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Hackaday Links: January 21, 2018

You know what next week is? Sparklecon! What is it? Everybody hangs out at the 23b Hackerspace in Fullerton, California. Last year, people were transmuting the elements, playing Hammer Jenga, roasting marshmallows over hot resistors, and generally having a really great time. It’s the party for our sort of people, and there are talks on 3D projection mapping and a hebocon. I can’t recommend this one enough.

The STM32F7 is a very, very powerful ARM Cortex-M7 microcontroller with piles of RAM, oodles of Flash, DSP, and tons of I/O. It’s a relatively new part, so are there any breakout or dev boards for it? Sure thing. [satsha] used a desktop CNC mill to create what is probably the simplest possible breakout board for the STM32F7. There’s not much here — just some parts for power and a few LEDs — but this is all you need to get one of these powerful chips up and running.

It’s cold and dark and you can’t fly RC airplanes in January. It’s not because planes and quadcopters don’t work in the cold (they should work better, but I’d love to see a graph of battery temperature and density altitude), it’s that your hands don’t work in the cold. What’s the solution? Just strap some motorcycle handwarmer thingies onto your transmitter. With a 2200 battery strapped to the back, you’ll get about an hour of runtime for these handwarmers.

The BBC is reporting the latest advancement in Hyperloop technology. Is it a fundamentally different way of digging tunnels that isn’t simply scaling down the size of tunnel boring machines? No. Is it improvements in material science that would allow the seals on a 500-mile-long steel pressure chamber to exist? No. Does this latest advancement mitigate the ‘hillbillies with guns’ problem that would turn every Hyperloop car into a literal bullet screaming towards one of the most spectacular deaths possible? No. The chief executive of the Virgin Hyperloop project has something better in mind. A smartphone app, “that would connect future Hyperloop passengers with other modes of transport on arrival.”

Nintendo Switch Gets Making With Labo

Over the years, Nintendo has had little trouble printing money with their various gaming systems. While they’ve had the odd misstep here and there since the original Nintendo Entertainment System was released in 1983, overall business has been good. But even for the company that essentially brought home video games to the mainstream, this last year has been pretty huge. The release of the Nintendo Switch has rocketed the Japanese gaming giant back into the limelight in a way they haven’t enjoyed in a number of years, and now they’re looking to keep that momentum going into 2018 with a killer new gaming accessory: a cardboard box.

Some of the contraptions feature surprisingly complex internal mechanisms.

Well, it doesn’t have to be a box, necessarily. But no matter which way you fold it, it’s definitely a piece of cardboard. Maybe a few bits of string here and there. This is the world of “Nintendo Labo”, a recently announced program which promises to let Switch owners create physical objects which they can interact with via specially designed software for the console.

The Labo creations demonstrated in the bombastic announcement video make clever use of the very unique Switch hardware. The removable Joy-Con controllers are generally still used as input devices, albeit in less traditional ways. Twisting and tilting the cardboard creations, which take varied forms such as a fishing rod or motorcycle handlebars, relays input to the appropriate game thanks to the accelerometers and gyroscopes they contain.

Many of the more complex contraptions rely on a less-known feature of the controller: the IR depth camera. By pointing the controller’s camera inside of the devices, the motion of internal components, likely helped along by IR-reflective tape, can be tracked in three dimensions. In the video, the internal construction of some of the devices looks downright intimidating.

Which leads into the natural question: “Who exactly is this for?”

Clearly some of the gadgets, not to mention the folded cardboard construction, are aimed at children, an age group Nintendo has never been ashamed to appeal to. But some of the more advanced devices and overall concept seems like it would play better with creative teens and adults looking to push the Switch in new directions.

Will users be empowered to create their own hardware, and by extension, associated software? Will hackers and makers be able to 3D print new input devices for the Switch using this platform? This is definitely something we’ll be keeping a close eye on as it gets closer to release in April.

The popularity of the Switch has already given rise to a surprising amount of hacking given how new the console is. It will be interesting to see if the introduction of Labo has any effect on the impressive work already being done to bend the console to the owner’s will.

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Reverse Engineering A Pirate Nintendo Arcade Board

The Nintendo VS. System was a coin-op arcade system based on the Nintendo Entertainment System (NES) hardware. By being so closely related to the home console, it made it easy to port games back and forth between the two. Being an arcade system, there was significant financial incentive to pirate the boards and games, and many years later such a pirate board landed on the desk of [kevtris], who decided to reverse engineer it for our viewing pleasure.

The board in question runs Super Mario Brothers, and rather than using actual Nintendo hardware it instead relies on a standard MOS 6502 to recreate all the functions of the of the original CPU. A Z80 is pressed into service to emulate the original audio hardware, too. With much of the functionality recreated in TTL logic chips, the board is power hungry, drawing a ridiculous 3 amps when powered up. We wonder as to the fire safety of such machines all crammed into a hot, sweaty arcade of yesteryear.

[kevtris] does a great job of reverse engineering the system, even providing a full PDF schematic for the bootleg board. An old SEGA controller is hand-wired into the board to provide both game controls and act as a coin switch to allow the game to be played.

We’d love to hear the story of how these machines actually came to be, and the design process involved, but for now that may remain one for the ages. Arcade piracy was something the big companies fought against for years, with varying success – and we’ve seen arcade DRM hacked before.

[Thanks to Jero32 for the tip!]

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Building A Supersized Game Boy Advance

Unless you really look closely at the image above, you might not realize you aren’t looking at a normal Game Boy Advance; which is sort of the point. Even though it retains the looks of the iconic Nintendo handheld, this version built by [Akira] is supersized for adult hands. How big is it? To give you an idea, that screen is 5 inches, compared to the 2.9 inch screen the original sported.

Unlike most of the portable gaming hacks we’ve covered recently, this big-boy GBA isn’t powered by a Raspberry Pi. Internally it’s packing a genuine GBA motherboard, which has been wired into a portable screen originally intended for the PlayStation.

Though that may be understating things a bit, as getting the round PCB of the original screen into the rectangular shape of the GBA meant it had to be cut down and the traces recreated with jumper wires. The original CCFL backlight of the screen had to go in the name of battery life, and in its place is the backlight system pulled from a Nintendo DSi XL.

But where did [Akira] get a giant GBA case to begin with? No, it isn’t 3D printed. It’s actually a hard carrying case that was sold for the GBA. The carrying case obviously didn’t have a cartridge slot or openings for buttons, so those sections were grafted from a donor GBA case. So despite the system overall being so much bigger than the original, the D-Pad, face buttons, and cartridge slot on the back are at normal GBA scale.

The GBA XL is really a labor of love; browsing through the build log you can see that [Akira] actually started the project back in 2014, but it kept getting shelved until more research could be done on how to pack all the desired features into the final device.

While this may be the most historically accurate attempt at making a bigger Game Boy, it certainly isn’t the first. There seems to be a fascination with turning the quintessential pocket game system into something that’s quite the opposite.

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Reverse Engineering The Nintendo Wavebird

Readers who were firmly on Team Nintendo in the early 2000’s or so can tell you that there was no accessory cooler for the Nintendo GameCube than the WaveBird. Previous attempts at wireless game controllers had generally either been sketchy third-party accessories or based around IR, and in both cases the end result was that the thing barely worked. The WaveBird on the other hand was not only an official product by Nintendo, but used 2.4 GHz to communicate with the system. Some concessions had to be made with the WaveBird; it lacked rumble, was a bit heavier than the stock controllers, and required a receiver “dongle”, but on the whole the WaveBird represented the shape of things to come for game controllers.

Finding the center frequency for the WaveBird

Given the immense popularity of the WaveBird, [Sam Edwards] was somewhat surprised to find very little information on how the controller actually worked. Looking for a project he could use his HackRF on, [Sam] decided to see if he could figure out how his beloved WaveBird communicated with the GameCube. This moment of curiosity on his part spawned an awesome 8 part series of guides that show the step by step process he used to unlock the wireless protocol of this venerable controller.

Even if you’ve never seen a GameCube or its somewhat pudgy wireless controller, you’re going to want to read though the incredible amount of information [Sam] has compiled in his GitHub repository for this project.

Starting with defining what a signal is to begin with, [Sam] walks the reader though Fourier transforms, the different types of modulations, decoding packets, and making sense of error correction. In the end, [Sam] presents a final summation of the wireless protocol, as well as a simple Python tool that let’s the HackRF impersonate a WaveBird and send button presses and stick inputs to an unmodified GameCube.

This amount of work is usually reserved for those looking to create their own controllers from the ground up, so we appreciate the effort [Sam] has gone through to come up with something that can be used on stock hardware. His research could have very interesting applications in the world of “tool-assisted speedruns” or even automating mindless stat-grinding.

The King Of All Game Genies In An Arduino

While Nintendo is making a killing on nostalgic old consoles, there is a small but dedicated group of hackers still working with the original equipment. Since the original NES was rolled out in the 80s, though, there are a few shortcomings with the technology. Now, though, we have Arduinos, cheap memory, and interesting toolchains. What can we do with this? Absolutely anything we want, like playing modern video games on this antiquated system. [uXe] added dual-port memory to his ancient NES console, opening up the door to using the NES as a sort of video terminal for an Arduino. Of course, this is now also the King of All Game Genies and an interesting weekend project to boot.

Most NES cartridges have two bits of memory, the PRG and CHR ROMs. [uXe] is breaking out the cartridge connector onto an exceptionally wide rainbow ribbon cable, and bringing it into a custom Arduino Mega shield loaded up with two 16K dual-port RAM chips. These RAM chips effectively replace the PRG and CHR ROMs Since these are dual-port RAM chips, they can be written to by the Arduino and read by the NES simultaneously.

The NES sees one port of the RAM and can read and write from it while the Arduino still has access to make changes to the other post while that’s happening. A trick like this opens up a whole world of possibilities, most obviously with tiling and other graphics tricks that can push beyond the console’s original capabilities. [uXe] is currently playing Arduboy games on the NES — a really neat trick to pull off. Well done [uXe]!

Be sure to check out the video below of the NES running some games from the Arduboy system. It seems to integrate seamlessly into the hardware, so if you’ve always had a burning desire to fix crappy graphics on some of your favorite games, or run some special piece of software on an NES, now might just be your time to shine.

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Raspberry Pi Compute Module 3 In A GameBoy Original

[Kite] has been making custom PCBs for GameBoys for a long time. Long enough, in fact, that other people have used his work to build even more feature-rich GameBoy platforms. Unfortunately some of their work had stagnated, so [Kite] picked it up and completed a new project: a GameBoy that uses a Raspberry Pi running on his upgraded GameBoy PCB.

At its core the build uses a Raspberry Pi 3, but one that has been shrunk down to the shape of a memory module, known as the Compute Module 3. (We featured the original build by [inches] before, but [Kite] has taken it over since then.) The upgrade frees up precious space in the GameBoy case to fit the custom PCB that was originally built by [Kite], and also eliminates the need to cut up a Raspberry Pi and solder it to the old version of his PCB. The build is very clean, and runs RetroPie like a champ. It has some additional features as well, such as having an HDMI output.

For anyone looking for that retro GameBoy feel but who wants important upgrades like a backlit color screen, or the ability to play PSP games, this might be the build for you. The video below goes into details about how it all fits together. If you’re looking for more of a challenge in your GameBoy hacks, though, there’s an ongoing challenge to build the tiniest GameBoy possible as well.

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