Command And Conquer Ported To The Pi Pico 2

A couple of months back, Electronic Arts did something uncharacteristically benevolent and released several of the old Command and Conquer games under the GPLv3. Logically, we knew that opened the doors up to the games being ported to new operating systems and architectures, but we admit that it was still a little surprising to see Command and Conquer: Red Alert running on the Raspberry Pi Pico 2.

[Charlie Birks] documented the process of getting the 1996 game up and running on the microcontroller in a series of Mastodon posts spanning a few days in March. Seeing the incremental progress made each day makes for interesting reading, as he moves from the game just barely starting up to being able to complete missions and eventually even get multiplayer going between two Picos.

As [Charlie] clarifies, he’s technically using the Pimoroni Pico Plus 2 W, which takes the RP2350B from the official Pico 2, adds 8 MB of PSRAM, and bumps the onboard flash to 16 MB. The upgraded specs and an SD card are required to get the game running, as content that would have originally been held in RAM on the computer must instead be pulled from flash.

For an even more streamlined experience, he eventually slaps the Pico Plus 2 W into the Pimoroni Pico VGA Demo Base — which provided not only an integrated SD card slot, but (as the name implies) VGA output.

It’s still early days, but [Charlie] has been pushing all of his code changes into his fork of Red Alert on GitHub for anyone who wants to play along at home. If you get his fork compiled and running on your own Pico, we’d love to hear about it in the comments.

An orange PSOne in the shape of a crab sits next to a large CRT monitor displaying a video game of a person running through what appears to be a park. A Pepsi logo is toward the top of the HUD.

Playstacean Evolves The PSOne Into The Crab It Was Always Meant To Be

Odd hardware designs crop up in art and renders far more frequently than in the flesh, but console modder [GingerOfOz] felt the need to bring [Anh Dang]’s image of the inevitable carcinization of our gaming consoles to life.

Starting with the image as inspiration, [GingerOfOz] got to work in CAD, creating an entirely new shell for the battered PSOne he adopted for the project. The final product is slightly less curvy than the picture, but some artistic license was necessary to go from the page to the real world.

The enclosure itself looks straightforward, if a bit tedious, but the articulating crab controller is a work of art itself. He could’ve made the arms static or non-functional, but they’re a fully-functional PlayStation controller that can move around just like on your favorite crustacean at the beach, minus the pinching. We love this whimsical take on the console mod which is a breath of salty air to the continuous race to get increasingly complex consoles into handheld form, although there’s certainly nothing wrong with that!

If you’re looking for some other console mods, how about this Apple M1 inside a Wii or getting your old Ouya up-and-running again?

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Handheld Console Plays Original Pong With Modern E-Waste

[Simon] wrote in to let us know about DingPong, his handheld portable Pong console. There’s a bit more to it than meets the eye, however. Consider for a moment that back in the 1970s playing Pong required a considerable amount of equipment, not least of which was dedicated electronics and a CRT monitor. What was huge (in more than one way) in the 70s has been shrunk down to handheld, and implemented almost entirely on modern e-waste in the process.

The 1970s would be blown away by a handheld version of Pong, made almost entirely from salvaged components.

DingPong is housed in an old video doorbell unit (hence the name) and the screen is a Sony Video Watchman, a portable TV from 1982 with an amazing 4-inch CRT whose guts [Simon] embeds into the enclosure. Nearly everything in the build is either salvaged, or scrounged from the junk bin. Components are in close-enough values, and power comes from nameless lithium-ion batteries that are past their prime but still good enough to provide about an hour of runtime. The paddle controllers? Two pots (again, of not-quite-the-right values) sticking out the sides of the unit, one for each player.

At the heart of DingPong one will not find any flavor of Arduino, Raspberry Pi, or ESP32. Rather, it’s built around an AY-3-8500 “Ball & paddle” (aka ‘Pong’) integrated circuit from 1977, which means DingPong plays the real thing!

We have seen Pong played on a Sony Watchman before, and we’ve also seen a vintage Pong console brought back to life, but we’re pretty sure this is the first time we’ve seen a Sony Watchman running Pong off a chip straight from the 70s. Watch it in action in the video (in German), embedded below.

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Next time on Star Trek: EmptyEpsilon... (Credit: EmptyEpsilon project)

Build A Starship Bridge Simulator With EmptyEpsilon

Who hasn’t dreamed of serving on the bridge of a Star Trek starship? Although the EmptyEpsilon project isn’t adorned with the Universe-famous LCARS user interface, it does provide a comprehensive simulation scenario, in a multiplayer setting. Designed as a LAN or WAN multiplayer game hosted by the server that also serves as the main screen, four to six additional devices are required to handle the non-captain tasks. These include helm, weapons, engineering, science and relay, which includes comms.

Scenarios are created by the game master, not unlike a D&D game, with the site providing a reference and various examples of how to go about this.

The free and open source game’s binaries can be obtained directly from the site, but it’s also available on Steam. The game isn’t limited to just Trek either, but scenarios can be crafted to fit whatever franchise or creative impulse feels right for that LAN party.

Obviously building the whole thing into a realistic starship bridge is optional, but it certainly looks like more fun that way.

Building A Handheld Pong Game

Pong was one of the first video games to really enter the public consciousness. While it hasn’t had the staying power of franchises like Zelda or Call of Duty, it nonetheless still resonates with gamers today. That includes [Arnov Sharma], who put together this neat handheld version using modern components.

An ESP32 development board serves as the brains of the operation. Capable of operating at many hundreds of megahertz, it has an excessive amount of power for an application as simple as this. Nonetheless, it’s cheap, and it gets the job done. It’s paired with an SSD1306 OLED screen of 124 x 32 resolution. That might not sound like much, but it’s plenty when you’re just drawing two paddles and a ball bouncing between them. Control is via a pair of SMD push buttons for a nice responsive feel.

What’s really neat, though, is the presentation. [Arnov] wrapped the electronics in a neat bean-shaped housing that vaguely apes game controllers of the 16-bit era. Indeed, [Arnov] explains that it was inspired by the Sega Genesis specifically. It looks great with the black PCBs integrated so nicely with the bright orange 3D printed components, and looks quite comfortable to use, too.

It might be a simple project, but it’s done rather well. Just by thinking about color choices and how to assemble the base components, [Arnov] was able to create an attractive and functional game that’s a lot more eye catching than some random boards thrown in an old project box. Indeed, we’ve featured stories on advanced FR4/PCB construction techniques before, too. Meanwhile, if you’re creating your own projects with similar techniques, don’t hesitate to let us know!

This M5Stack Game Is Surprisingly Addictive

For those of us lucky enough to have been at Hackaday Europe in Berlin, there was a feast of hacks at our disposal. Among them was [Vladimir Divic]’s gradients game, software for an M5Stack module which was definitely a lot of fun to play. The idea of the game is simple enough, a procedurally generated contour map is displayed on the screen, and the player must navigate a red ball around and collect as many green ones as possible. It’s navigated using the M5Stack’s accelerometer, which is what makes for the engaging gameplay. In particular it takes a moment to discover that the ball can be given momentum, making it something more than a simple case of ball-rolling.

Underneath the hood it’s an Arduino .ino  file for the M5Stack’s ESP32, and thus shouldn’t present a particular challenge to most readers. Meanwhile the M5Stack with its versatile range of peripherals has made it onto these pages several times over the years, not least as a LoRA gateway.

Run Xbox 360 Games On Your PC With XenonRecomp

Inspired by the N64: Recompiled project, XenonRecomp does something similar, except for the PowerPC-equipped Microsoft Xbox 360 game console. Based around the triple-core IBM CPU codenamed ‘Xenon‘, the Xbox 360 was released in 2005 and generally quite successful over its lifespan despite its Red Ring of Death issues. Although the current Xbox Series X supports running a number of Xbox 360 games, this is done via emulation and only 632 games out of 2,155 are supported.

This is where XenonRecomp not only promises turning the games into native (x86) software, but also allowing for a range of graphical improvements. Best of all, it allows for Xbox 360 games to be preserved instead of linked to an obsolete console. That said, much like with N64Recomp, it’s not a simple matter of running a tool over the PPC binary. You’re expected to have in-depth systems knowledge, with the tools in XenonRecomp assisting with the decompilation (into C++) and the recompilation into x86 binaries, but support for PPC instructions, VMX (vector instructions) and aspects like jump table conversion and (currently missing) MMIO support are likely to present an enterprising developer with hours of fun to implement and debug when issues arise.

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