Valve Sells Software, So What’s With All The Hardware?

Steam branding is strong. Valve Corporation has turned their third-party marketplace into the first place millions choose to buy their PC games. The service has seen record-breaking numbers earlier this year with over 25 million concurrent users, so whatever they are doing is clearly working. Yet with all those software sales, last month Valve announced a new piece of hardware they call the Steam Deck.

Use the colloquialism you’d like, “not resting on your laurels” or “Mamba Mentality”, it’s not as if competitors in the handheld PC space are boasting ludicrous sales numbers. At their core, Valve is in the business of selling computer games. So why venture into making hardware? Continue reading “Valve Sells Software, So What’s With All The Hardware?”

Building A Solar Powered Game Boy Pocket

Light has always been a key part of the classic Game Boy experience. Some of us have fond memories of riding along in the back seat of a car at night, pausing and unpausing the game as the street lights overhead briefly give enough light to see the unlit display. The availability of third party IPS displays for these classic handhelds has largely eradicated this problem today, but as you might expect, the increased power requirements of the more modern screen reduces the system’s runtime.

Installing the USB-C charge controller.

As part of their examination into energy production, the [Houston Museum of Natural Science] set out to see if they could improve things by adding a solar panel to the back of a Game Boy Pocket that had already been modified with an IPS display. The Pocket version of the Game Boy was selected as it has a nice flat back that made it easy to attach a solar panel, and in fact the panel sourced for this mod is so well dimensioned, it almost looks like the device came that way.

In the video below, you can see the modification starts by cutting away a large section of the Game Boy’s rear panel to fit the 1000 mAh LiPo battery. The solar panel is then affixed over the back with super glue. A diode is soldered onto the solar cell, and then wired into a charge controller that came with USB-C input. The placement of the charge controller ended up being trickier than expected, but with a little hot glue, it works just fine. Overall this is a simple mod but a brilliant idea.

This isn’t the first solar-powered handheld game system we’ve seen, but it’s nice to see the idea revisited and expanded on, particularly regarding ergonomics. In addition, we love the incredible detail of narration that’s given as this hack slowly takes shape. Video after the break.

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Simulating The Game Boy Printer’s Actual Paper Output

Sometimes, we appreciate electronic devices not for their outright performance and crystal clear output, but precisely because they kind of suck in a unique and charming way. The Game Boy Camera, and its companion the Game Boy Printer, are much loved for precisely this reason. [Raphael BOICHOT] decided that he wanted to simulate the analog reality of the latter printer’s output in code, and set about the hefty coding task.

The result is the Game Boy Printer Paper Simulation, and it does a great job of reproducing the grainy, somewhat noisy output of the original thermal printer. The simulation was coded with the assistance of multiple high-resolution scans of the original printer’s output, which allowed [Raphael] to create a mathematical model of how the original digital pixelized image came out when hot thermal print head was put to paper.

What started with a single dot became a fully-fledged simulation package that can be run in MATLAB and Octave. It allows the end user to generate legitimate-looking images of Game Boy Printer output without actually having to own the printer and a roll of thermal paper.

We’ve seen Nintendo’s much-beloved printer before, such as this hack that turns it into an 8-bit photo gun. If you’re meddling with thermal printers yourself, be sure to let us know!

 

Steady Hand Brings GBA Cart Back From The Grave

The flash chips used in Game Boy Advance (GBA) cartridges were intended to be more reliable and less bulky than the battery-backed SRAM used to save player progress on earlier systems. But with some GBA titles now hitting their 20th anniversary, it’s not unheard of for older carts to have trouble loading saves or creating new ones. Perhaps that’s why the previous owner tried to reflow the flash chip on their copy of Golden Sun, but as [Taylor Burley] found after he opened up the case, they only ended up making the situation worse.

A previous repair attempt left the PCB badly damaged.

When presented with so many damaged traces on the PCB, the most reasonable course of action would have been to get a donor cartridge and swap the save chips. But a quick check on eBay shows that copies of Golden Sun don’t exactly come cheap. So [Taylor] decided to flex his soldering muscles and repair each trace with a carefully bent piece of 30 gauge wire. If you need your daily dose of Zen, just watch his methodical process in the video below.

While it certainly doesn’t detract from [Taylor]’s impressive soldering work, it should be said that the design of the cartridge PCB did help out a bit, as many of the damaged traces had nearby vias which gave him convenient spots to attach his new wires. It also appears the PCB was designed to accept flash chips of varying physical dimensions, which provided some extra breathing room for the repairs.

Seeing his handiwork, it probably won’t surprise you to find that this isn’t the first time [Taylor] has performed some life-saving microsurgery. Just last year he was able to repair the PCB of an XBox controller than had literally been snapped in half.

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Game Boy Macro Build Retains DS Compatibility

Building a so-called “Game Boy Macro” is a great way to salvage a Nintendo DS that has a broken hinge or top screen, as the system only needs the lower display to play Game Boy Advance games. Naturally, DS games that were designed to use both screens would no longer be playable. Or at least, that’s what we thought. But as [Facelesstech] shows, it’s actually possible to play DS games on a Game Boy Macro if you do a little extra soldering.

It turns out that there are two test points on the original DS motherboard where you can pick up the signal for the top and bottom screens respectively. With just three wires and a simple switch, you can select which signal gets fed into the bottom screen in real-time with no image degradation. Now, this won’t do you any good on games that make constant use of both the top and bottom DS displays, but for many titles, the bottom screen was used for little more than a map or inventory display that you only need to glance at occasionally.

Installed screen switch. Note USB-C upgrade module.

With the ability to switch between them at will, a large number of DS games are perfectly playable with just one screen. Interestingly, the touch panel still works the same regardless of which video feed is being pipped in; so if you memorize which areas need to be touched to perform different actions, you don’t even need to flip the images. In the video below, [Facelesstech] demonstrates the concept with New Super Mario Bros, which would otherwise be unplayable as the action usually is shown on the top screen.

This hack is only possible because the two displays on the DS are identical beyond the touch overlay, which as we learned during a previous deep-dive into the technology behind this revolutionary handheld, was a trick Nintendo used to squeeze as much performance as they could out of its relatively meager 3D hardware. Unfortunately, it seems like the modification is much harder to pull off on the DS Lite, so it wouldn’t be compatible with the slick Game & Watch styled Game Boy Macro we covered recently. Continue reading “Game Boy Macro Build Retains DS Compatibility”

An Emulator That Only Plays One Game

[Ben Smith] had previously implemented a GameBoy Color emulator but decided to make a new emulator that to play just one game called pokegb. The game is, of course, the popular blue edition of Pokemon. While this emulator could play other GameBoy games, the way it was implemented was to support only the opcodes and features that Pokemon Blue used. What’s perhaps even more amazing is that this full emulator is just 582 lines of C++ (using SDL for graphics and input). There is also an obfuscated version that comes in at just 68 lines and in the shape of three Pokeballs. All the code for pokegb can be found on GitHub.

[Ben] goes through a detailed listing of each opcode of the processor, memory, the graphics unit (PPU), and how it interacts with a modern operating system. We love the idea of implementing each opcode one by one and gradually seeing the emulator make it farther and farther through the ROM. The only feature that’s noticeably absent is sound, which would require a significant amount of code to emulate properly.

If you’re interested in a deep dive into the audio chips inside a Gameboy Color, [Ken Shirriff] has already done the research for you.

Pocket Sized Wii Sets The Bar For Portable Builds

Over the last few years we’ve seen several projects that convert Nintendo’s Wii into a handheld console by way of a “trimming”, wherein the system’s motherboard is literally cut down to a fraction of its original size. This is made possible due to the fact that the majority of the console’s critical components were physically arranged in a tight grouping on the PCB. While it might not be the smallest one we’ve ever seen, the Wii SPii by [StonedEdge] is certainly in the running for the most technically impressive.

It took [StonedEdge] the better part of a year to go from the first early 3D printed case concepts to the fully functional device, but we’d say it was certainly time well spent. The general look of the portable is strongly inspired by Nintendo’s own GameBoy Advance SP, albeit with additional buttons and control sticks. In terms of software, the system is not only able to run Wii and Gamecube game ISOs stored on its SD card, but also several decades worth of classic titles through the various console emulators available for the system.

The Wii SPii makes use of a particularly difficult variation of the Wii miniaturization concept known as the OMEGA trim, and is supported by a custom PCB that’s responsible for things like power management and audio output. As it was never designed to be particularly energy efficient, the trimmed Wii motherboard will deplete the system’s dual 18650 cells in about two and a half hours, but at least you’ll be able to get charged back up quickly thanks to USB-C PD support. All of the hardware just fits inside the custom designed case, which was CNC milled from acrylic and then sandblasted to achieve that gorgeous frosted look.

[StonedEdge] says the Wii SPii was inspired by the work of accomplished smallerizer [GMan], and even uses some of the open source code he developed for the audio and power management systems. In fact, given its lengthy list of acknowledgements, this project could even be considered something of a community affair. Just a few years after we marveled at a functional Wii being crammed into an Altoids tin, it’s truly inspiring to see what this dedicated group of console modders has been able to accomplish by working together.

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