3D Printed Goggles Let R.O.B. See Into The Bluetooth World

We admit that a hack enabling a 34-year-old video game peripheral to be controlled by a mobile app wasn’t something we were expecting to see today, but if controlling something with something else isn’t the definition of a classic hack, we don’t know what is. The folks at [Croxel Inc.] worked out a way to control R.O.B. using a phone app to demo out their expertise in building hardware and software prototypes, a service they offer at their website.

R.O.B. was a little robot with movable clamp arms bundled with the 1985 release of the NES, an effort by Nintendo of America to drive sales of the console after the gaming crash of 1983 by making it look less like a video game and more like a toy. The robot receives inputs from light sensors in its head, which would be pointed towards the TV playing one of the only two games released with support for it. [Croxel] used this to their advantage, and in order to control the robot without needing a whole NES, they fabricated a board using a BGM111 Bluetooth Low-Energy module which can receive outside inputs and translate them to the light commands the robot recognizes.

To avoid having to modify the rare toy itself and having to filter out any external light, the hack consists of a 3D printed “goggles” enclosure that fits over R.O.B.’s eyes, covering them entirely. The board is fitted inside it to shine the control light into its eyes, while also flashing “eye” indicators on the outside to give it an additional charming 80s look. The inputs, which are promptly obeyed, are then given by a phone paired to the module using a custom app skinned to look like a classic NES controller.

We’ve seen more intrusive hacks to this little robot here on Hackaday, such as this one which replaces the old sluggish motors entirely with modern servos and even plans to reconstruct it from scratch given the scarcity of the originals. It’s interesting to see the ways in which people are still hacking hardware from 35 years ago, and we’re excited to see what they’ll come up with around the 40 or 50 year marks!

[via Gizmodo, thanks Itay for the tip!]

Nintendo Switch Doubles As Network Switch

Coming straight to you from the “Department of Redundant Redundancies” comes this clever hack that turns a Switch into a switch. More specifically, a network switch. Not even a half bad one either, judging by the speed tests [Cynthia Revström] performed after setting it all up. We wouldn’t advise you dump your existing network gear in favor of a repurposed game system, but perhaps in a pinch…

Despite what you might be thinking, there’s no hardware modifications at work here. This is a fully functional Nintendo Switch that’s just had two USB to Ethernet adapters plugged into it. The secret ingredient is the addition of some Penguin Power, up and running on Nintendo’s latest and greatest thanks to a project called switchroot.

With Linux running on the system, all [Cynthia] had to do was make sure that the USB to Ethernet adapters were supported, and fiddle around with the brctl and ip commands to configure a bridge between the interfaces to get the packets moving. Putting the Switch between the main network and a test computer showed it had a throughput of just over 90 Mbps, which is about all that could be expected from the USB-connected network interfaces.

From here it wouldn’t have taken much more effort to get the system working as a wireless router and providing services like DHCP and NAT to clients. But since Nintendo didn’t see fit to call it the Router, that would’ve offered minimal meme value. There’s always next generation.

Seeing the Nintendo Switch do a surprisingly good job running as an Ethernet switch is even more surprising given the fact that it struggles to function with accessories that are actually intended for it. Though to be fair, the migration to USB-C has been a little rockier than most of us would have hoped.

The Boxy All-In-One Nintendo 64 Your 1990s Self Always Wanted

In 1997, chances are that if you didn’t have a Nintendo 64 already, you wanted one. (Never mind that the games cost the GDP of a small country.) It gave you both the supreme game designing talent of Shigeru Miyamoto and graphics that left the Sony behind. The trouble, though, was that like all consoles, the N64 required a large TV set and a load of wires. There was never a compact all-in-one version that integrated console, display, and speakers in the same package, and that was something [Mason Stooksbury] evidently considered to be a shame. A couple of decades late, he’s created the all-in-one Nintendo 64 appliance that the games giant never made in the ’90s, and we’re lucky enough to be able to take a look at it.

The starting point for the build is entirely in-period, the shell of a late-1990s Compaq CRT monitor. In the front goes a laptop display panel with a monitor conversion board, leaving plenty of space behind for a pair of full-size speakers. On top of the speakers sits a bare N64, with the controller ports brought out to the front panel below the screen. It’s not all retro though, there is also an HDMI converter and an HDMI output to drive a modern TV if desired. The N64 itself has an interesting backstory, it was his original console from back in the day that died following a lightning strike, and he brought it back to life decades later after some research revealed that the N64 PSU has a fuse.

Would an all in one ’64 have sold like hot cakes in ’97? Probably, and we’d be featuring all sorts of hacks on them today. As it is, portable N64s seem to feature most often here.

Teardown: 168-in-1 Retro Handheld Game

The holidays are upon us, and that can mean many furrowed brows trying to figure out what token gift they can give out this year as stocking-stuffers. Something that’s a bit more interesting than a coupon book or a lotto scratcher, but also affordable enough that you can buy a few of them without having to take part in that other great holiday tradition: unnecessary credit debit.

Includes the NES classic Super Militarized Police Bros 3

Which is how I came to possess, at least temporarily, one of these cheap handheld multi-games that are all over Amazon and eBay. The one I ordered carries the brand name Weikin, but there are dozens of identical systems available, all being sold at around the same $20 USD price point. With the outward appearance of a squat Game Boy, these systems promise to provide precisely 168 games for your mobile enjoyment, and many even include a composite video out cable and external controller for the less ambulatory classic game aficionado.

At a glance, the average Hackaday reader will probably see right through this ploy. Invariably, these devices will be using some “NES on a Chip” solution to emulate a handful of legitimate classics mixed in with enough lazy ROM hacked versions of games you almost remember to hit that oddly specific number of 168 titles. It’s nearly a foregone conclusion that at the heart of this little bundle of faux-retro gaming lies a black epoxy blob, the bane of hardware tinkerers everywhere.

Of course, there’s only one way to find out. Let’s crack open one of these budget handhelds to see what cost reduction secrets are inside. Have the designers secured their place on the Nice List? Or have we been sold the proverbial lump of coal?

Continue reading “Teardown: 168-in-1 Retro Handheld Game”

Bringing The NES Cartridge Into The USB Age

An NES cartridge in its most basic form is a surprisingly simple device, it contains two ROMs hosting all the code and assets of its game, and a Nintendo code chip that provided what was a state-of-the-art consumer DRM system for the 1980s. Decades later its inner workings have been extensively reverse-engineered, and there have been quite a few custom and reprogrammable cartridge designs produced.

This hasn’t stopped [Troy Denton] and [Brad Taylor] making a cartridge of their own though, and the result of their labours is a fully USB reprogrammable cartridge for the Nintendo Entertainment System. It provides nonvolatile storage and is a simpler design than you might expect, using a pair of 1 megabit Flash chips and emulating Nintendo’s DRM with an ATtiny microcontroller.

In itself it’s an interesting enough design, but what makes the write-up stand out is the description of having the boards manufactured by a PCBA service, and their subsequent debugging. A surface-mount micro USB socket that shorted out the USB power required a bit of rework to place Kapton tape beneath it, while another clever patch uses the NES clock signal to provide a read-only line for the memory. It’s also interesting to hear about their manual “crowdfunding” approach which was to ask around if anyone else wanted one so they could bring unit cost down by producing more cartridges.

If you’re interested in the NES DRM system, it’s a subject we’ve touched on in the past.

Projector And NES Mini Hide Out Inside The Real Thing

Taking a page out of the Xzibit Engineering Handbook, [Geeksmithing] recently decided that the gutted carcass of an original Nintendo Entertainment System would make a perfect home for…a smaller NES. Well, that and two wireless controllers. Plus a projector. Oh, and batteries so it can be used on the go. Because really, at that point, why not?

The video after the break starts with a cleverly edited version of a legitimate NES commercial from the gaming glory days of the 1980s, and segues into an rundown of all the modern hardware [Geeksmithing] crammed into the case of this legendary console. It helps that the official NES Classic used for the project is so much smaller than its more than thirty year old predecessor, leaving plenty of room inside to get creative. We particularly like the dual wireless controllers which are conveniently hiding inside the original cartridge slot.

Frankly, that alone would have made this project worthwhile in our book, but [Geeksmithing] didn’t stop there. He also added in a pico projector that’s normally covered up by the black facia on the rear of the console, complete with a “kickstand” to tip the system up to the appropriate angle. Continuing with the theme of enabling ad-hoc NES play sessions, he also packed in enough batteries to keep the system running for a respectable amount of time. There’s even put an inductive charging coil in the bottom of the system so he can top off the batteries just by dropping the system on a modified SNES mousepad.

Last time [Geeksmithing] checked in, he was embedding a Raspberry Pi into a Super Mario Thwomp that was made from real concrete. We can’t wait to see what he comes up with next.

Continue reading “Projector And NES Mini Hide Out Inside The Real Thing”

That Game Cartridge Isn’t As Straightforward As You’d Think

Classic games consoles played their games from cartridges, plastic bricks that held a PCB with the game code on it ready to be run by the console hardware. You might therefore expect them to be an easy prospect for emulation, given that the code can be extracted from whatever ROM they contain. But as anyone with an interest in the subject will tell you, some cartridges included extra hardware to boost the capabilities of their games, and this makes the job of an emulator significantly more complex.

[Byuu] has penned an article exploring this topic across a variety of consoles, with in-depth analyses of special-case cartridges. We see the obvious examples such as the DSP coprocessors famously used on some SNES games, as well as Nintendo’s Super Game Boy that contained an entire Game Boy on a chip.

But perhaps more interesting are the edge-case cartridges which didn’t contain special hardware. Capcom’s Rockman X had a copy protection feature that sabotaged the game if it detected RAM at a frequently used save game address emulated by copiers. Unfortunately this could also be triggered accidentally, so every one of the first generation Rockman X cartridges had a manually attached bodge wire that a faithful emulator must replicate. There is also the case of the Sega Genesis F22 Interceptor, which contained an 8-bit ROM where most cartridges for this 68000-powered platform had a 16-bit part. Simple attempts to copy this cartridge result in the upper 8 bits having random values due to the floating data lines, which yet again an emulator must handle correctly.

It’s a subject with a variety as huge as the number of console developers and their games, and a field in which new quirks are constantly being unearthed. While most of us don’t spend our time peering into dusty cartridges, we’re grateful for this insight into that world.

We’ve visited the world of emulators a few times before, such as when we looked at combatting in-game lag.