A stack of PCB business cards that can play Snake on an 8x8 LED matrix.

2024 Business Card Challenge: Snakes On A Business Card

Once [Lambert the Maker] saw the Arduboy, he knew the thing was ripe for remixing into a business card with an 8×8 LED matrix instead of an OLED screen. [Lambert] already has a PCB business card for work, but it looks like it doesn’t do anything. So this Snake-playing card is for their personal information.

The brains of this operation is an STM32F0, which required a bit of finesse when it came to programming the LEDs. According to the datasheet, the max current through a given GPIO pin is 30 mA. The LEDs are running at 20 mA through the limiting resistor, so the code only turns on one LED at a time and makes sure the previous one is off first. The whole screen is updated every 125 ms, and persistence of vision takes care of making the animation look right.

In the short videos after the break, you’ll see a preview followed by brief videos on versions one and two. The prototype was built in 2020, when the board house only offered green PCBs with their assembly service. Fast forward to 2024, when the board house is now offering colors other than green.

Version two is actually thinner than a credit card, and features tiny buttons instead of cap-sense pads for input. [Lambert] also added a floating ADC pin that acts as a random number generator, placing the apple in a new location every time the game is powered on.

Continue reading “2024 Business Card Challenge: Snakes On A Business Card”

Screenshot of Microsoft Flight Simulator with the Dune expansion, and in the top right corner, the mod's author is shown using their phone with an attached gamepad for controlling a Dune ornithopter.

Take Control Of MS Flight Sim With Your Smartphone

Anyone with more than a passing interest in flight simulators will eventually want to upgrade their experience with a HOTAS (Hands On Throttle-And-Stick) setup that has buttons and switches for controlling your virtual aircraft’s assorted systems, which are well supported by games such as Microsoft Flight Simulator (MSFS). But a traditional HOTAS system can be a bit of an investment, so you might want to thank [Vaibhav Sharma] for the virtualHOTAS project that brings a configurable HOTAS interface to your phone — just in time to try out that Dune expansion for MSFS.

The phone’s orientation sensors are used as a joystick, and on the screen, there’s both sliders and buttons you can use as in-game controls. On the back-end there’s a Python program on the computer which exposes a webserver that the phone connects to, translating sensor and press data without the need for an app. This works wonderfully in MSFS, as [Vaibhav] shows us in the video below. What’s more, if you get tired of the touchscreen-and-accelerometer controls, you can even connect a generic smartphone-designed game controller platform, to have its commands and movements be translated to your PC too!

All the code is open source, and with the way this project operates, it will likely work as a general-purpose interface for other projects of yours. Whether you might want to build an accessibility controller from its codebase, use it for your robot platform, maybe simply repurpose this project for any other game, [Vaibhav]’s creation is yet another reminder that we’re carrying a sensor-packed platform, and it might just help you build a peripheral you didn’t know you needed.

Don’t have a phone handy? Perhaps an Xbox controller could work with just a few 3D printed upgrades, or you could stock up on buttons and build your own joystick from scratch. Oh, and keeping HOTAS principles in mind can be pretty helpful — you might get to redesign the venerable computer mouse, for instance!

Continue reading “Take Control Of MS Flight Sim With Your Smartphone”

Walking Through A Scene From Riven On The Apple II

Twenty years before the 1997 release of Riven – Cyan’s sequel to the critically acclaimed title Myst – a fruity company in California released the Apple II, a 6502-based microcomputer that would be produced until 1993. With the upcoming remake by Cyan of Riven into a fully 3D experience, [deater] found themselves wondering how much of the original game’s click-and-puzzle game would fit on a 140 kB floppy for the Apple II series of computers. Since Myst was able to be squeezed  onto a mere three floppies and provide a reasonably playable version of the game on the Apple II, surely the same could be done for this sequel?

The Maglev in the Apple II port of Riven. (Credit: [deater])
The Maglev in the Apple II port of Riven. (Credit: [deater])
Just a look at the system requirements for Riven (Win95+, 100 MHz Pentium, 16 MB RAM and 75 MB disk space) and the knowledge that the game came on five CD-ROMs (until the DVD release) should instill some trepidation that a serious demake would be needed. Ultimately [deater] managed to set the system requirements for the port to any Apple II with at least 48 kB of RAM. The same custom game engine as for the Myst port is used, with the original CG stills downsampled and the movies rotoscoped at fairly low framerate.

Although the ‘Disk 39’ in the video is currently the sole floppy, containing part of Dome Island and the Maglev, it is probably a fair assessment of how many 140 kB disks would be needed to port the entire game. Even with the downsampled graphics, [deater] reckons it would take on the order of hundreds of floppies to fit the whole thing.

Continue reading “Walking Through A Scene From Riven On The Apple II”

Play Giant Tetris On Second-Floor Window

Sometimes it seems like ideas for projects spring out of nothingness from a serendipitous set of circumstances. [Maarten] found himself in just such a situation, with a combination of his existing Tetris novelty lamp and an awkwardly-sized window on a second-floor apartment, he was gifted with the perfect platform for a giant playable Tetris game built into that window.

To make the giant Tetris game easily playable by people walking by on the street, [Maarten] is building as much of this as possible in the browser. Starting with the controller, he designed a NES-inspired controller in JavaScript that can be used on anything with a touch screen. A simulator display was also built in the browser so he could verify that everything worked without needing the giant display at first. From there it was on to building the actual window-sized Tetris display which is constructed from addressable LEDs arranged in an array that matches the size of the original game.

There were some issues to iron out, as would be expected for a project with this much complexity, but the main thorn in [Maarten]’s side was getting his controller to work in Safari on iPhones. That seems to be mostly settled and there were some other gameplay issues to solve, but the unit is now working in his window and ready to be played by any passers-by, accessed by a conveniently-located QR code. Tetris has been around long enough that there are plenty of unique takes on the game, like this project from 2011 that uses Dance Dance Revolution pads for controllers.

Adafruit Badges Turned Electronic Invitations

Despite what you might have heard, even the most devout Hackaday readers may eventually find themselves getting married. Should you ever find yourself in a situation where you need to send out invitations for your big day, or any other major celebration for that matter, you could do worse than follow the example [Mokas] and their partner set with these memorable electronic wedding invitations.

Inspired by the electronic badges distributed at hacker cons, [Mokas] decided to use Adafruit’ EdgeBadge and PyBadge devices to create a similar interactive keepsake that would be a bit more exciting than a piece of paper. While it would have been enough to have the wedding information pop up on the screen when they were turned on, the final invites actually boot into a retro-style game where you walk around talking to characters to uncover information about the event and the venue.

The game was created in Microsoft MakeCode Arcade, with a sprinkling of original and commissioned sprites. Early versions of the game ended up being a bit much for the Adafruit badge’s to handle, but after doing a bit of research on creating games for computationally-constrained platforms, [Mokas] was able to optimize the performance. For those that didn’t get a physical invite (no doubt ours was simply lost in the mail), you can play the whole thing right in your browser.

It’s a very clever idea, and while using custom hardware would have allowed for a more bespoke package, we can’t blame [Mokas] for wanting to keep this one simple. Getting everything ready for your wedding is already enough stress — it’s hardly the time to spin up a new board.

For a similar reasons, another Adafruit offering was selected to power the couple’s e-ink baby development display.

How A DOS Format Blunder Revealed Some Priceless Source Code

As those of us who worked in the consumer software world back when physical media was king can attest, when a master disc has been sent for duplication and distribution there is no turning back from whatever code is in the hands of thousands of users. Usually such worries were confined to bugs or inadvertently sending out pre-release software versions, but [Lance Ewing] is here with the story of how Sierra On-Line once inadvertently released most of the source code for their game engine.

If you have some 720k floppy disk versions of the 1988 game Space Quest II, the first disk in the set appears to have nothing out of the ordinary, but a closer look reveals that the free space on the disk reported by DOS is greater than its used space. Diving in to the disk block contents with a hex editor reveals that many of the unused blocks in fact contain C code, and some further detective work allows the recovery of a not-quite complete set of source files for the company’s AGI, or adventure game interpreter. They had been left behind when the original master disk had been emptied by deleting them, rather than by formatting it afresh.

In commercial terms this would in 1988 have been something of a disaster for Sierra had it been discovered at the time, because it was the cornerstone of their success. As it was we’re told the code sat peacefully undetected until 2016, since when it has proved invaluable to those interested in computer game archaeology. Or did it? We’ll never know if a sharp-eyed competitor snagged it, and kept quiet.

Of course, these days, there are game engines that are open source. Some of them are very modern. Others… not so much.

An amber on black interface on a green reproduction Game Boy screen. It has the FM station 88.9 in large letters in the middle of the display and "Ice Cream (Pay Phone) by Black Pumas" displayed in a box below. A volume indicator is on the left side of the tuner numbers and various status icons are along the top of the screen. A paper cutout of an orange is next to the Game Boy on a piece of paper with the words "Orange FM Prototype" written underneath.

Orange FM Brings Radio To The GameBoy

We’ve all been there. You left your Walkman at home and only have your trusty Game Boy. You want to take a break and just listen to some tunes. What to do? [orangeglo] has the answer now with the Orange FM cartridge.

This prototype cart features an onboard antenna or can also use the 3.5 mm headphone/antenna port on the cartridge to boost reception with either a dedicated antenna or a set of headphones. Frequencies supported are 64 – 108 Mhz, and spacing can be set for 100 or 200 kHz to accomodate most FM broadcasts setups around the world.

Older Game Boys can support audio through the device itself, but Advances will need to use the audio port on the cartridge. The Super Game Boy can pipe audio to your TV though, which seems like a delightfully Rube Goldberg-ian way to listen to the radio. Did we mention it also supports RDS, so you’ll know what that catchy tune is? Try that FM Walkman!

Can’t decide between this and your other carts? Try this revolving multi-cart solution. Have a Game Boy that needs some restoration? If it’s due to electrolyte damage, maybe start here?

Continue reading “Orange FM Brings Radio To The GameBoy”