Brand New Colecovision Console – On A Breadboard

The Colecovision console from the early 1980s is probably not the most memorable platform of its era, but it retains a retrocomputing following to this day. The original hardware can be a bit pricey in 2023, so [nanochess] has built one of his own on a breadboard. It’s fully functional from original Colecovision cartridges, and we see it in the video below the break running Frogger.

Behind the mess of wires is a surprisingly simple circuit with only a few logic chips beyond the Z80 processor, the various memory and EPROM chips, and the video and sound chips. We’re told the complexity is considerably reduced by the use of a Texas Instruments  TMS9118 video controller instead of a 9918.

Had we been building it we would probably have taken the less brave step of using color coded wires for the various signals, because we remember the fun and games associated with wiring old-style 8-bit computers by hand only too well. But we have to admit that it reminds us of a lost youth working out Z80 address decoder schematics, so it’s very pleasing to see one built today.

If you’re hungry for more Coleco goodness, this isn’t the first home made Colecovision we’ve brought you.

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Pushing Crates In 8-bit Color

Moore’s law isn’t strictly holding anymore, but it is still true that most computing systems are at least trending towards lower cost over time, if not also slightly smaller size. This means wider access to less expensive hardware, even if that hardware is still an 8-bit microcontroller. While some move on to more powerful platforms as a result of this trend, there are others still fighting to push these platforms to the edge. [lcamtuf] has been working to this end, stretching a small AVR microcontroller to not only play a classic video game, but to display it on a color display. Continue reading “Pushing Crates In 8-bit Color”

Watch Sony Engineers Tear Down Sony’s VR Hardware

Teardowns are great because they let us peek not only at a product’s components, but also gain insight into the design decisions and implementations of hardware. For teardowns, we’re used to waiting until enthusiasts and enterprising hackers create them, so it came as a bit of a surprise to see Sony themselves share detailed teardowns of the new PlayStation VR2 hardware. (If you prefer the direct video links, Engineer [Takamasa Araki] shows off the headset, and [Takeshi Igarashi] does the same for the controllers.)

The “adaptive trigger” module responsible for the unique feedback.

One particularly intriguing detail is the custom tool [Araki] uses to hold the headset at various stages of the disassembly, which is visible in the picture above. It looks 3D-printed and carefully designed, and while we’re not sure what it’s made from, it does have a strong resemblance to certain high-temperature SLA resins. Those cure into hard, glassy, off-yellow translucent prints like what we see here.

As for the controller, we get a good look at a deeply interesting assembly Sony calls their “adaptive trigger”. What’s so clever about it? Not only can it cause the user to feel a variable amount of resistance when pulling the trigger, it can even actively push back against one’s finger, and the way it works is simple and effective. It is pretty much the same as what is in the PS5 controller, so to find out all about how it works, check out our PS5 controller teardown coverage.

The headset and controller teardown videos are embedded just below. Did anything in them catch your interest? Know of any other companies doing their own teardowns? Let us know in the comments!

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Retro Gadgets: Nintendo R.O.B Wanted To Be Your Friend

Too busy playing video games to have a social life? No worries. In 1985, Nintendo introduced R.O.B. — otherwise known as the Robotic Operating Buddy. It was made to play Nintendo with you. In Japan, apparently, it was the Family Computer Robot. We suppose ROB isn’t a very Japanese name. The robot was in response to the video game market crash of 1983 and was meant to keep the new Nintendo Entertainment System (NES) from being classified as a video game, which would have been a death sentence at the time of its release.

Since you might not have heard of R.O.B., you can probably guess it didn’t work out very well. In fact, the whole thing tanked in two years and resulted in only two games.

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Stadia Controller’s Two Extra Buttons Get Seen With WebHID

The Google Stadia game streaming service relied on a proprietary controller. It was a pretty neat piece of hardware that unfortunately looked destined for landfills when Google announced that Stadia would discontinue. Thankfully it’s possible to use them as normal gamepads, and related to that, [Thomas Steiner] has a developer blog post about how to talk to the Stadia controller via WebHID. Continue reading “Stadia Controller’s Two Extra Buttons Get Seen With WebHID”

With ChatGPT, Game NPCs Get A Lot More Interesting

Not only is AI-driven natural language processing a thing now, but you can even select from a number of different offerings, each optimized for different tasks. It took very little time for [Bloc] to mod a computer game to allow the player to converse naturally with non-player characters (NPCs) by hooking it into ChatGPT, a large language model AI optimized for conversational communication.

If you can look past the painfully-long loading times, even buying grain (7:36) gains a new layer of interactivity.

[Bloc] modified the game Mount & Blade II: Bannerlord to reject traditional dialogue trees and instead accept free-form text inputs, using ChatGPT on the back end to create more natural dialogue interactions with NPCs. This is a refinement of an earlier mod [Bloc] made and shared, so what you see in the video below is quite a bit more than a proof of concept. The NPCs communicate as though they are aware of surrounding events and conditions in the game world, are generally less forthcoming when talking to strangers, and the new system can interact with game mechanics and elements such as money, quests, and hirelings.

Starting around 1:08 into the video, [Bloc] talks to a peasant about some bandits harassing the community, and from there demonstrates hiring some locals and haggling over prices before heading out to deal with the bandits.

The downside is that ChatGPT is currently amazingly popular. As a result, [Bloc]’s mod is stuck using an overloaded service which means some painfully-long load times between each exchange. But if you can look past that, it’s a pretty fascinating demonstration of what’s possible by gluing two systems together with a mod and some clever coding.

Take a few minutes to check out the video, embedded below. And if you’re more of a tabletop gamer? Let us remind you that it might be fun to try replacing your DM with ChatGPT.

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OG DOOM Shows Off The Origins Of Multi-Monitor

We have a thing for DOOM, and we admit it. The source was released, and clever hackers have ported the engine to every system imaginable. It’s a right of passage, when hacking a machine, to run DOOM on it — be it a VoIP phone, or tractor. But the original 1993 release does have a few notable tricks, and there’s something to be said for recreating that experience on period hardware. And that’s what we’re covering today: [Tech Tangents] discovered DOOM’s multi-monitor support, and built a 4-computer cluster to show it off.

There is a catch, of course. DOOM 1.1 has the multi-monitor support, and under-the-hood, it works by running a copy of the game on individual computers, and controlling the drones over the network. As the game’s network code was updated for version 1.2, the multi-monitor feature was axed to make the network code easier to maintain. So, find a 1.1 shareware release, install it on a DOS machine with IPX drivers, and start each iteration with a -net flag. Use -left and -right to set the drones to the appropriate view. And that view is ninety degrees left and right.

Maybe not ideal, but at the time it was one of the first games to have any sort of multi-monitor support at all. Likely inspired by a commercial flight simulator setup. Either way, it’s a neat feature, and kudos to [Tech Tangents] for showing off this obscure feature of a beloved classic!

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