Playing ZX Spectrum’s Manic Miner On The Arduino Uno

Composite output shield with audio driver and controller inputs for Arduino Uno (Credit: Scott Porter)
Composite output shield with audio driver and controller inputs for Arduino Uno (Credit: Scott Porter)

Although it seems many have moved on to 32-bit MCUs these days for projects, there is still a lot of fun to be had in the 8-bit AVR world, as [Scott Porter] demonstrates with a recent Arduino Uno project featuring his game engine running a port of the Manic Miner game that was originally released in 1983 for the ZX Spectrum. For the video and audio output he created an add-on board for the Uno that creates a composite signal using two resistors, along with an audio driver circuit and control inputs either from the onboard buttons or from a NES controller. Audio can be sent either over the composite output or via the audio jack.

A demonstration of the game is provided in a number of videos on [Scott]’s YouTube account, which shows off a few levels, at 256×256 resolution. It contains all 20 original levels, with a few quality of life upgrades with animation. It also features original music, which may or may not work for you, but music can be turned on or off in the main menu. Compared to the 3.5 MHz Z80 MPU in the ZX Spectrum, the 16 MHz AVR of the Uno is a lot beefier, which raises the hope that a color version like the ZX Spectrum one is also in the future, even if it may require an add-on board with a framebuffer. As [Scott] notes, the weakness of the Uno is that the ZX Spectrum has significantly more RAM, which limits what can be done.

Thanks to [256byteram] for the tip.

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Gaming On A TP-Link TL-WDR4900 Wireless Router

When you look at your home router, the first thought that comes to mind probably isn’t about playing games on it. But that doesn’t stop [Manawyrm] and [tSYS] from taking on the task of turning the 2013-era TP-Link TL-WDR4900 router into a proper gaming machine using an external GPU. This is made possible by the PCIe lanes on the mainboard, courtesy of the PowerPC-based SoC (NXP QorIQ P1014) and remappable Base Address Registers (BARs). This router has been an OpenWRT-favorite for years due to its powerful hardware and feature set.

This mod required a custom miniPCIe PCB that got connected to the PCIe traces (after cutting the connection with the Atheros WiFi chipset). This allowed an external AMD Radeon HD 7470 GPU to be connected to the system, which showed up in OpenWRT. To make full use of this hardware by gaining access to the AMD GPU driver, full Debian Linux was needed. Fortunately, the distro had a special PowerPCSPE port that supports the e500v2 CPU core in the SoC. After this it was found that the amdgpu driver has issues on 32-bit platforms, for which an issue ticket got filed.

Using the legacy Radeon driver helped to overcome this issue, but then it was found that the big endian nature of the CPU tripped up the Grand Theft Auto: Vice City game code which has not been written with BE in mind. This took a lot of code patching to help fix this, but eventually the game was up and running, albeit with glitches. Whatever the cause of these graphical glitches was will remain unknown, as after updating everything things began to work normally.

So now it’s possible to convert a 2013-era router into a gaming console after patching in an external GPU, which actually could be useful in keeping more potential e-waste out of landfills.

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If You Thought Sega Only Made Electronic Games, Think Again

Most of us associate the name Sega with their iconic console gaming systems from the 1980s and 1990s, and those of us who maintain an interest in arcade games will be familiar with their many cabinet-based commercial offerings. But the company’s history in its various entities stretches back as far as the 1950s in the world of slot machines and eventually electromechanical arcade games. [Arcade Archive] is starting to tell the take of how one of those games is being restored, it’s a mid-1960s version of Gun Fight, at the Retro Collective museum in Stroud, UK.

The game is a table-style end-to-end machine, with the two players facing each other with a pair of diminutive cowboys over a game field composed of Wild West scenery. The whole thing is very dirty indeed, so a substantial part of the video is devoted to their carefully dismantling and cleaning the various parts.

This is the first video in what will become a series, but it still gives a significant look into the electromechanical underpinnings of the machine. It’s beautifully designed and made, with all parts carefully labelled and laid out with color-coded wiring for easy servicing. For those of us who grew up with electronic versions of Sega Gun Fight, it’s a fascinating glimpse of a previous generation of gaming, which we’re looking forward to seeing more of.

This is a faithful restoration of an important Sega game, but it’s not the first time we’ve featured old Sega arcade hardware.

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Easily Add Link Cable Support To Your Homebrew GBA Game

The Game Boy Advance (GBA) link cable is the third generation of this feature which originated with the Gameboy. It not only allows for peripherals to be connected, but also for multiplayer between GBAs – even with just one game copy – and item sharing and unlocking of features in specific games. This makes it an interesting feature to support in today’s homebrew GBA games and applications, made easy by libraries such as [Rodrigo Alfonso]’s gba-link-connection.

This C++  library can be used in a number of ways: either limited to just the physical link cable, just the wireless link option or both (universal link). These support either 4 (cable) or 5 (wireless) players to be connected simultaneously. As additional options there are the LinkGPIO.hpp and LinkSPI.hpp headers which allow the link port to be used either as a generic GPIO, or as an SPI link (up to 2 Mb/s). The multiboot feature where a single ROM image is shared among connected GBAs is supported with both wired and wireless links.

It’s heartening to see that a device which this year celebrates its 23rd birthday is still supported so well.

Thanks to [gudenau] for the tip.

The Latest Advancements In Portable N64 Modding

[Chris Downing] has been in the mod scene a long time, and his 5th GeN64 Portable is his most modern portable Nintendo 64 yet. The new build has an improved form factor, makes smart use of 3D printing and CNC cutting, efficiently uses PCBs to reduce wiring, and incorporates a battery level indicator. That last feature is a real quality of life improvement, nicely complementing the ability to charge over USB-C.

What’s interesting about builds like this is that it’s all about the execution. The basic parts required to mod a classic games console into a portable unit are pretty well understood, and off-the-shelf modules like button assemblies exist to make the job far easier than it was back in the day when all had to be done from scratch. We’ve admired [Chris Downing]’s previous builds, and what differentiates one mod from another really comes down to layout and execution, and that’s where the 5th GeN64 Portable shines. Continue reading “The Latest Advancements In Portable N64 Modding”

Sneaky Fix Gets Simon Back Up And Running

Simon was a cutting-edge “computer controlled game” when it launched back in 1978. It would flash out a pattern of ever-increasing length and you had to copy it if you didn’t want to lose. The name, obviously inspired by the traditional folk game of Simon Says. [Robert] recently found an original vintage Simon game, but it had been non-functional for many years. However, with some astute analysis and repair, he was able to get it working again.

Upon powering the unit up, the best [Robert] could get out of it was some flickering of the lights, nothing more. It wouldn’t start a game or respond to button presses. Eventually, probing around showed [Robert] that the TMS1000 microcontroller wasn’t running properly.  It seemed to concern the connection to the “Game Mode” selector switch. Thanks to a fault and the multiplexed layout of the controls, it was appearing to the microcontroller that a button was always pressed at all times.

The solution [Robert] landed on was to separate out the signal from the Game Mode switch by socketing the TMS1000 and lifting the relevant pin. . The signal was then wired back up to the chip via diodes so that it wouldn’t interfere with the other outputs and inputs on the chip used to read the other buttons. This meant that the unit was locked into the single main game mode, but it did get it operational again.

It may not be a complete repair, but it nonetheless saved this unit from complete failure. Failing a repair of your own unit, you can always build one with modern hardware instead. Video after the break.

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3D Printed Basketball Could Be A Game Changer

Basketball has changed a lot over the years, and that goes for the sport as well as the ball itself. While James Naismith first prescribed tossing soccer balls into peach baskets to allow athletes to stay in shape over the winter, today, the sport looks quite different both rule-wise and equipment-wise.

An early basketball. Image via Wikipedia

The basketball itself has gone through a few iterations. After the soccer ball came a  purpose-built leather ball with stitches and a rubber bladder inside. The first molded version came in 1942, although most balls continued to be made of leather, especially for indoor-only use. Today, the NBA still uses leather-clad balls, but that could change. Wilson, the official supplier of NCAA postseason tournament balls, has developed a 3D-printed basketball that never needs to be inflated.

Much like a regular ball, the Wilson Airless Gen1 has eight lobes, bounces like you’d expect, and can be palmed, provided your hand is big enough. We would argue forcefully that it is far from airless, though we do get the point. According to TCT Magazine, the ball “nearly fits” the performance specs of a regular basketball, including weight, size, and rebound. This may not be good enough for the NBA today, but we doubt innovation over at Wilson has stopped abruptly, so who knows what the future holds?

Interested in trying one out? You may be better off trying to design and print one yourself. The limited-edition ball will be available on February 16th at Wilson.com for the low, low price of $2,500. It would probably pair well with the can’t-miss robotic hoop. Or, pair it with a giant 3D-printed hand for display purposes.

Main and thumbnail images via Wilson Sporting Goods