If you’ve ever wanted to take a dive into and visualize a game’s code, this could be a seminal example in a literal sense. After twenty-one months of effort, the entire Pokemon Red game is now playable inside Minecraft.
[Mr. Squishy] is the mad genius behind this project, laboriously re-coding the game literally block by block. A texture pack is needed for the specific sprites, but otherwise it is playable without mods. It’s not immediately apparent when loading in to the level, but chip your way through the floor of the stadium and you are confronted by something awe-inspiring: sprawling constructions, like great soaring cliffs, comprising approximately 357,000 command blocks — equating to the same in lines of code. Every animation, tracked stat, attack and their effects, the various pokemon and their properties, and so on are rendered in the game’s physical space for you to wander through.
Beneath that are levels of maps, positional data, properties of those areas, NPCs, and a clever glitch that [Mr. Squishy] used to keep everything loaded at once.
Continue reading “Game-Ception: Pokemon Red Playable Inside Minecraft”
The Nintendo Switch portable gaming system is heavily locked down to prevent hacking, but the Labo add-on looks like it might be a different matter. The Labo is a series of add-on devices made of cardboard that does things like turn the Switch into a musical keyboard that plays a waveform on a card that you slot in. [Hunter Irving] decided to try a bit of reverse engineering on these cards to see if he could 3D print his own. Spoilers: he could.
[Hunter] started by taking one of the cards that come with the Labo and looking at the layout. These cards are, like the rest of the Labo, very simple: they are just shaped pieces of card that fit into the back of the keyboard add-on. When you press a button, the Switch camera reads the card to create the waveform. So, the process involved figuring out the required dimensions of the card to create a template. [Hunter] then created simple waveforms (square, sine, sawtooth) in Inkscape, and used this to create a 3D printable waveform card. A quick bit of 3D printing later, he had several cards ready, and these worked without problems. As well as the synthetic waveforms, he tried real ones, such as an organ, taking the waveform shape from the zoomed-in sample and using that to print. This post describes the process nicely and offers downloads of 9 sample cards and a template to create your own.
We suspect that this is only scratching the surface of what can be done with the Switch, Labo, and some ingenuity. Unlike the Switch itself, the Labo seems to be built for hacking, using simple, easy to use components to create surprisingly complex mechanisms that could be adapted for any number of purposes.
We’re sure this isn’t the only Labo hack we’ll be covering over the coming year. Not sure what all the fuss is about? Read our reporting on its arrival.
People trying to replicate their favorite items and gadgets from video games is nothing new, and with desktop 3D printing now at affordable prices, we’re seeing more of these types of projects than ever. At the risk of painting with too broad a stroke, most of these projects seem to revolve around weaponry; be it a mystic sword or a cobbled together plasma rifle, it seems most gamers want to hold the same piece of gear in the physical world that they do in the digital one.
But [Jonathan Whalen] walks a different path. When provided with the power to manifest physical objects, he decided to recreate the iconic “Question Block” from the Mario franchise. But not content to just have a big yellow cube sitting idly on his desk, he decided to make it functional. While you probably shouldn’t smash your head into the thing, if you give it a good knock it will launch gold coins into the air. Unfortunately you have to provide the gold coins yourself, at least until we get that whole alchemy thing figured out.
Printing the block itself is straightforward enough. It’s simply a 145 mm yellow cube, with indents on the side to accept the question mark printed in white and glued in. A neat enough piece of decoration perhaps, but not exactly a hack.
The real magic is on the inside. An Arduino Nano and a vibration sensor are used to detect when things start to get rough, which then sets the stepper motor into motion. Through an ingenious printed rack and pinion arrangement, a rubber band is pulled back and then released. When loaded with $1 US gold coins, all you need to do is jostle the cube around to cause a coin to shoot out of the top.
If this project has got you interested in the world of 3D printed props from the world of entertainment, don’t worry, we’ve got you covered.
Continue reading “Beat This Mario Block Like it Owes You Money”
As you probably know, the Nintendo Switch is the incredibly popular console of the moment. You of course also know that LEGO has been popular since the beginning of recorded history. So it was only a matter of time before somebody decided that these two titans of youthful entertainment needed to combine up like some kind of money-printing Voltron. You know, for science.
[Vimal Patel], a known master of all things plastic brick related, decided to take up the challenge with a few experimental LEGO accessories for the Switch. These add-ons are largely designed to make playing the Switch a bit more comfortable, but represent an interesting first step to more complex hardware modifications down the road.
The key to these experiments are a set of 3D printed rails which allow you to attach standard LEGO parts to the Switch. With the rails installed, [Vimal] demonstrates a simple “kick stand” which improves the system’s stability when not being used in handheld mode.
A few different steering wheel modifications are also demonstrated, which use an impressive bit of engineering to move the controller’s analog stick left and right with rotational input on the wheel. Both variations are shown in-use with Mario Kart, and seem to do the job.
It will be interesting to see what kind of projects will be made possible at the intersection of Switch and LEGO when Nintendo Labo goes live later this month.
Continue reading “LEGO Meets Nintendo Switch”
[Christopher Foote] didn’t play quite as many games as he wanted to as a child. After years of catching up using the RetroPie and the PiGRRL 2, it was when he first picked up a Switch’s joy-cons that inspiration struck. Behold: the PiSwitch!
Realizing they operated on Bluetooth tech, [Foote] spent a fair chunk of time getting the joy-cons to properly pair to the Raspberry Pi 3 and function as one controller. Once done, he relied on Linux Joystick Mapper to manage the keybindings with some extra legwork besides to get the analog sticks working properly.
To make this console mobile, he’s packed a 6600mAh battery and Adafruit Powerboost 1000c into the device, added a second headphone jack and speaker for commuting and home enjoyment, and a Pi V2 camera module. A 3D printed case, encapsulating these components and a seven-inch touchscreen, also allows the joy-cons to be detached — though he plans on updating its design in the future.
The PiSwitch boots into a custom UI that lets you select different services — RetroPie, Kodi, Debian, and the terminal — while the joy-cons seamlessly function together or individually regardless of the activity. Check out the quick intro tour for this project after the break!
Continue reading “It Looks Like A Nintendo, But It’s Running A Pi: A Gamer’s Long-Sought Dream Handheld”
[Dorison Hugo] let us know about a project he just completed that not only mods Nintendo with more Nintendo, but highlights some of the challenges that come from having to work with and around existing hardware. The project is a Gamecube Dock for the Nintendo Switch, complete with working Gamecube controller ports. It looks like a Gamecube with a big slice out of it, into which the Nintendo Switch docks seamlessly. Not only that, but thanks to an embedded adapter, original Gamecube controllers can plug into the ports and work with the Switch. The original orange LED on the top of the Gamecube even lights up when the Switch is docked. It was made mostly with parts left over from other mods.
The interesting parts of this project are not just the attention to detail in the whole build, but the process [Dorison] used to get everything just right. Integrating existing hardware means accepting design constraints that are out of one’s control, such as the size and shape of circuit boards, length of wires, and often inconvenient locations of plugs and connectors. On top of it all, [Dorison] wanted this mod to be non-destructive and reversible with regards to the Nintendo Switch dock itself.
To accomplish that, the dock was modeled in CAD and 3D printed. The rest of the mods were all done using the 3D printed dock as a stand-in for the real unit. Since the finished unit won’t be painted or post-processed in any way, any scratches on both the expensive dock and the Gamecube case must be avoided. There’s a lot of under-cutting and patient sanding to get the cuts right as a result. The video (embedded below) steps through every part of the process. The final screws holding everything together had to go in at an odd angle, but in the end everything fit.
Continue reading “Gamecube Dock For Switch Mods Nintendo with More Nintendo”
Polyglots, in computing terms, are files have multiple valid meanings. We’ve seen some amazing examples of polyglot files in releases of The International Journal of PoC||GTFO. One example: a PDF that is also a ZIP, HTML file, and BPG image.
[Vi Grey] was inspired by PoC||GTFO’s release of a PDF/ZIP/NES ROM hybrid file for issue 0x14. Using a different method, [Vi] created a file which is both an NES ROM and ZIP, where the full contents of the ZIP are stored in the NES ROM.
When PoC||GTFO created their NES ROM polyglot, they stuck most the information outside the bounds of the NES ROM. While the file is valid, you’d lose the ZIP archive if it was burnt to a cartridge.
[Vi]’s polyglot is different. Rip it from a real NES cartridge and you get a ZIP file. Unzip it, and you get the source. Compile that source, and you get a valid ZIP file containing the source. Burn that to a cartridge and… hopefully you grok the recursion at this point.
The source and scripts to mangle the polyglot together are up on Github.