Running DOOM On A Cheap 104-in-One Handheld

Taking a break from putting DOOM on devices that absolutely were never conceived for use as gaming devices, [Aaron Christophel] recently got enticed by some cheapo handheld gaming systems at his local Action budget store. One is a controller-shaped ‘mini game console’ with 104 games from the 1980s and 1990s, while the other is simply a Pac-Man handheld in a more typical rectangular form factor. Although this brings to mind basic blob chips and limited hacking potential, as it turns out they’re actually quite nice inside.

As also covered in the demonstration video, rather than said nasty blob chip, both handhelds turned out to use the same unmarked MCU in QFN48 packaging. Some prodding and poking confirmed that it’s a typical ARM core, specifically a Cortex-M33 compatible STAR-MC1 ARMv8-M from an unknown manufacturer. Without a datasheet to go by, its limitations had to be discovered experimentally.

Of those, the biggest were a clock speed of 62 MHz – instead of the typical 194 MHz – as well as a lack of sound. This latter issue might be fixable with a better understanding of what appears to be a quirky DMA-fed DAC. Beyond this you’re also dealing with limited memory and of course just 4 MB of flash, though the chip for this might be upgradable if the MCU can map more. You do get a 320×240 display and a lot of buttons, which is admittedly nice.

As for the price difference of around $8/€7 for the Pac-Man version, this appears to be due to it running an officially licensed Bandai Namco arcade emulator as firmware, while the 104-in-one unit runs FlyThings/ZKSWE with a NES emulator.

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Arduboy Cassette Award Explores New Features

When [Press Play on Tape] entered their game Prince of Arabia into the Arduboy FX Game Jam, we bet they had no idea that they’d be taking home a prize quite like this — designed by Arduboy creator [Kevin Bates], this gorgeous new variant of the handheld system brings some exciting new capabilities to the platform. Plus, it looks awesome.

The system, which is made up of a stacked pair of PCBs, has been designed to resemble an audio cassette. Thanks to the full-color silkscreen service offered by PCBway, it certainly looks the part. But it’s also a fully functional Arduboy, which means it has access to all the games already written for the 8-bit system.

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New And Improved Arduboy Mini Smashes Funding Goal

Just before the holidays, we brought you word of the Arduboy Mini — the latest in the line of open source 8-bit handheld gaming systems designed by [Kevin Bates]. He was good enough to send along a prototype version ahead of the system’s Kickstarter campaign, and we came away impressed with the possibilities it offered for customization.

Today, we’re pleased to tell you that not only did the Arduboy Mini Kickstarter cross the finish line with more than six times its original funding goal, but [Kevin] has made some pretty major changes to the design from the last time it graced these pages. The final Mini offers even more opportunities for modification and expansion, while still keeping the $29 USD price tag which made it so appealing in the first place. Continue reading “New And Improved Arduboy Mini Smashes Funding Goal”

Arduboy Mini Is A Fresh Take On An 8-bit Favorite

We’ve always been big fans of the Arduboy here at Hackaday. When creator Kevin Bates showed us the original prototype back in 2014, the idea was to use his unique method of mounting components inside routed holes in the PCB to produce an electronic business card that was just 1.6 mm thick. But the Internet quickly took notice of the demos he posted online, and what started as a one-off project led to a wildly successful Kickstarter for a sleek handheld gaming system that used modern components and manufacturing techniques to pay homage to the 8-bit retro systems that came before it.

The original Arduboy prototype in 2014

It’s the sort of hacker success story that we live for around here, but it didn’t end there. After the Kickstarter, the Arduboy community continued to grow, thanks in no small part to Kevin never forgetting the open source principles the product was built on.

He took an active role in the growing community, and when some Arduboy owners started tinkering with adding external storage to their systems so they could hold hundreds of games at a time, he didn’t chastise them for exploring. Instead, he collaborated with them to produce not only a fantastic add-on modification for the original Arduboy, but a new version of the Arduboy that had the community-inspired modifications built in.

Now Kevin is back with the Arduboy Mini, which not only retains everything that made the original a success, but offers some exciting new possibilities. There’s little doubt that he’s got another success on his hands as well as the community’s backing — at the time of this writing, the Kickstarter campaign for the $29 USD Mini has nearly quadrupled its funding goal.

But even still, Kevin offered us a chance to go hands-on with a prototype of the Arduboy Mini so that anyone on the fence can get a third party’s view on the new system. So without further ado, let’s take a look at how this micro machine stacks up to its full-sized counterparts.

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The new PewPew with an LCD showing some patterns, being held in someone's hand.

Hackaday Prize 2022: PewPew LCD Plays With Python

[deshipu] aka [Radomir Dopieralski] has been building educational handhelds for a good part of a decade now, and knows how to design hardware that makes for effective teaching. Today, we are graced with the PewPew LCD project, latest in the PewPew student-friendly handheld series, powered by CircuitPython.

The PewPew LCD from the other side, showing the simple PCB-built-in CR2032 battery holderThe goal for all of these devices has been consistent — making game programming accessible and fun. This time, as an entry in the Reuse, Recycle, Revamp round of Hackaday Prize, the new PewPew receives an upgrade – from an 8×8 LED matrix to an LCD display. This might not sound like much, but the change of display technology itself isn’t the main point. [deshipu] is working on ways to bring down the price and assembly complexity of PewPew handhelds, and he’s found there’s plenty of old stock RH-112 displays, previously used on cellphones like Nokia 1202, which these days go for as little as $1.30 a piece.

It’s exceptionally simple to get into writing games for the PewPew – one of the reasons why it’s a strong platform for workshops and individual learning. There’s already a slew of games and tutorials, and we can’t wait to see all the cool games people can build when given all the extra pixels! And, of course, we appreciate setting an example for giving new life to old displays – displays that’d otherwise inevitably end up in a trash container behind a warehouse in China.

The Reuse, Recycle, Revamp Hackaday Prize 2022 round is going on for two more weeks. If you’re making good use of something that would otherwise be discarded, please do share it with us, so that we can all learn and draw inspiration from your projects!

An Up-To-Date Development Environment For The Nokia N-Gage

One of the brave but unsuccessful plays from Nokia during their glory years was the N-Gage, an attempt to merge a Symbian smartphone and a handheld game console. It may not have managed to dethrone the Game Boy Advance but it still has a band of enthusiasts, and among them is [Michael Fitzmayer] who has produced a CMake-based toolchain for the original Symbian SDK. This is intended to ease development on the devices by making them more accessible to the tools of the 2020s, and may serve to bring a new generation of applications to those old Nokias still lying forgotten in dusty drawers.

In much of the public imagination, the invention of the smartphone came with the release of the first Apple iPhone in 2007. Hackaday readers will of course trace the smartphone back much further than that to an original IBM prototype, and will remind any doubters that the Nokias which the iPhone vanquished were very successful smartphones without any of Cupertino’s magic in sight. Nokia’s tragedy was that they appeared not to understand what they had in Symbian, and released a bewildering array of devices intended to satisfy every possible market without recognizing that the market they needed to serve was their customers being easily able to run the apps of their choice on the things.

Symbian itself has long ago become a piece of abandonware, but during its chequered history there was a period in which an open-source version was released. It would be nice to think that projects such as this one might revive interest in this capable yet forgotten operating system, as with the passage of a decade the cost of hardware which might run it has fallen to the point of affordability. Does anyone want to relive the 2000s?

Header image: Evan-Amos, Public domain.

Tetris Handheld Powered By Tritium Cell, Eventually

The idea of a tritium power cell is pretty straightforward: stick enough of the tiny glowing tubes to a photovoltaic panel and your DIY “nuclear battery” will generate energy for the next decade or so. Only problem is that the power produced, measured in a few microwatts, isn’t enough to do much with. But as [Ian Charnas] demonstrates in his latest video, you can eke some real-world use out of such a cell by storing up its power over a long enough period.

As with previous projects we’ve seen, [Ian] builds his cell by sandwiching an array of keychain-sized tritium tubes between two solar panels. Isolated from any outside light, power produced by the panels is the result of the weak green glow given off by the tube’s phosphorus coating as it gets bombarded with electrons. The panels are then used to charge a bank of thin-film solid state batteries, which are notable for their exceptionally low self-discharge rate.

Some quick math told [Ian] that a week of charging should build up enough of a charge to power a knock-off handheld Tetris game for about 10 minutes. Unfortunately, after waiting the prescribed amount of time, he got only a few seconds of runtime out of his hacked together power source.

His best guess is that he got a bad batch of thin-film batteries, but since he could no longer find the exact part number he used originally, he had to design a whole new PCB for the second attempt. After waiting two long months to switch the game on this time, he was able to play for nearly an hour before his homebrew nuclear energy source was depleted.

We wouldn’t consider this terribly practical from a gaming standpoint, but like the solar harvesting handheld game we covered last year, it’s an interesting demonstration of how even a minuscule amount of power can be put to work for intermittent applications. Here it’s a short bout of wonky Tetris, but the concept could just as easily be applied to an off-grid sensor.

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