Game Gear, Console Edition

What if the Game Gear had been a console system? [Bentika] answered that question by building a consolized version of this classic handheld. For those not in the know when it comes to 1980s Sega consoles, the Game Gear is technically very similar to the Master System. In fact, the Game Gear can even play Master System games with a third-party adapter. However, the reverse isn’t the case as the screen aspect ratios were different and the Game Gear had a larger palette, which meant the Master System wasn’t compatible with Game Gear titles.

Sega’s decision to omit an AV connection meant that Game Gear games were forever locked into a tiny LCD screen. [EvilTim] changed that with his AV board, so [Bentika] decided to take things to their natural conclusion by building a proper console version of the Game Gear.

He started by ditching the screen and wiring in [EvilTim’s] video adapter board. The cartridge slot was then removed and reconnected atop the PCB. This turned the system into a top loader. [Bentika] then went to work on the case. He used Bondo to fill in the holes for the d-pad and buttons. After a spray paint finish failed, [Bentika] went back to the drawing board. He was able to get paint color matched to the original Game Gear gray at a household paint store. Careful priming, sanding, and painting resulted in a much nicer finish for this classic build. Check out [Bentika’s] video after the break!

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Shoot Video in 26 Different Directions

[Mark Mullins] is working on a project called Quamera: a camera that takes video in every direction simultaneously, creating realtime 3D environments on the fly.

[Mark] is using 26 Arducams, arranging them in a rhombicuboctahedron configuration, which consists of three rings of 8 cameras with each ring controlled by a Beaglebone; the top and bottom rings are angled at 45 degrees, while the center ring looks straight out. The top and bottom cameras are controlled by a fourth Beaglebone, which also serves to communicate with the Nvidia Jetson TX1 that runs everything. Together, these cameras can see in all directions at once, with enough overlap for provide a seamless display for viewers.

In the image to the right, [Mark] is testing out his software for getting the various cameras to work together. The banks of circles and the dots and lines connecting to them represent the computer’s best guess on how to seamlessly merge the images.

If you want to check out the project in person, [Mark] will be showing off the Quamera at the Dover Mini Maker Faire this August. In the meantime, to learn more about the Jetson check out our thorough overview of the board.

Sega’s Game Gear Gets a Video Output

[EvilTim] dug deep into a classic system to finally give the Game Gear a proper video output.  The Game Gear was Sega’s answer to Nintendo’s Gameboy. Rushed to market, the Game Gear reused much of the hardware from the very popular Master System Console. The hardware wasn’t quite identical though – especially the cartridge slot. You couldn’t play Game Gear games on a Master System, and the game gear lacked an AV output, which meant gamers were stuck playing on a small fluorescent backlit LCD screen.

[EvilTim] wanted to play some of those retro titles on a regular TV using the original hardware. To accomplish this he had to start digging into the signals driving the Game Gear’s LCD. The Master System lineage was immediately apparent, as Game Gear’s LCD drive signals were similar in timing to those used to drive a TV. There was even a composite sync signal, which was unused on in the Game Gear.

[EvilTim] first designed a circuit using discrete ’74 series logic which would convert the LCD drive signals to SCART RGB. Of note is the construction technique used in this circuit. A tower of three 74HC374 chips allows [EvilTim] to create R, G, and B outputs without the need for a complex circuit board.

As pretty as a three-story chip tower is, [EvilTim] knew there was a better way. He re-spun the circuit with a 32 macrocell CPLD. This version also has an NTSC and PAL video encoder so those without a SCART interface can play too. If you’re not up to building your own, [EvilTim] sells these boards on his website.

We’ve seen some incredible retro gaming hacks over the years. From a NES inside a cartridge to incredible RetroPi builds. Hit the search bar and check it out!

VR and Back Again: An XRobots Tale

Our friend [James Bruton] from XRobots has engaged in another bit of mixed-reality magic by showing how one can seamlessly step from the virtual world into the real world, and back again. Begone, green screens and cumbersome lighting!

Now, most of what you’re seeing is really happening in post-production — for now — but the test footage is the precursor for a more integrated system down the road. As it works now, a GoPro is attached to the front of a HTC Vive headset, allowing [Bruton] to record in both realities at the same time. In the VR test area he has set up is a portal to a virtual green room — only a little smaller than a wardrobe — allowing him to superimpose the GoPro footage over everything he looks at through that doorway, as well as everything surrounding him when he steps through. Unfortunately, [Bruton] is not able to see where he’s going if he is to wear the headset, so he’s forced to hold it in one hand and move about the mixed-reality space. Again, this is temporary.

In action — well, it gets a little surreal when he starts tossing digital blocks through the gateway ‘into’ the real world.

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Vintage Portable TV Turned Retro Gaming System

When [FinnAndersen] found an old TV set by the side of the road, he did what any self-respecting DIY/gaming enthusiast would do: He took it apart and installed a Raspberry Pi 3 running RetroPie in it in order to play retro games on a retro TV!

[Finn] took the CRT out of the TV before realizing that it actually worked. It was already too late, so [Finn] ordered a 12″ LCD screen to put in its place. He liked the idea of the curved screen the CRT had, though, so he molded a piece of acrylic around the CRT and, after some cutting and grinding, had it fitting in the screen’s space.

[Finn] also liked the idea of the TV still being able to view a television signal, so he bought a TV tuner card. After a couple of mods to it, he could control the card with the TV’s original channel changer. He used an Arduino to read the status of the rotary encoders the original TV used. After some trial and error, [Finn] was able to read the channel positions and the Arduino would send a signal to the channel up and down buttons on the tuner card in order to change the channel.

Next up was audio. [Finn] found a nicer speaker than came with the TV, so he swapped them and added an amplifier. The original volume knob is still used to control the volume. A USB Hub is hidden in the side of the TV at the bottom, to allow controllers to connect and finally, a power supply converts the mains voltage to 12V DC which runs both the Raspberry Pi and the TV Tuner.

[FinnAndersen] has built a great RetroPie cabinet reusing a great looking vintage TV. It’s unfortunate that he removed the CRT before figuring out that he could use it, but the replacement looks pretty darn good! And the added advantage? It’s portable, sort of. At least, without the CRT inside, it’s much lighter than it was. Here‘s another retro console inside an old TV, and this article is about connecting a Raspberry Pi to every display you can get your hands on.

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Mangling Images With Audio Effects

Ever wonder what those snapshots you took of your trip to Paris would look like if you ran them through a Proco RAT or a Boss Overdrive? How about a BF-3 flanger? [Robert Foss] wrote in with this nifty little script (GitHub) that processes images as if they were audio files so that you can try it out without investing in a rack of analog pedals. Test your audio/visual DSP intuition and see if you can name the images without looking at the effects.

If you know your Linux command-line utilities, there’s really not much to it — scroll down to the very bottom of the script to see how it’s done. ffmpeg converts the images to YUV format, which works much better than RGB for audio processing, and then sox adds the audio effects. Another trip through ffmpeg gets you back to an image or video.

OK, it’s cheating because it’s applying the audio effects inside the computer, but nothing’s stopping you from actually taking the audio out and running it through that dusty Small Stone. Of course, once you’ve got audio outside of the computer, the world is your oyster. Relive the glorious 70’s when video artists made works using souped-up audio synthesizers. If you haven’t seen the Sandin Image Processor or the Scanimate in action, you’ve got some YouTubing to do.

Dartboard Watches Your Throw; Catches Perfect Bullseyes

Some people really put a lot of effort into rigging the system. Why spend years practicing a skill and honing your technique to hit a perfect bullseye in darts when you can spend the time building an incredibly complicated auto-bullseye dartboard that’ll do it for you?

In fairness, what [Mark Rober] started three years ago seemed like a pretty simple task. He wanted to build a rig to move the dartboard’s bullseye to meet the predicted impact of any throw. Seems simple, but it turns out to be rather difficult, especially when you choose to roll your own motion capture system.

That system, built around the Nvidia Jetson TX1, never quite gelled, a fact which unfortunately burned through the first two years of the project. [Mark] eventually turned to the not inexpensive Vicon Vantage motion capture system with six IR cameras. A retroreflector on the non-regulation dart is tracked by the system and the resulting XY data is fed into MATLAB to calculate the parabolic path of the dart. An XY-gantry using six steppers quickly shifts the board so the bullseye is in the right place to catch the incoming dart.

It’s a huge amount of work and a lot of money to spend, but the group down at the local bar seemed to enjoy it. We wonder if it can be simplified, though. Perhaps tracking just the thrower’s motions with an IMU-based motion capture system and extrapolating the impact point would work.

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