Pixel mashup with Wasm-4 logo and retro graphics

WASM-4: Retro Game Dev Right In Your Browser

Have you ever dreamt of developing games that run on practically anything, from a modern browser to a microcontroller? Enter WASM-4, a minimalist fantasy console where constraints spark creativity. Unlike intimidating behemoths like Unity, WASM-4’s stripped-back specs challenge you to craft games within its 160×160 pixel display, four color palette, and 64 KB memory. Yes, you’ll curse at times, but as every tinkerer knows, limitations are the ultimate muse.

Born from the WebAssembly ecosystem, this console accepts “cartridges” in .wasm format. Any language that compiles to WebAssembly—be it Rust, Go, or AssemblyScript—can build games for it. The console’s emphasis on portability, with plans for microcontroller support, positions it as a playground for minimalist game developers. Multiplayer support? Check. Retro vibes? Double-check.

Entries from a 2022’s WASM-4 Game Jam showcase this quirky console’s charm. From pixel-perfect platformers to byte-sized RPGs, the creativity is staggering. One standout, “WasmAsteroids,” demonstrated real-time online multiplayer within these confines—proof that you don’t need sprawling engines to achieve cutting-edge design. This isn’t just about coding—it’s about coding smart. WASM-4 forces you to think like a retro engineer while indulging in modern convenience.

WASM-4 is a playground for anyone craving pure, unadulterated experimentation. Whether you’re a seasoned programmer or curious hobbyist, this console has the tools to spark something great.

A Handheld Gaming PC With Steam Deck Vibes

Since its inception, the Steam Deck has been a bit of a game changer in the PC gaming world. The goal of the handheld console was to make PC gaming as easy and straightforward as a walled-garden proprietary console like a Switch or Playstation but still allow for the more open gaming experience of a PC. At its core, though, it’s essentially a standard PC with the parts reorganized into handheld form, and there’s no reason any other small-form-factor PC can’t be made into a similar system. [CNCDan] has the skills and tools needed to do this and shows us how it’s done.

The build is based around a NUC, a small form factor computer that typically uses the same low-power mobile processors and graphics cards found in laptops but without the built-in battery or screen. This one has an AMD Ryzen 7 processor with Radeon graphics, making it reasonably high-performing for its size. After measuring out the dimensions of the small computer and preparing for other components like the battery, joysticks, buttons, and even a trackpad, it was time to create the case. Instead of turning to a 3D printer, this one is instead milled on a CNC machine. Something tells us that [CNCDan] prefers subtractive manufacturing in general.

With all the parts assembled in the case, the build turns into a faithful Steam Deck replica with a few bonuses, like an exposed Ethernet port and the knowledge that everything can easily be fixed since it was built from the ground up in the first place. The other great thing about builds like these is they don’t need an obscure NUC for the hardware; you can always grab your old Framework mainboard for handheld gaming instead. Reminded us of the NucDeck.

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Are CRT TVs Important For Retro Gaming?

We always thought the older console games looked way better back in the day on old CRTs than now on a modern digital display. [Stephen Walters] thinks so too, and goes into extensive detail in a lengthy YouTube video about the pros and cons of CRT vs digital, which was totally worth an hour of our time. But are CRTs necessary for retro gaming?

The story starts with [Stephen] trying to score a decent CRT from the usual avenue and failing to find anything worth looking at. The first taste of a CRT display came for free. Left looking lonely at the roadside, [Stephen] spotted it whilst driving home. This was a tiny 13″ Sanyo DS13320, which, when tested, looked disappointing, with a blurry image and missing edges. Later, they acquired a few more displays: a Pansonic PV-C2060, an Emerson EWF2004A and a splendid-looking Sony KV24FS120. Some were inadequate in various ways, lacking stereo sound and component input options.

A poor analog cable coupled with rendering inaccuracy gives a nice filtering effect

A large video section discusses the reasons for the early TV standards. US displays (and many others using NTSC) were designed for 525 scan lines, of which 480 were generally visible. These displays were interlaced, drawing alternating fields of odd and even line numbers, and early TV programs and NTSC DVDs were formatted in this fashion. Early gaming consoles such as the NES and SNES, however, were intended for 240p (‘p’ for progressive) content, which means they do not interlace and send out a blank line every other scan line.  [Stephen] goes into extensive detail about how 240p content was never intended to be viewed on a modern, sharp display but was intended to be filtered by the analogue nature of the CRT, or at least its less-than-ideal connectivity. Specific titles even used dithering to create the illusion of smooth gradients, which honestly look terrible on a pixel-sharp digital display. We know the differences in signal bandwidth and distortion of the various analog connection standards affect the visuals. Though RGB and component video may be the top two standards for quality, games were likely intended to be viewed via the cheaper and more common composite cable route.

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Original Game Boy Gets Display “Upgrade”

Before LCD and LED screens were ubiquitous, there was a time when the cathode ray tube (CRT) was essentially the only game in town. Even into the early 2000s, CRTs were everywhere and continuously getting upgrades, with the last consumer displays even having a semi-flat option. Their size and weight was still a major problem, though, but for a long time they were cutting edge. Wanting to go back to this time with their original Game Boy, [James Channel] went about replacing their Game Boy screen with a CRT.

The CRT itself is salvaged from an old video conferencing system and while it’s never been used before, it wasn’t recently made. To get the proper video inputs for this old display, the Game Boy needed to be converted to LCD first, as some of these modules have video output that can be fed to other displays. Providing the display with power was another challenge, requiring a separate boost converter to get 12V from the Game Boy’s 6V supply. After getting everything wired up a few adjustments needed to be made, and with that the CRT is up and running.

Unfortunately, there was a major speed bump in this process when [James Channel]’s method of automatically switching the display to the CRT let the magic smoke out of the Game Boy’s processor. But he was able to grab a replacement CPU from a Super Game Boy, hack together a case, and fix the problem with the automatic video switcher. Everything now is in working order for a near-perfect retro display upgrade. If you’d like to do this without harming any original hardware, we’ve seen a similar build based on the ESP32 instead.

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Robot Arm Gives Kids The Roller Coaster Ride Of Their Lives

Unfortunately, [Dave Niewinski]’s kids are still too little to go on a real roller coaster. But they’re certainly big enough to be tossed around by this giant robot arm roller coaster simulator.

As to the question of why [Dave] has a Kuka KR 150 robot in his house, we prefer to leave that unasked and move forward. And apparently, this isn’t his first attempt at using the industrial robot as a motion simulator. That attempt revealed a few structural problems with the attachment between the rider’s chair and the robot’s wrist. After redesigning the frame with stouter metal and adding a small form-factor gaming PC and a curved monitor in front of the seat, [Dave] was ready to figure out how to make the arm simulate the motions of a roller coaster.

Now, if you ever thought the world would be a better place if only we had a roller coaster database complete with 4k 60 fps video captured from real coasters, you’re in luck. CoasterStats not only exists, but it also includes six-axis accelerometer data from real rides of coasters across Europe. That gave [Dave] the raw data he needed, but getting it translated into robot motions that simulate the feeling of the ride was a bit tricky. [Dave] goes into the physics of it all in the video below, but suffice it to say that the result is pretty cool.

More after the break.

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Docker-Powered Remote Gaming With Games On Whales

Cloud gaming services allow even relatively meager devices like set top boxes and cheap Chromebooks play the latest and greatest titles. It’s not perfect of course — latency is the number one issue as the player’s controller inputs need to be sent out to the server —  but if you’ve got a fast enough connection it’s better than nothing. Interested in experimenting with the tech on your own terms? The open source Games on Whales project is here to make that a reality.

As you might have guessed from the name, Games on Whales uses Linux and Docker as core components in its remote gaming system. With the software installed on a headless server, multiple users can create virtual desktop environments on the same machine, with each spawning as a separate process on the host computer. This means that all of the hardware of the host can be shared without needing to do anything complicated like setting up GPU pass-through. The main Docker container can spin up more containers as needed.

Of course there will obviously be limits to what any given hardware configuration will be able to support in terms of number of concurrent users and the demands of each stream. But for someone who wants to host a server for their friends or something even simpler like not having to put a powerful gaming PC in the living room, this is a real game-changer. For those not up to speed on Docker yet, we recently featured a guide on getting started with this powerful tool since it does take some practice to wrap one’s mind around at first.

How Additional Aerodynamic Drag Helped Make GTA III Work On PS2

The PlayStation 2 was a revelation when it hit the market in 2000, and yet by modern standards, it’s almost hopelessly weak. In fact, it’s so under-powered, Rockstar developers had to pull every trick in the book to make Grand Theft Auto III even work on the platform.

The story comes to us from developer [Obbe Vermeij]. He explains that the PlayStation 2 couldn’t keep the entire open-world game map in its tiny 32 MB of RAM. Instead, models had to be streamed from the DVD drive as the player moved around the world. However, even the DVD drive wasn’t fast enough. If the player moved too quickly, they would outpace the system’s ability to load new assets, and the world would fall apart. Roads would vanish, buildings simply wouldn’t appear before the player passed by them.

According to [Obbe], getting around this challenge was the job of one [Adam Fowler]. He notes that even optimizing the layout of data on the DVD wasn’t enough to help. Nifty hacks had to be employed to slow the player down. Road networks were changed to stop the player speeding towards areas that needed lots of new models. In other areas, vehicles in the game would experience a nearly-imperceptible 5% increase in air drag to dull their speed. This was chosen as a more invisible solution; cutting engine power directly was audible to players as the audio changed.

It shows you just how hard developers had to work back when resources were far more constrained than they are today!