World’s Smallest Wii Is Also World’s Worst

As far as game consoles go, the Nintendo Wii was relatively small. Probably owing at least somewhat to the fact that it wasn’t a whole lot more than a slightly improved GameCube in a new case, but that’s another story entirely. So it’s not much of a surprise that people have modded Nintendo’s infamous money printing machine into handheld versions. But this…this is just something else.

We’re going to go out on a limb and say that this absolutely preposterous build by [Shank] which puts a fully functional Nintendo Wii into an Altoids tin wins the title of “World’s Smallest Wii”. We’re also going to put money on the fact that this record doesn’t get beaten because…well, come on. There’s a reason he’s named his diminutive creation the “Kill Mii”.

You’re probably wondering how this is possible. That’s an excellent question. As it turns out, hackers have discovered that you can cut off the majority of the Wii’s motherboard and still have a functioning system, albeit missing non-essential functions like the GameCube controller ports and SD card slot. From there, you just need to install a new firmware on the now heavily trimmed down Wii that tells it to ignore the fact it has no disc drive and load games as ISOs from an attached USB flash drive. That’s the high level summary anyway, the reality is that this a mod of crushing difficulty and should only be attempted by true masochists.

As for this particular build, [Shank] went all in and even relocated the Wii’s NAND chip to make everything fit inside the tin. There’s also custom PCBs which interface the Wii’s motherboard with the Nintendo 3DS sliders he’s using for control sticks. Underneath everything there’s a battery that can run the whole device for a grand total of about 10 minutes, but given the general shape of the “Kill Mii” and the fact that most of the buttons are tactile switches, that’s probably about as long as you’d want to play the thing anyway.

Yes, this is the worst Wii ever made. But that was also the point. In the words of the creator himself “This portable is not logical, comfortable, or practical. But it must be done… for the memes.” Truly an inspiration to us all.

Incidentally, this isn’t the first “trimmed” Wii portable we’ve seen; though that one was considerably more forgiving internally, and just a bit more practical.

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Doom Battle Royale Mod With 64 Players Hurts Plenty

Sixty-four players are dropped into a map, but there can be only one that emerges victorious…heard that before, right? Thanks to PC Game modder [Bambamalicious] there is yet another entrant into the rapidly growing videogame genre. The difference this time, however, is that their 64 player DooM Royale (with cheese) mod is ready to show all those other also-ran games how the granddaddy of FPS games does it.

Doom Battle Royale WIth Cheese Mod Screenshot

According to the announcement post the mod is “…a 64 player Battle Royale using Doom 2 as the IWAD, and the Zandronum engine as it’s base. The speed of gameplay will be unchanged from normal Doom, and when you die, that’s not the end for you!”. There is a respawn system, but each player is given a limited number of lives. To ensure no server feels like a ghost town [Bambamalicious] included bots that will spawn in matches with low participation. Each game inevitably results in a “last man standing” face off that has the victor coming away with the coveted “Royale with cheese”. Other than the aforementioned changes, this is still the seminal classic Doom (1993).

Do note that in order to play the mod, the Zandronum engine is a required in order to take part in the fun. The engine is the backbone that allows for leaderboards as well as hopping between custom servers. Zandronum additionally supports many other multiplayer match types for instance: Team Deathmatch, Capture the Flag, Possession, and Skulltag. Up to 64 players are supported in those match types as well.

From the looks of the DooM Royale (with cheese) map, there should be frequent enemy player encounters and no respite for those seeking to just “hide in a bathtub”. The multiple levels should supply plenty of opportunity to take advantage by attacking from above. Test footage of the mod in action can be seen in the video below.

For more on the DOS game that just won’t die, check out Doom running on an ATM.

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A New Take On Building A Portable N64

When home consoles go mobile, whether in the form of modded original hardware or emulation, they usually take a pretty standard shape. A screen in the middle, with buttons either on the sides or below it. Basically the same layout Nintendo popularized with born-handheld systems such as the Game & Watch series and original Game Boy. Like the saying goes, if it ain’t broke…

But [Le Nerdarto] had a different idea. He came across a broken N64 and wanted to turn it into a portable console, but not necessarily a handheld one. Noticing the cartridge was about the perfect size to contain a small LCD and in an ideal position, he set out to make what is arguably the most literal interpretation of “portable N64” we’ve ever seen. It might not be the most practical iteration of this concept, but it definitely gets extra points for style.

After he stripped the N64 of its original hardware, he installed a Raspberry Pi 3 and an RC battery eliminator circuit (BEC) to get 5V out of the internal 6200 mAh 7.4V battery. [Le Nerdarto] says this provides power for the Pi, the LCD, and the various lighting systems for up to 10 hours. He’s also added USB ports in the front of the system for controllers, and an HDMI port on the back so he can still connect the system up to a TV when not on the move.

The 3.5 inch LCD in the cartridge is arguably the centerpiece of the build, and while it might be on the small side, we can’t deny it’s a clever idea. [Le Nerdarto] had the good sense to tilt the it back a few degrees to put the display at a more comfortable angle, but otherwise it looks stock since he was able to fit everything in without cutting the back of his donor cartridge out. For those who might be wondering, the “cartridge” can’t be removed, but we’ll admit that would have been a killer feature to add especially with the HDMI port on the back.

Of course, since it’s running emulators on a Raspberry Pi, this isn’t only a portable N64. The front mounted USB ports allow him to plug in all sorts of controllers and emulate classics from pretty much any console that’s older than the N64 itself. Ironically the Raspberry Pi 3 isn’t exactly an ideal choice for N64 emulation, but a good chunk of titles are at least playable.

If you’re more of a purist and want a true portable N64, we’ve covered plenty of those over the years to get you inspired.

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Maker Faire NY: Getting Physical With Minecraft

If you’ve been hanging around Hackaday for a while, you’ve likely seen a few attempts to bridge the real world with the voxel paradise that is Minecraft. In the past, projects have connected physical switches to virtual devices in the game, or took chunks of the game’s blocky landscape and turned it into a 3D printable file. These were interesting enough endeavors, but fairly limited in their scope. They assumed you had an existing world or creation in Minecraft that you wanted to fiddle with in a more natural way, but didn’t do much for actually playing the game.

But “Physical Minecraft” presented at the 2018 World Maker Faire in New York, offered a unique way to bring players a bit closer to their cubic counterparts. Created by [Manav Gagvani], the physical interface has players use a motion detecting wand in combination with an array of miniature Minecraft blocks to build in the virtual world.

The wand even detects various gestures to activate an array of “Spells”, which are effectively automated build commands. For example, pushing the wand forward while making a twisting motion will automatically create a tunnel out of the selected block type. This not only makes building faster in the game, but encourages the player to experiment with different gestures and motions.

A Raspberry Pi 3 runs the game and uses its onboard Bluetooth to communicate with the 3D printed wand, which itself contains a MetaWear wearable sensor board. By capturing his own moves and graphing the resulting data with a spreadsheet, [Manav] was able to boil down complex gestures into an array of integer values which he plugged into his Python code. When the script sees a sequence of values it recognizes, the relevant commands get passed onto the running instance of Minecraft.

You might assume the wand itself is detecting which material block is attached to it, but that bit of magic is actually happening in the base the blocks sit on. Rather than trying to uniquely identify each block with RFID or something along those lines, [Manav] embedded an array of reed switches into the base which are triggered by the presence of the magnet hidden in each block.

These switches are connected directly to the GPIO pins of the Raspberry Pi, and make for a very easy way to determine which block has been removed and installed on the tip of the wand. Things can get tricky if the blocks are put into the wrong positions or more than one block are removed at a time, but for the most part it’s an effective way to tackle the problem without making everything overly complex.

We’ve often talked about how kid’s love for Minecraft has been used as a way of getting them involved in STEM projects, and “Physical Minecraft” was a perfect example. There was a line of young players waiting for their turn on the wand, even though what they were effectively “playing” was the digital equivalent of tossing rocks. [Manav] would hand them the wand and explain the general idea behind his interface, reminding them that the blocks in the game are large and heavy: it’s not enough to just lower the wand, it needs to be flicked with the speed and force appropriate for the hefty objects their digital avatar is moving around.

Getting kids excited about hardware, software, and performing physically demanding activities at the same time is an exceptionally difficult task. Projects like “Physical Minecraft” show there can be more to playing games than mindless button mashing, and represent something of a paradigm shift for how we handle STEM education in an increasingly digital world.

Bring Your Own Controller Kits Just Add Bluetooth

Known for their build quality and low latency, the [8bitdo] line of Bluetooth controllers are generally well liked among classic videogame devotees. They match modern conveniences like rechargeable batteries and Bluetooth connectivity with old school color schemes and the tried-and-true feel of a D-pad. All of their current offerings are modeled to invoke the same feel of console controllers of the past, however, for some there is no substitute for the original. For that type of hobbyist, the company created DIY Bluetooth mod kits in the form of drop-in replacement PCBs.

The featured mod kits are for the original NES controller, SNES controller, and 6-button Genesis Controller. They feature a 180 mAh Li-ion battery for an estimated 7.5 hours of gameplay, and a unique barrel plug type USB charging cable. The charging port fills the void left by the controller’s connection cable and also doubles a the LED status indicator. Though for the Sega Genesis mod kit, the charge port changes to a standard micro USB.

The [8bitdo] website boasts compatibility across Android, Linux, Mac, and Windows (drivers permitting) and even Nintendo Switch. With the addition of one of the company’s Retro Receivers, you are able to use the controllers on the original NES or SNES alongside their contemporary NES/SNES classic console counterparts.

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Giant Connect Four Pits You Against The Computer

You can build a Connect Four solver in software, but it won’t be all that much fun. Now apply that same automation to a 15-foot-tall plywood version of the classic board game and you’ve just created a smile-making-machine for everyone within eyesight. Behold the Mono-Purpose Automated Robot Versed In Connnect4 (Marvin) which Ben and Jonathan dreamed up on their way home from Maker Faire last year, and made into their exhibit this year.

On the physical side of things they got really creative in lifting the discs and sorting them into the column chosen by the software brain of the game. A chain travels along one side with fingers every few feet. The fingers travel along the channel, lifting the discs. Those fingers are a couple of bolts, with some metal filler, all epoxied into one solid unit.

At the top of the disc elevator, and at the top position of each column in the gaming board, there are IR reflectance sensors which send feedback to the Arduino that drives the hardware. This proved a major issue during setup the day before the Faire. The reflectance sensors are just blasting out IR and not using a carrier signal. In direct sunlight, the detector was in a constant state of being tripped. After some trial and error, the logic for the sensors was flipped to detect the absence of sunlight by placing black plastic behind that top row of the board and putting duct tape over the IR emittors.

There’s a router and laptop rolled into the system. The Arduino makes an HTTP request to software on the laptop. In addition to determining where the next move should be made, the laptop is connected to a large screen which shows the current state of the gaming board. This is a head-to-head, human versus machine game. The human player drops their discs from the top of the board using a paint roller that hooks into a hole at the center of the disc. This way the player’s disc passes by the sensors, triggering the machine’s next move.

It’s a clever build and due to the sheer size it’s pretty awesome they were able to get it to the Faire from Philadelphia. Don’t miss the video after the break that shows off the fun and excitement of this gaming giant.

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Show That Sega Saturn Save Battery Who’s Boss

Breaking out the Sega Saturn out of the closet for a hit of 90’s nostalgia comes with its own set of compromises: the wired controllers, the composite video, and worst of all that dead CR2032 battery behind the backdoor. Along with the death of that battery went your clock and all those precious hours put into your game save files. While the bulk of us kept feeding the insatiable SRAM, a friendly Canadian engineer named [René] decided to fix the problem for good with FRAM.

The issue with the battery-backed memory in the Saturn stems from the particularly power-hungry factory installed SRAM chip. Normally when the console is plugged-in to a main power source the CR2032 battery is not in use, though after several weeks in storage the battery slowly discharges. [René’s] proposed solution was to use a non-volatile form of RAM chip that would match the pinout of the factory SRAM as close as possible. This would allow for easier install with the minimum number of jumper wires.

Enter the FM1808 FRAM chip complete with a whopping 256 kb of addressable memory. The ferroelectric chip operates at the same voltage as the Saturn’s factory SRAM, and has the added benefit of being able to use a read/write mode similar to that of the Saturn’s original memory chip. Both chips conform to a DIP-28 footprint, and only a single jumper wire on pin 22 was required to hold the FM1808 chip’s output-enable signal active-low as opposed to the active-high enable signal on the Saturn’s factory memory chip. The before and after motherboard photos are below:

After a quick test run of multiple successful read and writes to memory, [René] unplugged his Saturn for a couple days and found that his save files had been maintained. According to the FM1808 datasheet, they should be there for the next 45 years or so. The only downside to the upgrade is that the clock & calendar settings were not maintained upon boot-up and reset to the year 1996. But that’s nothing a bit of button-mashing through couldn’t solve, because after all wasn’t the point of all this to relive a piece of the 90s?

For more Sega Saturn goodness, check out how the Sega Saturn was finally cracked after 20 years.