Arduino Taipan! Clone Stays True To The Original

taipan

Fans of vintage Apple ][ and TRS-80 games will undoubtedly recognize the image above in short order. Taipan! was a popular game in its time, and [Simon] decided it was a great title to try recreating with an Arduino.

His goal was to use a standard Arduino Duemilanove to reproduce the game, rather than opting for a Mega or something like the Raspberry Pi. Seeing those two options as “too easy”, he ventured into the project with some self-imposed limitations, making it a more fruitful adventure.

In the end, [Simon] had to use two Arduinos – one to control the gameplay and another to run the display. Simon tucked both boards, a keypad, and an LCD screen inside a first run copy of Tai-Pan, a move that is sure to please Apple aficionados and Xzibit fans alike.

[Simon] made sure that no detail was overlooked during the port, making sure to include every line of text as well as every bug found in the original game.

Check out a video of the finished project below, and be sure to swing by his site for a very thorough build log.

Continue reading “Arduino Taipan! Clone Stays True To The Original”

Reading Punch Cards With An Arduino And Digital Camera

[digitaltrails] wanted the data on a few old IBM 80-column punch cards he had lying around, but didn’t have decades old computer hardware in his garage. He decided to build his own out of LEGO, an Arduino, a digital camera, and a bit of Python.

The hardware portion of [digitaltrails] build includes a crank-operated feed mechanism made entirely out of LEGO. For each turn of the crank, the feed mechanism sends one card down a chute where a photodetector wired into an Arduino tells a camera to take a picture. After that, a servo is activated, sending the card into the ‘already scanned’ bin.

On the software side of the build, [digitatrails] used the Python Imaging Library to scan one row of pixels where each column is expected to be. The software outputs the code and data contained on the 80-column card as well as a very cool ASCII art version of each card.

Considering you just can’t go down to Fry’s and buy an IBM 80-column punch card reader, we’re loving [digitatrails]’ clever way of getting data off an otherwise unreadable storage medium. Check out the video of the card reader in action after the break.

Continue reading “Reading Punch Cards With An Arduino And Digital Camera”

Reading Sega Carts Off A Breadboard

Golden Axe is great, and the Sonic 3/Sonic and Knuckles combo is one of the highest works of art from the 16-bit era, but for those of us without a working Genesis or Megadrive, we’ve had to make due with the ROMs others provide. [Lee] figured out an easy way to read the data off these old Sega cartridges using easily scavenged parts and an Arduino Mega, paving the way for an Arduino-based ROM dumper.

The connector on the bottom of a Sega Genesis cartridge has a 2×32 pinout, normally requiring 64 connections to actually read the card. These connectors aren’t readily available, but [Lee] did manage to find a few 2×31 pin connectors lying around in the form of old ISA sockets. The outer pins of a Genesis cart are used for grounds and a ‘cartridge insert’ slot, and after filing away the end of an old ISA connector, [Lee] found he could actually read the data on these old game cartridges.

There are 49 data and address pins on these old Sega carts, so an Arduino Mega needed to be brought into the mix to actually read some of the data on the ROM chip. As of now, [Lee] can read data from the cart but has only gotten so far as to read the licensing data stored at 0x80. Still, very cool and the first step towards an Arduinofied Sega cart dumper.

Blinkenwall Controlled By A C64

Looking for a dual monitor setup for your Commodore 64? Look no further than the C64 controlled Blinkenwall put together over at Metalab.

The Blinkenwall is 45 glass blocks serving as a partition between the main room and the library over at Metalab in Vienna. Previously, the Blinkenwall was illuminated by 45 ShiftBrite RGB LED boards controlled by an Arduino connected to a Fonera router over a serial port. The Metalab guys have an awesome web interface that allows them (and you) to compose 45-pixel animations and play them on the Blinkenwall.

The new hardware update includes a Commodore 64, a Final Cartridge III, and the ever popular Commodore tape drive. now, instead of sending animation patterns over the Internet to an Arduino, the folks at Metalab can write their animations as 6510 assembly and save it on a cassette.

Yes, this may be a bit of an anachronism, but think of the possibilities: Prince of Persia on a 9×5 display, or just a light show to go along with some SID tunes. You can check out the video after the break.

Continue reading “Blinkenwall Controlled By A C64”

Retrotechtacular: Recovering Lost Moon Images By Dumpster Diving

In 1966 and 67, NASA launched five probes to image the surface of the moon from orbit, eventually returning over two thousand high-resolution images of future Apollo landing sites and selenogical features to researchers on Earth. After taking its pictures of the moon, developing the film in orbit, and scanning the print with an electron gun and photomultiplier tube, the images were sent to Earth stations and recorded onto magnetic tape with a hugely expensive tape recorder, a state-of-the-art storage system costing $300,000. Researchers poured over these images of another world, made a few 35mm prints and sent the magnetic tapes off to the NASA archives.

Under the care of [Nancy Evans], the tapes sat in a warehouse eventually moving to an abandoned McDonalds at Ames Research Center. In 2005, retired and not bound by NASA, [Nancy] made a plea to preserve this milestone of human spaceflight wasting away under the golden arches which was heard by [Dennis Wingo]. [Wingo] and admin of the NASA Watch website admin [Keith Cowling] drove out to [Nancy]’s house with a truck, picked up the Ampex FR-900 tape drives she had saved in her garage from the trash heap at Eglin Air Force Base and headed to the cache of Lunar Orbiter tapes at Ames.

None of these drives worked, of course. Forty years will do a lot to expensive precision equipment. Luckily, one of the employees at Ames tasked with fixing video equipment had worked on the ancient Ampex drives before. Taking the unbroken parts of these machines and turning them into a single working unit didn’t come easily; again, parts needed to be scavenged from the Ames boneyard.

All this work was worth it for [Cowling], [Wingo], and [Evans] when the first image – an Earthrise picture seen above (sans the obvious Photoshoppery) – appeared on their monitor. Later, an amazing oblique shot of Copernicus crater was recovered.

In the years since these first images from the LOIRP project were released, many more images have been made available. These images are actually comparable to the Lunar Reconnaissance Orbiter, launched in 2012. Not bad for 45-year-old hardware that has since crashed into the moon.

As for what the future holds for the still-magnetized images from the Lunar Orbiter program, [Dennis Wingo] says they’re considering putting up a Kickstarter to close the gap between the necessary funding and what NASA provides. We’ll be sure to post a link when that happens.

via boingboing

Using A Watch To Control Ms. Pacman

Recently, [Alan] broke out the ‘ol Atari 2600 to relive his childhood with a bit of Yar’s Revenge and Adventure, but after looking at his new TI EZ430 Chronos watch, he figured he could add a bit of motion control from this classic game system. He used the accelerometer in this watch to play Ms. Pacman by tilting his wrist, an awesome build that really shows off the power of his new wrist worn device.

The watch is running stock firmware and communicates to a PC via an RF module attached to his computer’s USB port. The accelerometer data is fed into a VB.net app to convert the movements of the wrist into up, down, left, and right commands. These commands are then sent out over a serial port to an Arduino to translate those commands into something the Atari joystick port can understand.

Sure, it may be a roundabout way of playing Ms. Pacman, but considering the TI Chronos has been used for very serious work such as stopping SIDS and helping out soccer referees, we’re happy to see a more frivolous application for this neat watch.

You can check out [Alan]’s video after the break, or get the VB and Arduino source here and here.

Continue reading “Using A Watch To Control Ms. Pacman”

Defense Against The Dog Arts

It’s possible that it was [Matt Meerian]’s awesome pun that won us over, not his ultrasonic bicycle dog defense system, but that would be silly. [Matt] wanted an elegant solution to a common problem when riding a bicycle, dogs. While, obscenities, ammonia, water, pepper spray, and others were suggested, they all had cons that just didn’t appeal to [Matt]. He liked the idea of using C02 powered high pressure sound waves to chase the dogs away with, but decided to choose a more electronic approach.  He used a Atmel ATmega644 as the MCU, four 25kHz transmitters, and two 40kHz transmitters. When the rider sees a dog he simply flips a switch and it activates the transducers (along with, cleverly, a human audible horn so he doesn’t have to look down to know it’s working). So far [Matt] has not had a dog chase him in order to test it’s efficacy, but his cat clearly seems unaffected by the device as you can see after the break. Continue reading “Defense Against The Dog Arts”