No Die? No Problem: RealDice.org Has You Covered

Have you ever been out and about and needed to make a check against INT, WIS or CON but not had a die handy? Sure, you could use an app on your phone, but who knows what pseudorandom nonsense that’s getting up to. [Lazy Hovercraft] has got the solution with his new site RealDice.org, which, well, rolls real dice.

Well, one die, anyway. The webpage presents a button to roll a single twenty-sided die, or “Dee-Twenty” as the cool kids are calling it these days. The rolling is provided by a unit purchased from Amazon that spins the die inside a plastic bubble, similar to this unit we covered back in 2020.  (Alas for fans of the venerable game Trouble, it does not pop.) The die spinner’s button has been replaced by a relay, which is triggered from the server whenever a user hits the “roll” button.

You currently have to look at the camera feed with your own eyes to learn what number was rolled, but [Lazy Hovercraft] assures us that titanic effort will be automated once he trains up the CVE database. To that end you are encouraged to help build the dataset by punching in what number is shown on the die.

This is a fun little hack to get some physical randomness, and would be great for the sort of chatroom tabletop gaming that’s so common these days. It may also become the new way we select the What’s That Sound? winners on the Hackaday Podcast.

Before sitting down for a game session, you might want to make sure you’re all using fair dice. No matter how fair the dice, its hard to beat quantum phenomena for random noise.

Why Super Mario 64 Wastes So Much Memory

The Nintendo 64 was an amazing video game console, and alongside consoles like the Sony PlayStation, helped herald in the era of 3D games. That said, it was new hardware, with new development tools, and thus creating those early N64 games was a daunting task. In an in-depth review of Super Mario 64’s code, [Kaze Emanuar] goes over the curious and wasteful memory usage, mostly due to unused memory map sections, unoptimized math look-up tables, and greedy asset loading.

The game as delivered in the Japanese and North-American markets also seems to have been a debug build, with unneeded code everywhere. That said, within the context of the three-year development cycle, it’s not bad at all — with twenty months spent by seven programmers on actual development for a system whose hardware and tooling were still being finalized, with few examples available of how to do aspects like level management, a virtual camera, etc. Over the years [Kaze] has probably spent more time combing over SM64‘s code than the original developers, as evidenced by his other videos.

As noted in the video, later N64 games like Legend of Zelda: Ocarina of Time are massively more optimized and streamlined, as lessons were learned and tooling improved. For the SM64 developers, however, they had a gargantuan 4 MB of fast RDRAM to work with, so optimization and memory management likely got kicked down to the bottom on the priority list. Considering the absolute smash hit that SM64 became, it seems that these priorities were indeed correct.

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Pong Cloned By Neural Network

Although not the first video game ever produced, Pong was the first to achieve commercial success and has had a tremendous influence on our culture as a whole. In Pong’s time, its popularity ushered in the arcade era that would last for more than two decades. Today, it retains a similar popularity partially for approachability: gameplay is relatively simple, has hardwired logic, and provides insights about the state of computer science at the time. For these reasons, [Nick Bild] has decided to recreate this arcade classic, but not in a traditional way. He’s trained a neural network to become the game instead.

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Cracking Abandonware DRM Like It’s 1999

As long as there have been games, there have been crackers breaking their copy protections. “Digital Rights Management” or DRM, is a phrase for copy protection coined near the end of the 1990s, and subverted shortly thereafter. But how? [Nathan Baggs] show us what it took to be a cracker in the year 2000, as the first step to get an old game going again turned out to be cracking it. 

The game in question is “Michelin Rally Masters: Race of Champions” by DICE, a studio that was later subsumed by EA and is today best known as the developers of the Battlefield franchise. The game as acquired from an abandonware site does not run in a virtual machine, and after a little de-obfuscation of the code causing the crash, [Nathan] discovers LaserLock is to blame. LaserLock was a DRM tool to lock down a game to its original CD-ROM that dates all the way back to 1995. Counters to LaserLock were probably well-known in the community back in the day, but in 2025, [Nathan] walks us through attempting to crack it it from first principles.

We won’t spoil the whole assembly-poking adventure, but the journey does involve unboxing an original CD to be able to compare what’s happening when the disc is physically present compared to running from the ISO. Its tedious work and can only be partially automated. Because it did prove so involved, [Nathan]’s original aim — getting the game to work in Windows 11 — remains unfulfilled so far.

Perhaps he’d have had better luck if he’d been listening to the appropriate music. Frustrating DRM isn’t always this hard; sometimes all you needed was a paperclip. Continue reading “Cracking Abandonware DRM Like It’s 1999”

PCB Business Card Plays Pong, Attracts Employer

Facing the horrifying realization that he’s going to graduate soon, EE student [Colin Jackson] AKA [Electronics Guy] needed a business card. Not just any business card: a PCB business card. Not just any PCB business card: a PCB business card that can play pong.

[Colin] was heavily inspired by the card [Ben Eater] was handing out at OpenSauce last year, and openly admits to copying the button holder from it. We can’t blame him: the routed-out fingers to hold a lithium button cell were a great idea. The original idea, a 3D persistence-of-vision display, was a little too ambitious to fit on a business card, so [Colin] repurposed the 64 LED matrix and STM32 processor to play Pong. Aside from the LEDs and the microprocessor, it looks like the board has a shift register to handle all those outputs and a pair of surface-mount buttons.

Of course you can’t get two players on a business card, so the microprocessor is serving as the opponent. With only 64 LEDs, there’s no room for score-keeping — but apparently even the first, nonworking prototype was good enough to get [Colin] a job, so not only can we not complain, we offer our congratulations.

The video is a bit short on detail, but [Colin] promises a PCB-business card tutorial at a later date. If you can’t wait for that, or just want to see other hackers take on the same idea, take a gander at some of the entries to last year’s Business Card Challenge. Continue reading “PCB Business Card Plays Pong, Attracts Employer”

Keyboard Hero: A Barebones Alternative To The Guitar Version

Guitar Hero was all the rage for a few years, before the entire world apparently got sick of it overnight. Some diehards still remember the charms of rhythm games, though. Among them you might count [Joseph Valenti] and [Daniel Rodriguez], who built a Keyboard Hero game for their ECE 4760 class at Cornell.

Keyboard Hero differs quite fundamentally from Guitar Hero in one major way. Rather than having the player tackle a preset series of “notes,” the buttons to press are instead procedurally generated by the game based on incoming audio input. It only works with simple single-instrument piano music, but it does indeed work. A Raspberry Pi Pico is charged with analyzing incoming audio and assigning the proper notes. Another Pi Pico generates the VGA video output with the game graphics, which is kept in sync with the audio pumped out from the first Pico so the user can play the notes in time with the music. Rather than a guitar controller, Keyboard Hero instead relies on five plastic buttons assembled on a piece of wood. It works.

It’s obviously not as refined as the game that inspired it, but the procedural generation of “notes” reminds us of old-school rhythm game Audiosurf. Video after the break.

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Squishy Beyblades Made With 3D Printer Fail To Compete In The Arena

When Beyblades first came out a couple of decades ago, they quickly became a fad across Japan and several Western countries. There was a whole ecosystem of parts that you could buy and use to build competitive fighting spinning tops. These days, though — 3D printers are ubiquitous. There’s very little stopping you from printing whatever Beyblade-compatible parts your heart desires, as [JettKuso] demonstrates.

For [JettKuso], the rubber attack tips were a personal favorite. They had high grip on the plastic arena floor and would allow a top to make rapid, aggressive moves that would knock other tops out of the arena. Not desiring to import specific Beyblade parts at great expense, he decided to print some rubber tips and associated parts instead. The result? Squishy Beyblades!

[JettKuso] built various tops with official and custom TPU parts, and put them in battles to see what worked and what didn’t. In many cases, the TPU replacement parts didn’t make a big difference or proved worse than the standard parts. However, when [JettKuso] got crazy, he found one thing that kind of worked. A mega-heavy TPU top blade, which weighed as much as the standard metal rings, was able to successfully win battles against less competitive standard builds.

Ultimately, the video serves as a testament to the developers of the original toys themselves. It’s not so simple to just print up some parts and have them be competitive with the tried-and-tested gear that comes off the store shelves. The experience ultimately gave [JettKuso] a greater appreciation for all the thought that went into the commercial toys. Video after the break.

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