Dog Plays Chess On ESP32

The ESP32 is s remarkably powerful microcontroller, where its dual-core processor and relatively high clock speed can do some impressive work. But getting this microcontroller designed for embedded systems to do tasks that would generally be given to a much more powerful PC-type computer takes a little bit more willpower. Inspired by his dog, [Folkert] decided to program an ESP32 to play chess, a famously challenging task for computer scientists in the past. He calls this ESP32 chess system Dog.

One of the other major limitations of this platform for a task like this is memory. The ESP32 [Folkert] is using only has 320 kB of RAM, so things like the transposition table have to fit in even less space than that. With modern desktop computers often having 32 or 64 GB, this is a fairly significant challenge, especially for a memory-intensive task like a chess engine. But with the engine running on the microcontroller it’s ready to play, either in text mode or with something that can use the Universal Chess Interface (UCI). A set of LEDs on the board lets the user know what’s going on while gameplay is taking place.

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Documented Source Code For Elite On The C64, BBC Micro And Others

If you ever wanted to dive into the source code for the 1980s space game Elite, but didn’t want to invest many hours reverse-engineering the 6502 assembly code, then [Mark Moxon]’s annotated code has you covered. The systems referenced range from the BBC Micro and Commodore 64 to the NES and Apple II, with some of these versions based on the officially released source code. For other systems the available source code was used together with decompiled game binaries to determine the changes and to produce functional, fully commented source code.

The cutting-edge gameplay of Elite on the 8502.
The cutting-edge gameplay of Elite on the 8502.

This particular game is fascinating for being one of the first to use wire-frame 3D graphics with hidden-line removal and a sprawling universe in which to trade and deal with less than friendly parties using a variety of weapons. After this initial entry it would go on to spawn many sequels and inspired countless games that’d follow a similar formula.

On the respective GitHub project page for each version, you can find instructions on how to build the code for yourself, such as for the Commodore 64. Of note here is the license, which precludes anyone from doing more than forking and reading the code. If this is no concern, then building the game is as simple as using the assembler (BeebAsm) and the c1541 disk image utility from the VICE project.

Pixel mashup with Wasm-4 logo and retro graphics

WASM-4: Retro Game Dev Right In Your Browser

Have you ever dreamt of developing games that run on practically anything, from a modern browser to a microcontroller? Enter WASM-4, a minimalist fantasy console where constraints spark creativity. Unlike intimidating behemoths like Unity, WASM-4’s stripped-back specs challenge you to craft games within its 160×160 pixel display, four color palette, and 64 KB memory. Yes, you’ll curse at times, but as every tinkerer knows, limitations are the ultimate muse.

Born from the WebAssembly ecosystem, this console accepts “cartridges” in .wasm format. Any language that compiles to WebAssembly—be it Rust, Go, or AssemblyScript—can build games for it. The console’s emphasis on portability, with plans for microcontroller support, positions it as a playground for minimalist game developers. Multiplayer support? Check. Retro vibes? Double-check.

Entries from a 2022’s WASM-4 Game Jam showcase this quirky console’s charm. From pixel-perfect platformers to byte-sized RPGs, the creativity is staggering. One standout, “WasmAsteroids,” demonstrated real-time online multiplayer within these confines—proof that you don’t need sprawling engines to achieve cutting-edge design. This isn’t just about coding—it’s about coding smart. WASM-4 forces you to think like a retro engineer while indulging in modern convenience.

WASM-4 is a playground for anyone craving pure, unadulterated experimentation. Whether you’re a seasoned programmer or curious hobbyist, this console has the tools to spark something great.

Cranking Up The Detail In A Flight Simulator From 1992

Nostalgia is a funny thing. If you experienced the early days of video games in the 1980s and 90s, there’s a good chance you remember those games looking a whole lot better than they actually did. But in reality, the difference between 2023’s Tears of the Kingdom and the original Legend of Zelda is so vast that it can be hard to reconcile the fact that they’re both in the same medium. Of course, that doesn’t mean change the way playing those old games actually makes you feel. If only there was some way to wave a magic wand and improve the graphics of those old titles…

Well, if you consider Ghidra and a hex editor to be magic wands in our community, making that wish come true might be more realistic than you think. As [Alberto Marnetto] explains in a recent blog post, decompiling Stunt Island and poking around at the code allows one to improve the graphical detail level in the flight simulator by approximately 800%. In fact, it’s possible to go even higher, though at some point the game simply becomes unplayable.

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PI Board chess board on a table in a room

Chess What: One More Pi-Powered Board

Chess is timeless, but automating it? That’s where the real magic begins. Enter [Tamerlan Goglichidze]’s Pi Board, an automated chess system that blends modern tech with age-old strategy. Inspired by Harry Potter’s moving chessboard and the commercial Square Off board, [Tamerlan] re-imagines the concept using a Raspberry Pi, stepper motors, and some clever engineering. It’s not just about moving pieces — it’s about doing so with precision and flair.

At its core, the Pi Board employs an XY stepper motor grid coupled with magnets to glide chess pieces across the board. While electromagnets seemed like a promising start, [Tamerlan] found them impractical due to overheating and polarity-switching issues. Enter servo linear actuators: efficient, precise, and perfect for the job.

But the innovation doesn’t stop there. A custom algorithm maps the 8×8 chess grid, allowing motors to track positions dynamically—no tedious resets required. Knight movements and castling? Handled with creative coding that keeps gameplay seamless. [Tamerlan] explains it all in his sleekly designed build log.

Though it hasn’t been long since we featured a Pi-powered LED chess board, we feel that [Tamerlan]’s build stands out for its ingenuity and optimization. For those still curious, we have a treasure trove of over fifty chess-themed articles from the last decade. So snuggle up during these cold winter months and read up on these evergreens!

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A replica LX System game console inspired by the UFO 50 video game sitting on a wooden desk next to a can of diet Coke.

UFO 50 Inspired LX System Looks Straight Out Of A Video Game

They simply don’t make them like they used to, and in the case of this retro LX system build, they only make what never existed in the first place. Earlier this year the long awaited video game UFO 50 released to widespread critical acclaim. The conceit of the game is an interactive anthology of a faux 1980’s game console constructed by a large group of actual indie game developers. Leave it to [Luke], who admitted to UFO 50 to taking over his life, to bring the LX system from the digital screen to the real world.

Each piece of the LX System case was printed on a multi-color filament capable Bambu Labs P1S. Dual XLR jacks wired up as USB serve as controller ports, and the controller itself is a repurposed NES style USB controller fitted with a new housing printed with the same filament as the case. Both the prominent front mounted power and “sys” buttons are functional; the latter actually switches to a new game within UFO 50. The brains of this project is a mini Windows PC hooked up to a 9 inch 720p LCD screen which is plenty enough resolution for pixelated look of the games. As impressive as replicating the whole case look is, it’s really brought together by the addition of a 3.5 inch floppy drive. It could be an interesting way to backup save files, provided they fit within 1.44 MB.

In addition to sharing the completed LX System, [Luke] has also made the print files available online along with a list of project materials used. It would be neat to see an alternate color scheme or remix for this working prototype of a console that never actually existed. In the meantime, there are plenty more games to play and discover in UFO 50…there’s 50 of them after all.

via Time Extension

The Japanese Console You Maybe Haven’t Heard Of

The games consoles which came out of Japan in the 1980s are the stuff of legend, with the offerings from Nintendo and Sega weaving themselves into global popular culture. Most of us can recite a list of the main players in the market, but how many of us would have Epoch and their Super Cassette Vision on that list? [Nicole Express] is here with a look at this forgotten machine which tried so hard and yet missed the target when competing with the NES or Master System.

Before the arrival of the Sega and Nintendo cartridge based systems, one of the better known Japanese consoles was the Epoch Cassette Vision. This was something of a hybrid between single-game TV games and an Atari 2600 style computing device for games, in that it used pre-programmed microcontrollers in its cartridges rather than the ROMs of the 2600. For the late-70s gamer this was still hot stuff, but by 1983 as the Master System and NES hove into view it was definitely past its best. Epoch’s response for 1984 was the Super Cassette Vision, a much more conventional 8-bit console with on the face of it some respectable graphics and sound hardware.

The article looks at the console’s capabilities in detail, highlighting the multi-colored sprites and smooth sprite movement, but also the tilemap limitations and the somewhat awful sound chip shared with handheld games and sounding very much like it. Coupled with its inferior controllers and TV game style aesthetic, it’s not difficult to see why it would be the last console from this manufacturer.

If forgotten consoles are your thing, have a read about the Fairchild Channel F, the machine that gave us console cartridges.