Racing The Beam And Dropping Some Beats

The heart of the Atari 2600 wasn’t the 6502 (or the 6507 for the pedants), it was the TIA chip. This is the chip responsible for drawing graphics on the display, racing the beam, and extremely limited support for sound generation. We haven’t seen many attempts of using the Atari 2600 for chiptunes, but that doesn’t mean it can’t be done. [John Sutley]’s Syndrum, a take on an Atari 2600 drum machine is nearly a work of art. It’s a custom cartridge for the wood-paneled Atari, and an impressive input device that turns this classic console into a beat machine

Did the Atari 2600 ever come with a drum machine cartridge? Maybe. Probably not. [John] originally built this project to experiment with the TIA chip, but found it was less tonal than a kazoo. That struck ‘Atari synthesizer’ off the list and replaced it with an ‘Atari drum machine’. There are two key parts of the build here, the first being a repurposed Asteroids cartridge that had the PROM replaced with a ZIF socket. This allows [John] to easily burn new code to an EEPROM, stuff it in the socket, and run it on the Atari. All the code was developed with batari Basic, a BASIC-inspired language that spits out .bin files for the Atari.

But running code on the Atari is just one half of this build. To do a drum machine, you somehow need to tell the Atari when to play each sound. Given the lack of expansion capabilities for the Atari, [John] turned to the controller port. The Syndrum uses Arduino Nano to bridge the DE9 controller connector to a MIDI port. Yes, it’s real MIDI, on a machine that could probably never do MIDI natively (although we’d love to see someone try).

Need a video of this mind-blowing hack in action? Here you go:

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Slack On The SNES Via Satellite

We love seeing hardware and software from bygone eras getting a new lease on life through modern hacks, as longtime readers can surely attest to. Why leave this stuff to rot in a closet somewhere when it can be pushed into service today? Granted it might not always be the most efficient way to accomplish a task in the 21st century, but at least you’ll net some precious Internet Points for originality.

As a perfect example, take a look at this project which lets you read Slack messages through a Super Nintendo game. If your first thought was that such a thing would involve an unreasonable amount of effort and hoop jumping…then you would be correct. [Bertrand Fan] really had to think outside the box to make this one happen, and even admits a bit of imagination is required on the part of the end-user to use it. But it’s undeniably an original approach, so we hereby bestow the customary Internet Points unto him.

So how does this work, and where do the satellites come in? The key is in a fairly obscure Japanese SNES peripheral called the Satellaview, one of Nintendo’s early attempts at creating an online content delivery system for their consoles. Games designed with Satellaview support would be able to pull down new content from regular satellite broadcasts, not too bad for 1995. This means that if you have the hardware, and happen to own a satellite, you can push your own content into an unmodified SNES. No problem, right?

Alright, [Bertrand] didn’t really use a Satellaview modem plugged into an actual SNES. Plus we’re fairly sure he doesn’t have his own satellite network to broadcast Slack messages with anyway. But it turns out some SNES emulators have support for a virtual Satellaview modem, and there’s even software out there that will let you create new content “downloads” for the system’s included game: BS-X: The Story of The Town Whose Name Was Stolen. All he had to do was connect the dots.

[Bertrand] started by stripping the user interface out of SatellaWave, an open source tool for creating Satellaview content, so that it only need to be provided with an XML file of the content to be “downloaded” by the virtual satellite modem. Using the Slack API, he then came up with way to pull the last 10 messages from a server and push them into his modified version of SatellaWave. Each time somebody posts a new message his software kicks in to produce a new satellite download which automatically gets picked up by the SNES emulator and pops up in the game.

If this is still too practical for you, you can always go all in and run Slack on your Commodore 64.

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Balancing Robots From Off-The-Shelf Parts

In this day and age, we are truly blessed as far as the electronics hobby is concerned. Advanced modules such as gyros and motor controllers are readily available, not just as individual parts, but as pre-soldered modules that can be wired together with a minimum of fuss and at low cost. This simple balancing robot is a great example of what can be done with such parts (Google Translate link).

The robot has an ESP32 running the show, which provides both the processing power required, as well as the WiFi interface used to control the ‘bot from a smartphone. This is achieved using an app from JJRobots, an open-source robotics teaching resource. Stepper motors are controlled by DRV8825 modules sourced from amazon, and an MPU6050 gyro rounds out the major components. Naturally, source code is available on GitHub for your reading pleasure.

It’s remarkable that in this day and age, it’s possible to build such a project with little to no soldering required at all. With a credit card and a healthy supply of patch leads, it’s possible to whip up complex digital projects quite quickly. We’ve seen a similar approach before, too. Video after the break.

[Thanks to Baldpower for the tip!]
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Arcade Asteroids, Now In Colour

Asteroids is one of the classic games of the early arcade era. Launched in 1979 by Atari, it relied upon using an XY vector monitor to deliver crisp graphics for its space-based gameplay. One of the limitations of the original arcade games was that the game was only rendered in a single colour, white. Over 30 years later, [Arcade Jason] decided to see what it would take to build a color Asteroids machine.

The ROM hack also modified the shapes of several in-game objects.

The hack relies on the fact that the original game used a four-bit resistor ladder DAC to draw vectors in different intensity levels. Through some ingeniously simple hardware, this DAC is repurposed to denote different colours instead. It’s laced together with a 74LS08 AND gate chip, along with a handful of resistors and diodes. Three bits are used for red, green, and blue, respectively, with the fourth used as a “white boost” signal to allow the differentiation of colours like red and pink, or dark and light blue. It’s then all wired into an RGB vector monitor for final display. After that, it’s just a matter of a simple ROM hack to set the colors of various on screen objects.

Vector monitors are notoriously hard to film well, but it’s clear that in person the output is rather impressive. Making color versions of old retro games is actually a hobby of [Arcade Jason]’s – we’ve featured his color Vectrex before. Video after the break.

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Save A Linotype Machine For Future Generations

The journalist’s art is now one of the computer keyboard and the internet connection, but there was a time when it involved sleepless nights over a manual typewriter followed by time spent reviewing paper proofs freshly inked from hot lead type. Newspapers in the golden age of print media once had entire floors of machinery turning text into custom metal type on the fly, mechanical masterpieces in the medium of hot lead of which Linotype were the most famous manufacturer.

Computerised desktop publishing might have banished the Linotype from the newsroom in the 1970s or 1980s, but a few have survived. One of the last working Linotypes in Europe can be found in a small print workshop in Vienna, and since its owner is about to retire there is a move to save it for posterity through a crowdfunding campaign. This will not simply place it in a museum as a dusty exhibit similar to the decommissioned Monotype your scribe once walked past every day in the foyer of the publishing company she then worked for, instead it will ensure that the machine continues to be used on a daily basis producing those hot metal slugs of type.

Fronting the project is [Florian Kaps], whose pedigree in the world of resurrecting analogue technologies was established by his role in saving the Polaroid film plant in Enschede, Netherlands. There are a variety of rewards featuring Linotype print, and at the time of writing the project is 46% funded with about four weeks remaining. If you are curious about the Linotype machine and its operation, we’ve previously brought you an account of the last day of hot metal printing at the New York Times.

Swedish Front Plus Japanese Back Makes For Useful Hybrid Camera

Professional or amateur, doing things the hard way doesn’t always make for better results. Take photography as an example. Once upon a time, the success or failure of what happened during the instant that the camera’s shutter was open was only known hours or days later after processing the film. Ruin the shot with bad exposure or suboptimal composition? Too bad. Miss a once-in-a-lifetime moment as a result? Ouch.

Once instant photography came along, pros were quick to adopt it as a quick and dirty way to check everything before committing the shot to higher-quality film. Camera manufacturers made special instant film cartridges that could be swapped for roll film, and charged through the teeth for them. Unwilling to shell out big bucks, [Isaac Blankensmith] hacked his own instant film back for his Hasselblad medium-format camera. The unlucky donor camera was a Fujifilm Instax, a camera that uses film packs similar to those used by Polaroid and Kodak instant cameras from the 70s and 80s. Several of these cameras were dissected – carefully; those flash capacitors pack a wallop – and stripped down to the essential film-handling bits. An adapter was fabricated from laser-cut acrylic to mount the film back to the Hasselblad, with care taken to match the original focal plane. The shots are surprisingly good; despite a minor light leak from the adapter, they’re fine for the purpose. The best part: the whole build took just 48 hours from conception to first shots.

Speaking of Polaroid, we’ve featured quite a few hacks of Edwin Land’s venerable cameras over the year. From replacing the film with a printer to an upgrade to 35-mm film, instant cameras in general and Polaroids in particular seem to have quite a following among hackers.

Thanks for tipping us off, [macsimski].

Adding Bluetooth To Original SNES Controllers

There’s a bunch of companies selling wireless Super Nintendo style controllers out there. You can go on Amazon and get any number of modern pads that at least kinda-sorta look like what came with Nintendo’s legendary 1990’s game console. They’ve got all kinds of bells and whistles, Bluetooth, USB-C, analog sticks, etc. But none of them are legitimate SNES controllers, and for some people that’s just not good enough.

[sjm4306] is one of those people. He wanted to add Bluetooth and some other modern niceties to a legitimate first-party SNES controller, so he picked up a broken one off of eBay and got to work grafting in his custom hardware. The final result works with Nintendo’s “Classic Edition” consoles, but the concept could also work with the original consoles as well as the computer if you prefer your classic games emulated.

A custom ATMEGA328P-powered board polls the controller’s SPI serial shift register in much the same way the original SNES would have. It then takes those button states and sends them out over UART with a HC-05 Bluetooth module. The controller is powered by a 330 mAh 3.7V battery, and a charging circuit allows for easily topping the controller off with a standard USB cable.

A particularly nice touch on the controller is the use of custom light pipes for the status LEDs. [sjm4306] made them by taking pieces of transparent PLA 3D printer filament, heating and flattening the end, and then sanding it smooth. This provides a diffusing effect on the light, and we’ve got to say it looks very good. Definitely a tip to file away for the future.

On the receiving side, this project was inspired by a custom NES Classic Edition Advantage controller we featured last year, and borrows the work creator [bbtinkerer] did to get his receiver hardware talking to the Classic console over I2C.

We’ve seen a number of projects which have added wireless functionality to the classic Super Nintendo controller, but most tend to be more invasive than this one. We like the idea of reading the controller’s original hardware rather than completely gutting it.

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