract each frame, then wrote a Python script to stitch the tiles together. Behold! The results are high-resolution versions of each level’s artwork. Stitching the first 16 frames into a 4×4 grid yields a 1024×768 image, and the remaining 64 frames can be put into a 8×8 grid for a fantastic 2048×1376 version. The last piece was extracting audio, but sadly the ISO [voussoir] was using seems to have had errors, and not all the audio survived.

With intact assets in hand, [voussoir] was able to re-create the core of the game, which can be seen about halfway down into the writeup. Audio clues play simply while the flashlight effect is re-created in the browser with the game’s original level artwork, and it’s enough to ring those nostalgia bells. It’s a pretty successful project, even though not all of the assets have been tracked down, and not all of the audio was able to be extracted due to corruption. If you have any insights on that front, don’t keep them to yourself! Send [voussoir] an email, or chime in here in the comments.

Reverse engineering has a strong history when it comes to games, and has manifested itself in sometimes unusual ways, like the time Atari cracked the NES. Had the subsequent legal challenge gone differently, the game landscape might have looked very different today.

See How To Effectively Use A Green Screen In A Limited Space

Virtual green screens are pretty neat, but for results, nothing beats the real thing. But what if you have limited space? [Fred Emmott] had about 30 inches behind his desk to work with, and shares what it took to make a green screen work reliably in a limited space.

Even (and consistently deployable) lighting is even more important than the camera.

When it comes right down to it, the fundamentals of camera work (lighting, angles, and so on) are unchanged, but hanging a green screen only 30 inches behind one’s desk does make it a bit more challenging to dial in the right environment. In addition, [Fred] wanted a solution that could be deployed and packed away without much of a hassle, and without taking up too much storage space. He ended up using a collapsible green screen that can be pulled straight up and out from its container, similar to portable stand-up banners used at trade shows.

As for the camera end of things, [Fred] found that reliable, quality lighting was critically important, even more so than the camera used. For repeatable results, he suggests disabling any automatic features (such as low light enhancement, or auto white balance, and settings of that nature) and to use LED lighting in the ‘daylight’ range for illumination and fill. The key to good green screen results is to light things evenly, and this is a bit more challenging when working in such a tight space.

To deal with this, [Fred] suggests lights that can be easily repositioned, and put them as far back from things as you can. Get the lighting as even as possible, then adjust your software to match ([Fred] uses OBS Studio) for best results. Once that’s done, it can be more easily set up and torn down with minimal fiddling.

Computers sure make all this much easier than it was back in the day, and if you’re curious, here is all about how green screens were done before the digital age.

Mouse Charging Mod Shows Even Simple Hacks Can End Up Complex

Hardware hacks have something in common with renovations that involve taking down a wall: until one actually gets started and opens things up, there’s no telling what kind of complications might be lurking. [voussoir] has a project that demonstrates this nicely: modifying a rechargeable mouse to use USB-C instead of micro-B turned out to have quite a few little glitches in the process. In fact, changing the actual receptacle was the simplest part!

On one hand, the mouse in question seems like a perfect candidate for easy modification. The enclosure isn’t too hard to open, there is ample space inside, and USB is used only for recharging the battery. So what was the problem? The trouble is something familiar to anyone who has worked on modifying an existing piece of hardware: existing parts are boundaries to hacking work, and some are less easily modified than others. Continue reading “Mouse Charging Mod Shows Even Simple Hacks Can End Up Complex”

The Ethics Of When Machine Learning Gets Weird: Deadbots

Everyone knows what a chatbot is, but how about a deadbot? A deadbot is a chatbot whose training data — that which shapes how and what it communicates — is data based on a deceased person. Now let’s consider the case of a fellow named Joshua Barbeau, who created a chatbot to simulate conversation with his deceased fiancee. Add to this the fact that OpenAI, providers of the GPT-3 API that ultimately powered the project, had a problem with this as their terms explicitly forbid use of their API for (among other things) “amorous” purposes.

[Sara Suárez-Gonzalo], a postdoctoral researcher, observed that this story’s facts were getting covered well enough, but nobody was looking at it from any other perspective. We all certainly have ideas about what flavor of right or wrong saturates the different elements of the case, but can we explain exactly why it would be either good or bad to develop a deadbot?

That’s precisely what [Sara] set out to do. Her writeup is a fascinating and nuanced read that provides concrete guidance on the topic. Is harm possible? How does consent figure into something like this? Who takes responsibility for bad outcomes? If you’re at all interested in these kinds of questions, take the time to check out her article.

[Sara] makes the case that creating a deadbot could be done ethically, under certain conditions. Briefly, key points are that a mimicked person and the one developing and interacting with it should have given their consent, complete with as detailed a description as possible about the scope, design, and intended uses of the system. (Such a statement is important because machine learning in general changes rapidly. What if the system or capabilities someday no longer resemble what one originally imagined?) Responsibility for any potential negative outcomes should be shared by those who develop, and those who profit from it.

[Sara] points out that this case is a perfect example of why the ethics of machine learning really do matter, and without attention being paid to such things, we can expect awkward problems to continue to crop up.

Softmod An Xbox, And Run Your Own Software

The original Xbox might be old hardware, but that doesn’t mean it’s not worth messing with. Wonder what it takes to softmod an original Xbox? Modding is essentially jailbreaking, and softmodding is doing it using an entirely software-driven process, with no need to crack open the case or mess with electronics.

Don’t let that fool you into thinking the process requires nothing more than pressing a button; it’s actually quite involved, but more accessible now that [ezContents] has published a comprehensive walkthrough for softmodding an original Xbox, complete with loads of screenshots and photos.

The process uses a softmodding tool but that’s only the first step. Making the magic happen comes from installing a carefully crafted save file to the console, booting with an exploited game disk, and then installing software that the manufacturer doesn’t want on the hardware, via a process that the manufacturer doesn’t want to happen. Considering that, it’s expected to have to jump through a few hoops.

Now that your original Xbox is freed from its shackles without having to crack open the case, maybe crack it open anyway and check it for leaking caps and internal RTC batteries before it dies a corrosive death.

Universal TFT Display Backpack Helps Small Displays Shine

TFT technology might be ancient news for monitors and TVs, but it’s alive and well when it comes to hobbyist electronics and embedded devices. They’ve now become even easier to integrate, thanks to the Universal TFT Display Backpack design by [David Johnson-Davies].

Breakout board, compatible with pinouts of most small TFT displays.

Such displays are affordable and easy to obtain, and [David] noticed that many seemed to have a lot in common when it came to pinouts and hookup info. The result is his breakout board design, a small and easy-to-assemble PCB breakout board that can accommodate the pinouts of a wide variety of TFT displays available from your favorite retailers or overseas sellers.

The board has a few quality-of-life features such as an optional connection for a backlight, and a staggered pin pattern so that different TFT boards can be pushed in to make a solid connection without soldering. That’s very handy for testing and evaluating different displays.

Interested? Head on over to the GitHub repository for the project, and while you’re at it, check out [David]’s Tiny TFT Graphics Library 2 which is a natural complement to the display backpack. [David] sure knows his stuff when it comes to cleverly optimized display work; we loved his solution for writing to OLED displays without needing a RAM buffer.

Gaze Inside These Nanopower Op-Amps

[Robo] over at Tiny Transistor Labs has a fascinating look at what’s inside these modern, ultra low-power devices that consume absolutely minuscule amounts of current. Crank up the magnification, and go take a look at the dies on these two similar (but internally very different) devices.

Texas Instruments LPV801, under the hood.

The first unit is the Texas Instruments LPV801, a single-channel op-amp that might not be very fast, but makes up for it by consuming only a few hundred nanoamps. Inside, [Robo] points out all the elements of the design, explaining how a part like this would be laser-trimmed to ensure it performs within specifications.

The second part is the Texas Instruments LPV821 which uses a wee bit more power, but makes up for it with a few extra features like zero-drift and EMI hardening. Peeking inside this device reveals the different manufacturing process this part used, and [Robo] points out things like the apparent lack of fuses for precise trimming of the part during the manufacturing process.

Seeing these structures up close isn’t an everyday thing for most of us, so take the opportunity to check out [Robo]’s photos. Tiny Transistor Labs definitely takes the “tiny” part of their name seriously, as we’ve seen with their 555 timer, recreated with discrete transistors, all crammed into a package that’s even the same basic size as the original.