This Joy-Con Grip Steers Its Way To Sweaty Victory

Here at Hackaday we’re always exited to see hacks that recycle our favorite childhood consoles into something new and interesting. In that context, it’s not so uncommon to see mods which combine new and unusual control methods with old devices in ways that their manufacturers never intended. What [Mike Choi] has built with the Labo Fit Adventure Kit is the rare hack that combines radically new control schemes with a modern console: without actually modifying any hardware.

Face button pusher in blue

In short, the Labo Fit Adventure Kit lets the player play Mario Kart on the Nintendo Switch by riding a stationary exercise bike, steering with a wheel, and squeezing that wheel to use items. The Fit Kit combines the theme of Labo, Nintendo’s excellent cardboard building kit for the Nintendo Switch with the existing Ring-Con accessory for the unrelated Nintendo game Ring Fit Adventure plus a collection of custom hardware to tie it all together. That hardware senses cadence on the stationary bike, watches for the user to squeeze the handheld wheel controller, and translates those inputs to button presses on the controller to play the game.

Shoulder button pusher in green

The most fascinating element of this project is the TAPBO module which adapts the Joy-Con controller to remote input. The module includes electronics, actuators, and a clever mechanical design to allow it to be mounted to the Ring-Con in place of an unmodified Joy-Con. Electrically the components will be familiar to regular Hackaday readers; there is a breakout board for a Teensy which also holds an XBee module to receive inputs remotely and drive a pair of servos. The entire module is described in detail starting at 4:42 in the video.

Mechanically the TAPBO relies on a pair of cam-actuated arms which translate rotational servo motion into linear action to press shoulder or face buttons. The module directly measures flex of the Ring-Con with an added flexible resistor and receives cadence information from another module embedded in the stationary bike via Zigbee. When these inputs exceed set thresholds they drive the servos to press the appropriate controller buttons to accelerate or use an item.

We’ve focused pretty heavily on the technical aspects of this project, but this significantly undersells the level of polish and easy to understand documentation [Mike] has produced. It includes a TAPBO Amiibo in customized packaging, and more. Check out the full video to get the complete scope of this project.

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Hackaday Links: February 7, 2021

What’s that they say about death and taxes? Apparently that maxim doesn’t apply to Flash, at least when it comes to the taxman. As we noted last week, the end of the Adobe Flash era took with it a scheduling and routing app for the railway system in a Chinese city. This time around, it’s the unfortunately acronymed SARS, for South African Revenue Services, having Flash woes. They still have several online tax forms that haven’t been migrated to HTML5, so to keep the revenue flowing they built their own Flash-enabled browser. Taxpayers are free to download and use the browser while SARS works on getting the rest of their forms migrated. It sort of reminds us of those plans the Internal Revenue Service has to ensure tax collection continues after a nuclear apocalypse — death and taxes indeed.

Trouble for Nintendo in the EU? It looks that way, as consumer groups have made the case to EU regulators that Nintendo’s wildly popular Switch consoles are showing unacceptably premature obsolescence with the notorious “Joy-Con drift” issue. The problem, which manifests as players being unable to control a game due to constant movement despite no inputs on the joystick-like controller, requires a repair, one that Nintendo initially only did for free as warranty service for consoles less than a year old. For consoles out of the warranty period, Nintendo was charging €45, which is approximately the same as what a new controller would cost. This didn’t sit well with regulators, and now they’re breathing down Nintendo’s neck. They now offer free repairs for up to two years, but they’re still under the EU microscope. The interesting bit in the linked document is the technical reason for the problem, which is attributed to premature PCB wear — possibly meaning the traces wear away — and inadequate sealing of the Joy-Con mechanism against dust intrusion.

Last year looked as though it was going to be an exciting one with respect to some of our nearest solar and galactic neighbors. For a while there, it looked like the red giant Betelgeuse was going to go supernova, which would have been interesting to watch. And closer to home, there were some signs of life, in the form of phosphine gas, detected in the roiling atmosphere of our sister planet, Venus. Alas, both stories appear not to have panned out. The much-hoped-for (by me) Betelgeuse explosion, which was potentially heralded by a strange off-cycle dimming of the variable star, seems now to be due to its upper atmosphere cooling by several hundred degrees. As for Venus, the phosphine gas that was detected appears actually to have been a false positive triggered by sulfur dioxide. Disappointing results perhaps, but that’s how science is supposed to work.

Amateur radio often gets a bad rap, derided as a hobby for rich old dudes who just like to talk about their medical problems. Some of that is deserved, no doubt, but there’s still a lot of room in the hobby for those interested in advancing the state of the art in radio communications. In this vein, we were pleased to learn about HamSCI, which is short for Ham Radio Science Citizen Investigation. The group takes to heart one of the stated primary missions of amateur radio as the “ontinuation and extension of the amateur’s proven ability to contribute to the advancement of the radio art.” To that end, they’ll be holding HamSCI Workshop 2021, a virtual conference that will be focused on midlatitude ionospheric science. This appears to be a real science conference where both credentialed scientists and amateurs can share ideas. They’ve got a Call for Proposals now, with abstracts due by February 15. The conference itself will be on March 19 and 20, with free admission. The list of invited speakers looks pretty impressive, so if you have any interest in the field, check it out.

And finally, we got a tip this week about a collection of goofy US patents. Everything listed, from the extreme combover to baby bum-print art, is supposedly covered by a patent. We didn’t bother checking Google Patents, but some of these are pretty good for a laugh. We did look at a few, though, and were surprised to learn that the Gerbil Shirt is not a garment for rodents, but a rodent-filled garment for humans.

Super Mario Original Sound Tracks Get High Quality Remaster Thanks To Gigaleak

2020 saw many gigabytes of internal Nintendo data leaked on the broader internet. Known as the “Gigaleak”, it contained source codes and assets from many games. Using data from this leak, a group of enthusiasts has put together high-quality renditions of the SNES Super Mario World Original Sound Tracks (OST).

The work was made possible when source code from the Gameboy Advance remake of Super Mario World was found in the leaked data. The source code included the names of the samples, which were the same as were used in the original SNES game. This allowed the team to find the original samples amongst the gigabytes of leaked files.

We wondered what would be done with all that code, speculating that it would be a poison pill for the emulator scene. This type of hack wasn’t even on our radar and we’re delighted to see the project come to light. The reproduced songs have an altogether different quality than the original SNES soundtrack. This is largely due to the samples not having to be compressed or cut down to fit on a cartridge and work with the console’s sound chip. Other variances in the sound also come from the fact that unlike in the game, the samples in these renditions don’t match the play lengths in the original game.

Regardless of the changes, it’s interesting to hear a more full, rounded sound of these classic video game tunes. It reminds us somewhat of the later CD console era, when sound designers were able to break free of the limitations of earlier hardware. Of course, we still bow at the alter of chiptune, though — and this MIDI Gameboy mod is a great place to start if you’re curious. Video after the break.

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A Look At How Nintendo Mastered Dual Screens

When it was first announced, many people were skeptical of the Nintendo DS. Rather than pushing raw power, the unique dual screen handheld was designed to explore new styles of play. Compared to the more traditional handhelds like the Game Boy Advance (GBA) or even Sony’s PlayStation Portable (PSP), the DS seemed like huge gamble for the Japanese gaming giant.

But it paid off. The Nintendo DS ended up being one of the most successful gaming platforms of all time, and as [Modern Vintage Gamer] explains in a recent video, at least part of that was due to its surprising graphical prowess. While it was technically inferior to the PSP in almost every way, Nintendo’s decades of experience in pushing the limits of 2D graphics allowed them to squeeze more out of the hardware than many would have thought possible.

On one level, the Nintendo DS could be seen as a upgraded GBA. Developers who were already used to the 2D capabilities of that system would feel right at home when they made the switch to the DS. As with previous 2D consoles, the DS had several screen modes complete with hardware-accelerated support for moving, scaling, rotating, and reflecting up to four background layers. This made it easy and computationally efficient to pull off pseudo-3D effects such as having multiple backdrop images scrolling by at different speeds to convey a sense of depth.

On top of its GBA-inherited tile and sprite 2D engine, the DS also featured a rudimentary GPU responsible for handling 3D geometry and rendering. Hardware accelerated 3D could only used on one screen at a time, which meant most games would keep the closeup view of the action on one display, and used the second panel to show 2D imagery such as an overhead map. But developers did have the option of flipping between the displays on each frame to render 3D on both panels at a reduced frame rate. The hardware can also handle shadows and included integrated support for cell shading, which was a particularly popular graphical effect at the time.

By combining the 2D and 3D hardware capabilities of the Nintendo DS onto a single screen, developers could produce complex graphical effects. [Modern Vintage Gamer] uses the example of New Super Mario Bros, which places a detailed 3D model of Mario over several layers of moving 2D bitmaps. Ultimately the 3D capabilities of the DS were hindered by the limited resolution of its 256 x 192 LCD panels; but considering most people were still using flip phones when the DS came out, it was impressive for the time.

Compared to the Game Boy Advance, or even the original “brick” Game Boy, it doesn’t seem like hackers have had much luck coming up with ways to exploiting the capabilities of the Nintendo DS. But perhaps with more detailed retrospectives like this, the community will be inspired to take another look at this unique entry in gaming history.

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Game Boy Replica Built In Brass

Nintendo’s Game Boy is legendary for being the meat in the handheld gaming revolution, as well as being nigh-on indestructible whether in the custody of children or soldiers in the Gulf War. However, [Jiri] decided to see if he could whip up a tribute of his own, in brass instead of plastic.

The hardware is based on the Odroid GO emulator firmware for the ESP32, running on a 2.2″ color TFT screen. It’s a great base for a custom build, which avoids gutting any precious classic hardware. It’s then assembled behind front plate milled out of brass, with delicate point-to-point brass wires giving it an artistic circuit sculpture look. The brass did prove difficult to work with at times, acting as a heat sink which prevented easy soldering of the standoffs in place. To get around this, [Jiri] used a hotplate to heat the plate from below, keeping it warm enough so that a hand iron could do the job.

The final result is a fun Game Boy emulator in a stylish case – though one you shouldn’t throw in a back pack lest it short out the exposed conductors. It would make a great gift for any lifelong Nintendo fan. [Jiri] is no strange to circuit sculpture, as we well know – we’ve featured his tools and methods before. Video after the break.

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A Straightforward Guide To Unlocking The Nintendo Game And Watch

Nintendo’s reborn tiny handheld game has certainly attracted the attention of hardware hackers, and we’ve been treated to a succession of exploits as its secrets have been one by one unlocked. With relatively straightforward hardware it conceals potential far beyond a simple Mario game or two, and it’s now at the stage of having a path to dumping both its SPI Flash and internal Flash, unlocking its processor, and running arbitrary code. The process of unlocking it is now atraightforward enough to warrant a HOWTO video, to which [stacksmashing] has treated us. It’s early days and this is still touted as for developers rather than gamers, but it serves to show where work on this console is going.

The console’s STM32 architecture means that programming hardware is straightforward enough to find, though we’re cautioned against using the cheap AliExpress type we might use with a Blue Pill or similar. Instead the snap-off programmer that comes with an STM Nucleo board is a safer choice that many people are likely to have already.

The relative simplicity of the process as seen in the video below must conceal an immense amount of work from multiple people. It’s a succession of scripts to sequentially unlock and back up the various firmwares with STM payloads for each step. Finally the STM32 itself is unlocked, and the backed-up Nintendo firmware can be returned to the device or instead a custom firmware can be created. Aside from the DOOM we’ve already seen there are work-in-progress NES and Game Boy emulators, and fascinatingly also work on bare-metal games.

Given the lack of custom chips in this console it is easily possible that its hardware could be directly cloned and that Nintendo might have unintentionally created a new general purpose hacker’s handheld gaming platform. There are a few hardware works-in-progress such as increasing the SPI Flash size and finding the unconnected USB pins, so we look forward to more exciting news from this quarter.

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Zelda II Redux ROM Hack Plays How You Remember The Original

Going back to classic games can be a difficult experience. The forward passage of time leaves technology to stagnate, while the memories attached to those old games can morph in mysterious ways. Therein lies the problem with how you remember a game playing versus the reality of how it actually does. Developer [Jorge] saw that situation arising around Zelda II: The Adventure of Link, and it inspired him to create the Zelda II Redux ROM hack.

Years in the making, Zelda II Redux takes a relatively light-handed approach to revising the original NES game. Graphical enhancements include: a reworked HUD complete with the series’ tradition of hearts, animated enemy icons in the over world, a new title screen, and giving Link the shield from the Famicom Disk System release’s box art. Text speed has been increased and a revised translation of the Japanese script has been incorporated. Under the hood, all sorts of boss battles have been re-balanced while casting magic spells doesn’t require multiple return trips to the pause menu. Though Zelda II Redux’s most important feature may be the inclusion of manual saving via “Up + A” on the pause menu. There are also a whole host of other changes Zelda II Redux incorporates in order to bring Link’s second adventure more inline with the rest of the Legend of Zelda series that can be found on the project’s change log.

To play Zelda II Redux requies an IPS patching program, like LunarIPS, along with a clean dumped image of Zelda II: The Adventure of Link. Dumping NES cartridges is easier than ever these days due to many cartridge dumper devices being plug-and-play over USB. A successfully patched ROM file can be played in an emulator or on actual NES hardware through a flash cart. A video of a tool-assisted speedrun has been included below, so there may be some new strategies to employ.
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