Since 1994, Hackers on Planet Earth (HOPE) has been on the short list of must-see hacker events in the United States. Held in New York every other year (global pandemics notwithstanding), it’s an event where hackers, makers, artists, and luminaries can meet and swap ideas into the wee hours of the morning. With hands-on demonstrations, art installations, an incredible roster of speakers, and all the Club-Mate you can drink, there really is something for everyone.
Tickets are now available for HOPE XV, which will be held from July 12th to the 14th in Queens. It will once again be held on the campus of St. John’s University, as the historic Hotel Pennsylvania which played host to the con since its inception was converted into a somewhat less luxurious empty lot in 2022.
The Atari 2600 is a historical enigma in many ways. On one hand, it was the most popular gaming console of its era, but it was also at the center of the video game crash of 1983 due to the poor quality of its games at the time. It is a fascinating system in many ways that are still relevant today, especially when it comes to pushing hardware much farther than it was designed to go. [nicole] brings us a project that overcomes some of the limitations in its hardware to provide a more modern video output.
At the heart of the Atari is a custom chip called teh Television Interface Adapter (TIA) that generates the console’s video signal as well as handling controller information and a few other tasks. It was designed at a time where memory was expensive, and essentially trades programmer effort to reduce memory requirements. Interestingly, it separates luminance and chrominance information much like S-video does, so that’s where [nicole] focused their efforts. Thanks to some help from an adapter board, the video signals can be intercepted and reprocessed for the S-video standard instead of using RF modulation to send video data out, although this does involve some soldering and modifying of the original Atari hardware. In [nicole]’s case this was a little more involved due to the differences of the 2600jr compared to more standard versions of the console.
While S-video isn’t modern in the strictest sense, as a standard from 1987 it is a huge step forward compared to the available video output methods available in the 1970s when the 2600 was first produced. Plenty of older consoles and other hardware like VCRs and the like used S-video, so if you have a retro gaming setup complete with a CRT you might want to take a look at this 12-input A/V switch to keep everything managed.
Hackaday has been online in some form or another since 2004, which for the Internet, makes us pretty damn old. But while that makes us one of the oldest surviving web resources for hacker types, we’ve got nothing on 2600 — they’ve been publishing their quarterly zine since 1984.
While the physical magazine can still be found on store shelves, the iconic publication expanded into digital distribution some time ago, thanks largely to the Kindle’s Newsstand service. Unfortunately, that meant Amazon’s recent decision to shutter Newsstand threatened to deprive 2600 of a sizable chunk of their income. So what would any group of hackers do? They took matters into their own hands and spun-up their own digital distribution system.
As of today you’re able to subscribe to the digital version of 2600 in DRM-free PDF or EPUB formats, directly from the magazine’s official website. Which one you pick largely depends on how you want to read it: those looking for the highest fidelity experience should go with PDF, as it features an identical layout to the physical magazine, while those who are more concerned with how the content looks on their reader of choice would perhaps be better served by the flexibility of EPUB. After signing up you can download the current Summer issue immediately, with future issues hitting your inbox automatically. Load it onto your home-built Open Book, and you can really stick it to the establishment.
While the ending of this story seems to be a happy one, we can’t help but see it as a cautionary tale. How many other magazines would have the means and experience to offer up their own digital subscriptions? Or for that matter, how many could boast readers savvy enough to utilize it? The reality is many publications will be injured by Amazon’s decision, some mortally so. That’s a lot of power to be put into the hands of just one company, no matter how quick the shipping is.
If you remember anything from 1983, it’s likely to be some of the year’s popular culture highlights, maybe Return of the Jedi, or Michael Jackson’s Thriller. For anyone connected with the video gaming industry though, it’s likely that year will stick in the mind for a completely different reason, as the year of the infamous Great Video Games Crash. Overcapacity in the console market coupled with a slew of low quality titles caused sales to crash and a number of companies to go out of business, and the console gaming world would only recover later in the decade with the arrival of the Japanese 8-bit consoles from Nintendo and Sega. You might expect Atari to shy away from such a painful period of their history, but instead they are embracing it as part of their 50th anniversary and launching three never-released titles on cartridges for their 8-bit 2600 console.
The three games, Yars’ Return,Aquaventure, and Saboteur, are all unreleased titles from back in the day that never saw publication because of the crash, and are being released as limited edition specials through AtariXP, a new venture that the company says will offer “previously unreleased titles from Atari’s expansive library, rare-and-hard-to-find Atari IP physical media, and improved versions of classic games“. It’s fairly obviously an exercise in satisfying the collector’s market rather than one of video game publishing, but it will be interesting to see what emerges. In particular we hope someone will tear down one of these cartridges; will they find a set of old-school EPROMs inside or an EPROM emulator sporting a microcontroller and other 2020s trickery?
While the Google Stadia may be the latest and greatest in the realm of cloud gaming, there are plenty of other ways to experience this new style of gameplay, especially if you’re willing to go a little retro. This project, for example, takes the Atari 2600 into the cloud for a nearly-complete gaming experience that is fully hosted in a server, including the video rendering.
[Michael Kohn] created this project mostly as a way to get more familiar with Kubernetes, a piece of open-source software which helps automate and deploy container-based applications. The setup runs on two Raspberry Pi 4s which can be accessed by pointing a browser at the correct IP address on his network, or by connecting to them via VNC. From there, the emulator runs a specific game called Space Revenge, chosen for its memory requirements and its lack of encumbrance of copyrights. There are some limitations in that the emulator he’s using doesn’t implement all of the Atari controls, and that the sound isn’t available through the remote desktop setup, but it’s impressive nonetheless
[Michael] also glosses over this part, but the Atari emulator was written by him “as quickly as possible” so he could focus on the Kubernetes setup. This is impressive in its own right, and of course he goes beyond this to show exactly how to set up the cloud-based system on his GitHub page as well. He also thinks there’s potential for a system like this to run an NES setup as well. If you’re looking for something a little more modern, though, it is possible to set up a cloud-based gaming system with a Nintendo Switch as well.
Ten lines of BASIC is a big limitation, even when getting clever by stacking multiple statements into a single line, so [Martin]’s game has a much narrower scope than the original Atari 2600 version. Still, the core elements are present: E.T. must find and gather all the parts of the phone in order to contact his ship, after which he must meet the ship in time to escape. All the while, FBI agents attempt to interfere. The game was written in SAM BASIC, used by the SAM Coupé, a British Z80-based home computer from the late 80s with an emulator available for download.
Now, for lovers of “um, actually” topics, do we have a treat for you! Let’s take this opportunity to review a few things about E.T. The Extra-Terrestrial. That it was a commercial flop is no doubt, but the game itself is often badly misunderstood. Way back in 2013 we covered an extraordinary effort to patch improvements into the binary for the 2600 game, and in the process there’s a compelling case made that the game was in many ways far ahead of its time, and actually quite significant in terms of game design. You can jump right in on an analysis of the hate the game receives, and while reading that it’s helpful to keep in mind that In 1982, many of its peers were games like Space Invaders, with self-evident gameplay that simply looped endlessly.
Anyone who’s ever attended a hacker conference knows that the talks and workshops are only part of the reason that people travel from all over the country (and indeed, the world) to be there. The social and extracurricular aspects of these events are just as important as the scheduled content, if not more so. After all, you can always watch the recorded version of any presentation you missed when you get back home; but there’s only a relatively short window for drinking Club-Mate, driving a Segway at unreasonable speeds, and hanging out with other people in the community.
So I don’t mind admitting that I was extremely skeptical when it was announced that the Hackers On Planet Earth (HOPE) conference was going virtual due to the COVID-19 pandemic. Especially since the decision came just a few months before the event was set to kick off in New York. Trying to recreate the experience of a large scale hacker con as an online-only event is hard enough, but doing it on such short notice seemed like a recipe for disaster. Particularly for an event like HOPE that had always crammed the historic Hotel Pennsylvania to the rafters (and sometimes, above) with content and activities.
Which is not to say they didn’t have some interesting ideas. Since so many people were stuck at home anyway, they decided there wasn’t much point limiting HOPE to a single weekend. For 2020, the event would instead run for nine continuous days. Prerecorded talks and interactive workshops would start at 9 AM Eastern and run right up until the wee hours of the morning, often concluding with a live musical performance.
As founder Emmanuel Goldstein described it, the idea was to turn this year’s HOPE into a 24 hour hacker television channel that could beam a diverse array of ideas and opinions into homes all over the planet. Rather than pretending that the classic hacker convention experience could be fully replicated online, they would fully embrace the possibilities offered by the Internet and create something completely different. But could they pull it off?