Homebuilt Racing Sim Does Almost Everything From Scratch

If you desire a sim gaming rig, there are off-the-shelf options up and down the market that stretch as high as your budget can afford. Some choose to eschew this route, however and build their own from scratch. Few people go quite so far as [Popicasa POPStuDio], however.

The first version of the rig is about as hacked as you can possibly get, and it’s a joy to see it built from scrap. The wheel itself and the pedals are all built out of old PVC pipe, with a bunch of old wood screwed together for the frame. A cheap USB gamepad serves to handle input to the PC for the pedals and H-shifter. The H-shifter uses simple power switches, repurposed in an ingenious way to sense gear position. The knob itself is cast out of what appears to be hot glue. Steering is done by connecting the wheel to a flexible shaft that tips a smartphone back and forth, using its internal accelerometers and gyros to sense rotation. It’s not clear how this is tied into the PC running Project CARS, but it’s impressive nonetheless.

Version 2 of the build takes things up a notch, using an Arduino Leonardo to handle steering and pedal functions as a Human Interface Device. There’s also force feedback, via a hefty motor attached to the steering shaft via a belt drive. This version implements an H-shifter as well as paddle shifters too for a more modern experience.

Both builds are unique in the modern era for eschewing CNC or 3D printed parts. It’s all done by hand, taking days of effort, and using only basic tools. It’s refreshing to see such a complex build done with nothing but simple materials and sheer commitment. We’re sure [Popicasa POPStuDio] enjoys the rig, and we can’t wait to see where it goes next. Perhaps the next iteration will even feature a motion platform, perhaps built out of old forklift parts? Only time will tell. Video after the break.

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Mind-Controlled Beer Pong Gets Easier As You Drink

Wouldn’t it be nice if beer pong could somehow get easier the more you drink? You know, so you can drink more? [Ty Palowski] has made it so with automated, mind-controlled beer pong.

[Ty] started by making a beer pong table that moves the cups back and forth at both ends. An Arduino Nano controls a stepper that controls a slider, and the cups move with the slider through the magic of magnets. The mind control part came cheaper than you might think. Back in 2009, Mattel released a game called Mind Flex that involves an EEG headset and using brain waves to guide a foam ball on a stream of air through a little obstacle course. These headsets are available for about $12 on ebay, or at least they were before this post went up.

[Ty] cracked open the headset added an HC-06 Bluetooth module to talk to the Arduino. It’s using a program called Brainwave OSC to get the raw data from the headset and break it into levels of concentration and relaxation. The Arduino program monitors the attention levels, and when a certain threshold of focus is reached, it moves the cups back and forth at a predetermined speed ranging from 1 to an impossible-looking 10. Check out the two videos after the break. The first one covers the making of the the automatic beer pong part, and the second is where [Ty] adds mind control.

We’ve seen a different headset — the hacker-friendly NeuroSky Mindwave — pop up a few times. Here’s one that’s been hacked to induce lucid dreaming.

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Inside CHIP-8

Certain old computers — most frequently those using the RCA 1802 — were fond of using an early form of byte-code interpreter for programs, especially games. The interpreter, CHIP-8, was very simple to create but offered high-level features that were tedious to recreate in the native assembly language. Because there are a fair number of simple games written in CHIP-8, there are of course, emulators for it, and [River Gillis] decided to look inside the CHIP-8 byte code interpreter.

Part of the power of CHIP-8 was it only had 35 virtual instructions. That was important when you were trying to shoehorn a game and the interpreter into a very small memory. Remember, in those days 1K of memory wasn’t an unusual number, although the prototypical CHIP-8 host would have 4K.

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Slot Machine Has A Handle On Fun

For some reason, when slot machines went digital, they lost their best feature — the handle. Who wants to push a button on a slot machine, anyway? Might as well just play video poker. [John Bradnam] seems to agree, and has built an open-source three-color matrix slot machine complete with handle.

In this case, you’ll be losing all of your nickels to an Arduino Pro Mini. The handle is an upgrade to an earlier slot machine project that uses three 8×8 matrices and a custom driver board. When the spring-loaded handle is pulled, it strikes a micro switch to spins the reels and then snaps back into place. Between each pull, the current score is displayed across the matrix. There’s even a piezo buzzer for victory squawks. We only wish the button under the handle were of the clickier variety, just for the feels. Check out the short demo video after the break.

If you’re not a gambler, you could always turn your slot machine into a clock.

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Clone Console Cribs Ben Heck’s Classic SNES Caché

“I don’t get mad when people rip me off. I actually think its kinda cool, because imitation is the sincerest form of flattery.” — Ben Heckendorn

For some “hacking things together” can mean heavily borrowing from other’s work in order to make a new, derivative work. Though longtime hardware hacker, Ben Heckendorn, didn’t expect one of his early SNES handheld projects to become the inspiration for a Famicom-style clone console. There have been a number of clone consoles available online for years, and all have been made to varying levels of build quality. The subject clone console in question is called the Easegmer 12-bit Retro Console, so [Ben] decided to record his teardown of the handheld borrowing from his original design. (Video, embedded below.)

The Easegmer handheld has a “surprising” list of features according to its packaging including: sports games, logic games, memoyr games, USB charger management, double power supply option, and dirunal double backlight option. All big (and slightly misspelled) promises though the most egregious claim has to be that, “No violent games, your child’s body and mind get full exercise.”. The statement may have a modicum of truth to it, except for the fact that game 84 of 220 is literally named “Violent”. Dunking aside, the handheld does feature a standard size rechargeable battery in addition to the option of powering the device with three AAA batteries. There’s even a “fun size” screwdriver and a few replacement screws included which is more than you can say for most modern electronics.

It has been almost twenty years after [Ben] originally published his SNES portable project on his website. So as a long awaited follow-up, [Ben] plans to make a “meta-portable”. This meta portable will start with the Adobe Illustrator files he kept from that SNES portable in 2001 and incorporate pieces of the Easegmer clone console. Thus spawning a new clone of the clone of his clone…or whatever that project ends up being its sure to be worth repeating.

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Zelda II Redux CRT Header Image

Zelda II Redux ROM Hack Plays How You Remember The Original

Going back to classic games can be a difficult experience. The forward passage of time leaves technology to stagnate, while the memories attached to those old games can morph in mysterious ways. Therein lies the problem with how you remember a game playing versus the reality of how it actually does. Developer [Jorge] saw that situation arising around Zelda II: The Adventure of Link, and it inspired him to create the Zelda II Redux ROM hack.

Years in the making, Zelda II Redux takes a relatively light-handed approach to revising the original NES game. Graphical enhancements include: a reworked HUD complete with the series’ tradition of hearts, animated enemy icons in the over world, a new title screen, and giving Link the shield from the Famicom Disk System release’s box art. Text speed has been increased and a revised translation of the Japanese script has been incorporated. Under the hood, all sorts of boss battles have been re-balanced while casting magic spells doesn’t require multiple return trips to the pause menu. Though Zelda II Redux’s most important feature may be the inclusion of manual saving via “Up + A” on the pause menu. There are also a whole host of other changes Zelda II Redux incorporates in order to bring Link’s second adventure more inline with the rest of the Legend of Zelda series that can be found on the project’s change log.

To play Zelda II Redux requies an IPS patching program, like LunarIPS, along with a clean dumped image of Zelda II: The Adventure of Link. Dumping NES cartridges is easier than ever these days due to many cartridge dumper devices being plug-and-play over USB. A successfully patched ROM file can be played in an emulator or on actual NES hardware through a flash cart. A video of a tool-assisted speedrun has been included below, so there may be some new strategies to employ.
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Building A Vector Graphics Machine From Scratch Including The CRT

Over the years we’ve seen quite a few projects involving vector graphics, but the spaceship game created by [Mark Aren] especially caught our eye because in it he has tackled building a vector display from scratch rather than simply using a ready-made one such as an oscilloscope. As if the vector game itself wasn’t interesting enough, the process of designing the electronics required to drive a CRT is something that might have been commonplace decades ago but which few electronics enthusiasts in 2020 will have seen.

In his write-up he goes into detail on the path that took him to his component choices, and given the unusual nature of the design for 2020 it;s a fascinating opportunity to see the job done with components that would have been unheard of in the 1950s or 1960s. He eventually settled on a high voltage long-tailed pair of bipolar transistors, driven by a single op-amp to provide the differential signal required by the deflection electrodes. The mix of old and new also required a custom-fabricated socket for the CRT. On the game side meanwhile, an ATmega328 does the heavy lifting, through a DAC. He goes into some detail on DAC selection, having found some chips gave significant distortion.

All in all this is an impressive project from all angles, and we’re bowled over by it. Of course, if you fancy a play with vector graphics, perhaps there’s a simpler way.