Augmented Reality Project Utilizes The Nintendo DSi

[Bhaskar Das] has been tinkering with one of Nintendo’s more obscure handhelds, the DSi. The old-school console has been given a new job as part of an augmented reality app called AetherShell. 

The concept is straightforward enough. The Nintendo DSi runs a small homebrew app which lets you use the stylus to make simple line drawings on the lower touchscreen. These drawings are then trucked out wirelessly as raw touch data via UDP packets, and fed into a Gemini tool geometric reconstruction script written in Python which transforms them into animation frames. A Gemini tool is used to classify what the drawings are in order for a future sound effects upgrade, too. These are then sent to an iPhone app, which uses ARKit APIs and the phone’s camera to display the animations embedded into the surrounding environment via augmented reality.

One might question the utility of this project, given that the iPhone itself has a touch screen you can draw on, too. It’s a fair question, and one without a real answer, beyond the fact that sometimes it’s really fun to play with an old console and do weird things with it. Plus, there just isn’t enough DSi homebrew out in the world. We love to see more.

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Ordering Pizza On The Nintendo Wii (Again)

The Nintendo Wii first launched in 2006, and quickly became a fixture in living rooms around the world. It offered motion-controlled bowling, some basic internet features, and a pretty decent Zelda game. On top of all that, though, you could also use it to order a pizza, as [Retro Game Attic] demonstrates.

The Wii used to organize different features of the console into “channels.” Way back in the day, you could install the Demae Channel on your Wii in Japan, which would let you order fast food from various outlets using the Demaecan service.

The Demae Channel service was discontinued in 2017. However, it has since been resurrected by WiiLink, which is a homebrew project which replicates the functionality of the original Nintendo WiiConnect 24 and Wi-Fi Connection servers. As it stands, you can load the WiiLink version of the Demae Channel (or Food Channel) on to your Wii, and use it to order pizza from your local Domino’s Pizza. It only works in the United States and Canada right now, and there are no other restaurants available, at least until further development is completed to add JustEat compatibility. It’s not entirely clear how much of the functionality was recreated from the original Demae Channel; what is clear is that plenty of custom development has been done on the WiiLink version to integrate it with modern delivery services.

What’s so exciting about this is how well it actually works. The app perfectly nails the classic Wii Channel visual style. It also seems to integrate well with the Domino’s API for digital orders, even displaying simple updates on holiday opening hours and order times. Pricing data and images of the pizzas are all available right in the app, and you can even make modifications. It might be a gimmick… but it actually works. Notably, though, the app avoids any stickiness with handling payment—thankfully, pay-on-delivery is still legitimate in the pizza world in 2026.

Will this revolutionize how you order pizza on a daily basis? Probably not. Is it one of the coolest Wii hacks we’ve seen in a while? Undeniably. Video after the break.

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The Nintendo 64DD, an N64 add-on released only in Japan in 1999.

Exploring Nintendo 64DD Code Remnants In Ocarina Of Time

What if you took a Nintendo 64 cartridge-based game and allowed it to also use a large capacity magnetic disc format alongside it? This was the premise of the Nintendo 64DD peripheral, and the topic of a recent video by [Skawo] in which an archaeological code dig is performed to see what traces of the abandoned product may remain.

The 64DD slots into the bottom of the console where the peripheral connector is located, following which the console can read and write the magnetic discs of the 64DD. At 64 MB it matched the cartridge in storage capacity, while also being writable unlike cartridges or CDs. It followed on previous formats like the Famicom Disk System.

For 1998’s Game of the Year title The Legend of Zelda: Ocarina of Time such a 64DD-based expansion was worked on for a while before being cancelled along with the 64DD. With this Zelda game now decompiled, its source code has shown to be still full of 64DD-related code that [Skawo] takes us through in the video.

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Turn ‘Em On: Modern Nintendo Cartridges May Have A Limited Lifespan

Cartridge-based consoles have often been celebrated for their robust and reliable media. You put a simple ROM chip in a tough plastic housing, make sure the contacts are fit for purpose, and you should have a game cart that lasts for many decades.

When it comes to the Nintendo 3DS, though, there are some concerns that its carts aren’t up to snuff. Certain engineering choices were made that could mean these carts have a very limited lifespan, which could now be causing failures in the wild. It may not be the only Nintendo console to suffer this fate, either, thanks to the way modern cart-based consoles differ from their forebearers.

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The Nintendo Famicom Reimagined As A 2003-era Family Computer

If there’s one certainty in life, it is that Nintendo Famicom and similar NES clone consoles are quite literally everywhere. What’s less expected is that they were used for a half-serious attempt at making an educational family computer in the early 2000s. This is however what [Nicole Branagan]  tripped over at the online Goodwill store, in the form of a European market Famiclone that was still in its original box. Naturally this demanded an up-close investigation and teardown.

The system itself comes in the form of a keyboard that seems to have been used for a range of similar devices based on cut-outs for what looks like some kind of alarm clock on the top left side and a patched over hatch on the rear. Inside are the typical epoxied-over chips, but based on some scattered hints it likely uses a V.R. Technology’s VTxx-series Famiclone. The manufacturer or further products by them will sadly remain unknown for now.

While there’s a cartridge slot that uses the provided 48-in-1 cartridge – with RAM-banked 32 kB of SRAM for Family BASIC – its compatibility with Famicom software is somewhat spotty due to the remapped keys and no ability to save, but you can use it to play the usual array of Famicom/NES games as with the typical cartridge-slot equipped Famiclone. Whether the provided custom software really elevates this Famiclone that much is debatable, but it sure is a fascinating entry.

Nintendo Switch 2 Teardown, Let’s A-Go!

A new console challenger has appeared, and it goes by the name Nintendo Switch 2. The company’s latest iteration of the home console portable hybrid initially showed promise by featuring a large 1080p display, though very little official footage of the handheld existed prior to the device’s global release last week. However, thanks to a teardown video from [TronicsFix], we’ve got a little more insight into the hardware.

The technical specifications of this new console have been speculated on for the last handful of years. We now know NVIDIA is again providing the main silicon in the form of a custom 8x ARM Cortex A78C processor. Keeping the system powered is a 5220 mAh lithium ion battery that according to [TronicsFix] is held in with some seriously strong adhesive.

On the plus side for repairability, the onboard microphone and headphone jack are each attached by their own ribbon cable to the motherboard. The magnetic controller interfaces are also modular in design as they may one day prove to be a point of failure from repeated detachment. Speaking of which, [TronicsFix] also took apart the new version of the Joy-Con controller that ships with the system.

Arguably the biggest pain point for owners of the original Nintendo Switch was the reliability of the analog sticks on the diminutive controllers. There were widespread reports of “stick drift” that caused players to lose control as onscreen avatars would lazily move in one direction without player input. For the Switch 2, the Joy-Con controllers feature roughly the same number of dome switch buttons as well as haptic feedback motors. The analog sticks are larger in size on the outside, but feature the same general wiper/resistor design of the original. Many will cry foul of the continued use of conventional analog stick design in favor of hall effect sensors, but only time will tell if the Nintendo Switch 2 will repeat history.

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Bringing Achievements To The Nintendo Entertainment System

Microsoft made gaming history when it developed Achievements and released them with the launch of the Xbox 360. They have since become a key component of gaming culture, which similar systems rolling out to the rest of the consoles and even many PC games. [odelot] has the honor of being the one to bring this functionality to an odd home—the original Nintendo Entertainment System!

It’s actually quite functional, and it’s not as far-fetched as it sounds. What [odelot] created is the NES RetroAchievements (RA) Adapter. It contains a Raspberry Pi Pico which sits in between a cartridge and the console and communicates with the NES itself. The cartridge also contains an LCD screen, a buzzer, and an ESP32 which communicates with the Internet.

When a cartridge is loaded, the RA Adapter identifies the game and queries the RetroAchievements platform for relevant achievements for the title. It then monitors the console’s memory to determine if any of those achievements—such as score, progression, etc.—are met. If and when that happens, the TFT screen on the adapter displays the achievement, and a notification is sent to the RetroAchievements platform to record the event for posterity.

It reminds us of other great feats, like the MJPEG entry into the heart of the Sega Saturn.

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