The 1980s were the heyday of the venerable Z80, a processor that found its way into innumerable home computers, industrial systems, and yes — arcade machines. However, not everyone had a Z80 based machine at home, and so sometimes porting is required. [Glen] is tackling this with a port of Pac Man to the Radio Shack Colour Computer 3.
The key to any good arcade port is authenticity – the game should feel as identical to the real thing as possible. The Atari 2600 port got this famously wrong. Porting to the Colour Computer 3 is easier in theory – with more RAM, a Motorola 6809 CPU running at a higher clock rate, and a more powerful graphics subsystem, fewer compromises need to be made to get the game to run at a playable speed.
The way [Glen] tackled the port is quite handy. [Glen] built a utility that would scrape a disassembled version of the original Pac Man Z80 code, look up the equivalent 6809 CPU instruction, and replace it, while placing the original Z80 code to the side as a comment. Having the original code sitting next to the ported instructions makes debugging much easier.
There was plenty of hand tweaking to be done, and special effort was made to make sure all the data the original code was looking for was accessible at the same addresses as before. There was also a lot of work involved in creating a sprite engine that would reliably display the game video at a playable frame rate.
Overall, the port is highly faithful to the original, with the game code being identical at the CPU level. [Glen] reports that the same patterns used on the arcade machine can be used to complete the mazes on the Colour Computer 3 version, and it faithfully recreates the Level 256 bug as well. It’s an impressive piece of work to create such an authentic port on a home computer from 1986.
Here’s a project that you can throw together in an afternoon, provided you have the parts on hand, and is certain to entertain. Hackaday.io user [SunFounder] walks us through the process of transforming a humble cardboard box into a whack-a-mole game might be just the ticket to pound out some stress or captivate any children in the vicinity.
A multi-control board and nine arcade buttons are the critical pieces of hardware here, with wires and a USB cable rounding out the rest of the electronics. Separate the button core from the upper shell, mounting the shell in the box, and connect the button core’s LED cathode to the button’s ON terminal. Repeat eight times. Solder the buttons in parallel and add some more wire to the buttons’ ON terminals to extend their reach. Repeat eight more times.
Place the finished LED+cores into the buttons and connect their ON terminals to their respective buttons on the multi control board. Now for the hard step: use a mini-USB to USB cable to connect the controller to a computer you want to use to run the game’s code in the Arduino IDE. Modify the key-mappings and away you go! Check out the build video after the break.
[Martin Raynsford] is a prolific project maker, especially when it comes to using a laser cutter. These laser-cut token counters for the board game Tigris & Euphrates demonstrate some clever design, and show that some simple touches can make a big difference.
In the digital version of the game, the tokens conveniently display a number representing their total power value. [Martin] liked this feature, and set out to design a replacement token for the tabletop version that could display a number while still keeping the aesthetic of the originals. The tokens were designed as a dial with a small cutout window to show a number, but the surface of the token showing color and icon is still mostly unchanged.
Magnets hold the top and bottom together, and because of the small size of the assembly, no detents are needed. Friction is enough to keep things from moving unintentionally. The second noteworthy design feature is the material for the top layer of the token. This layer is made from 0.8 mm birch plywood; a nice and thin top layer means a wider viewing angle because the number is nearer to the surface. If the top layer were thicker, the number would be recessed and harder to see.
[Martin] made the design file available should anyone wish to try it out. No stranger to games, he even once game-ified the laser itself, turning it into a physical version of Space Invaders. Be sure to check it out!
The Hippopotamus is the most dangerous large animal in Africa. The Internet of Things will kill us all. What do you get when you combine the two? Hungry hungry. [Mike] took the classic game Hungry Hungry Hippos and turned it into an amazing and amusing Internet of Things device with voice recognition and machine vision.
Hungry Hungry Hippos is a child’s (board?) game designed to teach children the virtue of gluttony. The board is surrounded by four lever-actuated plastic hippopotami, and the object of the game is to mash a lever and collect marbles in the mouths of these piggish pachyderms. [Mike] automated this game with four servos connected to these levers, with each servo controlled by a W65C265SXB single board computer. Yes, this project has code written in 6502 assembly.
Taking this a step further, [Mike] is using a Playstation 3 camera connected to a netbook for image processing. When the camera detects a marble in front of a particular hippo, that hippo becomes hungry hungry. Autoplaying Hungry Hungry Hippos. What a fantastic time to be alive.
The Internet of things connectivity? [Mike] also made these hippos controllable via Amazon’s Alexa with the help of an Electric Imp. To activate the blue hippo, all [Mike] needs to say is, “Alexa, tell game that blue hippo needs to eat.” It’s an Internet of Things computer vision AI hippopotamus. We all knew technology was eating us alive, but we never thought technology was hungry hungry.
Off the hop, we love portable consoles. To be clear, we don’t just mean handhelds like the 3DS, or RetroPie builds, but when a maker takes a home console from generations past and hacks a childhood fantasy into reality — that’s amore. So, it’s only natural that [Bill Paxton]’s GameCube re-imagined as a Game Boy Advance SP has us enthralled.
Originally inspired by an early 2000’s imagined mockup of a ‘next-gen’ Game Boy Advance, [Paxton] first tried to wedge a Wii disk drive into this build. Finding it a bit too unwieldy, he opted for running games off of SD cards using a WASP Fusion board instead. Integrating the controller buttons into the 3D printed case took several revisions. Looking at the precise modeling needed to include the L and R shoulder buttons, that is no small feat.
Sadly, this GameCube SP doesn’t have an on-board battery, so you can’t go walking about with Windwaker. It does, however, include a 15 pin mini-din VGA-style port to copy game saves to the internal memory card, a switching headphone jack, amp, and speakers. Check it out after the break!
It is amazing how the game Doom has been ported to so many things. Enter one more port, where the hardware in question is a Honeywell Prestige thermostat.
In his video, [cz7asm] shows us the game running quite nicely on the 480 x 272 LCD with an NES controller plugged into the USB port originally intended for software updates. The thermostat runs on a STM32F429 which is an ARM9 processor that has the juice to pull it off. The Doom engine being used is based on Chocolate Doom, an open source port of the game, and the binaries can be downloaded for Windows and Mac. The source code is also available as a download for your tinkering pleasure. This project by [cz7asm] is extended from a code on GitHub by [floppes] that was meant for the STM32F429IDISCOVERY evaluation board.
The author shares his code for the STM32F4 on Dropbox as a zip and in order to compile it, the Atmel BSP for GNU GCC is used. The video below demonstrates the hack in action and, though there is no sound yet, the satisfaction that comes from such modifications is its own reward.
You’d think pool should be an easy game for a robot to play, right? It’s all math — geometry to figure out the angles and basic physics to deal with how much force is needed to move the balls. On top of that, it’s constrained to just two dimensions, so it should be a breeze.
Any pool player will tell you there’s much, much more to the game in real life, but still, a robot to play pool against would be a neat trick. As a move toward that goal, [BVarv] wisely decided on a miniature mockup of a pool-playing robot, and in the process reinvented the pool table itself. Realizing that a tracked or wheeled robot would have a tough time maneuvering around the base of a traditional pool table, his model pool table is a legless design that looks like something from IKEA. But the pedestal support allows the robot to be attached to the table and swing around in a full circle, and this allowed him to work through the kinematics as shown in the charming stop-action video below.
[BVarv] has gotten as far as motion control on the swing axis, as well as on the arms that will eventually hold the cue. He plans overhead image analysis for identifying shots, and of course there’s the whole making it full-size thing to do. We’d love to play a game or two against a bot, so we hope he gets there. In the meantime, how about a little robo-air hockey?