Long-Distance Gaming Over Packet Radio

The amateur radio community often gets stereotyped as a hobby with a minimum age requirement around 70, gatekeeping airwaves from those with less experience or simply ignoring unfamiliar beginners. While there is a small amount of truth to this on some local repeaters or specific frequencies, the spectrum is big enough to easily ignore those types and explore the hobby without worry (provided you are properly licensed). One of the best examples of this we’ve seen recently of esoteric radio use is this method of using packet radio to play a game of Colossal Cave Adventure.

Packet radio is a method by which digital information can be sent out over the air to nodes, which are programmed to receive these transmissions and act on them. Typically this involves something like email or SMS messaging, so playing a text-based game over the air is not too much different than its intended use. For this build, [GlassTTY] aka [G6AML] is using a Kenwood TH-D72 which receives the packets from a Mac computer. It broadcasts these packets to his node, which receives these packets and sends them to a PDP-11 running the game. Information is then sent back to the Kenwood and attached Mac in much the same way as a standard Internet connection.

The unique features of packet radio make it both an interesting and useful niche within the ham radio community, allowing for all kinds of uses where data transmission might otherwise be infeasible or impossible. A common use case is APRS, which is often used on VHF bands to send weather and position information out, but there are plenty of other uses for it as well.

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Classic Gaming With FPGA And ATX

Playing classic games, whether they are games from the golden age of arcades or simply games from consoles that are long out of production, tends to exist on a spectrum. At one end is grabbing a game’s ROM file, finding an emulator, and kludging together some controls on a keyboard and mouse with your average PC. At the other is meticulously restoring classic hardware for the “true” feel of what the game would have felt like when it was new. Towards the latter end is emulating the hardware with an FPGA which the open-source MiSTer project attempts to do. This build, though, adds ATX capabilities for the retrocomputing platform. Continue reading “Classic Gaming With FPGA And ATX”

Playdate Handheld Turned Typewriter

The Playdate is an interesting gaming system. It’s a handheld, has a black and white screen, and superficially reminds us a little bit of the original Game Boy, right down to the button layout. But the fact that it has a second controller that pops out of the side, that this controller is a crank, and that the whole system was made by the same people that made Untitled Goose Game, makes us quite intrigued. Apparently it has made an impact on others, too, because this project turns the gaming system into a typewriter.

The Playdate doesn’t have native support for USB accessories unless it’s plugged into this custom 3D printed dock. Inside of the dock is a Teensy 4.1 which handles some translation between the keyboard and the console. Once the dock is taken care of the text editor needs to be side-loaded to the device as well. The word processor has the ability to move the cursor around, insert and delete text, and the project’s creator, [t0mg], plans to add more features in future versions like support for multiple files, changing the font, and a few other things as well.

For anyone interested in recreating this project, all of the printable files, the text editor, and the schematics are all available in the GitHub repo. It’s an impressive project for a less well-known console that we haven’t seen many other hacks for, unless you count this one-off Arduboy project which took some major inspiration from the Playdate’s crank controller.

The NES Gets Its Own OS

Until recently, most video game systems didn’t need their own operating systems in order to play games. Especially in the cartridge era — the games themselves simply ran directly on the hardware and didn’t require the middleman of an operating system for any of the functionality of the consoles. There were exceptions for computers that doubled as home computers such as the Commodore, but systems like the NES never had their own dedicated OS. At least, until [Inkbox] designed and built the NES-OS.

The operating system does not have any command line, instead going directly for a graphical user interface. There are two programs that make up the operating system. The first is a settings application which allows the user to make various changes to the appearance and behavior of the OS, and the second is a word processor with support for the Japanese “Family Keyboard” accessory. The memory on the NES is limited, and since the OS loads entirely into RAM there’s only enough leftover space for eight total files. Those files themselves are limited to 832 bytes, which is one screen’s worth of text without scrolling.

While it might seem limited to those of us living in the modern era, the OS makes nearly complete use of the available processing power and memory of this 1980s system that was best known for Super Mario Bros. and Duck Hunt. It’s an impressive build for such a small package, and really dives into a lot of the hardware and limitations when building software for these systems. If you need more functionality than that, we’d recommend installing Linux on the NES Classic instead.

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Design Cities In A Snap With Buildify

Designing 3D environments is hard, but it doesn’t have to be. A week ago, if you decided to design an entire city in Blender, say for a game or animation, you probably would have downloaded some asset pack full of building shapes and textures and painstakingly placed them over the course of days, modifying the models and making new ones as needed. Now, you would just need to download Buildify, feed it an asset pack, and watch the magic happen.

Buildify, made by [Pavel Oliva], is one of the most impressive bits of Blender content we’ve seen in a long time. It lets you generate entire cities by drawing the outlines of buildings. You can grab walls and resize individual structures, and the walls, windows, doors, textures, and everything else will automatically rearrange as needed. You can even select a region on Open Street Maps and watch as Buildify recreates the area in Blender using your chosen asset pack (maybe a KiCad PCB design could be used as the source material too?). It’s really something incredible to see, and you’ve just got to watch the video below to understand just how useful this tool can be.

The pay-what-you-want .blend file that you can grab off of [Pavel]’s website doesn’t include all the beautiful assets you can see in the video, but instead generates simple grey block buildings. He made one of the packs used in the video, and will be releasing it online for free soon. In the meantime, he links to other ones you can buy, or you can get really ambitious and create your own. We know it won’t be long until we’re seeing animations and games with Buildify-generated cities.

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Even DOOM Can Now Run DOOM!

For years now, the standard test of any newly hacked piece of hardware has been this: can it run DOOM? id Software’s 1993 classic first-person shooter has appeared on everything, but here’s one from [kgsws] that’s a bit special. It’s DOOM, running inside DOOM itself.

So how has this feat been achieved? There’s a code execution exploit inside the original DOS DOOM II executable, and that has been used to run the more modern Chocolate Doom within the original. It appears as an in-game texture, giving an odd effect as if it’s being watched in a cinema.

The video below the break shows the game-in-game in action, but the real value lies in its in-depth description of the exploit, that takes us through some of the inner workings of the game and ably explains what’s going on. It finishes up with a specially made cinema WAD in which to play DOOM-in-DOOM, and even Hexen-in-DOOM. Pick up your trusty chainsaw, it’s going to be a long night.

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Putting A Little More Juice In Your Emulation Station

After you’ve built a snazzy Raspberry Pi-powered retro gaming console, you might be wondering if you could have just a wee bit more power and run some of those other games you might remember, such as Xbox, Wii, or PS3. Perhaps in the future, a later revision of an RPi could handle it but currently, to emulate the 6th/7th generation of consoles, you need something a little beefier. Luckily, [Zac] got his hands on an old gaming laptop and turned it into his own game console.

The first step was to take the laptop apart and discard the parts not needed. [Zac] stripped away the battery, Bluray drive, and spinning hard disk. That left him with a much smaller PCB that could fit into a small case. The power button was integrated into the keyboard but came into the motherboard by the flat cable keyboard connection. So by bridging a few pins, he could power up the laptop. Next, he upgraded the RAM, wifi card, an NVMe drive, and redid all the thermal paste and putty to try and keep things cool while overclocking the GPU.

The case for the machine heavily used his CNC as it was walnut with a mid-section made of plywood. The top has a gorgeous cast acrylic window to see inside. The part the [Zac] was dreading with the fine pitch soldering. Ultimately he got both wires connected with good connections and no bridging. Because it’s just a PC at its heart, almost every game is on the table. Emulation, some more moderate PC games, streaming from his office PC, and cloud gaming services allow him to access most games made. We love the concept and the idea.

We love the aesthetic of the build but if you prefer to keep your consoles looking a little more faithful, why not put your mini PC inside of an actual N64 case? Video after the break.

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