Over the years we’ve seen a number of homebrew 6502 computers assembled with little more than a breadboard, a sack full of jumper wires, and an otherworldly patience that would make a Buddhist Monk jealous. Anyone who takes the time to assemble a fully functional computer on a half-dozen breadboards lined up on their workbench will always be a superstar in our book.
While we’re still too lazy to attempt one of these builds ourselves, we have to admit that the Vectron 64 by [Nick Bild] looks dangerously close to something you might be able to pull off within a reasonable amount of time. It’s still an incredible amount of work, but compared to some of the other projects we’ve seen, this one manages to keep the part count relatively low thanks to the use of a simple 16×2 LCD for output and user input provided by a PS/2 keyboard. You won’t be playing Prince of Persia on it, but at least you might be able to finish it in a weekend.
The computer is clocked at 1 MHz, and features 32KB RAM
along with 32KB EEPROM. That should be enough for anyone. [Nick] also points out he tried to use era-appropriate 7400 series ICs wherever possible, so no worries about historical revisionism here. If you’re looking for a design that somebody could have potentially knocked together back in the 1970s, this one would get you fairly close.
The astute reader might notice there’s no removable media in this build, and may be wondering how one loads programs. For that, [Nick] allowed himself a bit of modern convenience and came up with a scheme that allows an Arduino (or similar microcontroller) to connect up to the computer’s 28C256-15 EEPROM. With a Python script running on your “real” computer, you can write a new ROM image directly to the chip. He’s included the source code for a simple program which will write whatever you type on the keyboard out on the LCD, which should give you a good framework for writing additional software.
If you’re looking for a bigger challenge, don’t worry. We’ve covered 6502 breadboard computers that will make your eyes water. Incidentally, this isn’t the first time we’ve seen a similar LCD used for one of these computers, so looks like there’s no shame in sneaking in modern parts where it makes sense.
Normally when we bring you news of a retrocomputing design, it will centre around a single processor. At its heart will be a 6502, a Z80, or perhaps a 6809. There will be a host of support chips, some memory as RAM or ROM, and a bunch of interfaces. [Erturk Kocalar]’s RetroShield project for the Arduino Mega breaks all of those rules, because it supports all three of those classic processors, has no support chips, no memory, and no external interfaces beyond the shield connection to the Mega. What on earth is going on!
A closer look reveals that the project is a set of shields that use the Mega’s power to emulate all the support chips and peripherals you’d have seen on the original hardware. And while it would be impressive to have a single board with support for all three CPUs, in fact there is a PCB for each one. But that makes it no less interesting a project for those with an interest in 8-bit processors, because the focus becomes the software rather than a quest to find out-of-production silicon.
So far there is some limited demo software, and his website goes into some detail on the interfacing and code required. The Arduino can only clock the 8-bit CPU at 95kHz in software which may sound a bit low to those familiar with 1980s home computers, but it’s best to think of this as an experimentation platform and give up dreams of playing Elite. An exciting prospect comes in giving the 8-bit machine access to Arduino shields, if improbable hardware is your bag.
If this has captured your interest, you might also wish to take a look at the $4 Z80 single board computer which has a similar ethos.
Microcontrollers are cool, but sometimes the user interface options they can deliver are disappointing. The platform in question may not have the horsepower required to drive a decent screen, and often a web interface is undesirable for security or complexity reasons. Sometimes you just need a good software interface between chip and computer. Firmata is a protocol that’s designed to do just that, and [nanoflite] has brought it to the Commodore 64.
It’s a fun project, which allows one to use the C64’s charming retro graphics to interface with an Arduino-based project. Connection is achieved at 2400bps over the user port, which is plenty fast for most UI applications. [nanoflite] demonstrates the interface with an Arduino Uno and a Grove shield. The C64 is able to display the state of the LED, relay and servo outputs, as well as read the Arduino’s button and potentiometer inputs.
It’s an excellent way to integrate a Commodore 64 into a microcontroller setup without reinventing the wheel. We think it would make an awesome vintage interface to a home automation system or similar build. If you’re interested, but you don’t have a C64 of your own to play with, never fear – you can just build a new one.
There’s no limit to the amount of nostalgia that can be minted through various classic platforms such as the NES classic. The old titles are still extremely popular, and putting them in a modern package makes them even more accessible. On the other hand, if you still have the original hardware things can start getting fussy. With modern technology it’s possible to make some changes, though, as [PJ Allen] did by adding wireless capabilities to his Commodore 64.
Back when the system was still considered “modern”, [PJ] tried to build a wireless controller using DTMF over FM radio. He couldn’t get it to work exactly right and ended up shelving the project until the present day. Now, we have a lot more tools at our disposal than analog radio, so he pulled out an Arduino and a few Bluetooth modules. There’s a bit of finesse to getting the old hardware to behave with the modern equipment, though, but once [PJ] worked through the kinks he was able to play his classic games like Defender without the limitations of wired controllers.
The Commodore 64 was incredibly popular in the ’80s and early ’90s, and its legacy is still seen today. People are building brand new machines, building emulators for them, or upgrading their hardware.
Continue reading “Wireless Controllers For Retro Gaming”
Imagine you’re time-warped back to 1979 and tasked with constructing a personal computer. Could you do it? [RadicalBrad] thinks he can, and his 6502-based “Super VIC” build looks like it’s off to a great retrocomputing start.
Most emulations of old hardware these days go the FPGA route, and while we respect those projects immensely, there’s something to be said for applying a highly artificial constraint at the outset of a project. [RadicalBrad] chose to design like it’s 1979, and limited his ode to the machines of his youth to the 6502 CPU and logic and RAM chips available before 1980. The computer will support NTSC video output and 4-channels of 8-bit sound. No circuit boards will be used – everything is to be assembled on solderless breadboards. So far he has 48 (!) of them ganged together, which sounds like an enormous amount of space to work with, but he still found things crowded enough that some of the DIP bodies were trimmed a bit to fit more closely on the breadboards. The SRAM posed a problem, though, in that the 512K chips he wanted were not available in DIPs. To stay faithful to the constraints, he soldered the SOJ-packaged RAM chips into 40-PIN DIP headers – all 25 chips! We can’t recall a PC of the era sporting 12 megabytes of RAM, but no matter – it’s too cool not to love.
[RadicalBrad] has his work cut out for him, and this could take years to finish. We’re keen to follow his progress and can’t wait till it boots for the first time. Until it does, we’ll just gaze upon such discrete computing wonders as this almost-as-simple-as-possible computer, or even this delightfully noisy adder for a relay computer.
The Raspberry Pi is a great platform for running retro video games, and with the addition of some buttons, a TFT screen and some speakers it’s relatively inexpensive and easy to get a working console up and running. If you have access to even a cheap 3D printer, a good-looking DIY console is well within reach for not a lot of money. YouTube user [DIY Engineering] has a bunch of consumer-grade fabrication tools and has designed and built a high-end but still DIY RetroPi gaming console, the RKDR II.
Among the tools that [DIY Engineering] has are both a FDM and DLP 3D printer, a reflow oven, a couple of different CNC machines and a laser cutter. They are all consumer grade, but not necessarily cheap – especially combined! [DIY Engineering] uses Fusion3D to model the case, bezel and circuit board, the latter of which is a 4 layer board designed in Eagle and sent off to be fabbed. The buttons, D-pad, screen and battery are bought off the shelf, but everything else is DIY. Check out the video for the details – the tools used, and the design files, are linked in the information section under the video on YouTube.
Continue reading “Yet Another DIY Handheld Pi Gaming Console”
Creating a game from scratch can be hard work. There are concepts to be designed, coding to be done, and art to be created to make it all happen. However, it doesn’t always have to be quite so difficult. There are a variety of development tools that allow budding game designers to get started with a point-and-click approach. [Jonathan Cauldwell] has come up with just such a tool that lets you do just that, for a variety of 8-bit platforms.
[Jonathan]’s project is called the Multi Platform Arcade Game Designer, so named for its ability to create games for several 8-bit systems of yesteryear. Currently, the Spectrum, Amstrad CPC, and Acorn Atom are all supported, with plans to add more down the track.
Creating a game is a simple affair, which [Jonathan] explores in a video tutorial series. Sprite and background editors are built into the software. Scripts can be automatically generated to create a wide variety of basic game types, from scrolling shoot-em-ups to classic platformers. There’s also functionality that allows advanced users to add further functionality by supplying some of their own code.
If point-and-click isn’t for you, you can always forge your ZX Spectrum games the classic way, with assembly and BASIC. Video after the break.
Continue reading “Creating 8-bit Games With The Multi Platform Arcade Game Designer”