IR Camera Is Excellent Hacking Platform

While there have been hiccups here and there, the general trend of electronics is to decrease in cost or increase in performance. This can be seen in fairly obvious ways like more powerful and affordable computers but it also often means that more powerful software can be used in other devices without needing expensive hardware to support it. [Manawyrm] and [Toble_Miner] found this was true of a particular inexpensive thermal camera that ships with Linux installed on it, and found that this platform was nearly perfect for tinkering with and adding plenty of other features to turn it into a much more capable tool.

The duo have been working on a SC240N variant of the InfiRay C200 infrared camera, which ships with a Hisilicon SoC. The display is capable of displaying 25 frames per second, making this platform an excellent candidate for modifying. A few ports were added to the device, including USB and MicroSD, and which also allows the internal serial port to be accessed easily. From there the device can be equipped with the uboot bootloader in order to run essentially anything that could be found on any other Linux machine such as supporting a webcam interface (and including a port of DOOM, of course). The duo doesn’t stop at software modifications though. They also equipped the camera with a lens, attached magnetically, which changes the camera’s focal length to give it improved imaging capabilities at closer ranges.

While the internal machinations of this device are interesting, it actually turns out to be a fairly capable infrared camera on its own as well. The hardware and software requirements for these devices certainly don’t need a full Linux environment to work, and while we have seen thermal cameras that easily fit in a pocket that are based on nothing any more powerful than an ESP32, it does tend to simplify the development process dramatically to include Linux and a little more processing power if you can.

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It’s DOOM, But In Teletext

We’ve seen the 1993 id Software classic DOOM running on so many pieces of unexpected hardware, as “Will it run DOOM?” has become something of a test for any new device. But will it run in the circuitry of a 1970s or 1980s TV set? Not quite, but as [lukneu] has demonstrated, it is possible to render the game using the set’s inbuilt Teletext decoder.

Teletext is a technology past its zenith and which is no longer broadcast in many countries, but for those unfamiliar it’s an information service broadcast in the unseen lines hidden in the frame blanking period of an analogue TV transmission. Its serial data packets can contain both pages of text and rudimentary block graphics, and we’re surprised to learn, can include continuous streams to a single page. It’s this feature that he’s used, piping the game’s graphics as a teletext stream which is decoded by the CRT TV and displayed as a playable if blocky game.

Delving further, we find that DOOM is running on a Linux machine on which the teletext stream is created, and the stream is then piped to a Raspberry Pi which does the encoding on to its composite video output. More powerful versions of the Pi can run both processes on the same machine. The result can be seen in the video below, and we can definitely say it would have been mind-blowing, back when DOOM was king. There are plans for further refinement, of which we’d say that color would be the most welcome.

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New Tool Helps Create Laser-Cut Doom Maps

Doom has a larger cultural footprint than the vast majority of video games ever made. That inspired [Theor] to see if it was possible to laser-cut some of the game’s maps to create a real-world model of those famous original levels.

Level data was extracted from the game’s original WAD data files using code written in Rust. Maps are described by multiple “lumps” within the WAD file format, each containing information on vertexes, walls, and floors. This data was scraped and converted into SVG files suitable for laser cutting. [Theor] then built a visualizer that could display what a stacked-up laser cut map would look like in 3D, to verify everything worked correctly. With that done, the map could be laser cut without worries that it would come out a jumbled, janky mess.

[Theor] kept the finished product simple, creating the map as a stack of blue acrylic pieces. We can imagine this tool being perfect for creating a high-quality diorama though, with some work done to paint the map to match what the player sees in game. If you happen to take that approach, don’t hesitate to notify the tipsline!

A green PCB with an ISA card slot and various connectors and components. The text "DISAPPOINTMENT LPC to ISA Adapter" is printed in the bottom left of the board.

ISA Over TPM To Your PC

Sometimes you really want to use your legacy SoundBlaster instead of emulating it for classic games. While modern PCs don’t have ISA slots, [TheRasteri] is fixing this shortcoming with his dISAppointment board. (via Adafruit)

ISA was the standard card bus for PCs during the golden age of DOS gaming, and many of these games will still run on modern x86 hardware. Unfortunately, they run into hiccups with regards to sound since they were designed to specifically support ISA-based sound cards. [TheRasteri] found he could access the ISA bus lurking in modern computers through the Low Pin Count (LPC) bus which is exposed on the TPM port in many modern motherboards.

Testing the card with DOOM, he gets music and sound effects with no emulation required. Open Source files and a more detailed video are on the way, so stay tuned if you’re hankering for more ISA goodness on your modern rigs.

We’re no strangers to ISA here. We’ve covered the basics of the ISA bus as well as plugging ISA cards into USB and how you can emulate vintage ISA cards with a Raspberry Pi and FPGA.

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DOOM Ported To A Single LEGO Brick

By now you’ve all seen the tiny LEGO brick with a working screen in it. The work of one [James “Ancient” Brown], it was truly a masterpiece of miniaturization and creativity. Since then, [James] hasn’t stopped innovating. Now, he’s demoing a playable version of DOOM running on a single plastic brick.

We’ve covered the construction of these astounding screen bricks before. Long story short, [James] designed a tiny PCB that hosts an RP2040 microcontroller which is then hooked up to a tiny OLED screen. The components are placed in a silicone mold, which is then filled with transparent resin to form the brick. The screen is then powered via contacts in the bottom, much like older-style LEGO motors.

Early experiments involved running various graphics to emulate a spaceship dashboard, but [James] has now gone much further. He’s implemented RP2040-doom to run the game. It uses tilt controls thanks to an accelerometer, combined with capacitive touch controls for shooting. The monochrome OLED is driven very fast with a special library of [James’] own creation to create three levels of grayscale to make the game actually visible and (just barely) playable.

It’s a hack, of course, and the controls are far from perfect. Nobody’s speed-running E1M1 on [James’s] LEGO brick, to be sure. Perchance. With that said, it’s still a glorious piece of work nonetheless. Just imagine, sitting with friends, and announcing you’re going to play some DOOM — only to pluck a piece of LEGO out of your pocket and start blasting away at demons.

Just because [James] doesn’t know when to quit, we’re going to lay down the gauntlet. Let’s get network play happening on these things, yeah?
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A Milliwatt Of DOOM

The seminal 1993 first-person shooter from id Software, DOOM, has become well-known as a test of small computer platforms. We’ve seen it on embedded systems far and wide, but we doubt we’ve ever seen it consume as little power as it does on a specialized neural network processor. The chip in question is a Syntiant NDP200, and it’s designed to be the always-on component listening for the wake word or other trigger in an AI-enabled IoT device.

DOOM running on as little as a milliwatt of power makes for an impressive PR stunt at a trade show, but perhaps more interesting is that the chip isn’t simply running the game, it’s also playing it. As a neural network processor it contains the required smarts to learn how to play the game, and in the simple circular level it’s soon picking off the targets with ease.

We’ve not seen any projects using these chips as yet, which is hardly surprising given their niche marketplace. It is however worth noting that there is a development board for the lower-range sibling chip NDP101, which sells for around $35 USD. Super-low-power AI is within reach.

OG DOOM Shows Off The Origins Of Multi-Monitor

We have a thing for DOOM, and we admit it. The source was released, and clever hackers have ported the engine to every system imaginable. It’s a right of passage, when hacking a machine, to run DOOM on it — be it a VoIP phone, or tractor. But the original 1993 release does have a few notable tricks, and there’s something to be said for recreating that experience on period hardware. And that’s what we’re covering today: [Tech Tangents] discovered DOOM’s multi-monitor support, and built a 4-computer cluster to show it off.

There is a catch, of course. DOOM 1.1 has the multi-monitor support, and under-the-hood, it works by running a copy of the game on individual computers, and controlling the drones over the network. As the game’s network code was updated for version 1.2, the multi-monitor feature was axed to make the network code easier to maintain. So, find a 1.1 shareware release, install it on a DOS machine with IPX drivers, and start each iteration with a -net flag. Use -left and -right to set the drones to the appropriate view. And that view is ninety degrees left and right.

Maybe not ideal, but at the time it was one of the first games to have any sort of multi-monitor support at all. Likely inspired by a commercial flight simulator setup. Either way, it’s a neat feature, and kudos to [Tech Tangents] for showing off this obscure feature of a beloved classic!

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