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.

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60 FPS NES Emulator On ESP32

At least in theory, video games are more resistant to becoming lost media thanks to their digital nature — they’re easy to copy and emulators have saved many titles that are otherwise locked in corporate vaults. But emulators give us something beyond simple preservation: they can also be used to enhance games well beyond the capabilities of the original systems while still preserving the souls of the games, as this NES emulator manages to do.

The emulator is called Anemoia-ESP32, and as its name suggests is a re-write of the Anemoia emulator specifically built for the ESP32. By modern standards these little chips don’t pack much of a punch, but compared to original NES hardware they’re more than up to the task of gaming. This project aims to recreate the Nintendo Entertainment System experience as faithfully as possible, hitting 60 FPS in most instances, as well as maintaining full audio emulation. Running on an ESP32 enables some truly small handheld options that would be difficult to achieve with more traditional platforms for emulation. There are some PCBs available here as well, but aren’t required to explore this project with.

As far as extra features compared to original NES hardware, the emulator does support save states and has a number of other settings improvements. Installation is as easy as flashing any other firmware image onto an ESP32, which these days can even be done from the browser. No word on whether or not it will eventually support emulating dual Picture Processing Units, but we can hope.

Why The NES Put Out A Wobbly Picture

The NTSC television standard is a masterpiece of mid-century engineering, to pack a color image into the transmission bandwidth of a monochrome one, and to do so while maintaining backward compatibility with earlier monochrome TV sets. In terms of its timings and choice of sync and carrier frequencies it’s elegantly thought out for maximum quality on a 1950s round-CRT color TV set.

The trouble is, that while the standards are exacting, the receivers are quite forgiving, and will display adequately even with substantially off-spec video. [Nicole Express] is here with an in-depth examination of a time when that was pushed just a little bit too far, explaining why the Nintendo Entertainment System (NES) displayed wobbly color images.

We’re treated to a run-through of the NTSC standard itself, and a look at how some of the other consoles and home computers of that era either had similar problems, or managed to avoid them. The key lies in the exacting timing required to achieve perfect interlacing, and the NES’s use of a single crystal to provide all the clocks. The dot clock on adjacent frames was almost right, but not quite, leading to a side-to-side wobble that while barely perceptible, was exacerbated by some graphics. It’s a fascinating read.

We’ve looked at composite video in detail in the past.


NES image: JCD1981NL, CC BY 3.0.

Porting The Legend Of Zelda: Twilight Princess To The 3DS

After the Nintendo 3DS saw various Nintendo 64-era titles like Super Mario 64Ocarina of Time and Majora’s Mask ported to it, there was a lot of speculation that the GameCube/Wii title of Twilight Princess might soon make its way to this handheld gaming system too. Unfortunately no official release happened, but with the recently decompiled source code of the game in hand, [Tobi] set out to see whether such a port was realistic.

Compared to the somewhat scruffy Nintendo DS and DSi handhelds, the 3DS hardware is decidedly more beefy, both in the processor department as well as in terms of RAM with 128 MB of FCRAM (Fast Cycle DRAM). This puts it within batting distance of the game’s original two consoles.

In the video the current status of the porting effort is demonstrated, with the game actually running surprisingly well despite the early state of the porting project. Even with the rather impressive graphical glitches and overall instability that one would expect at this early stage, the game is essentially already playable.

As noted by [Tobi], the next steps will involve fixing these bugs and above all actually optimizing the so far quick-and-sloppy port. Along with the possibility of actually having Twilight Princess rendered in 3D, this is a rather exciting development that demonstrates that an official version of the game for the 3DS would have been easily possible.

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Graphics Upgrade For Nintendo Entertainment System

Modern video game consoles rarely have expansion ports, but in the 80s and 90s it was practically guaranteed. With the speed that hardware was advancing it made sense to build in some way to upgrade a system’s capabilities throughout its lifespan. But while this gave us things like the Sega CD and N64 Expansion Pak, many ports ultimately went unused. Given this recent project from [decrazyo], one wonders if unused port on the bottom of the Nintendo Entertainment System could have been used to expand its graphical capabilities.

The basis of this upgrade is the fact that the Picture Processing Unit (PPU) on the NES has four pins that are grounded. These four pins tell the NES to display the background color if the pixel is transparent. Since they’re normally grounded, this means the NES can only display a limited background image, but there’s no reason these pins must be grounded. By using a second PPU configured to output graphics information and wiring it to these four pins on the first PPU, the NES can be given all kinds of new abilities, such as adding parallax effects to backgrounds, rendering more sprites, and showing more colors in the backgrounds.

Of course, the hardware requirements for this will require a donor NES to get the second PPU as well as the necessary memory chip for it, and we don’t recommend tearing apart perfectly good retro consoles for experimentation if it can be avoided. Presumably, you could use this open-source NES hardware alternative instead. But for those with the parts and the gumption, creating a demo or adding graphics features to homebrew games using this second graphics chip is within reach.

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Running Windows NT On The Nintendo Gamecube

The Nintendo GameCube is known for playing the best version of Smash Bros. and its vaguely rectangular aesthetic. It’s not particularly known for running a workstation OS from the mid-1990s. However, with a little work, your diminutive purple console could also boot up Windows NT if you really wanted it to.

You’ll want a controller that looks *like* this, but not this exact model—because [Jiga Tech] couldn’t get this keyboard controller to work with the ported version of Windows NT.
This is fundamentally possible because, once upon a time, Microsoft built a PowerPC version of Windows NT. The work to make it compatible with the GameCube was performed by a group of contributors—[Rairii], [NTx86], and [stonedDiscord]—with the resulting port made available on Github. It won’t just run on the GameCube, either. You can also boot it on the Wii, and within the Wii-U’s vWii mode, as well.

If you’re interested in seeing what this looks like, there’s a great video from [Jiga Tech] on YouTube that outlines the install process. Just note that the GameCube never really came with a proper keyboard. If you want textual input, you’ll have to fuss with a range of controller-entry methods, or get one of the rare GameCube controllers that had an entire keyboard in the middle. We’re not even kidding, they did exist.

If you’re still obsessed with this generation of consoles, consider trying to order pizza from your Sega Dreamcast. Video after the break.

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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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