Porting DOOM To The Casio Loopy

Targeted towards refined female gamers unlike the savagery of the mainstream game consoles of the era, 1995’s Casio Loopy was a bit of an oddity of a game console. Despite being standard enough in its design and backed by the might of Casio, it saw only one year of active software development and hardware manufacturing ceased by the end of 1998. With only eleven titles released for the system, with none of them being Doom, this obviously terribly upset [Throaty Mumbo], who set out to right this egregious wrong.

For the two dozen people or so who have one of these systems, you can experience the fruits of his labor yourself via the GitHub repository and something like the FloopyDrive cartridge.. Despite the quite capable Hitachi SH-1 16 MHz CPU and 1 MB of RAM, the main limitation is probably the original 2 MB of ROM space that does not leave a lot of space for DOOM WADs, even after doubling it on the FloopyDrive. Correspondingly you only get a handful of levels out of it.

Overall game performance isn’t too bad, though in the port’s current unoptimized state the resolution is fairly low. That said, even the console’s built-in printer is supported and demonstrated in the video, which is a pretty nice touch. It’s not like Sega or Nintendo consoles allowed you to screenshot those glorious headshots.

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Trying To Use A 2007 Samsung UMPC As Wii U Gamepad

As unique the Nintendo Wii U Gamepad may appear to be, at its core it’s pretty much just a tablet with game controls stuck on it. Now that the communication between the Wii U and the Gamepad have been fully reverse-engineered and poured into easy to use software, this opens the possibility of using other tablets with suitable controls on them for Wii U Gamepad purposes, like the Windows-capable Samsung tablet that [Bringus Studios] decided to experiment on.

Originally designed to run Windows XP Tablet PC Edition, the Samsung Q1 series of ultra-mobile PCs (UMPC) was first released in 2007, featuring a 900 MHz Celeron M CPU. Amusingly [Bingus] mixes up mAh and mWh when comparing battery capacities, as the Li-ion battery pack for this UMPC is an 11.1V one, whereas a smartphone battery is 3.7V nominal.

To turn this UMPC into a Wii U Gamepad, first 32-bit Debian 12 is installed along with the Vanilla Wii U Gamepad project. The main challenge then is to find a Wi-Fi adapter that works for this purpose, as the connection uses a slightly non-standard handshake. Naturally the TP-Link USB WiFi adapter that [Bingus] used changed from its previous and better supported Mediatek chipset to a Realtek one with typical poor Linux support, requiring manual driver compiling.

After more troubleshooting, it’s unfortunately found that the 900 MHz Celeron M in this UMPC just isn’t up to the task, with the decoding of the compressed HDMI stream correspondingly pegging the CPU at 100% with all the frame dropping. It’s likely that this is due to a lack of h.264 hardware decoding support, as this would push this burden onto the CPU. The system uses the Intel 915GMS chipset with the GMA 900 iGPU, which appears to just provide hardware acceleration for MPEG 2.

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The First New WW2 Jeep Since 1945

Online publications sometimes work with sponsors. Over at the Autopian, they landed a sponsorship deal with eBay, but due to an unguarded comment, fulfilling the sponsor’s requirements turned out to be something of a handful. Build a brand-new, completely WW2-spec Jeep using only parts sourced from the auction site, and drive it to Moab for an event. [David Tracy] set to work, and the resulting write-up is a build of epic proportions.

Of course, many Jeeps have been built since the war, not least by Willys and its successors, but also by enthusiasts. You can even buy a modern-day visible derivative of the original made in America by the Indian company Mahindra, which has been licensed to build Jeeps since the 1940s. So his claim of making the first new WW2-spec Jeep since the war may be difficult to substantiate, but it’s certain that his attention to period detail is exceptional. For example, most people would either use a more modern engine or find a second-hand original. Instead, he sources a brand new block from France and builds a new engine from scratch. And is that the infamously flawed early Jeep steering system we spy? The vehicle uses second-hand parts for other major drive train components, but the chassis and body are made in the Philippines.

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MicroPython Is This Summer’s Hottest Title For The SNES, Thanks To Claude Fable

MicroPython, for the uninitiated, is a pared-down version of python meant to run on today’s powerful microcontollers. As impressive as it was for its day, the SNES is not quite in their league in terms of computing power. Time marches on, and so while there may be other indie releases worth mentioning, we’re declaring the hottest SNES game this season to be [Fabian Kübler]’s port of MicroPython.

Well, except he didn’t exactly do the porting himself: the Antrhopic LLM Claude generated the code, and performed most of the testing, as [Fabian]’s test of its new Fable 5 model. A brief pause during an export ban showed that Opus would crash and burn on the same task, but Fable was able to get things quickly back on track. It might be “AI slop” by some definitions, but the port scales 430 out of 468 on MicroPython’s core test/basics, which makes it usable to play some simple python games… slowly.

As you can see for yourself in an embedded emulator if you check out [Fabian]’s blog, spooling up MicroPython takes about twenty seconds at 3.58 MHz, and after that you can watch some sprites bouncing around at a blistering 0.8 FPS. [Fabian] seems satisfied with that performance, and impressed with Fable’s efforts at optimization. What to you think? Does the hardware have much more to give, or is that about it, given the nature of the Pythonic beast? Perhaps some plucky human could become a digital John Henry by producing a better, faster port — if you do, please let us know. If you’d rather just to see what Fable can do, the project is available on GitHub, so you can judge for yourself how sloppy the code is or test out the ROM.

Putting Python onto limited hardware may not to be to everyone’s taste, but there’s a good case to be made for it. The SNES may actually be too limited, though. It makes sense — the kind of micros you run MicroPython on can emulate the SNES.

To Build More Believable Bots, Simulate The Neurochemistry

Giving machines the ability to communicate nonverbally has real value, and [Drew Smith] clearly thinks your robot deserves better than an emoji. He shared a very interesting approach with his project Kindalive.

Kindalive is a simulated dot-matrix robot face that responds believably to input text, modeling and expressing both short-term and long-term moods. It’s pure Python and modular enough to invite using it elsewhere, but that’s not the really interesting part.

What sets [Drew]’s project apart is the way he models eight key neurochemicals (including dopamine and cortisol) as the foundation from which to derive emotional states. That’s an approach we certainly haven’t seen before.

Conventional sentiment analysis uses a large language model (LLM) to apply discrete labels to communication, but Kindalive doesn’t do that. It even goes so far as to model the decay and interplay between its simulated neurochemicals to derive emotional states on the fly. It’s more fluid and organic, and reflects both short-term and long-term mood changes.

Physical representation of the emotional mix is done by altering twelve key facial movements (brow raise, lip corner pull, mouth open, and others of that nature) known as the Facial Action Coding System (FACS). These twelve elements combine to express emotion nonverbally with facial expressions. It’s what drives the simulated dot-matrix robot face seen in the image above, and could easily be used to drive a real LED matrix, or servos on an animatronic face.

Much of communication is nonverbal. Humans even weigh nonverbal higher when there’s a mismatch between the content of verbal and nonverbal communication. So, there’s clear value in having robots able to express themselves as such.

Importantly, a realistic and human-like face is entirely unnecessary — something every Star Wars fan already knows. Cartoon eyes and basic sounds are enough to make robots easier to relate to and work with, even if blinking is also important but hard to get just right.

When Changing Scale Isn’t Just More Of The Same

[Jenny] and I were talking about [Bitluni]’s experiment in scale, where he will take 65,536 cheap microcontrollers, network them all together, and give each one an RGB pixel. From there, antics will surely ensue. Right now, he’s only got 8,192 of them up and running, and already the novel problems and opportunities are rearing their heads.

We all know it from our own hacking. In theory, doing something ten times is ten times doing it once. But then in practice, entirely new phenomena appear as you scale up that were simply not there in the small. Maybe it happens when you repeat it one hundred times, or a thousand.

Viewed positively, this is the property of emergence: how the whole can be more than the sum of its parts, and how biology isn’t just chemistry multiplied by a few million interactions. In our blinky world, a massive wall of LEDs is a display, not just a bunch of pixels.

On the flip side, going from one microcontroller with a 10 mA current draw to 64 Ki controllers, with 655 A, is more than just a difference in scale. You need to learn a new skill set to handle the problem. Making a single prototype is a different problem from making a run of badges for a conference of 5,000 – you’ll need a team, and won’t be able to just hack it alone – not to even mention the parts sourcing woes.

So I loved watching [Bitluni] going through the upscaling. He certainly had an idea of what he was getting himself into, but as with the emerging properties of a big system, there are often emerging problems, and those you can’t always see ahead of time. Have you gotten into a project that scaled itself into something qualitatively different? Tell us about it.

A clay vase sits in the center of a circular table, with an extruder in contact with the top surface. The extruder has a tube containing clay on the right side, with a motor mounted above an auger over the main nozzle.

Clay Extruder Enables Printable Pottery

Ceramic 3D printers, despite using the same fundamental mechanism as standard FDM printers, are much harder to find. Part of this comes down to the material properties of fired ceramics versus thermoplastics, but they’re also significantly harder to build; for example, in his ceramic printer build, [Joshua Bird] had to deal with severe material shrinkage, collapsing bridges, and the surprisingly abrasive effects of clay.

The centerpiece of the printer is the clay extruder: an air compressor pushes clay along a tube into the extruder, which uses an auger to squeeze the clay through the nozzle, while a gap at the top lets trapped air escape. The extruder has enough control for successful retractions, but rheology remained a challenge: the clay needed to be soft enough to flow through the nozzle, but stiff enough to form bridges without collapsing. [Joshua] thus pressurized the clay as much as possible, making it possible to use stiffer clay mixtures. The extruder’s greatest challenge was longevity: [Joshua] tried many 3D-printed plastic augers, but the clay abraded them all much too quickly, often in under an hour of use; a 3D-printed stainless steel extruder solved this.

Printing in ceramic isn’t a simple process: for each part, [Joshua] had to mix the clay, load it into the tube, clean the extruder, actually print the object, let it dry, fire it, apply glaze, and fire it again. The clay’s shrinkage during drying and firing destroyed many prints, but [Joshua] was nevertheless able to print a double-walled cup, a decorative climbing-themed cup, and even a chain-mail mesh.

The 3D printer’s motion system is a polar design, an adaptation of his earlier non-planar 3D printer, which might eventually make it easier to print overhangs. We’ve previously seen a similar auger-based clay extruder, an approach reminiscent of direct-granule FDM printing.