Wayland Comes To Minecraft

The overall adoption and implementation of Wayland — intended as a replacement for the decades-old X11 windowing system — in the Linux world has been full of fits and starts. But perhaps the most surprising adopter we’ve seen yet is this Minecraft patch which brings a full Wayland compositor into the game.

This software project, called Waylandcraft, is the brainchild of a developer known as [EVVIE] who spent a considerable amount of time and effort getting this to work. According to a post on GamingOnLinux it was also done the old fashioned way, with no AI involved.

Users wanting to run this compositor need a Linux system to run Minecraft, as well as the Fabric mod loader and a few other tools. For those wishing to show off to their friends, though, they’ll need to do so in-person as streaming the Wayland windows to other users in the server is not possible.

With everything running, you’ll be able to launch arbitrary programs and have the windows placed within the Minecraft world as if they were in-game. Users can place the windows in any orientation and can interact with them like any other desktop environment. [EVVIE] has released all of the code under the GPL for anyone wanting to try it out or build on the project itself.

If you haven’t spun up a Minecraft server at all yet, all you really need is something like an ESP32 to get started.

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CRTs Are Too Mainstream, So Game On A Mechanical TV Instead

Aside from nostalgia, people claim to like CRTs because they’re apprehendable– the technology just makes more sense than the arcane wibbly-wobbly solid-state madness going on inside the driver chip of your new OLED. CRTs weren’t the first technology used to display moving images though, and their mechanical forebears were even easier to understand. For that reason we suppose it was only a matter of time before one of The Youths– in this case a British YouTuber by the name of [smill]–tried gaming on a mechanical television display.

The game in question was Minecraft— because of course it was, that’s the new generation’s DOOM–and the mechanical TV in question is not a priceless 1920s antique but a commercial kit that reproduces [John Logie Baird]s 1925 televisor. If you’re not familiar, it uses a flat disk– called a Nipkow disk after its inventor– with a series of holes in a spiral to demodulate a single lamp’s brightness variations into monochrome image made of scan-lines. As you might imagine, the resolution depends both on the size of the disk and its speed, so with a tabletop example you’re not going to get much– in this case, 32 holes for 32 lines. At least they’re not interlaced this time.

Getting a video signal from the computer to the LED in the televisor kit was the hard part of the hack. Aside from actually playing on the diminutive monochrome display, that is. There is a “video2NBTV” tool that can do the job, as the Narrow Band TV signal used by amateur radio enthusiasts still has the compatible timing values and modulation as what the televisor kit uses. We suspect that’s because the Televisor people used the modern NBTV standard as a starting point for their electronics, since [Baird]’s device reportedly ran 30 lines at only 5 frames per second, compared to the 32 lines at 15 FPS here.

Some of you may turn your nose up at this as a mere YouTube stunt, which is fair enough. At the same time, we cannot wait for the eventual arms race. Imagine when someone decides to go for 4K cred? Staring through a supersonic Nipkow disk makes pointing a particle accelerator at your face downright mundane. The kit [smill] used was monochrome, but if you want to repeat his antics in glorious colour, you can 3D print your own TV.

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Pushing As Many Pixels As Possible To A CRT: Interlaced 4K

Some people love CRTs to a degree that the uninitiated may find obsessive. We all have our thing, and for [Found Tech], it’s absolutely pointing particle accelerators at his face to play video games. He likes modern games, with modern resolutions– none of this 1080p nonsense. Today’s gamers demand 4K! Can a CRT keep up? The answer is a resounding “No, but actually, yes!”

[Found Tech] has an IBM P275 monitor, which is one of the last generation of CRTs.  Officially, the resolution maxes out at 1920 dots by 1440 lines. While one might (inaccurately) call that UHD output “2K”, you certainly cannot claim it is 4K. So, what’s the secret? Interlacing. Yes, interlacing, like old analog TV signals.

Apparently, in spite of what the manual says, getting the screen to absorb the 2880×2160 interlaced signal wasn’t the hard part, but generating it was. NVIDIA and AMD graphics cards are absolutely unable to create an interlaced signal, but Intel integrated GPUs are– if you get the right combo of chip and old driver. Sadly, the video doesn’t list exactly what he used. Of course an iGPU isn’t going to give you a very good gaming experience at this high resolution, so [Found Tech] has his games do their rendering on the discrete card before piping that over to the iGPU for display on the CRT.

Technically, you still can’t call the 2880×2160 picture “4K”, as that trademark refers to 2160p at 16:9, and this is both interlaced and 4:3. Still, close enough. In spite of the artifacting that turned us all against interlaced signals back in the day, this apparently has [Found Tech]’s eyes fooled– he says it’s as good as 2160p on his OLED, plus the extra magic that comes with glowing phosphors.

It certainly looks great in a recording, but the monitor in the recording isn’t displayed at a high enough resolution to say for sure if it’s 4K. Still, if you’re into CRT gaming, maybe give this high-res interlacing a try. If you still don’t get what’s so great about CRTs, check here, and remember it could be worse– at least we’re not going on about Plasma TVs. Continue reading “Pushing As Many Pixels As Possible To A CRT: Interlaced 4K”

Turning A GDB Coredump Debug Session Into A Murder Mystery

Debugging an application crash can oftentimes feel like you’re an intrepid detective in a grimy noir detective story, tasked with figuring out the sordid details behind an ugly crime. Slogging through scarce clues and vapid hints, you find yourself down in the dumps, contemplating the deeper meaning of life and  the true nature of man, before hitting that eureka moment and cracking the case. One might say that this makes for a good game idea, and [Jonathan] would agree with that notion, thus creating the Fatal Core Dump game.

Details can be found in the (spoiler-rich) blog post on how the game was conceived and implemented. The premise of the game is that of an inexplicable airlock failure on an asteroid mining station, with you being the engineer tasked to figure out whether it was ‘just a glitch’ or that something more sinister was afoot. Although an RPG-style game was also considered, ultimately that proved to be a massive challenge with RPG Maker, resulting in this more barebones game, making it arguably more realistic.

Suffice it to say that this game is not designed to be a cheap copy of real debugging, but the real deal. You’re expected to be very comfortable with C, GDB, core dump analysis, x86_64 ASM, Linux binary runtime details and more. At the end you should be able to tell whether it was just a silly mistake made by an under-caffeinated developer years prior, or a malicious attack that exploited or introduced some weakness in the code.

If you want to have a poke at the code behind the game, perhaps to feel inspired to make your own take on this genre, you can take a look at the GitHub project.

A Steam Machine Clone For An Indeterminate But Possibly Low Cost

For various reasons, crypto mining has fallen to the wayside in recent years. Partially because it was never useful other than as a speculative investment and partially because other speculative investments have been more popular lately, there are all kinds of old mining hardware available at bargain prices. One of those is the Asrock AMD BC250, which is essentially a cut down Playstation 5 but which has almost everything built into it that a gaming PC would need to run Steam, and [ETA PRIME] shows us how to get this system set up.

The first steps are to provide the computer with power, an SSD, and a fan for cooling. It’s meant to be in a server rack so this part at least is pretty straightforward. After getting it powered up there are a few changes to make in the BIOS, mostly related to memory management. [ETA PRIME] is uzing Bazzite as an operating system which helps to get games up and running easily. It plays modern games and even AAA titles at respectable resolutions and framerates almost out-of-the-box, which perhaps shouldn’t be surprising since this APU has a six-core Zen 2 processor with a fairly powerful RDNA2 graphics card, all on one board.

It’s worth noting that this build is a few weeks old now, and the video has gotten popular enough that the BC250 cards that [ETA PRIME] was able to find for $100 are reported to be much more expensive now. Still, though, even at double or triple the price this might still be an attractive price point for a self-contained, fun, small computer that lets you game relatively easily and resembles the Steam Machine in concept. There are plenty of other builds based on old mining hardware as well, so don’t limit yourself to this one popular piece of hardware. This old mining rig, for example, made an excellent media server.

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The Many-Sprites Interpretation Of Amiga Mechanics

The invention of sprites triggered a major shift in video game design, enabling games with independent moving objects and richer graphics despite the limitations of early video gaming hardware. As a result, hardware design was specifically built to manipulate sprites, and generally as new generations of hardware were produced the number of sprites a system could produce went up. But [Coding Secrets], who published games for the Commodore Amiga, used an interesting method to get this system to produce far more sprites at a single time than the hardware claimed to support.

This hack is demonstrated with [Coding Secrets]’s first published game on the Amiga, Leander. Normally the Amiga can only display up to eight sprites at once, but there is a coprocessor in the computer that allows for re-drawing sprites in different areas of the screen. It can wait for certain vertical and horizontal line positions and then execute certain instructions. This doesn’t allow unlimited sprites to be displayed, but as long as only eight are displayed on any given line the effect is similar. [Coding Secrets] used this trick to display the information bar with sprites, as well as many backgrounds, all simultaneously with the characters and enemies we’d normally recognize as sprites.

Of course, using built-in hardware to do something the computer was designed to do isn’t necessarily a hack, but it does demonstrate how intimate knowledge of the system could result in a much more in-depth and immersive experience even on hardware that was otherwise limited. It also wasn’t free to use this coprocessor; it stole processing time away from other tasks the game might otherwise have to perform, so it did take finesse as well. We’ve seen similar programming feats in other gaming projects like this one which gets Tetris running with only 1000 lines of code.

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Internet-Connected Consoles Are Retro Now, And That Means Problems

A long time ago, there was a big difference between PC and console gaming. The former often came with headaches. You’d fight with drivers, struggle with crashes, and grow ever more frustrated dealing with CD piracy checks and endless patches and updates. Meanwhile, consoles offered the exact opposite experience—just slam in a cartridge, and go!

That beautiful feature fell away when consoles joined the Internet. Suddenly there were servers to sign in to and updates to download and a whole bunch of hoops to jump through before you even got to play a game. Now, those early generations of Internet-connected consoles are becoming retro, and that’s introduced a whole new set of problems now the infrastructure is dying or dead. Boot up and play? You must be joking!

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