Hands-On: New Nvidia Jetson Nano Is More Power In A Smaller Form Factor

Today, Nvidia released their next generation of small but powerful modules for embedded AI. It’s the Nvidia Jetson Nano, and it’s smaller, cheaper, and more maker-friendly than anything they’ve put out before.

The Jetson Nano follows the Jetson TX1, the TX2, and the Jetson AGX Xavier, all very capable platforms, but just out of reach in both physical size, price, and the cost of implementation for many product designers and nearly all hobbyist embedded enthusiasts.

The Nvidia Jetson Nano Developers Kit clocks in at $99 USD, available right now, while the production ready module will be available in June for $129. It’s the size of a stick of laptop RAM, and it only needs five Watts. Let’s take a closer look with a hands-on review of the hardware.

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Emulating An Altair 8800 On An Apple II

The Altair 8800 was, to its creators, a surprise hit. Despite looking nothing like what we would today consider to be a computer, it sold thousands of units almost immediately upon its launch, way back in 1975. A few years later, the Apple II burst onto the scene, and the home computer revolution began in earnest.

Emulating older machines on newer hardware has always been a thing, and [option8] has coded an Altair 8800 emulator for the Apple II. Of course, if you don’t have one lying around, you can run this emulator on an Apple II emulator right in your browser. Honestly, it’s emulators all the way down.

As far as emulators go, this is a particularly charming one, with the Altair’s front panel displayed in glorious color on the Apple’s 40 column screen. Replete with a full set of switches and blinking LEDs, it’s a tidy low-resolution replica of the real thing. Instructions to drive it are available, along with those for another similar emulator known as Apple80.

If that still hasn’t quenched your thirst, check out this Game Boy emulator that lives inside emacs.

Playing Pokemon On A CRT Thanks To A Powerful Microcontroller

Microcontrollers come in a broad swathe of capabilities these days. There are the venerable 8-bit micros that have been around forever and valiantly crunch away, all the way up to modern 32-bit powerhouses with advanced peripherals and huge amounts of RAM and ROM. If you’re blinking a few LEDs or opening a garage door, the former is fine. For what [Jared] had in mind, a little more horsepower was required.

[Jared]’s project started out as an experiment with composite video output on a STM32F446RE microcontroller. Using a 4-bit resistor DAC, the device was able to output NTSC signals, using interrupts and NOPs to handle timing. The hardware worked, and was tested by playing the entirety of Star Wars: A New Hope from an SD card.

Attention then turned to creating a Game Boy emulator for the platform. After many hurdles with various bugs and edge cases, things started working, albeit slowly. The Pokemon game ROM wouldn’t fit in the microcontroller’s limited flash storage, so [Jared] implemented a complicated bank switching scheme. This combined with the limited computational resources meant the game was playable, but limited to just 10 FPS.

Enter the STM32H7. With over double the clock speed and capable of 856 DMIPS versus 225 of the original chip, things were coming together. Pokemon now ran at 60 FPS, and the built-in DAC greatly improved the sound. The DMA subsystem allowed further performance gains, and even running in debug mode, performance far exceeded that of the previous hardware.

With unit prices of most microcontrollers being remarkably low, it goes to show that once you’ve tapped out on performance on one platform, there’s usually a faster option available. It’s possible to emulate the Game Boy on the ESP-32 too, as Sprite_TM showed us in 2016. Video after the break.

[Thanks to Ben for the tip!]

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A Genesis Inspired Synthesizer That Has Nothing To Do With Phil Collins

Chiptune is a musical genre built upon the creation of music through the use of chip-based sound synthesizers, found in early game consoles. The Commodore 64’s venerable SID chip and the Game Boy Sound System are the by far the most popular on the scene. However, the Sega Genesis took a different path at the end of the videogame chipmusic era, packing a YM2612 FM synthesis chip to deliver fat basslines and searing solos. [Thea] has always been a fan of these electric 90s sounds, and thus decided to build the Genesynth.

The synth initially allowed only for playback of existing video game scores, but its capability has been expanded as [Thea] took the project from breadboard to protoboard to custom PCBs – with anime artwork, to boot. The synth uses a Teensy 3.5 as the brains, speaking USB to enable the synth to receive MIDI commands from music software. All parameters are exposed over the interface, and [Thea] has several videos showing the Genesynth under control from an Ableton Push.

The sound capabilities of the YM2612 are of an entirely different character to most chiptunes, by virtue of the FM synthesis engine. FM synthesis is a little less intuitive then classical additive synthesis, but we still see it crop up now and then.

 

Pokemon Cries And How They Work

If you grew up watching the Pokémon TV series, you’d naturally be familiar with the cries of all your favourite Pocket Monsters. Most of the creatures in the anime tend to say their own name, over and over again. Pour one out for the legions of parents who, upon hearing a distant “PIKA PIKA!”,  still involuntarily twitch to this day.

However, the games differ heavily in this area. Generation I of Pokémon was released on the Game Boy, which simply didn’t have the sound capabilities to deliver full bitstream audio. Instead, sounds were synthesized for the various Pokémon based on various parameters. It’s quite a deep and involved system, but never fear – help is at hand via [Retro Game Mechanics Explained].

The video breaks down, at a bitwise level, how the parameters are stored for each Pokémon’s cry, and how they are synthesized. It’s broken down into easily understandable chunks, explaining first how the Game Boy’s sound hardware works, with two pulse channels and a noise channel, before later expanding upon why some Pokémon have the same or similar cries.

It’s a tour de force in retro game reverse engineering, and expertly presented with high quality graphical guides as to what’s going on at the software level. There’s even an emulator you can use to explore the various cries from the original game, and generate your own, too.

Now that we’re up to speed with Pokémon, how about fixing bugs in a 37 year old game? Video after the break.

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A Practical Portable Wii Emerges From The Memes

A few months ago, [Shank] built what will almost certainly go down in history as the world’s smallest portable Nintendo Wii. As it turns out, the Wii motherboard is home to a lot of unnecessary hardware, and with a careful hand and an eye for detail, it’s possible to physically cut it down to a much smaller unit; allowing this particularly tenacious hacker to put an actual Wii, along with everything else required to make it portable, into an Altoids tin.

As you might expect, between the cramped controls, comically short battery life, and the fact that the whole thing got hot to the touch during use, it was a miserable excuse for a portable console. But the incredible response the project received inspired [Shank] to dust off an earlier project: a far more practical portable Wii that he calls PiiWii. This time around the handheld is a more reasonable size, a useful battery life, and proper controls. It even has an integrated “Sensor Bar” so you can use real Wii Remotes with it. It might not be the prettiest portable console conversion we’ve ever seen, but it certainly ranks up there as one of the most complete.

[Shank] actually “finished” the PiiWii some time ago, but in his rush to complete the project he got a little overzealous with the hot glue and ended up with a device that was difficult to diagnose and fix when things started to go wrong. He shelved the project and moved on to his Altoids tin build, which helped him refine his Wii shrinking skills. With a clearer head and some more practical experience under his belt, the PiiWii was revamped and is clearly all the better for it.

Unlike previous Wii portables we’ve seen, there’s no attempt at adding GameCube controller ports or video out capability. It’s built to be a purely handheld system, and that focus has delivered a system that’s roughly the size of the original Game Boy Advance. Beyond the cleverly sliced Wii motherboard, the inside of the PiiWii features a 3.5 inch display, a custom designed audio amplifier PCB, four 3400 mAh cells which deliver a run time of around four hours, a 3DS “slider” analog stick, and a generous helping of Kapton tape in place of hot glue.

If there’s any criticism of the PiiWii, it’s likely going to be about the system’s boxy exterior. But as [Shank] explains, there’s an excellent reason for that: it’s literally built into a project box. He simply took a commercially available ABS project box, the Polycase SL 57, and made all his openings on the front with a laser cutter. Other than the fact taking a laser to ABS releases hydrogen cyanide, he found it a good way to quickly knock out a custom enclosure.

Last year we took a look his ridiculously small Altoids tin Wii, and while that was an impressive project to be sure, we’re glad he revisited the PiiWii and showed that a portable Wii can be more than just a novelty. Compared to other systems, the Wii doesn’t seem to get the portable treatment that often, so we’re always glad to see somebody come in and do the concept justice.

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GBA Consolizer Kit RetroRGB

GBA On The Big Screen: FPGA Delivers HDMI And Every Feature Imaginable

The concept of creating a gaming portable out of a home console has been around for some time, but it’s hardly seen the other way around. There have been a few devices that dared to straddle the line (i.e., Sega Nomad, Nintendo Switch, etc.), but the two worlds typically remain separate. [Stephen] looked to explore that space by attempting to turn the Game Boy Advance into a “big boy” console. The FPGA-based mod kit he created does just that, and comes complete with controller support and digital video output in 720p over a mini HDMI cable.

The kit itself was designed specifically for the original model GBAs containing the 40-pin LCD ribbon cable. These original models were the early run of non-backlit screens that are also denoted by a motherboard designation that can be seen by peering into the battery compartment. RGB signals are read directly from the GBA LCD socket by removing the handheld’s screen in favor of a fresh flat flex ribbon cable. This method enables a noise-free digital-to-digital solution as opposed to the digital-to-analog output of Nintendo’s own Game Boy Player add-on for the GameCube.

At an astonishing 240×160 native resolution, GBA video is scaled by the FPGA up to 5x within a 720p frame. Of course some of the image is cutoff in the process, so options for 4x and 4.5x scales were included. As a wise man once said, “Leave no pixel behind”. Since Nintendo designed the GBA clock to run at 59.7276 Hz, [Stephen] removed the oscillator crystal in order to sync the refresh rate to a more HDMI friendly 60 Hz. This means that the mod kit overclocks GBA games ever so slightly, though [Stephen] included a GBA cycle accurate mode as an option if your display can handle it.

The video below is [Stephen]’s initial test using a SNES controller. Tests must have gone well, because he decided to incorporate a SNES controller port in the final design. Now all those Super Nintendo ports on the GBA are back home once again thanks to this “consolizer” kit.

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