We’ve had our eye on [davedarko’s] LAMEBOY project for a while now, a handheld setup in roughly the same form factor as the classic Nintendo Game Boy. It’s remarkable how approachable portable electronic design has become, and that’s really what makes this interesting. The design is beautiful, and the closer you look, the more respect you have for what [dave] is doing.
Right now his proof of concept has a 3D printed enclosure whose face is the printed circuit board. We love how the lower left corner of the PCB slips under a pocket in the case, which makes it possible to use just one screw to secure the two together in the upper right.
The LAMEBOY is built around an ESP8266 module. Anyone who has used one knows this chip contains a fair amount of horsepower, but very little I/O. [Dave] has a lot going on with an LCD screen, six user buttons, a USB to I/O chip, and an SD card slot. He took two approaches to solve this dilemma. First he grabbed a PCF8574 port expander, and second he’s offloaded the color control of the screen backlights to an ATtiny85 (running a BlinkM clone).
Below you can see some early game tests on the perfboard prototype. We haven’t seen game play on the most recent prototype (there is a screen color test video in his latest project log) but it sounds as though [dave] plans to make use of the Gamebuino framework. This should mean that there will be no shortage of cool ROMs to load.
The Game Boy got its camera accessory back in 1998 when CCD-based cameras with poor resolution were just becoming widely available to the public. This camera can capture 128×112 pixel images in the four value grey scale for which the handheld is so loved.
Having taken part in eclipse mania ourselves we can tell you that unless you did some serious research and prep for photographing the thing, this makes as much sense as pulling out your smartphone did. We posit that it certainly produced a more pleasing result.
[jhx] says this is more a weird halo effect of the shot than it is a quality image of totality. At this resolution, the moon-covered Sun should be very few pixels in size, right? But fidelity is for photographers, this is for hackers. Getting the digital image off of the Game Boy camera involved using an Interact Mega Memory cartridge on a Game Boy Pocket to transfer it over, then using a USB 64M cartridge to copy from the Mega Memory and ultimately to a computer.
Wouldn’t you like to go back to a dead handheld and extract the proof of your 90s-era high scores? Of course you would.
[svendahlstrand] bought his first logic analyzer, a Logic 8 from Saleae and decided to play around with an old Game Boy. He opened up the handheld with a tri-point screwdriver and hooked six wires up to the LCD data bus, generating screen shots from the logged data. He got screens from Solomon’s Club, Mole Mania, Kid Dracula, and more.
The first few attempts were fraught with mishap as [sven] worked to figure out the settings of his new analyzer. In one instance he had the DATA 0 and DATA 1 signals reversed, also reversing two of the gray values. After figuring it out he posted his LCD sniffing tutorial to GitHub, where he also has a C program for manually piecing together the screen shots, pixel by pixel.
After Nintendo’s wild success with the Wii U, Nintendo released it’s Nintendo Switch. The switch functions primarily as a home console, stagnantly connected to a display. However, Nintendo switched things up a bit: the Switch can be removed from its dock for standalone tablet-like use. But there’s a slight problem: when the Switch is in portable mode, it leaves behind a bleak and black box. What’s one to do? Worry not: [Alexander Blake] is here to save the day with a Game Boy Advance SP and an X-Acto knife.
After casually noting that the main control board of the Switch was roughly Game Boy Advance SP sized, [Alexander Blake], aka [cptnalex], knew it was meant to be. After retrieving his broken Game Boy Advance SP from his closet, [cptnalex] set to work turning his Game Boy into a Nintendo Switch dock. When he was done, the results were stunning, especially considering the fact that this is his first console mod. Moreover, the very fact that he did it all with an X-Acto knife rather than a Dremel is astounding.
With the screen providing support to the Switch, [cptnalex’s] design leaves some to be desired for long term use. But we know for sure that [cptnalex’s] design does, in fact, work. Due to naysayers of the internetTM, [cptnalex] filmed a video of his dock in uses (embedded after the break). But, what the design lacks in structural stability, it more than makes up for in aesthetics. On the device itself, [cptnalex’s] history with controller painting shines through.
If you want to see more of [cptnalex’s] work, you can follow him on Instagram. For more console mods that will take your breath away, look no farther than [Bungle’s] vacuum formed portable N64.
If you’re bored with the Game Boy Color’s offerings, it’s understandable: it’s been around for nearly 20 years, and doesn’t get a lot of new releases these days. [Antonio Niño Díaz] spent over a year coding a game for the GBC: µCity, a Sims City style game. He designed the graphics and even wrote his own music.
[Antonio] did all the programming in Assembly Language, creating modules for managing traffic and the power grid, building creation and destruction, as well as disaster simulations. He has extensive notes in his GitHub page detailing each module and describing how it all works together. He’s given it a GPLv3+ license, so hack away.
The ROM works on emulators, but [Antonio] has verified it works on the original hardware; it just reduces the number of saved cities to accommodate the handheld’s lesser stats.
Hackaday loves our GBC: we’ve written up DIY coprocessors for the GBC, adding an audio amp, and even making a solar-powered Game Boy.
[inches] wanted the power of a Raspberry Pi 3 in a form factor closer to the Pi Zero for a Game Boy mod. This led him to design a custom PCB to interface with one of the less popular items in the Raspberry Pi line: the Compute Module 3. A hardware comparison between the three platforms is available here.
After correcting some minor issues, it booted correctly on the first try. The final result is slightly larger than a Raspberry Pi Zero, but significantly smaller than the Raspberry Pi 3, and fits perfectly inside the Game Boy for a clean build.
The Raspberry Pi Zero remains difficult to source in some parts of the world and can cost nearly as much as the more powerful CM3 (e.g. in Southeast Asia). If you’re comfortable making a breakout board and benefit from the added computing power, it’s a reasonable option when it needs to be small.
Worth noting is that the Raspberry Pi Foundation does sell an open-source development kit for the CM3 that has been used in some projects, but the retail cost is relatively high compared to a Raspberry Pi 3. Smaller but less feature-rich breakout boards like the one by [inches] make the CM3 more accessible.
The Gameboy line of handheld systems from Nintendo have been wildly popular, but lack one major thing – a video output. This can be troublesome if you’d like to view the games on a bigger screen, for more comfortable gaming sessions or detail work like producing chiptunes. One option is to use the Gameboy Player for the Gamecube, however that system’s age means you’re out of luck if you want a crisp, clear picture on a modern digital display. Wouldn’t it be great if you could get HDMI output from a Gameboy Advance Instead?
When it comes to working with video signals, FPGAs can’t be beat. [Stephen] leverages an FPGA in this project to read the GBA’s video signals and convert them to the modern digital format. Unfortunately, it’s not a seamless install – limited space means the GBA’s screen must be entirely removed, replaced with the adapter in a manner resembling the terrifying Facehugger.
Packaging aside, the output from the device is nothing short of stunning – the graphics are absolutely crystal clear when displayed on a modern HDMI television. This is because the FPGA is capturing the exact digital output from the GBA, and piping it out as HDMI – there’s no analog fuzziness, conversions or noise to spoil the image. Output is a tasty 1280×720, upscaled from the GBA’s original resolution. For more details, check out the forum thread where [Stephen] runs through the build.
The only thing missing is details – we’d love to know more about the exact hardware used, and any trials and tribulations during the build! As far as we can tell, the build doesn’t stop at just video – a SNES controller is used instead of the original buttons, and we have a feeling sound is being passed over the HDMI channel as well sound is piped to the TV from the GBA’s headphone port.
It’s great to see these projects for old hardware come out – modern hardware has the muscle to achieve things previously unthinkable on retro consoles. We’ve seen similar projects before – like adding VGA to an original Game Boy.