Braino! Takes The Cheap Yellow Display To School

These days, it’s common to give even very young children a mobile device loaded up with educational software that aims to improve everything from basic motor skills to reading and arithmetic. But even the cheapest phone or tablet isn’t the kind of thing most parents would like to see get destroyed, and there’s always a concern about giving children a device that’s capable of connecting to the Internet.

Which is where Braino! from [Ankush Pandit] comes in. This suite of applications can be easily flashed to a common Cheap Yellow Display to turn it into a legitimate educational tool. Combined with a 3D printed case, the total cost of the build is low enough that you don’t have to feel bad about handing it off to even the roughest of youngsters.

[Ankush] makes it clear that this project isn’t trying to sell you anything. You’re responsible for picking up a compatible CYD and installing Braino via the web flashing application. The software is released under the GPLv3 license, and it contains no ads, user accounts, or cloud connectivity. We know not everyone is thrilled with how much time young kids spend staring at screens these days, but opinions on modern parenting aside, it’s hard to find fault with the way things have been implemented here.

When the parent sets up Braino they can pick which of the 40 games can be accessed, allowing the experience to be tailored to the individual child’s age and ability. Should you decide to enable Bluetooth, some of the games even support wireless multiplayer between devices.

The commonality of the Cheap Yellow Display is one of its best features, and Braino does an excellent job of showing why that’s so important. Trying to develop a project like this without a standardized platform of some type would be a non-starter, but when anyone can get a CYD sent to their house from Amazon and flash it right from the browser, it’s makes the whole thing far more accessible.

Continue reading “Braino! Takes The Cheap Yellow Display To School” →

Running DOOM (Sort Of) On A Sonoff Smart Switch

It’s often said in this community that DOOM can be made to run on anything, and as time goes on, that’s becoming more and more accurate. We’re at the point now that every “normal” device seems to have some version of the iconic 1993 shooter, so now there’s nothing left but to start working on the more oddball targets.

As a perfect example, [piuppi] recently wrote in to share their efforts to get DOOM — or at least something that looks like it — running on the Sonoff Basic R2 smart switch. We say something that looks like it because the game you’re seeing in the video below isn’t actually DOOM. In fact, it’s not even really a full game. It’s essentially a tech demo that’s capable of rendering graphical data pulled from the game, but only within the confines of simplistic map. Still, not bad for something designed to turn lamps on and off.

The GitHub repo includes excellent documentation should you want to rip and tear on your own Sonoff device. As you might expect the process is a bit involved, and does require you to provide your own copy of DOOM for the script to extract the necessary data from. After it’s setup, you can hit the switch from any browser on the local network and take out your frustrations on the state of modern home automation on some imps. The best part is, even after the game is installed and running on the switch, the device still actually works as a switch.

But don’t worry. Even in the unlikely event that we run out of devices that can be hacked to run DOOM, there’s still a whole world of gadgets out there that need their own port of Duke Nukem 3D.

Continue reading “Running DOOM (Sort Of) On A Sonoff Smart Switch” →

Single Button, Handheld Gaming Console

Those of us who grew up in the 70s and 80s might be familiar with the Atari 2600 console and its now relatively unrecognizable (by modern standards) controller with only a single button and stiff whole-hand joystick. By comparison, the Steam Deck has somewhere around 24 buttons and two joysticks depending on how they are counted. But even the Atari might be providing more user inputs than are really necessary for quality gaming. Take a look at the Dinoboy, a handheld console with only a single button.

Part of what makes this system work is that it’s playing the classic dinosaur jumping game first included in Google Chrome which loads when the browser can’t connect to the Internet, and the user’s single input was the space bar. In this case, the handheld has its single button where the user’s thumb naturally rests. The console itself is in two parts, hinged where the button is placed. When unfolded, the top half reveals a wide screen and the bottom half is held by the hand. The screen supports two color formats, a black and white style and another which replicates the dot matrix display of the original Game Boy.

The small handheld console has another trick up its sleeve too. [Paul], the system’s creator, built it as a way to stop doomscrolling so along with having this quick-deploying game on hand, there’s also an NFC tag hidden near the hinge which, when swiped passed a phone, also turns that phone’s airplane mode on. It’s a double-whammy of removing the gamer from the dark patterns and algorithms dominating the mainstream Internet. And, this isn’t [Paul]’s only dinosaur jumper console either. We recently featured a similar (but much larger) build of his housed in a classic arcade-style cabinet.

Tiny E-Paper Display Delivers 30 FPS Of Game Boy Fun

Slow refresh, ghosting and low-contrast — wait, are we talking about passive matrix LCDs, or e-paper displays? That might be why e-paper Game Boy emulators are a thing: the limitations of the black-on-grey e-paper screens remind us of the grey-on-green LCDs Nintendo used in the 80s. In this case [Bo Made It] made it out of a Waveshare ESP32-S3-ePaper-1.54, and got 30 FPS from it. 

Now, regular readers might be thinking, “So, we’ve seen the 60 FPS e-paper monitor, how is this special?” It’s a fair question. The answer is that [Bo] is doing this on a randomly chosen dev board with a built in wavetable e-paper controller, rather than the bare inputs that allowed the [Wenting Zhang]’s project to work. On the other hand, [Bo] does credit [Wenting], particularly his e-ink PaperBoy project, with directly inspiring both the project and his implementation.

Again, the big difference is going through the blob of the controller, but it turns out you can still address individual pixels through it. [Bo] gave each pixel a ‘budget’ for up to 8 pulses it depending on how much it needs to change, speeding things up immensely. Our favorite part is how he achieves the Game Boy’s 4-bit greyscale by, in effect, deliberately ghosting the display. Pixels aren’t driven long enough to fully flip them if they’re going only one shade lighter or darker. This complicated matters, since going from black to ‘white’ now takes longer than ‘white’ to the next darker grey, and the exact timing needs to be worked out for each color transition. Getting that timing right took a lot of calibration, and we like how he used video to help automate the process.

That process is still ongoing, so there’s no GitHub link yet. [Bo] will open source everything when it’s ready, and we look forward to it. We also look forward to the PDA-like device he’s going to be using this display driver for. If this all sounds similar to a recent 20 FPS e-paper hack, that’s because it’s the same underlying technology.

Continue reading “Tiny E-Paper Display Delivers 30 FPS Of Game Boy Fun” →

DIY Force Sensing Joysticks Are A Cheap Way To Go

Traditional joysticks typically use potentiometers or hall effect sensors to determine the displacement of the stick itself when moved by the operator. Force-sensing joysticks are considered more desirable for certain purposes like side-stick flight simulators, because they measure the force applied instead, as per the name. They can be expensive to buy off-the-shelf, but you can build a cheap set on your own if you know what you’re doing, as [tekasza] demonstrates.

The build that [tekasza] put together is based around the Teensy 4.0 microcontroller. It’s set up to read a series of load cells that determine the force applied to the stick in the X and Y axes. The cells are wired up to HX711 load cell amplifiers so they can be easily read by the microcontroller. The Teensy does the work to take the load cell readings and convert them into axis outputs for a USB HID game controller, allowing the stick to be used with just about any game or simulator on the market. [tekasza] has the stick integrated with pedals as well as a whole bunch of buttons and switches to control other simulator features, built up into a full seated sim setup.

If you’ve ever wanted to use a force-sensitive stick like modern fighter pilots do, this build could be very relevant to your interests. We’ve also seen plenty of other great sim hardware builds in recent years, too.

Continue reading “DIY Force Sensing Joysticks Are A Cheap Way To Go” →

Does It Run… Duke Nukem 3D?

When id Software released DOOM back in 1993 it helped define the genre, but it was hardly the only hit first-person shooter of that decade. There was also 3D Realms’ 1996 Duke Nukem 3D, a game which added some humor to the genre. Here’s [PicoPlus-devel], with pico-duke3D. It’s Duke Nukem 3D, on an RP2350.

Before reaching the conclusion that this might be obvious and easy, the three years between the two releases saw quite significant movements in the world of gaming PCs. DOOM’s minimum spec in 1993 was a 386 and 4 MB of memory, and would have been playable on a basic VGA card in an ISA slot. By contrast three years later Duke Nukem 3D required at least a 486DX2 and 8 MB, which would inevitably have had VESA local bus or PCI graphics. It’s a Quake competitor rather than a DOOM competitor, thus the power required to run it has stepped up a notch or two.

The RP2350 then is up to the job, and runs the game on a DVI equipped Pico clone. It can be controlled via either SNES or USB controllers given the right hardware, making it the perfect one-game console. The shareware game works, as does the full version if you own a copy. Having been around in the ’90s then, we’re curious. Could it be made to run Shadow Warrior as well? You no mess with Lo Wang!

Taking A Nokia 3310 Game Jam To The N’th Degree

Game jams are a fun competition in which the aim is to write a game under a particular theme while under a time constraint, usually a weekend.  [Hoani] entered one where the aim was to write a game within the constraints of the Nokia 3310’s user interface: a 94 by 48 pixel grey LCD, a buzzer, and a keypad. His entry was Trick Shot II, a ball-bouncing game running on his game engine, which is cool enough, but making a custom PCB for a Nokia 3310 case to run it on? Next level.

Look away if you don’t like restomods, for a real Nokia 3310 is gutted to take this board. On it is a Pi Pico, the Nokia LCD, which has outlasted the original phone as a part by decades, and a Nokia keypad layout. The first prototype was not a perfect fit because it had a 1.6mm board rather than 1mm.

The engine meanwhile is written in Go, and has both graphics and sound APIs. Considering that the Pico’s power exceeds whatever CPU the phone had by many orders of magnitude, we’d imagine it has no problems with such a tiny screen.

We like the attention to detail of this project, and that such a limited interface can still deliver gaming fun. Meanwhile, if you would prefer to use a 3310 as a phone, you can charge it the 21st-century way.