Extract 3D Video Game Content By Firing Up Photo Mode

Here’s a pretty clever method [Dung3onlord] used to capture 3D scenes from a PlayStation 5 without needing any specialized software. All that’s needed is a series of high-resolution screenshots, and a few software tools.

The process is essentially photogrammetry, it just uses screenshots as the input instead of photographs.

Instead of sneakily yanking 3D assets from the runtime, he fires up the game’s photo mode on his PS5. By capturing an orbiting video of a static scene (making sure to hide the game’s user interface, something photo mode in games is good for) he ends up with a video file whose content — essentially a series of screenshots — can be used to reconstruct the original 3D scene. The workflow [Dung3onlord] uses has rather more steps, but conceptually that’s all there is to it.

The whole process is remarkably similar to photogrammetry, a method of turning a bunch of photographs from different angles into a 3D point cloud. We’ve seen photogrammetry used to digitize objects because point clouds can be turned into 3D models, essentially allowing one to 3D scan an object using little more than a digital camera.

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Running Windows CE On The Nintendo 64

Although Windows CE doesn’t use the NT kernel, it’s similarly designed to run on a wide variety of system architectures. Since the Nintendo 64 uses a MIPS CPU it should basically just run either kernel. You might assume that the N64’s rather limited specs are a bit of a problem, but fortunately Windows CE is designed to run on a digital potato, and requires only a MB of RAM. Since that just so happens to be what the N64 has under the hood, [Throaty Mumbo] was optimistic about getting Windows CE running on the 1990s game console.

The idea for this project came when [Throaty] was tinkering with an IBM Workpad Z50 laptop that uses almost the same CPU as the N64 and also runs Windows CE. Although said laptop is probably a lot more practical of a platform to run Windows on, this didn’t mean that it wouldn’t be a fun challenge.

Since CE was intended to be customized by companies for their own embedded hardware this means that you can use an official SDK, such as Microsoft Windows CE 2.11 Platform Builder. Making Windows CE 2.11 run on an N64 thus involves creating a board-specific configuration and compile that against said SDK.

If you want to give it a shot yourself, the entire project is available on GitHub which is where you find most of the technical details as well. When using a flash cart such as the EverDrive, you can also put applications on the SD card and run them from within the Windows GUI. You’ll still be limited by the N64 hardware, but otherwise the experience is very smooth as the video below demonstrates.

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Custom Mainboard For PS2 Portable

As time marches on, the retro gaming community gets more and more access to older systems. This is partially a product of modern computing having much more power to emulate more demanding systems, but also because many in the community have spent more time with their favorite systems. Such is the case for [tschicki] who has spent considerable time and effort reverse engineering the Playstation 2 to come up with this custom mainboard for a handheld version that still uses some of the original chips from the console.

This Playstation 2 handheld console is designed almost completely from the ground up, not just including the impressive main board but also its modernized features, including USB power delivery handled by an RP2040, digital video output, support for modern storage media like SD cards, a customized boot ROM, and upgraded audio. The DualShock 2 controller is also implemented within the handheld, and the case itself is designed to be 3D printed. It’s an impressive effort which preserves the original feel of the console without relying too much on ancient hardware for everything.

Before jumping in to building one yourself, though, [tschicki] cautions that this project is not for the faint of heart, as it requires some specilized tools and a high degree of skill, but for those still wishing to attempt this build all of the instructions are available on the project site. For such a popular console it’s no surprise we’ve seen plenty of other handheld PS2s before, from this one which uses an original PS2 mainboard to this one we featured way back in 2010.

Thanks to [raz] for the tip!

CRTs Are Too Mainstream, So Game On A Mechanical TV Instead

Aside from nostalgia, people claim to like CRTs because they’re apprehendable– the technology just makes more sense than the arcane wibbly-wobbly solid-state madness going on inside the driver chip of your new OLED. CRTs weren’t the first technology used to display moving images though, and their mechanical forebears were even easier to understand. For that reason we suppose it was only a matter of time before one of The Youths– in this case a British YouTuber by the name of [smill]–tried gaming on a mechanical television display.

The game in question was Minecraft— because of course it was, that’s the new generation’s DOOM–and the mechanical TV in question is not a priceless 1920s antique but a commercial kit that reproduces [John Logie Baird]s 1925 televisor. If you’re not familiar, it uses a flat disk– called a Nipkow disk after its inventor– with a series of holes in a spiral to demodulate a single lamp’s brightness variations into monochrome image made of scan-lines. As you might imagine, the resolution depends both on the size of the disk and its speed, so with a tabletop example you’re not going to get much– in this case, 32 holes for 32 lines. At least they’re not interlaced this time.

Getting a video signal from the computer to the LED in the televisor kit was the hard part of the hack. Aside from actually playing on the diminutive monochrome display, that is. There is a “video2NBTV” tool that can do the job, as the Narrow Band TV signal used by amateur radio enthusiasts still has the compatible timing values and modulation as what the televisor kit uses. We suspect that’s because the Televisor people used the modern NBTV standard as a starting point for their electronics, since [Baird]’s device reportedly ran 30 lines at only 5 frames per second, compared to the 32 lines at 15 FPS here.

Some of you may turn your nose up at this as a mere YouTube stunt, which is fair enough. At the same time, we cannot wait for the eventual arms race. Imagine when someone decides to go for 4K cred? Staring through a supersonic Nipkow disk makes pointing a particle accelerator at your face downright mundane. The kit [smill] used was monochrome, but if you want to repeat his antics in glorious colour, you can 3D print your own TV.

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Reverse-Engineering And Documenting The Fisher Price Pixter

Between 2000 and 2002 the Fisher Price Pixter was sold to children as an educational handheld toy with a touch screen that enabled drawing and listening to music in addition to cartridge-based games and more. It was followed up by multiple new iterations of the system, but as an ecosystem didn’t last beyond 2007. This has left much of the system in obscurity, with people like [Dmitry] doing their best to reverse-engineer, dump and document what they can, such as recently for the entire range of Pixter devices and most of the games.

One of the reasons why [Dmitri] got interested in the second-generation Pixter Color originally was as a potential PalmOS porting target, which gives somewhat of an idea of how these devices were meant to be used.

With absolutely no remaining known official documentation on how to develop software for the hardware reverse-engineering posed somewhat of a challenge. Fortunately this was made somewhat easier by the Pixter Color using the ARM-based LH7541, but worse by just how much of a minimal ARM7 implementation the SoC is. This was meant to go into a cheap-ish kid’s toy after all.

Where things got wild was that the firmware implements a 16-bit stack-based virtual machine, possibly due to initially having selected a completely different SoC. From here things get even crazier with how audio output is implemented, with [Dmitry] descending into a long-winded rant on this and all the weird things encountered during reverse-engineering.

After the Color Pixter its Multimedia sibling with slightly better SoC was also reverse-engineered, as well as the Classic device that started it all. This particular device uses an 8-bit VM, but a black-blob 6502 processor, which is rather astounding for a 2000-era device, but then again it was meant to be a toy.

In addition to getting a lot of reverse-engineering woes off his chest, [Dmitri] also details how he reverse-engineered and dumped the cartridges, as well as writing emulators to ensure that the Pixter legacy will endure, for better or worse.

Top image: Pixter with opened case. (Credit: Raimond Spekking, Wikimedia)

Reverse-engineering The 1998 Ultima Online Demo Server

In any MMORPG, the average user will generally only encounter the client side of the system. This makes building a compatible open source version of the proprietary server into a bit of a chore. Of course, sometimes you get a bit of a break, such as with the – still active – MMORPG Ultima Online, when the disc for the 1998 The Second Age expansion contained a stand-alone demo. This also meant a (stripped-down) server which has been gratefully reverse-engineered by the community, with [draxinar] now claiming to have made the most complete server based on this demo server.

To make things extra challenging, the originally written in C++ server binary was reverse-engineered into C99 code, meaning that the use of classes and associated vtables had to be left intact, just without the critter comforts provided by C++.

The total process took about a decade with occasional progress, with the current server binary being mostly identical to a 1998-era Ultima Online server. Some features that were stubbed out or disabled in the demo server had to be re-enabled or reimplemented, including the user account system.

Features that were left out of the final release like the ecology system were also enabled in so far as they were implemented. Although there is probably still a lot more work to be done on the code, [draxinar] reckons that this is a good point for the community to get involved to do some testing and provide feedback. There are also some missing server-related resource files that may still be saved somewhere.

Thanks to [adistuder] for the tip.

Pushing As Many Pixels As Possible To A CRT: Interlaced 4K

Some people love CRTs to a degree that the uninitiated may find obsessive. We all have our thing, and for [Found Tech], it’s absolutely pointing particle accelerators at his face to play video games. He likes modern games, with modern resolutions– none of this 1080p nonsense. Today’s gamers demand 4K! Can a CRT keep up? The answer is a resounding “No, but actually, yes!”

[Found Tech] has an IBM P275 monitor, which is one of the last generation of CRTs.  Officially, the resolution maxes out at 1920 dots by 1440 lines. While one might (inaccurately) call that UHD output “2K”, you certainly cannot claim it is 4K. So, what’s the secret? Interlacing. Yes, interlacing, like old analog TV signals.

Apparently, in spite of what the manual says, getting the screen to absorb the 2880×2160 interlaced signal wasn’t the hard part, but generating it was. NVIDIA and AMD graphics cards are absolutely unable to create an interlaced signal, but Intel integrated GPUs are– if you get the right combo of chip and old driver. Sadly, the video doesn’t list exactly what he used. Of course an iGPU isn’t going to give you a very good gaming experience at this high resolution, so [Found Tech] has his games do their rendering on the discrete card before piping that over to the iGPU for display on the CRT.

Technically, you still can’t call the 2880×2160 picture “4K”, as that trademark refers to 2160p at 16:9, and this is both interlaced and 4:3. Still, close enough. In spite of the artifacting that turned us all against interlaced signals back in the day, this apparently has [Found Tech]’s eyes fooled– he says it’s as good as 2160p on his OLED, plus the extra magic that comes with glowing phosphors.

It certainly looks great in a recording, but the monitor in the recording isn’t displayed at a high enough resolution to say for sure if it’s 4K. Still, if you’re into CRT gaming, maybe give this high-res interlacing a try. If you still don’t get what’s so great about CRTs, check here, and remember it could be worse– at least we’re not going on about Plasma TVs. Continue reading “Pushing As Many Pixels As Possible To A CRT: Interlaced 4K”