Running DOOM On A Cheap 104-in-One Handheld

Taking a break from putting DOOM on devices that absolutely were never conceived for use as gaming devices, [Aaron Christophel] recently got enticed by some cheapo handheld gaming systems at his local Action budget store. One is a controller-shaped ‘mini game console’ with 104 games from the 1980s and 1990s, while the other is simply a Pac-Man handheld in a more typical rectangular form factor. Although this brings to mind basic blob chips and limited hacking potential, as it turns out they’re actually quite nice inside.

As also covered in the demonstration video, rather than said nasty blob chip, both handhelds turned out to use the same unmarked MCU in QFN48 packaging. Some prodding and poking confirmed that it’s a typical ARM core, specifically a Cortex-M33 compatible STAR-MC1 ARMv8-M from an unknown manufacturer. Without a datasheet to go by, its limitations had to be discovered experimentally.

Of those, the biggest were a clock speed of 62 MHz – instead of the typical 194 MHz – as well as a lack of sound. This latter issue might be fixable with a better understanding of what appears to be a quirky DMA-fed DAC. Beyond this you’re also dealing with limited memory and of course just 4 MB of flash, though the chip for this might be upgradable if the MCU can map more. You do get a 320×240 display and a lot of buttons, which is admittedly nice.

As for the price difference of around $8/€7 for the Pac-Man version, this appears to be due to it running an officially licensed Bandai Namco arcade emulator as firmware, while the 104-in-one unit runs FlyThings/ZKSWE with a NES emulator.

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Tim Hunkin’s History Of Arcade Machines

There was a particular treat at the recent Electromagnetic Field event in the UK, as [Tim Hunkin] delivered a talk on the history of arcade machines. Given that he’s something of an engineering hero for his many years of delighting us with machines, it’s definitely worth a watch.

He has a special interest in arcade machines given that he runs a pair of arcades featuring his own creations. Part of the history tour explains the influence some machines have had on his creations, from the early automata he starts with, through to the Pachinko machine that graces Novelty Automation in London. We’re introduced to Victorian saucy film viewers, one-armed bandits, and pinball machines, and along the way the secret of that most British of machines, the penny falls, is revealed. We particularly like the rare electromechanical Pepper’s Ghost style video game cabinets he describes.

A few years ago now we took a trip to Novelty Automation, and wrote a profile for its creator. If you’re ever in London or Southwold, we suggest you do too. The video from EMF is below the break.

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The BBC Tetris Companion

[Leaded Solder] took on an interesting challenge. The BBC, apparently, produced a game console known as the BBC Bridge Companion that connected to your TV and helped you learn to play Bridge back in 1985. At £200, we doubt many were sold new, but there were nine ROM cartridges available, presumably at an additional cost. [Leaded Solder] doesn’t care about playing bridge, but decided to teach the computer itself to play Tetris.

Inside is what you might expect for 1985. A Z80 and TI video chip, although naturally enough, it is the PAL variant. With 16K of VRAM the machine would have been very capable for its day. Unlike some game systems, the Bridge Companion runs its own code before launching what’s on the ROM cartridge. That required a few evenings of reverse engineering to figure out the correct header. Meanwhile, the surplus real hardware needed a quick repair on its cartridge slot before he could test it with real metal.

There were more hurdles, including adapting the PAL output for a composite monitor. Don’t miss the second part of the series for more technical details, and we’ll be interested in following the posts to their conclusion later this month.

Oddly enough, we think this is the first time the BBC Bridge Companion has made an appearance on Hackaday. However, we’ve had no shortage of card shufflers.

Train Simulator Controller: July 2026 Progress Roundup

For the past three years [Christopher Mitchell] has been working on his replica of a British Rail Class 800 control cab for a physical train simulator, with the July blog update providing many details on the progress.

The Class 800 series of trains is relatively new, having first entered service in the UK in 2017 on the Great Western Railway (GWR). Designed and built by Hitachi as part of their modular AT300 product series, they come in both purely electrical and diesel-electric hybrid configurations to deal with non-electrified rail sections.

British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)
British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)

Replicating the experience of driving a train is always a trade-off between what one would like and what is practical or affordable. With only a corner of his apartment to work with, [Christopher] has opted to focus on the instruments and controls in the cab, using real components where possible or building replicas for the remainder.

This entire control panel is to be used with simulators like Train Simulator and Train Sim World, using their controller APIs to both control the in-game train as well as to get feedback to be displayed on the real instruments and the various LEDs, such as those that indicate the state of the external lights. These are all controlled internally via a CAN bus, as is typical.

These instruments include genuine AWS sunflowers, part of the safety system that ensures that a driver has acknowledged a non-clear signal along the track. It’s another nice touch to a control cab simulation that’s shaping up to be rather close to the real deal.

Even if for the average person something like a Densha de Go! copy and associated controllers will likely suffice, there’s a lot to be said for having something closely resembling the real deal for a realistic game, whether it’s a train, car or airplane controller and associated instrumentation.

Making A Retro(ish) Game Console From Scratch

As easy as it is to make a late 1980s-style game console using a modern microcontroller, there’s arguably more fun in doing things the traditional way. This is the challenge that [Throaty Mumbo] took upon himself when he embarked on his retro game console project, called simply the Game Console V2.

In the accompanying video the development process and other details are covered and demonstrated. Most notable perhaps are the proper cartridges with ROMs on a parallel bus rather than something like SD cards, and the absence of any modern ports including even VGA. This means only composite AV output like in the good old days of RF splitters and other assorted fun.

The NTSC output signal is generated by an RP2350 MCU in the form of the PGA-shaped PGA2350 breakout board that’s wired into a 6-bit R-2R network for RGB332 output via the RCA jack, while audio is fed into a PCM5102A I2S DAC. For controllers you get 4-pin Bulgin SA2367 connectors and an N64-compatible protocol.

It’s noted that the use of an RP2350B MCU is temporary, as the goal with the V3 version of the project is to take it into a proper 8- or 16-bit CPU direction. We’re certainly looking forward to seeing this next revision of what looks to be a pretty interesting game console.

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Bike Trainers As Video Game Controllers

While we’ve largely settled on analog sticks and digital buttons for controlling video games, there’s all sorts of projects to create truly esoteric controllers that allow playing games in unique ways. This one from [sukolupo] lets you use data from standard bike trainers to get your virtual character moving.

Called Deck de France, it maps the data coming from one of the supported bike trainers to a virtual controller which can then be “plugged in” to a Linux system, in this case a Steam Deck mounted to the trainer’s handlebars. Although a bike trainer doesn’t have the same number of inputs as a modern gaming controller, it does have enough to play games like Rocket League. As you might expect, it’s also perfect for biking titles such as the Tour de France series.

As far as unique controllers for video games go, this one is surely up in the rankings with a real trombone or a controller purpose-built for riding virtual horses. It’s also a great way for those who are getting a bit bored of riding their trainers to breathe some new life into their exercise routine. We’ve also seen some open-source alternatives for modern bike trainer software as well, which is another great way to get excited about exercise equipment too.

A Compact Game Controller For Your Phone

[Gil Yankovitch] noted that playing games on a touchscreen phone gave up a certain something in terms of the tactile feedback one gets from real buttons. To that end, he was inspired to build a controller specifically for phones that solved this very problem.

The result was JoyFon. It’s a small gamepad built around the Raspberry Pi Pico, and can be put together around an RP2040 or an RP2350 as desired. It has four face buttons, a directional pad, and start and select buttons, as well as additional shoulder buttons up top in later revisions.

The JoyFon enumerates as a standard USB HID gamepad, so you could use it to play games on just about any PC, laptop, or tablet. However, the JoyFon is specifically designed for use with smartphones in the vertical orientation. This guided the design of the 3D printed enclosure, which positions the USB-C port to plug into the base of a phone, such that the buttons sit neatly beneath it. It does cover some of the phone screen, but that’s not always a problem when playing emulated games with a 4:3 or similar aspect ratio. The result is a button and screen layout not dissimilar to that of the original Game Boy handhelds.

We’ve seen some other great custom controller builds over the years, like this fantastic design using keyswitches.

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