Giving The NES An Optical Data Storage Add-On

The introduction of optical media in the form of CDs meant a revolution in the world of gaming consoles, escaping the restrictions of a few dozen MB of storage and instead offering a theoretically infinite amount of storage through the miracle and tedium of swapping discs. After the SNES narrowly escaped getting a CD add-on and the N64 doubled down on cartridges, we can now at least get an impression of what it’d be like if the Nintendo Entertainment System had been gifted a CD add-on back in the 1980s, courtesy of a project by [Throaty Mumbo].

The NES future we could have had. (Credit: Throaty Mumbo, YouTube)
The NES future we could have had.

There’s also an accompanying video containing typical hijinks and a demonstration of this system. Initially [Throaty Mumbo] was going to make a SNES CD add-on to match that console’s initial prototype, but doing it for the NES seemed more fun. Obviously, since the NES is quite limited hardware-wise it was always going to be a struggle, even if the original front-loading NES conveniently has a mostly unused expansion slot.

On the custom PCB there is an RP2350B microcontroller that mediates between an Everdrive N8 Pro cartridge and an IDE CD drive, along with a PCM5102 audio DAC. The expansion port is hereby used to receive the audio samples on its audio mix input pin, along with power. After boot the game ROM is read off the CD by the MCU and streamed over USB to the Everdrive.

Combined with the previous work [Throaty Mumbo] did to revive the long-defunct Japanese online service for the NES, it’s an exciting time for fans of the iconic console.

Continue reading “Giving The NES An Optical Data Storage Add-On”

At Last, A Gameboy Advance With Decent Audio

Many pieces of consumer electronics are build down to a price, and the corners cut show up in their performance. The Gameboy Advance from Nintendo is no exception: its audio is a PWM stream that sounds awful through the included amplifier. [Cajun Panda] has a fix though, in the form of a replacement audio chain.

It takes the form of a PCB that hooks into the pads of the removed GBA audio chip, and provides a much cleaner audio path with filtering and EQ and a class D audio amplifier. In addition there’s an audio codec and an ESP32 for Bluetooth connectivity, enabled by a long press of a GBA button and configured via a web interface on the ESP. Best of all there is no case modification, this is designed to remain as stock as possible.

Everything can be found in a GitHub repository should you wish to make your own, so if you want to bring your GBA audio up to scratch you know where to go. If you want to make it even better don’t forget, you can always upgrade the screen.

Using The Basic SNES Hardware To Play Minecraft

After previously putting a very basic version of Minecraft on the Game Boy Color, [Tobi] decided to have some fun and port that version also to the Super Nintendo (SNES), just to see what would happen with its more powerful hardware. Even without using an add-on chip like the Super FX 3D chip that made games like Star Fox and Doom possible with its 3D-rendered geometry, the basic SNES hardware can already provide a serviceable Minecraft experience.

You can download the SFC file here, featuring a starting world in which you can do all the usual Minecraft-ing shenanigans, like world destruction and construction. Unsurprisingly the game’s resolution is much higher than on the GBC, though the brief glimpse [Tobi] shows of Minecraft on the Game Boy Advance (GBA) with its proper 3D-rendering hardware are leaps ahead of what the basic SNES can do.

This of course raises the question of what Minecraft on the SNES could look like once you add the Super FX or similar 3D accelerator chips for the SNES into the mix. Rather than just being limited to sprite-based graphics and transformations, suddenly you can use real polygons.

Continue reading “Using The Basic SNES Hardware To Play Minecraft”

Joy-Cons Plus WiiMotes Make For Switch 2 Wii-Cons

As popular as the Nintendo Switch and its sequel are, it’s hard to argue that its click-on Joy-Con controllers are ergonomic, barring you having very uniquely shaped hands. This thought and a stack of Wii controllers led [KOUZEX] to the mad project of merging Joy-Cons and WiiMotes into what can affectionately be called Wii-Cons, or perhaps JoyMotes.

Suffice it to say that it’s not a very clean or easy mod, and you could definitely make the point that a custom PCB and 3D-printed shell would  have been a lot easier. Making space for the Joy-Con’s side rail, thumb stick and PCB without simply tossing the WiiMote’s PCB was a tough ask, and these are two WiiMotes that will never connect to a Wii again.

With the WiiMote-shaped Joy-Cons working pretty well after all that work, the issue of remapping Joy-Con buttons that have no match on WiiMotes was probably the biggest headache. Here having said custom version could be rather helpful to have more control over the button layout, also to not have to keep harvesting the dwindling supply of WiiMotes to make WiiCons. It might even be possible to keep all the WiiMote functionality that way, to really blow people’s minds when you use your fancy Joy-Cons to next play a game on an original Wii.

Continue reading “Joy-Cons Plus WiiMotes Make For Switch 2 Wii-Cons”

Using The Famicom Network System In 2026

Usually, the name ‘Famicom’ and the associated Nintendo Entertainment System (NES) don’t exactly bring to mind downloadable content and online services. However, at least in Japan, a modem add-on for the Famicom offered those features. Released in 1988, the Family Computer Network System (FCNS) offered all that using its modem to dial into Nintendo’s servers. Recently, [Throaty Mumbo] got his mitts on one of these units to try and see what you can still do with it in 2026.

Voiding that Nintendo warranty. (Credit: Throaty Mumbo, YouTube)

Although only mildly successful in the Japanese market, Nintendo still sold 130,000 of these modem add-ons, with tens of thousands of users for the stock brokering, banking, and Super Mario Club services offered. The experiences with the FCNS would form the foundation for Nintendo’s Satellaview for the Super Famicom and from there into today’s Nintendo Online offerings.

Of course, the main challenge with reviving the FCNS in 2026 is that the remote servers were turned off decades ago, along with the minor detail that to do anything with it you need to insert a special card. This was missing in the used version that [Throaty Mumbo] bought, but fortunately he got a workable Super Mario Club card. The next struggle? He doesn’t speak Japanese, so it took a while to eke out the details.

Continue reading “Using The Famicom Network System In 2026”

Troubleshooting Video Delay On The Raspberry Pi

The Raspberry Pi line of single-board computers are great little devices, and they can do great things with cameras and video. However, there can be a fair bit of latency involved in these tasks depending on the board you’re using and just what you’re doing. You need to have things set up just so to get peak performance. [MattKC] has tangled with this issue in a personal project, and recently had somewhat of a breakthrough.

The issue came up during [MattKC’s] work on cloning the WiiU gamepad. The idea was to receive the video stream from the WiiU console and display it using a Raspberry Pi Zero 2W. He had some problems with latency, wherein there was a strange 3 frames of latency in the video pipeline that just wouldn’t go away. Even substituting in some dummy frames into the pipeline and ignoring them at output time didn’t work—the latency stuck around. Eventually, [MattKC] realized the delay wasn’t about a certain number of frames—it was about time. About 50 milliseconds, in fact.

Drilling down further revealed that there was a problem in the way frames were being fed into and received from the decoder. The first frame would take about 50 ms to decode, while later frames would take far less—as little as 5ms. However, [MattKC’s] code wasn’t set up to grab frames as soon as they were done, so the lag carried forward. The video explains it in greater detail, and how polling the decoder regularly helped solve the issue. The final result was a Raspberry Pi Zero 2W that could process and display the WiiU video feed as quickly as the original Nintendo WiiU gamepad.

If you dug this, it’s worth going back and checking out where the WiiU gamepad project started, too. Video after the break.

Continue reading “Troubleshooting Video Delay On The Raspberry Pi”

Functional Jumping Pokéball From An Ancient Pokémon World

When playing a game about Pocket Monsters, there’s one thing you can’t avoid using no matter what you do, and that’s a pokeball. Whether it’s a new or old game, you can’t avoid it. Many from different generations or spin-off games have their own fun spin, and that’s what [Kiara] wanted to explore with her custom made replication of an older style of ball.

Continue reading “Functional Jumping Pokéball From An Ancient Pokémon World”