RuneScape GBA Controller Is A Nostalgic Mash-Up

For gamers, the early 2000s certainly stand out as a memorable era. The dawn of the 21st century ushered in the sixth generation of home video game consoles, with Sony, Nintendo, and Microsoft all releasing their systems within a few years of each other. Nintendo also released their Game Boy Advance at around the same time, representing a minor revolution for mobile gaming. On the PC front, a free-to-play MMORPG called RuneScape was redefining people’s expectations of browser-based software.

Now, thanks to modern technology and the expert guidance of [TiKevin83], these varied bits of video game history can be used in conjunction for maximum rose-tinting effect. Using homebrew software on the GameCube and a healthy collection of wires and adapters, the GBA can be used as a controller for your adventures through the realm of Gielinor. After nearly two decades, the dreams of gamers everywhere have come true.

Well, that might be a stretch. In fact, we’d wager that nobody in human history has ever looked at the GBA and thought it would be a particularly good controller for an MMORPG. Watching the video after the break, it’s not hard to see why. Using the handheld system’s digital pad to control the mouse in RuneScape looks to be precisely as clunky as you’d imagine. But of course, that’s hardly the point.

So how is it accomplished? A homebrew tool for the GameCube’s “Game Boy Player” accessory allows the GBA, when connected to the console via the appropriate adapter cable, to mimic a standard controller. Once the GBA is running in this mode, it can then be connected to the computer using a Wii U to USB adapter. Finally, the program JoyToKey is used to map the GBA’s buttons to mouse and keyboard input for “Old School” RuneScape.

If you’d like to do something similar but aren’t quite committed enough to collect up all the Nintendo-branded ephemera this method requires, you may be interested in this DIY adapter that allows the venerable GBA to be used as a standard Bluetooth controller.

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How To Play Doom – And More – On An NES

Doom was a breakthrough game for its time, and became so popular that now it’s essentially the “Banana For Scale” of hardware hacking. Doom has been ported to countless devices, most of which have enough processing ability to run the game natively. Recently, this lineup of Doom-compatible devices expanded to include the NES even though the system definitely doesn’t have enough capability to run it without special help. And if you want your own Doom NES cartridge, this video will show you how to build it.

We featured the original build from [TheRasteri] a while back which goes into details about how it’s possible to run such a resource-intensive game on a comparatively weak system. You just have to enter the cheat code “RASPI”. After all the heavy lifting is done, it’s time to put it into a realistic-looking cartridge.

To get everything to fit in the donor cartridge, first the ICs in the cartridge were removed (except the lockout IC) and replaced with custom ROM chips. Some modifications to the original board have to be soldered together as well, since the new chips’ pinouts don’t match perfectly. Then, most of the pin headers on the Raspberry Pi and the supporting hardware have to be removed and soldered together. Then, [TheRasteri] checks to make sure that all this extra hardware doesn’t draw too much power from the NES and overheat it.

The original project was impressive on its own, but with the Doom cartridge completed this really makes it the perfect NES hack, and also opens up the door for a lot of other custom games, including things like Mario64.

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NES Gets A Slick Acrylic Casemod

Those alive during the 1990s will remember the clear or “crystal” versions of various home consoles. Made with the usual injection molding processes, they usually came out somewhere closer to a smoky translucency and didn’t reveal much of the insides. [BitHead1000] likes to do things right though, and has busted out an awesome acrylic case mod for his NES.

The build starts with the disassembly of the original console, naturally, and the RF shielding is discarded in order to provide an unobstructed view of the internals. The acrylic case is then built up piece by piece, using the original case as a template. Flame polishing is used to treat the edges, and everything is stuck together using what appears to be acrylic cement. For a nice finishing touch, the cartridge door gets a frosted Nintendo logo, thanks to some careful work in the sandblasting booth.

The final product looks stunning, and the transparent case lends itself excellently to edge-lighting thanks to a few LEDs. We’ve seen [BitHead1000’s] work before, with the stunning flamethrowing N64 build. Video after the break.

The Not Quite USB-C Of Nintendo Switch Accessories

Historically gaming consoles are sold at little-to-no profit in order to entice customers with a low up-front price. The real profits roll in afterwards from sales of games and accessories. Seeking a slice of the latter, aftermarket accessory makers jump in with reverse-engineered compatible products at varying levels of “compatible”.

When the Nintendo Switch was released with a standard USB-C port for accessories, we had hoped those days of hit-or-miss reverse engineering were over, but reality fell short. Redditor [VECTORDRIVER] summarized a few parts of this story where Nintendo deviated from spec, and accessory makers still got things wrong.

Officially, Nintendo declared the Switch USB-C compliant. But as we’ve recently covered, USB-C is a big and complicated beast. Determined to find the root of their issues, confused consumers banded together on the internet to gather anecdotal evidence and speculate. One theory is that Nintendo’s official dock deviated from official USB-C dimensions in pursuit of a specific tactile feel; namely reducing tolerance on proper USB-C pin alignment and compensating with an internal mechanism. With Nintendo playing fast and loose with the specs, it makes developing properly functioning aftermarket accessories all the more difficult.

But that’s not the only way a company can slip up with their aftermarket dock. A teardown revealed Nyko didn’t use a dedicated chip to manage USB power delivery, choosing instead to implement it in software running on ATmega8. We can speculate on why (parts cost? time to market?) but more importantly we can read the actual voltage on its output pins which are too high. Every use becomes a risky game of “will this Switch tolerate above-spec voltage today?” We expect that as USB-C becomes more common, it would soon be cheapest and easiest to use a dedicated chip, eliminating the work of an independent implementation and risk of doing it wrong.

These are fairly typical early teething problems for a new complex technology on their road to ubiquity. Early USB keyboard and mice didn’t always work, and certain combination of early PCI-Express cards and motherboards caused damage. Hopefully USB-C problems — and memories of them — will fade in time as well.

[via Ars Technica]

[Main image source: iFixit Nintendo Switch Teardown]

Micro-Sized Flex For Commercial Quality Bodging

We love watching the creativity unleashed by the democratization of once-exotic technologies. The casualness by which one can order a cheap, small run of PCBs has unlocked a flood of fine pitch components and projects which look commercial quality even with a total build volume of one. Now the once mythical flex PCB has been falling from it’s stratospheric pricing and with OSHPark’s offering it feels like we’re at the inflection point. [qwertymodo] leveraged this by creating a beautifully twisted flex to add link port support to the Super Game Boy

In the mid-90’s Nintendo released the Super Game Boy, a cartridge for the SNES which allowed you to play Game Boy games on the big screen. Each cartridge was in fact an entire Game Boy with the appropriate hardware to present it in a way the host console could interface with, but missing some of the hardware a standalone Game Boy would include like a link port to connect it to another system. This mod fixes this limitation by bridging the correct pins out from the CPU to a breakout board which includes the link port connector. For general background on what’s going on here, check out [Brian]’s article from April describing a different mod [qwertymodo] executed to the same system.

What’s fascinating is how elegant the mod is. Using a a flex here to create a completely custom, strangely shaped, one-of-a-kind adapter for this random IC, in low volume is an awesome example of the use of advanced manufacturing techniques to take our hacks to the next level. It reminds us a little of the method [Scotty] used to add the headphone jack to his iPhone 7 back in 2017. At the time that seemed like a technology only available to hackers who could speak a little Mandarin and lived in Shenzhen.

Detailed information on this hack is a little spread out. There is slightly more info in these tweets, and if you have a Super Game Boy crying out for a link port the adapter flexes are sometimes available here. Look beyond the break to see what the mod originally looked like sans-flex.

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Playing NES Games On An Industrial EL Display

Modern consoles are fun, but there are certain charms to retro gear that keep hackers entertained to this day. The original NES is a particularly ripe ground for projects, being one of the most popular consoles of its era. [kevtris] is one such Nintendo hacker, and decided to get NES games running on an old-school electroluminescent display (Youtube video, embedded below).

The display in this project was originally used in an industrial pick-and-place machine.

Rather than work with an original NES, [kevtris] chose to instead work with the NT Mini, an FPGA-based clone of his own design. Having picked up an EL640.480-AA1 screen, formerly from a DEK 265LT pick-and-place machine, he hunted down a data sheet and got to work. With the document outlining the required video input specifications, it was a simple matter of whipping up some Verilog and an adapter cable to get things working.

Mario, Kirby and friends can now run around, looking resplendent in the 9 colors of the red/green EL display. [kevtris] notes that the screen performs well with fast motion, and estimates the refresh rate to be in the vicinity of 60Hz. For those of you playing along at home, such screens are available online, though they’re not exactly cheap.

We’ve seen [kevtris]’s work before, with his SNES chiptune player being particularly impressive. Video after the break.

[Thanks to Morris for the tip!]

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Novice Coders Can Create Classic Game Boy Games

It takes a lot of work to build a modern video game. Typically an entire company will spend months (at least) developing the gameplay, selecting or programming an engine, and working out the bugs. This amount of effort isn’t strictly necessary for older video game systems though, and homebrew developers are quite often able to develop entire games singlehandedly for classic systems. In the past it would have taken some special software, programming knowledge, and possibly hardware, but now anyone can build games for the original Game Boy with minimal barriers of entry.

The project is known as GB Studio and allows people to develop homebrew games for the 8-bit handheld system without programming knowledge. Once built, the games can be played on any emulator or even loaded onto a cartridge and played on original hardware if a flash cart is available. Graphics can be created with anything that can create a .png image, and there are also some features that allow the game to be played over a web browser or on a mobile device.

While it seems like the gameplay is limited to RPG-style games, this is still an impressive feat, and highly useful for anyone curious about game development. It could also be an entry into more involved game programming if it makes the code of the games available to the user. It could even lead to things like emulating entire cartridges on the original hardware.

Thanks to [Thomas] for the tip!

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