Today the newly-released Nintendo Game & Watch can play DOOM. Sure, there are caveats…this is a watered down version due to the restraints of the hardware itself. But the important thing is that this shows the hardware has been fully owned. This is code written to replace the firmware that ships on the STM32 within, and that makes this a gorgeous little hardware platform that is completely open to homebrew hacking.
Honestly, you had to assume this was going to happen pretty quickly considering the effort being thrown into it. We first reported on Tuesday that the EEPROM memory which stores the ROMs on the Game and Watch had been decoded. Shortly after that was published, [stacksmashing] and [Konrad Beckmann] were showing test patterns on the display and mentioning the audio was working as well. Turns out they were able to dump the stock firmware despite the chip being security locked.
We’ll have to wait for more details on exactly how to dump firmware, but [stacksmashing] drops enough of a mention in the video below to confirm the obvious. A common approach to dumping code from a locked microcontroller is to find a vulnerability that grants execution of custom code. Being able to run just a few lines of your own code is enough set up something as simple as looping through all internal flash memory addresses and dumping them over a few GPIO pins. In this case our two heroes discovered some ARM code was being loaded from the EEPROM onto the STM32, and managed to inject their own directives to perform the dump. They have promised full details soon.
What we have today is a pretty tricky hack not just to load code, but to get DOOM to run on meager hardware specs. Notably, 128 k of SRAM and 1.3 MB of external RAM. There’s also a bottleneck with the 1.1 MB of FLASH for storing game files. The textures were stripped down, and memory allocation was rewritten, but the proof of concept is there and the game runs. Homebrew, here we come!
Continue reading “DOOM Running On The Nintendo Game & Watch”
Over the years, the 1993 classic Doom has gained an almost meme-like status where it can seemingly run on anything. Everything from printers to smartwatches has been shown off running the now-iconic first level of Doom. Looking to up the bar, [Equalo] set out to run Doom on potatoes. However until we develop full biological computers, he had to settle for running Doom on a device powered by potatoes. (Video, embedded below.)
As we’ve seen with other hacks before, potatoes are a decent power source that just requires potato, zinc, and copper. Some have attempted to make it easier to scale potato power and others have focused on making the individual potatoes more powerful. The biggest obstacle when working with potatoes as a battery is that even though each potato can put out almost a volt, the current is laughably small.
The lack of current is what drove [Equalo] to dramatically scale up the typical potato battery. With a target device of a Raspberry Pi Zero requiring around 100 mA at 4.5V, this means he needed over 700 potato slices. After boiling hundreds of potatoes and with a bit of help from friends and family, the giant potato battery was constructed, and we can’t help but marvel at the sheer scale and audacity. The challenge of scaling up a potato battery is that by the time you’re wiring up the 400th potato, your first potato has already started to corrode.
Next time you’re looking for some inspiration for a monumental task, perhaps watch the tale of [Equalo’s] giant potato battery and remember what can be accomplished with some determination and a hundred pounds of spuds.
Continue reading “The Potatoes Of DOOM”
It’s a trope among thriller writers; the three-word apocalyptic title. An innocuous item with the power to release unimaginable disaster, which of course our plucky hero must secure to save the day. Happily [Sylvain Lefebvre]’s DOOM chip will not cause the world to end, but it does present a vision of a very 1990s apocalypse. It’s a hardware-only implementation of the first level from id Software’s iconic 1993 first-person-shooter, DOOM. As he puts it: “Algorithm is burned into wires, LUTs and flip-flops on an #FPGA: no CPU, no opcodes, no instruction counter. Running on Altera CycloneV + SDRAM”. It’s the game, or at least the E1M1 map from it sans monsters, solely in silicon. In a very on-theme touch, the rendering engine has 666 lines of code, and the level data is transcribed from the original into hardware tables by a LUA script. It doesn’t appear to be in his GitHub account so far, but we live in hope that one day he’ll put it up.
“Will it run DOOM” is almost a standard for new hardware, but it conceals the immense legacy of this game. It wasn’t the first to adopt a 1st-person 3D gaming environment, but it was the game that defined the genre of realistic and immersive FPS releases that continue to this day. We first played DOOM on a creaking 386, we’ve seen it on all kinds of hardware since, and like very few other games of its age it’s still receiving active development from a large community today. We still mourn slightly that it’s taken the best part of three decades for someone to do a decent Amiga port.
Can you run Doom on the Amiga? No, not really, and arguably that was one of the causes for the computer’s demise in the mid-90s as it failed to catch up on the FPS craze of the PC world. [Krzysztof Kluczek] of the Altair demogroup has managed not exactly to remedy that status with the original article, but to show us how a potential contender could’ve been designed for the unexpanded Amiga hardware back in the day.
Many developers tried to emulate the thrill and ambiance of the id Software shooter, but they all required high-end Amigas with faster processors and expanded memory, limiting their player base on an already diminished demographic. Not only that, but even with fancier hardware, none of them quite managed to match how well Doom ran on your run-of-the-mill 486 at the time. [Krzysztof] isn’t trying to port Doom itself, but instead creating an engine custom-designed to take advantage of, and minding the limitations of the OCS Amiga as it existed in 1987. The result is Dread, a 2.5D engine that resembles the SNES port of Doom and uses assets from the Freedoom project in order to remain copyright-abiding.
It might not be Doom, but it’s a good peek at what the 33-year old hardware could’ve done in the right hands back then. Technically it already surpasses what the Wolfenstein 3D engine could do, so there’s an idea if someone ever aims to make a straight up port instead of their own game. If you like seeing Doom run on machines it wasn’t meant to, boy do we have some posts for you. Otherwise, stick around after the break for two videos of Dread’s engine being demonstrated.
Continue reading “Doom Clone Shows What An Alternate-Reality Amiga Could’ve Had”
Google Photos is handy. You take pictures and videos on your cell phone, and they automatically upload to the cloud. If you’re anything like me, however, every snap comes with a self-reminder that “the cloud” is a fancy name for someone else’s server. What could possibly go wrong? How about some of your videos randomly included in another user’s downloads?
Confirmed by Google themselves, this bug hit those using Google Takeout, the service that allows you to download all your data from a Google application, as a single archive. Google Photos archives downloaded between November 21 and November 25 may contain videos from other users, according to a notice sent to the users who downloaded said archives. It’s notable that those notices haven’t been sent to users who’s videos were exposed.
Continue reading “This Week In Security: Google Photos, Whatsapp, And Doom On Deskphones”
What’s the first thing you think of when you see an old GPS navigation system for sale cheap at a garage sale? Our research indicates that 100% of people would wonder if it could run Doom; at least that’s what we conclude from the single data point we have, anyway. [Jason Gin] asked and answered the question — with a resounding yes — about his recent acquisition.
The unit in question is a Magellan RoadMate 1412 running Windows CE. After some playing, [Jason] found that simply connecting the unit to a computer via USB caused all the application files to appear as a FAT-formatted volume. Replacing the obviously-named “MapNavigator.exe” with a copy of TotalCommander/CE allowed browsing around the filesystem.
This revealed that much was missing from the CE install, including the Explorer shell and command prompt. Either could be used to launch Doom with the required command-line arguments. Luckily, [Jason] had another trick ready, namely using MortScript (a scripting engine) to launch the Doom executable. This worked like a charm, and after a few tweaks, he now has a dedicated demo box.
We say “demo box” instead of “Doom machine” because without a keyboard, you can’t actually play the game — only view the demo. In a valiant attempt, he connected a USB OTG connector, but the GPS doesn’t seem to recognize input devices, only USB storage devices. Keep at it, [Jason], we’d love to see you crack this one!
[Jason] is no stranger to hacking Windows CE devices. Last time we checked in, the target was a KeySight DSO1102G oscilloscope.
Continue reading “Running Doom On A Doomed GPS”
Doom was a breakthrough game for its time, and became so popular that now it’s essentially the “Banana For Scale” of hardware hacking. Doom has been ported to countless devices, most of which have enough processing ability to run the game natively. Recently, this lineup of Doom-compatible devices expanded to include the NES even though the system definitely doesn’t have enough capability to run it without special help. And if you want your own Doom NES cartridge, this video will show you how to build it.
We featured the original build from [TheRasteri] a while back which goes into details about how it’s possible to run such a resource-intensive game on a comparatively weak system. You just have to enter the cheat code “RASPI”. After all the heavy lifting is done, it’s time to put it into a realistic-looking cartridge.
To get everything to fit in the donor cartridge, first the ICs in the cartridge were removed (except the lockout IC) and replaced with custom ROM chips. Some modifications to the original board have to be soldered together as well, since the new chips’ pinouts don’t match perfectly. Then, most of the pin headers on the Raspberry Pi and the supporting hardware have to be removed and soldered together. Then, [TheRasteri] checks to make sure that all this extra hardware doesn’t draw too much power from the NES and overheat it.
The original project was impressive on its own, but with the Doom cartridge completed this really makes it the perfect NES hack, and also opens up the door for a lot of other custom games, including things like Mario64.
Continue reading “How To Play Doom – And More – On An NES”