Poking Around Inside A Pair Of Classic Gaming Gifts

Retro gaming is huge right now, and like probably millions of other people, [wrongbaud] found himself taking possession of a couple faux-classic gaming gadgets over the holidays. But unlike most people, who are now using said devices to replay games from their youth, he decided to tear into his new toys to see how they work.

The first to get pulled apart is a handheld The Oregon Trail game, which Hackaday readers may recall from a teardown we did back when it was first released. His work continues right where our teardown left off, by pulling the game’s two EEPROM chips out and dumping their contents. As expected, [wrongbaud] found that the I2C connected chip contained the game save information, and the SPI flash chip stored the actual game files.

Next up was an HDMI “stick” from Bandai Namco that allows the user to play a selection of NES games. Here again [wrongbaud] liberates the flash chip and dumps it for examination, this time using an ESP32 tool of his own creation. Inside the firmware image he’s able to identify several elements with the help of binwalk, such as splash screen graphics and text strings.

But perhaps most interestingly, he found that binwalk was able to automatically extract the NES ROMs themselves. After verifying they were standard ROMs with an NES emulator, he theorizes that repacking the firmware with different ROMs should be possible should anyone feel so inclined.

Both of these hacks are fantastic examples of how you can reverse engineer a device’s firmware with low cost hardware, open source tools, and a healthy dose of patience. Even if you aren’t interested in fiddling with The Oregon Trail or swapping out the Mappy ROM for Contra, this write-up is an invaluable resource for anyone looking to do their own firmware analysis.

This isn’t the first time [wrongbaud] has hacked around inside these extremely popular retro games, either. Just last month we covered some of his previous exploits with the re-released versions of Rampage and Mortal Kombat.

Guitar Hero Controller Gets A New Musical Life

Guitar Hero was a big deal, right up until it wasn’t. The best efforts of the video game industry couldn’t resurrect the once-off rush of enthusiasm for rhythm gaming, and thrift stores around the globe are now littered with little plastic instruments. [Analog Sketchbook] decided to give one of these guitars for the Wii a new life, repurposing it as a synth controller.

The build is a straightforward one, thanks to the prevalence of modern maker solutions to electronic problems. Hooking up to the guitar is a solved problem, with an Adafruit Nunchucky breakout board allowing the Guitar Hero controller to be connected via jumper wires to the Raspberry Pi’s IO pins.

Communication is via I2C, and is easy to work with in Pure Data, running on the Pi. [Analog Sketchbook] created a patch that runs a synthesizer, controlled by the buttons and controls on the guitar itself. With this setup, you could create any number of different routines to allow the guitar to be played differently. We’d love to see a chiptune-esque arpeggio patch, or something that plays fat FM synth tones a la the Genesis, but that’s just our opinion. The sky really is the limit here, with plenty of grunt on the Pi for various forms of synthesis.

It’s a fun build that gives new life to an otherwise forgotten gaming accessory. We’ve seen them repurposed before too, as far back as 2010. Video after the break.

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HoloLens Brings Video Game Kart Racing To Life

There aren’t a lot of video game experiences we can easily recreate in the physical realm. You’ll quickly find that jumping on mushrooms in the real world doesn’t have nearly the same appeal as it does in Super Mario, and we won’t even get into the dangers of trying to recreate Frogger on your local multi-lane. But video game style go-kart racing? We have all the technology to pull that off, somebody just has to put all the pieces together.

Which is precisely what [Ian Charnas] is trying to do with his latest project. Using Microsoft’s HoloLens augmented reality headset, electric go-karts, 433 MHz wireless transceivers, and some Arduinos sprinkled in, he’s created the closest thing to Mario Kart that us flesh and blood mortals are likely to experience anytime soon.

The HoloLens headset worn by each driver overlays the necessary graphical elements like pickups and weapon effects, as well as puts over-the-top cartoon heads on the other racers. But of course, that’s only half of the story. Seeing the pickups and gadgets doesn’t do you any good if they don’t have any effect on the actual race.

To that end, [Ian] has come up with a way to control the performance of the go-karts using an electronic “backpack” that mounts to each kart. So speed boosting pickups actually make the kart go faster, and if a driver gets hit with a weapon fired at them, they get slowed down.

That’s the high-level version, anyway. There’s obviously a lot going on behind the scenes, some of which are detailed on the Hackaday.io page. One of the interesting notes is that the HoloLens needs visual markers to orient itself, which in the video after the break can be seen as black and white posters dotting the walls alongside the track. As the project progresses, [Ian] is hoping that these can be camouflaged in creative ways (such as being made to look like audience members or checkered flags) to make the overall experience more immersive.

According to [Ian], the next step is to find partners who want to help elevate this from a one-off project to something that you might actually see at an amusement park. We wish him luck, if for no other reason than we really want to play the thing ourselves. In the meantime, we’ll have to settle for racing hacked Power Wheels.

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Explore This 3D World Rendered In ASCII Art

Pixelated RPGs are pretty standard in games like Legend of Zelda and Pokemon, but have you ever seen anything like ASCIICKER? It’s a full-color three-dimensional world rendered with ASCII art and playable in your browser.

For the time being, the game exists as an experiment. There’s no storyline or goals other than exploring the world, although you can meet up with (or follow) others exploring the game — although all of the sprites look the same, so it may be difficult to have interactions. The game was created by [Gumix] and built entirely in JavaScript without using any other game engines.

All of the previous iterations have also been published online and are accessible by adding X1 up to X13 to the end of the URL. With game development beginning in 2017, it has since been through a considerable amount of change. There’s an entire subreddit dedicated to the game with regular updates from the creator on the development of an open-source dev tool for building new levels and features for the environment. The current engine is capable of rendering objects as thin as fences as well as reflections in bodies of water.

You can try out the game for yourself and see what you think!

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Think You Know CURL? Care To Prove It?

Do you happen to remember a browser-based game “You Can’t JavaScript Under Pressure”? It presented coding tasks of ever-increasing difficulty and challenged the player to complete them as quickly as possible. Inspired by that game, [Ben Cox] re-implemented it as You Can’t cURL Under Pressure!

In it, the user is challenged in their knowledge of how to use the ubiquitous curl in a variety of different ways. Perhaps this doesn’t sound terribly daunting, especially if your knowledge of curl is limited to knowing it is a command-line tool to fetch something from a web server. But curl has a staggering number of features. The man page is over 4500 lines in length. The software’s main site offers a (free) 250+ page guide on how to use curl and libcurl. Reflecting on this is exactly what led [Ben] to create his challenge.

It’s a wonderful piece of work, but things get really interesting once [Ben] starts talking about the infrastructure behind it all. At its core the game works by giving the user a problem and a virtual machine, and catching outgoing HTTP calls to see whether they look correct. If the outgoing HTTP call is the right solution for the problem, terminate the current VM and start up the next one with the next problem. He’s put a lot of work into getting suitable VMs up and running quickly, securely, and properly isolated. The code can be found on the project’s GitHub repository for those who want a closer look.

But that’s not all. [Ben] says that in the past he’s had a bad habit of presenting interactive features in his blog posts that can’t keep up with sudden demand. So to address that, the system auto-scales as needed with a small Linux cluster; small brick-sized PCs are started and shut down automatically to meet demand. Hey, the only thing cooler than a functioning cluster is a cluster doing an actual job, like this one that detects NSFW images.

Edge-Lit Ping Pong Paddle Lights Up The Fight

[George] and his coworkers like to blow off a little lunchtime steam on the company ping pong table. We might do the same, except it’d just be us versus the wall, and most of the exercise would consist of bending over to pick the ball up off the floor. When he found a scrap piece of acrylic out in their shop, [George] got the bright idea to make an edge-lit paddle featuring the company’s logo.

Not only does the paddle look cool, it works pretty well, too, even though it’s heavier and has smooth surfaces compared to a standard paddle. To begin, [George] found a regulation-size paddle outline and imported it into SolidWorks, then designed all the necessary cuts for the LEDs and other electronics. He also designed and printed ergonomic grips to protect the goods.

Continuing the stuff-on-hand theme, [George] used through-hole LEDs and dug into the abundance of battery clips and springs they have lying around for designing prototypes, instead of making it all fancy with SMT LEDs and a rechargeable battery pack. Slip on those sweatbands, because we’re serving up the build video after the break.

We see more ping pong balls than paddles around here, and that’s probably because they make great LED diffusers.

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3D Printed Metro Charger Ready For The Wasteland

In the video game Metro 2033 and its subsequent sequels, players fight their way through a post-apocalyptic version of Russia using improvised weapons and tools cobbled together from the sort of bits and bobs the survivors of a nuclear war might be able to scavenge from the rubble. One of the most useful devices in the game is known as the “Universal Charger”: a hand-operated dynamo that the player must use periodically recharge their electrical devices.

The in-game Universal Charger

Being a fan of the series, [Nikola Petrov] wanted to build his own version of the Metro 2033 charger; but rather than going for an exact screen replica, he decided to explore the mechanism itself and see if he could 3D print a functional device.

As demonstrated in the video after the break, his charger manages to produce enough energy to light an LED on each squeeze of the trigger. Though if we were packing our gear to go fight mutated beasties in alternate-future Moscow, we might look for something with a bit more kick.

Beyond the 3D printed parts, the charger uses a couple short pieces of 8 mm rod, a NEMA 17 stepper motor, and a one-way bearing that’s usually used for pull starting small gasolene engines.

Interestingly, [Nikola Petrov] is no stranger to 3D printed electrical generation. If you’re interested in getting some real power out of a NEMA 17 stepper, his fantastic printed wind turbine is a must-see.

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