How Those NES DIP Chips Were Reduced To QFNs

The world of console modding leads us to some extremely impressive projects, and a recent one we featured of note was a portable NES produced by [Redherring32]. It was special because the original NES custom DIP chips had been sanded down to something like a surface-mount QFN package. Back when our colleague [Arya] wrote up the project there wasn’t much information, but since then the full details have been put up in a GitHub repository. Perhaps of most interest, it includes a full tutorial for the chip-sanding process.

To take irreplaceable classic chips and sand them down must take some guts, but the premise is a sound enough one. Inside a DIP package is a chip carrier and a web of contact strips that go to the pins, this process simply sands away the epoxy to expose those strips for new contacts. The result can then be reflowed as would happen with any QFN, and used in a new, smaller NES.

Along the way this provides a fascinating insight into DIP construction that most of us never see. If any of you have ever managed to fatigue a pin off a DIP, you’ll also no doubt be thinking how the technique could be used to reattach a conductor.

You can read our original coverage of the project here.

Picture showing the way the cut-down piece of chip is soldered onto the mainboard - looking, indeed, like a QFN package.

Making A Handheld NES By Turning DIP Chips Into…QFN?

You can achieve a lot with a Dremel. For instance, apparently you can slim the original NES down into the hand-held form-factor. Both the CPU and the PPU (Picture Processing Unit) are 40-pin DIP chips, which makes NES minification a bit tricky. [Redherring32] wasn’t one to be stopped by this, however, and turned these DIP chips into QFN-style-mounted dies (Nitter) using little more than a Dremel cutting wheel. Why? To bring his TinyTendo handheld game console project to fruition, of course.

DIP chip contacts go out from the die using a web of metal pins called the leadframe. [Redherring32] cuts into that leadframe and leaves only the useful part of the chip on, with the leadframe pieces remaining as QFN-like contact pads. Then, the chip is mounted onto a tailored footprint on the TinyTendo PCB, connected to all the other components that are, thankfully, possible to acquire in SMD form nowadays.

This trick works consistently, and we’re no doubt going to see the TinyTendo being released as a standalone project soon. Just a year ago, we saw [Redherring32] cut into these chips, and wondered what the purpose could’ve been. Now, we know: it’s a logical continuation of his OpenTendo project, a mainboard reverse-engineering and redesign of the original NES, an effort no doubt appreciated by many a NES enthusiast out there. Usually, people don’t cut the actual chips down to a small size – instead, they cut into the mainboards in a practice called ‘trimming’, and this practice has brought us many miniature original-hardware-based game console builds over these years.

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CRT TV screen showing a Super Mario Bros main screen with "Social Media Bros" written on the title screen instead. There's a NES console to the right of it, with a perfboard on top of it, wires going into the console port.

ConnectedNES Brings Twitter Into Super Mario Bros World

Back in 2016, artist and video game historian [Rachel Weil (HXLNT)] was hanging out with her friend and hacking on console stuff, as friends do. [Rachel] was galvanized by the idea of having an iconic game like Super Mario Bros be interrupted by push notifications, and set out to bring a Twitter feed to her NES gaming experience. What she ended up with is ConnectedNES — a charming combination of a custom Twitter modem and a hacked Super Mario Bros ROM, creating a social media experience you have to see for yourself.

The technical side is as immaculate as the visuals. Data is transferred to the NES through the controller port using a Particle Photon that’s emulating a NES controller, and everything is encased in an adorable shell made out of yarn needlework.

The Photon currently taps into the Twitter feed through a proxy server run locally, and listens for tweets with specific keywords, relaying them to the ROM through mimicking controller port inputs. The ROM, now bearing the name Social Media Bros, went through some careful assembly trimming work. In particular, [Rachel] had to sacrifice Green Mario to the bit bucket gods.

Playing this game has to be quite the experience. Thankfully, source code for everything — the proxy server, the Photon firmware and the NES ROM — is on GitHub for all of us NES enthusiasts to hack at. If simply reading the feed is not enough, you can send tweets from your NES as well.

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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Hackaday Prize 2022: An Eastern Bloc NES Clone

If Nintendo is known for anything outside of their characters and admittedly top-notch video games, it’s being merciless to fans when it comes to using their intellectual property. They take legal action against people just for showing non-Nintendo hardware emulating games of theirs, and have even attempted to shut down the competitive scene for games like Super Smash Bros. To get away from the prying eyes of the Nintendo legal team extreme measures need to be taken — like building your Nintendo console clone behind the Iron Curtain.

[Marek Więcek] grew up in just such a place, so the only way to play Famicom (a.k.a NES) games was to use a clone system like this one circulating in the Eastern Bloc at the time called the Pegasus which could get the job done with some tinkering. [Marek] recently came across CPU and GPU chips from this clone console and got to work building his own. Using perf board and wire he was able to test the chips and confirm they functioned properly, but had a problem with the video memory that took him a while to track down and fix.

After that, he has essentially a fully-functional Famicom that can play any cartridge around. While we hope that living in Eastern Europe still puts him far enough away to avoid getting hassled by Nintendo, we can never be too sure. Unless, of course, you use this device which lets you emulate SNES games legally.

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Game Boy Becomes Super Game Boy With A Pair Of Pis

For the Nintendo aficionados of the 90s, the Super Game Boy was a must-have cartridge for the Super Nintendo which allowed gamers to play Game Boy games on your TV. Not only did it allow four-color dot-matrix gaming on the big screen, but it let you play those favorite Game Boy titles without spending a fortune on AA batteries. While later handhelds like the PSP or even Nintendo Switch are able to output video directly to TVs without issue, the original Game Boy needed processing help from an SNES or, as [Andy West] shows us, it can also get that help from a modern microcontroller.

Testing the design before installing it in the NES case.

The extra processing power in this case comes from a Raspberry Pi Pico which is small enough to easily fit inside of a donor NES case and also powerful enough to handle the VGA directly. For video data input, the Pico is connected to the video pins on the Game Boy’s main board through a level shifter. The main board is also connected to a second Pico which handles the controller input from an NES controller. Some fancy conversion needed to be done at this point because although the controller layouts are very similar, they are handles by the respective consoles completely differently.

With all of the technical work largely out of the way, [Andy] was able to put the finishing touches on the build. These included making sure the power buttons, status LEDs, and reset button all functioned, and restoring the NES case complete with some custom “Game Guy” graphics to match the original design of the Game Boy. We commend the use of original Game Boy hardware in this build as well, which even made it possible for [Andy] and his wife to play a head-to-head game of Dr. Mario through a link cable with another Game Boy. If you’re looking for a simpler way of playing on original hardware without burning a hole in your wallet buying AA batteries, take a look at this Game Boy restoration which uses a Lithium battery instead.

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Hacked Punch-Out Controlled With Actual Punches

In a slightly safer departure away from jetpack roller-skating and flinging around bolts of lightning, [Ian Charnas] has been hacking retro video games. After a lot of hard work [Ian] has managed to add pose estimation to control the character in the NES boxing game “Punch-Out.” Surely he can’t get hurt doing that? No, but since it wasn’t fair to hurt the poor suffering characters, without taking any damage himself, he added electric-shock feedback to give the game a bit more, ahem, punch. See, you can get hurt playing video games!

By starting with Google MoveNet, which is a pre-baked skeletal tracking model which can run in a browser using TensorFlowJS, he defined some simple heuristics for the various boxing moves usually performed with the game controller. Next, he needed to get the game. Being a all-round good guy, [Ian] bought an original copy of the game cartridge to obtain the license, then using the USB CopyNES from RetroUSB, dumped out the game binary for the next step.

Emulation of the NES hardware was chosen, taken care of by FCEUX, in order to run the game and the posture model on the same machine. This simplified the control of the game, since it would be somewhat more work to have it run on the original NES. By using emscripten, FCEUX was cross-compiled to WebAssembly, and so both the game and control side are both in the land of JavaScript. To be honest, after playing the game a little, [Ian] found it far too fast to be playable with posture control, as opposed to much faster button pressing, so some game hacking was required. Emulation made this much easier.

It took [Ian] around two months of disassembling the game binary, and figuring out the game logic around the characters in order to slow them down enough to make it playable, but he did manage it. You can be the judge, since he bought a bunch more cartridges to unlock more license copies, you can play it too. Just don’t add the electric-shock part, nobody needs to be administered electric shock therapy from a two inch high bright orange Mike Tyson!

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