One Coder Is Porting Portal To The Nintendo 64

When Portal came out in 2007, developers Valve chose not to release the groundbreaking title on an obsolete Nintendo console long out of production. Nobody cared at the time, of course, but [James Lambert] is here to right that wrong. Yes, he’s porting Portal to the N64.

The port, or “demake,” as [James] calls it, has been under construction for some time. The project has posed some challenges: Portal was developed for PCs that were vastly more powerful than the Nintendo 64 of 1996. Thus, initial concerns were that the console wouldn’t be able to handle the physics of the game or render the recursive portal graphics.

However, hard work has paid off. [James] has chipped away, bit by bit, making improvements to his engine all the while. The latest work has the portals rendering nicely, and the companion cube works just the way you’d expect. There’s also a visible portal gun, and the engine can even render 15 recursive layers when looking through mirrored portals. Sixteen was too much.

Of course, there’s still lots to do. There’s no player model yet, and basic animations and sound are lacking. However, the core concept is there, and watching [James] flit through the not-quite-round portals is an absolute delight. Even better, it runs smoothly even on original Nintendo hardware. It’s a feat worthy of commendation.

We had no idea what [James] had in store back when we featured his work creating real-time shadows on N64 hardware. Now we know! Video after the break.

Continue reading “One Coder Is Porting Portal To The Nintendo 64″

TWANG32 Brings LED Strip Gaming To The ESP32

Under the Hackaday TV is a modern game console, it’s a well-known model that many of you also probably have, and its main feature is a 3D accelerator which allows it to create the beautifully rendered worlds we’ve all come to know and love. [Mircemk] eschews such fripperies with the Twang project, because it’s a game that’s not 3D, nor 2D, but 1D. The display, indeed the entire gaming surface, is a single strip of addressable LEDs which can be seen int he video below the break.

Behind it all is an ESP32, and a unique one-dimensional joystick using an accelerometer. There’s an audio channel with a little piezoelectric speaker too, and the LED strip is a particularly high-density one from DFRobot. Because this is an ESP32-driven device it has WiFi, upon which is exposed an access point for a network over which is served the game stats as a web page. It may not displace that modern console, but it’s certainly inventive.

Long-time Hackaday readers will be aware that this is only the latest of a long line of one-dimensional games, including a 1D take on the famous PONG.

Continue reading TWANG32 Brings LED Strip Gaming To The ESP32″

Google’s T-Rex Game Ported To The ESP32

Most Chrome users will have come across a neat little Easter egg when their Internet connection has gone down – a game known as “T-Rex” where a dinosaur must be jumped over cactii. Whether or not this is accurate in terms of the evolutionary timeline, it’s a bit of fun, and Volos Projects educator [Danko Bertović] decided to port the game to the ESP32.

The game runs on the LILYGO TTGO T-Display development board, which pairs the powerful microcontroller with a 1.14-inch color LCD. His clone goes as far as authentically replicating the “No Internet” page from within Google Chrome, before kicking into the game at the press of a tactile button.

The game is built using a sprite-based engine, which enables gameplay with a minimum of flickering on the screen. Transparency is included to stop the sprites from occluding other screen elements unnecessarily. [Danko] hasn’t yet released a full tutorial on using sprites on the ESP32, but code is available for your own digestion.

It’s not the first time we’ve seen [Danko]’s ESP32 games, as he’s developed a few over the years. Others have gone so far as coding 8-bit emulators for the platform. Video after the break.

Continue reading “Google’s T-Rex Game Ported To The ESP32”

LEDBOY Is A Retro-Modern Handheld Game

Back in the 1970s, there were a few LED-based games on the market that were quickly superseded by the rise of LCDs and other fancier technologies. However, [grossofabian] wanted to recreate that classic style of game but with more modern hardware. The result is the LEDBOY, a colorful handheld game built in tribute to that era.

The handheld is based around the ATtiny 1614 microcontroller, driving a 10×10 array of NeoPixel Nano 2427 LEDs, named for their small 2.4 mm x 2.7 mm form factor. They’re RGB, too, so there’s lots of wonderful colors to play with.

Wrapped up in a neat enclosure with a rechargeable 130 mAh lithium-ion battery and some simple tactile buttons, it’s a tidy little handheld game console. Add in the CH340C chip for USB to serial duties, and it’s easy to program with the Arduino IDE, too.

Code is available on Github for those keen to take a closer look. Amusingly, the project bears a striking resemblance to a similarly-named build we featured just under 12 years ago. Time is a flat circle, and the video, my friends, is after the break.

Continue reading “LEDBOY Is A Retro-Modern Handheld Game”

Fixing A Broken Game Installer By Sheer Force Of Will

These days, we seldom purchase games on physical media. Even when buying titles from yesteryear, we usually download them from an online service. Some of these older games haven’t been properly ported to their new delivery platform, as [Slortibort] found out. Thus, it was time to dive into the game files and sort the problem out.

The game in question was the Hammers of Fate expansion pack for the base game Heroes of Might and Magic V. [Slortibort’s] partner bought it from Ubisoft, and ran the installer. However, the installer would report that it couldn’t find the original files from the base game, and fail to start.

Fixing the issue was no mean feat, requiring use of the Sexy Installshield Decompiler to dive into the guts of the installer to see what was going wrong. In the end, it came down to some registry key shenanigans, but the route of how [Slortibort] got there is well worth the read.

It’s a fine example of some of the issues around moving games to digital distribution; proper attention must be paid to do it right. Even then, there’s always the risk you’ll lose your games down the track. There are benefits, of course, but there’s always a tradeoff to be made.

The Doom computer game rendered with HTML checkboxes

Play DOOM Using Web Browser Checkboxes (Finally)

If you’ve ever felt the need to render DOOM using nothing but web browser checkboxes, [Andrew Healey] has you covered with his recent port of the first-person shooter. Naturally, this gets our tick of approval.

Yes, you read that right. You can now play DOOM in a 160 x 100 grid of HTML-generated checkboxes, much like this: ☑. The secret sauce for this project is partly derived from the fascinating Checkboxland project by fellow hacker Brian Braun, who uses HTML checkboxes to generate a variety of artistic demos.

[Andrew Healey] also made use of Cornelius Diekmann’s port of DOOM using WebAssembly, which we recently covered here on Hackaday. A smattering of code ties both projects together, and the end result is DOOM at 160×100 resolution, rendered entirely with HTML checkboxes.

The port can be played here using Chrome or Edge (other browsers may have issues if they do not support the zoom property in CSS). The source code is also available over on GitHub.

While the resolution and color palette aren’t what we have come to expect from DOOM, it’s likely that the graphics could be further improved by tinkering with the dithering and threshold settings. Higher resolutions may also be possible with further optimization.

We would be hard pressed to pick our favorite port of DOOM, as the list is becoming quite long. However for something completely different, check out our story on how DOOM was brought to Twitter.

Continue reading “Play DOOM Using Web Browser Checkboxes (Finally)”

Game Development Hack Chat

Join us on Wednesday, August 18 at noon Pacific for the Game Development Hack Chat with Kyle Donnelly!

Chances are we all have fallen into the time trap of computer games at one point or another. It’s easy to do — the worlds that games put before us can be immersive and addictive, and even if they’re populated by fantastical creatures hell-bent on our virtual destruction, they offer a degree of escapism and relaxation that can be hard to come by with any other form of entertainment.

But what does it take to build these virtual worlds? How exactly does one come up with all the ideas needed to make a game fresh and exciting? And once you’ve got the ideas, how do you turn them into the code needed to make the whole thing work? Kyle Donnelly has quite a bit of experience with the game development process, seeing his idea through from initial prototyping to working with a publisher and even getting the game demonstrated at conventions. Along the way, he picked up a collection of tips and shortcuts to make the process easier, as well as developing a small suite of tools to help set up and test game levels quickly and easily, and to deal with the custom physics of his virtual world.

Join us as Kyle stops by the Hack Chat to talk about game development from an angle that rarely gets much coverage — from the software side.

join-hack-chatOur Hack Chats are live community events in the Hackaday.io Hack Chat group messaging. This week we’ll be sitting down on Wednesday, August 18 at 12:00 PM Pacific time. If time zones have you tied up, we have a handy time zone converter.

Banner Art: Video Games Awesome Fanart by sacolin99.