Turning GameCube & N64 Pads Into MIDI Controllers

It’s fair to say that the Nintendo 64 and GameCube both had the most unique controllers of their respective console generations. The latter’s gamepads are still in high demand today as the Smash Bros. community continues to favor its traditional control scheme. However, both controllers can easily be repurposed for musical means, thanks to work by [po8aster].

The project comes in two forms – the GC MIDI Controller and the N64 MIDI Controller, respectively. Each uses an Arduino Pro Micro to run the show, a logic level converter, and [NicoHood’s] Nintendo library to communicate with the controllers. From there, controller inputs are mapped to MIDI signals, and pumped out over traditional or USB MIDI.

Both versions come complete with a synth mode and drum mode, in order to allow the user to effectively play melodies or percussion. There’s also a special mapping for playing drums using the Donkey Konga Bongo controller with the GameCube version. For those eager to buy a working unit rather than building their own, they’re available for purchase on [po8aster’s] website.

It’s a fun repurposing of video game hardware to musical ends, and we’re sure there’s a few chiptune bands out there that would love to perform with such a setup. We’ve seen other great MIDI hacks on Nintendo hardware before, from the circuit-bent SNES visualizer to the MIDI synthesizer Game Boy Advance. Video after the break.

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The Ridiculous GameCube Keyboard Controller Gets Modded

Believe it or not, there was a keyboard peripheral sold for the original GameCube, and it was built into the middle of a controller. Designed for the Phantasy Star Online games, it allowed players to easily communicate with others via chat. [peachewire] got their hands on one, and set about modifying it in the way only a true keyboard fanatic could.

The result is a gloriously colorful keyboard and controller set up to work with a PC. The stock membrane keyboard was removed entirely, which is possible without interfering with the gamepad hardware inside the controller shell. It was replaced with a Preonic keyboard PCB, fitted with Lubed Glorious Panda switches and those wonderful pastel DSA Vilebloom keycaps. The keyboard also features a Durock screw-in stabilizer to make sure the  space key has a nice smooth action. The controller itself received a set of colored buttons to match the theme, setting off the aesthetic. It’s still fully functional, and can be used with an adapter to play games on the attached PC.

Overall, it’s a tidy controller casemod and one hell of a conversation starter when the crew are scoping out your battlestation. The added weight might make it a little straining for long gaming sessions in controller mode, but it looks so pretty we’re sure we wouldn’t notice.

We’ve seen keyboards and Nintendo mashed up before; this Smash Bros. controller makes excellent use of high quality keyswitches. Video after the break.

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Super Mario Bros. 35 Lives Again With A Fan-Made Server

If you liked playing Super Mario Bros. 35, the unique multiplayer battle royale Mario game that Nintendo released last year on the Switch to celebrate 35 years since the original NES version of Super Mario Bros, then it’s likely that you have been disappointed since April. The gaming giant ended support and removed the game’s servers once their 35 year celebrations were over, leaving the game’s players hanging. Happily there’s a solution, because [Kinnay] has presented a reverse-engineered Nintendo game server replacement along with a game patch, that should keep gamers in multi-Mario fun forever.

While it’s a boon for fans of this particular game, the real value here is in introducing us to the reverse engineering work on those Nintendo servers. We learn about their various foibles over several generations of console, and perhaps most importantly we learn something of their inner workings.

Usually when a game server is turned off it’s because the platform it supports is so ancient as to have hardly any users. This time-limited game on an up-to-date platform is unusual then, but since it was made available to subscribers to Nintendo’s online service for free it’s less of a surprise. Certainly not in the same class as the loss of servers for an entire platform.

Thanks [Digiaap] for the tip.

Header image: Elvis untot, CC BY-SA 4.0.

Turning The Virtual Boy Into A Handheld Console

The Virtual Boy, Nintendo’s most infamous failure, was plagued by several issues. The most glaring problem was the red monochrome stereoscopic display technology which gave many users a headache after even a short time playing, but it’s sky-high price and extremely limited library of games kept many prospective buyers at bay as well. There was also the issue of portability: unlike the Game Boy it was named after, the Virtual Boy barely qualified as a portable system due to the fact it needed to be set up on a table to use.

But now, thanks to the tireless efforts of [Shank], at least a few of those issues have been resolved. He’s built the world’s first truly portable Virtual Boy, which swaps the system’s troubled 3D display for a modern IPS LCD panel. The custom handheld, designed to merge the Virtual Boy’s unique aesthetic with the iconic styling of the Game Boy Advance, looks like it came from some alternate timeline where Nintendo decided to produce a cheaper and less cumbersome version of the system rather than abandoning it.

While the work [Shank] has put into the project is unquestionably impressive, it should be said that it took the efforts of several talented hackers to create the handheld Virtual Boy. The key component that made the modification possible in the first place is the VirtualTap by [Furrtek], which not only provides the VGA output that’s driving the LCD panel, but fools the system’s motherboard into believing the servo-actuated stereoscopic display is still connected and active.

It’s also using the open source power management board that [GMan] originally developed for his own portable N64, [Bassline] chipped in to cast the custom buttons and D-pad in translucent resin, and [Mitch 3D] put an untold number of hours into printing and reprinting the system’s multicolored enclosure until it came out just right.

All the little details of the final system, which [Shank] calls the Real Boy, put this project into a league of its own. Special combinations of button presses allows the user to change the color of the display, should you get sick of the infamous red-tint. The buttons also have RGB LEDs behind them that correspond with the color scheme of the display itself, for that extra bit of gamer cred. He even made sure to include the system’s original link port, despite the fact that no officially released game ever made use of it.

Our first run in with [Shank] was when he demoed a portable Wii built into a mint tin. It made for a pretty pitiful gaming experience, but the project demonstrated his dedication to seeing a project through to the end. Watching his skills improve over the last few years has been inspiring, and we can’t wait to see what he comes up with next.

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Nintendo DS Transformed Into Gameboy Macro

Nintendo’s Game Boy line were the world’s most popular handheld gaming systems, but did have their drawbacks. Most notably, the Game Boy didn’t receive a backlit color LCD until the Game Boy Advance SP launched in 2003. Of course, you can always build your own Game Boy that rectifies this and other shortcomings, and that’s what [JoshuaGuess] did with this Gameboy Macro build.

The build ends up like a bigger version of the Game Boy Micro, the final release in the Game Boy line.

The build is based around a Nintendo DS Lite, one of Nintendo’s later handhelds featuring dual screens. In this build, the top screen is removed and discarded entirely. The motherboard is then hacked with a resistor on some test points to allow it to still boot with the top missing. The shell of the bottom half is then cleverly modified with epoxy clay and paint in order to hide the original hinge and give a clean finished aesthetic.

The final result is essentially a larger version of the Game Boy Micro, the final handheld in the Game Boy line. It also has the benefit of a bigger, brighter screen compared to virtually any Game Boy ever made. The only thing to note is that the DS hardware can only play Game Boy Advance games, not the earlier 8-bit titles.

It’s a fun build, and one that goes to show you don’t have to throw a Raspberry Pi in everything to have a good time. That can be fun too, though. If you end up building the Game Boy Nano or Game Boy Giga, please let us know. Be sure to include measurements to indicate how it’s scaled in SI units relative to the Game Boy Micro itself.

What NES Development Looks Like On The Apple II

These days, if you want to code a game for the original Nintendo Entertainment System, it’s about as easy as downloading an assembler, firing up Notepad, and running the ROMs you cook up in any one of a variety of emulators. In the 1980s none of those things existed, and the process was a little more complicated – as demonstrated by [Tyler Barnes] in the video embedded below.

[Tyler] has put together a 40-minute guide on what it takes to get to “Hello World” – or more accurately, a simple pink screen – on the NES, using period-correct hardware. He starts the process by formatting some floppy disks and whipping up some basic assembly code on an Apple IIe, which gets run through the Merlin assembler for the 6502. It’s particularly convenient as the Apple II line and the NES both run the same CPU. From there it’s a case of using a standalone EPROM programmer to verify some appropriately-datecoded chips are empty, before programming them in a special add-on card for the Apple II. From there, the EPROMs are loaded into a cart custom modified with chip sockets, where it can be inserted into a NES for testing.

It’s a tedious process, with just the programming side of things taking on the order of ten to twenty minutes with a few fiddly steps along the way. While there are likely some efficiency gains to be had that were used by studios back in the day, it remains clear that development in this era was a much slower process.

Of course, if you prefer your Nintendo homebrew a couple generations hence, consider getting stuck in on the Nintendo 64. Video after the break.

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Pocket Sized Wii Sets The Bar For Portable Builds

Over the last few years we’ve seen several projects that convert Nintendo’s Wii into a handheld console by way of a “trimming”, wherein the system’s motherboard is literally cut down to a fraction of its original size. This is made possible due to the fact that the majority of the console’s critical components were physically arranged in a tight grouping on the PCB. While it might not be the smallest one we’ve ever seen, the Wii SPii by [StonedEdge] is certainly in the running for the most technically impressive.

It took [StonedEdge] the better part of a year to go from the first early 3D printed case concepts to the fully functional device, but we’d say it was certainly time well spent. The general look of the portable is strongly inspired by Nintendo’s own GameBoy Advance SP, albeit with additional buttons and control sticks. In terms of software, the system is not only able to run Wii and Gamecube game ISOs stored on its SD card, but also several decades worth of classic titles through the various console emulators available for the system.

The Wii SPii makes use of a particularly difficult variation of the Wii miniaturization concept known as the OMEGA trim, and is supported by a custom PCB that’s responsible for things like power management and audio output. As it was never designed to be particularly energy efficient, the trimmed Wii motherboard will deplete the system’s dual 18650 cells in about two and a half hours, but at least you’ll be able to get charged back up quickly thanks to USB-C PD support. All of the hardware just fits inside the custom designed case, which was CNC milled from acrylic and then sandblasted to achieve that gorgeous frosted look.

[StonedEdge] says the Wii SPii was inspired by the work of accomplished smallerizer [GMan], and even uses some of the open source code he developed for the audio and power management systems. In fact, given its lengthy list of acknowledgements, this project could even be considered something of a community affair. Just a few years after we marveled at a functional Wii being crammed into an Altoids tin, it’s truly inspiring to see what this dedicated group of console modders has been able to accomplish by working together.

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