Mega Man 4 Free of Charge ROM Hack Pexels Anete Lusina

Mega Man Hack Drops Charge Shot, Adds Classic Style

When it comes to the six original Mega Man games there is a clear dividing line between the first three and the last. Mega Man 4 introduced the charging shot mechanic that allowed players to hold down the fire button in order to power-up a single blast from Mega Man’s arm cannon. The aptly named, “Mega Man 4: Free of Charge” ROM hack by [Peter] seeks to bring cohesion with the first trilogy of Mega Man games by removing the charge shot mechanic completely. To compensate for the change, enemy health bars were also adjusted so that enemies aren’t as bullet-spongy.

The Mega Man 4: Free of Charge download comes as an IPS patch file. There are free utilities out there like Floating IPS that can apply the patch file to a clean dump of a NES cartridge. This ROM hack is playable on original Nintendo Entertainment System hardware via a flashcart device, or it can be played by any common NES emulator like FCEUX or Nestopia.

One of the most annoying parts of Mega Man 4 (minus the difficulty) was the constant whir of the charge shot drowning out the brilliant soundtrack. With a patch like [Peter]’s this is no longer a going concern, and players are able to give their thumbs a bit of a break by not needing to continually hold down fire throughout a run. All welcomed changes aside, it still won’t change the fact that the Japanese TV commercial for the game is cooler than the print ads in the US.

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Retro League GX Homebrew on CRT

Rocket League Inspired Homebrew Reverses Onto Nintendo GameCube

Would it have been too obvious to call a game about soccer playing RC cars, Soc-Car? Well [Martin] thought so and opted to call his Nintendo GameCube homebrew game, Retro League GX. The game clearly takes inspiration from Rocket League developed by Psyonix, as it pits teams of cars on a pitch plus comes complete with boosts to boot. There are some impressive physics on display here, and according to Krista over at GBATemp everything is playable on original hardware. Though those without a GameCube can certainly get a match in via the Dolphin emulator.

There are a number of ways to boot homebrew on a Nintendo GameCube, however, the most essential piece of software would be Swiss. Swiss is a homebrew utility that interfaces with all the myriad of ways to load code onto a GameCube these days. Common ways loading homebrew include saving files onto an SD card then using a SDGecko device that plugs into the memory card ports, or a SD2SP2 device that plugs into one of the GameCube’s expansion ports located on the bottom of the console. Those who prefer ditching the disc drive entirely can load homebrew via a optical disc emulator device like the GC Loader.

Still on the roadmap Retro League GX are ports for 3DS, PSP, Wii, and Linux. LAN and Online multiplayer are in the works as well. So at least that way GameCube broadband adapter owners may get to branch out beyond Phantasy Star Online for once. Best of all, [Martin] stated that the code for Retro League GX will be open sourced sometime next year.

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Build That Catan Board You Designed

A couple of months ago, we posted about the one day design [Sam March] did of an electronic Settlers of Catan board. Now he’s released a video with the second half. His first video was about the design of the game, specifically the electronic components. In this video, [Sam] takes us through the physical build of the board.

A couple of visits to his local maker space allows him to cut both the wooden parts of the board, as well as the acrylic hexes that go on top of each piece. Even with a CNC machine, there’s still some clean-up that needs to be done. After cleaning up the edges of the wood with a chisel and staining it, it’s time to put the circuit boards in, wire them up and program them. The build includes a dice roller – pushing a button shows the number rolled by lighting up the tiles in the form of the rolled number. The final touch is having some friends over to actually play the game.

Between the design process in the last article and the build process in this one, we get a good look at the way [Sam] designs things from beginning to finished product. Take a look at our previous article on [Sam]’s design as well as some other Catan articles.

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Cloud-Based Atari Gaming

While the Google Stadia may be the latest and greatest in the realm of cloud gaming, there are plenty of other ways to experience this new style of gameplay, especially if you’re willing to go a little retro. This project, for example, takes the Atari 2600 into the cloud for a nearly-complete gaming experience that is fully hosted in a server, including the video rendering.

[Michael Kohn] created this project mostly as a way to get more familiar with Kubernetes, a piece of open-source software which helps automate and deploy container-based applications. The setup runs on two Raspberry Pi 4s which can be accessed by pointing a browser at the correct IP address on his network, or by connecting to them via VNC. From there, the emulator runs a specific game called Space Revenge, chosen for its memory requirements and its lack of encumbrance of copyrights. There are some limitations in that the emulator he’s using doesn’t implement all of the Atari controls, and that the sound isn’t available through the remote desktop setup, but it’s impressive nonetheless

[Michael] also glosses over this part, but the Atari emulator was written by him “as quickly as possible” so he could focus on the Kubernetes setup. This is impressive in its own right, and of course he goes beyond this to show exactly how to set up the cloud-based system on his GitHub page as well. He also thinks there’s potential for a system like this to run an NES setup as well. If you’re looking for something a little more modern, though, it is possible to set up a cloud-based gaming system with a Nintendo Switch as well.

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Tabletop Basketball With Tentacles

Unlike football/soccer and foosball, basketball doesn’t really lend itself to being turned into a tabletop game quite that easily. [The Q] has found a way around that, employing tentacle mechanisms to create a two-player, basketball-like game.

Each player uses a pair of two-axis control sticks and a foot pedal to operate a cable-driven tentacle with a gripper on the end. These are two stage tentacles, meaning that the top and bottom halves are independently controlled. The tentacles consist of a series of laminated foam discs clued onto bicycle cable sleeves. The cables are open in the section they control, and operate in a push-pull arrangement. The spring-loaded grippers are operated by the foot pedals, with a single cable running down the center of the tentacle.

The game looks quite fun and challenging, and we can imagine it being even more entertaining with teams of two or three people operating each tentacle. Add a bit of alcohol to adult players, and it might become downright hilarious, although the mechanisms would need to be beefed up a bit to survive that level of punishment.

We suspect [The Q] read [Joshua Vasquez]’s incredibly detailed three-part guide on two-stage tentacle mechanisms. Combine that with his guide to cable mechanism math, and you’d be well-equipped to build your own. Continue reading “Tabletop Basketball With Tentacles”

A Look Back On A Decade Of Kerbal Space Program

Just a few weeks before Atlantis embarked on the final flight of the Space Shuttle program in 2011, a small Mexican company by the name of Squad quietly released Kerbal Space Program (KSP) onto an unsuspecting world. Until that point the company had only developed websites and multi-media installations. Kerbal wasn’t even an official company initiative, it started as a side project by one of their employees, Felipe Falanghe. The sandbox game allowed players to cobble together rockets from an inventory of modular components and attempt to put them into orbit around the planet Kerbin. It was immediately addictive.

There was no story to follow, or enemies to battle. The closest thing to a score counter was the altimeter that showed how far your craft was above the planet’s surface, and the only way to “win” was to put its little green occupant, the titular Kerbal, back on the ground in one piece. The game’s challenge came not from puzzles or scripted events, but from the game’s accurate (if slightly simplified) application of orbital mechanics and Newtonian dynamics. Building a rocket and getting it into orbit in KSP isn’t difficult because the developers baked some arbitrary limitations into their virtual world; the game is hard for the same reasons putting a rocket into orbit around the Earth is hard.

One of my early rockets, circa 2013.

Over the years official updates added new components for players to build with and planets to explore, and an incredible array of community developed add-ons and modifications expanded the scope of the game even further. KSP would go on to be played by millions, and seeing a valuable opportunity to connect with future engineers, both NASA and the ESA helped develop expansions for the game that allowed players to recreate their real-world vehicles and missions.

But now after a decade of continuous development, with ports to multiple operating systems and game consoles, Squad is bringing this chapter of the KSP adventure to a close. To celebrate the game’s 10th anniversary on June 24th, they released “On Final Approach”, the game’s last official update. Attention will now be focused on the game’s ambitious sequel, which will expand the basic formula with the addition of interstellar travel and planetary colonies, currently slated for release in 2022.

Of course, this isn’t the end. Millions of “classic” KSP players will still be slinging their Kerbals into Hohmann transfer orbits for years to come, and the talented community of mod developers will undoubtedly help keep the game fresh with unofficial updates. But the end of official support is a major turning point, and it seems a perfect time to reminisce on the impact this revolutionary game has had on the engineering and space communities.

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Control An IRL Home From Minecraft

Minecraft seems to be a game in which anything is possible, both in the virtual world and in the real one. As a sandbox-style game, we’ve seen all kinds of things implemented in it including arithmetic logic units and microcontroller emulators. On the other end of reality we’ve also seen a lot of projects in which real-world interfaces impact the virtual world in some way. As a game, the lines between these two worlds often seem to blur, and that’s no different for this project that allows for control of a smart home from within the game itself.

The project is called HomeAssistantMC and is built with Forge. The mod interfaces directly with a Minecraft game. From within the game, players can create a model of their home complete with light switches and other control interfaces. A WebSocket API listens to the game for changes to these devices, and interfaces with real-world controllers which control the home in real life. The game uses special state blocks to handle the control, and the entire control system can be configured in-game once all of the appropriate software has been installed.

For anyone willing to experiment with this software, all of the code for this project is available on its GitHub page. One of the other interesting things about this project is the ability to use other creations within Minecraft for home automation. For example, building logic gates allows for nuanced control of the home automation setup with creations we’ve already seen in Minecraft before. And, if you really want to go deep into the weeds, you could even build a complete 6502 processor from within the game as well.