Reverse Engineering A Rock Bottom NES Clone

The NES was Nintendo’s smash hit console of the 1980s, the international version of their Japanese Famicom system. It wasn’t a particularly complex device, so it was the subject of many clones back in the day. More recently, it has enjoyed a new life thanks to “NES on a chip” systems. It’s one of these that [Poking Technology] has, real rock bottom for the console built into a cheap phone case.

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Keychain GameCube Controller Made Functional

Mini game controllers with buttons and joysticks that move like the real deal are a pretty cool keychain and fidget toy, but at least for some of us there’s this intrusive thought that tells us that it would be so much cooler if it actually was a functional game controller. Enter [Brux] tearing into a miniature GameCube controller and adding the required guts.

The keychain/fidget toy is made by Backpack Buddies and is one of a range of similar toys that feature buttons you can press and joysticks that move, giving a pretty good start on the externals of the controller. Once cracked open at the seam, some interior redecorating had to be performed to clear space and add something to mount switches onto. Here [Brux] opted to glue SMD switches to custom 3D components in lieu of a PCB. These were subsequently wired up with thin enameled wire, before attaching the original buttons to them following some more plastic surgery.

Some tiny joystick innards were then installed before gluing on the final buttons and joystick caps. As for how it all connects to a real GameCube, here an RP2040 was used to handle the translation of control inputs to the GameCube controller protocol. Then a GameCube controller was sacrificed for its cable and controller connector, but as can be seen in the video it does all work and creates the perfect controller for guests.

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Running Windows CE On The Nintendo 64

Although Windows CE doesn’t use the NT kernel, it’s similarly designed to run on a wide variety of system architectures. Since the Nintendo 64 uses a MIPS CPU it should basically just run either kernel. You might assume that the N64’s rather limited specs are a bit of a problem, but fortunately Windows CE is designed to run on a digital potato, and requires only a MB of RAM. Since that just so happens to be what the N64 has under the hood, [Throaty Mumbo] was optimistic about getting Windows CE running on the 1990s game console.

The idea for this project came when [Throaty] was tinkering with an IBM Workpad Z50 laptop that uses almost the same CPU as the N64 and also runs Windows CE. Although said laptop is probably a lot more practical of a platform to run Windows on, this didn’t mean that it wouldn’t be a fun challenge.

Since CE was intended to be customized by companies for their own embedded hardware this means that you can use an official SDK, such as Microsoft Windows CE 2.11 Platform Builder. Making Windows CE 2.11 run on an N64 thus involves creating a board-specific configuration and compile that against said SDK.

If you want to give it a shot yourself, the entire project is available on GitHub which is where you find most of the technical details as well. When using a flash cart such as the EverDrive, you can also put applications on the SD card and run them from within the Windows GUI. You’ll still be limited by the N64 hardware, but otherwise the experience is very smooth as the video below demonstrates.

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Using A Nintendo Switch To Speed Up A 3D Printer

3D printers are almost never fast enough. [Cocoanix] had a Prusa MK3S with this very problem. He found it to be disappointingly tedious when completing even simple prints, and sought a way to make it faster. Thus, he grabbed a Nintendo Switch and got to work.

It might sound like an odd choice, and that’s because it is. There’s no special magic inside a Nintendo Switch that makes 3D printers faster – it’s just that the handheld console was a useful platform on which to run Klipper. As [Cocoanix] explains, Klipper is designed to run on faster general-purpose computers compared to the more limited microcontrollers used in some printers. It’s designed to off-load complex motion processing tasks to a faster CPU, while the printer’s onboard microcontrollers are freed up to simply handle the low-level tasks of driving the motors and so on. An older printer equipped with Klipper can often print faster, while implementing techniques like input shaping to further improve speed as well as print quality.

It’s worth noting that you don’t have to use a Nintendo Switch for this. It’s just a good hook for the YouTube video. Typically you’d use a Raspberry Pi or some other computer instead, but the fact it runs on a jailbroken console is amusing nonetheless. It’s also cool to see the results – in this video, [Cocoanix] got the Benchy printing time down from 90 minutes to just 8.

We’ve previously discussed the benefits of Klipper at length.

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Reviving Nintendo’s Early Arcade Game, Wild Gunman

There’s retrogaming, and then there’s retro gaming. This next project falls into the second category, as [Callan] of 74XX Arcade Repair digs into the original Wild Gunman, first released by Nintendo way, way back in 1974 — on 16 mm film. Yes, it was a film-based arcade machine, but how else were you going to get realistic graphics just two years after PONG?

The game had two 16 mm projectors, with four different sets of film reels available, each depicting five gunmen. Unfortunately for [Callan], the film is all he has, so he’s not so much repairing as re-creating the historic game. Luckily, he had the manuals, so at least he knew how it was supposed to come together.

One projector did most of the work, showing the gunmen and a hidden timing signal for the game to know when the user could shoot; the other only activated if the user pulled the trigger at the correct time. Interestingly the ‘gun’ has an IR illuminator that bounced infrared light off the screen to a detector in the cabinet — much like later TV remotes. That makes for a rather large circular hitbox around the enemy gunslinger, which is perhaps not a bad thing for a game likely to be found in a bar.

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GameCube Bot Records Your Play In A Weird Way

If you wanted to record yourself playing on a GameCube, you could use a VCR to capture the video output on tape. But there is a more interesting way to do it—which is precisely what [jiinurppa] built GameCube bot for. 

The concept is simple—GameCube bot is a small device that captures controller inputs and records them to an SD card. It can then play them back on command, allowing it to recreate gameplay as it happened the first time right on the console. A Raspberry Pi Pico is the brains of the operation, which is able to intercept signals from a standard GameCube controller. It’s paired with the aforementioned SD storage as well as an ST7735 display for showing status information. The device records in the DTM (Dolphin TAS Movie) format, which can be played back on the device when hooked up to a GameCube console, or in emulators like Dolphin itself.

[jiinurppa] notes that the device isn’t accurate enough to use for tool-assisted speed runs. Most notably, small errors in optical drive reads can lead to desyncs compared to the original machine state that make frame-accurate replays impossible. Still, it’s a neat build that can be useful for capturing game play and later analysis.

We’ve explored the world of Tool Assisted Speedruns before, though this device isn’t directly applicable to that world. Video after the break.

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Fixing A GameCube’s Dodgy Optical Drive With Fresh Capacitors

Generally when a game console with an optical drive stops reading discs the first thing that people do is crank on the potentiometer that controls the power to the laser diode to ramp up its output. While this can be a necessary solution to eke out a bit more life out of a clearly dying laser diode, this can actually massively shorten the lifespan of a good diode that’s just held back by bad capacitors. This is demonstrated by [Skawo] with a fix on a GameCube that stopped reading discs.

While it’s absolutely true that laser diodes have a limited lifespan, so do the capacitors and other components in the system. Thus, after tearing down this Japanese GameCube, [Skawo] accesses the optical PCB for some delicate plier-based capacitor surgery. One can absolutely question such violence, as well as the replacement mix of MLCC ceramics and a stray THT electrolytic capacitor, but the results after reassembly are obvious.

Without having to adjust the laser diode’s potentiometer, the game console now happily reads the game disc while the laser diode breathes a sigh of relief. Although all GameCube consoles will face the inevitable demise of their optical drives – barring a replacement optical pickup solution appearing – with this capacitor replacement solution it’s at least possible to stave off that undesirable time for a bit longer.

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