We feel sorry for youth of today. If you spend a few hours playing a modern video game and decide you want to write your own, there’s a big job ahead of you. Games now are as much performances as programs, with cinematic 3D renderings, polyphonic sound and music tracks, and detailed storylines. That wasn’t true 40 years ago, when you could play Pong and then think about writing your own version. The Raspberry Pi people must agree as they are taking preorders for a book called “Code the Classics.” In it, they interview designers of several classic arcade games and then show Python versions of the games you can run — and hack — yourself. You can see their video about the title, below.
The code is from Raspberry Pi founder [Eben Upton] and as you might expect the games aren’t necessarily faithful reproductions but inspired by the old arcade standards.
Continue reading “Code The Classics Is Coming”
Hackaday Editors Elliot Williams and Mike Szczys work their way through a fantastic week of hacks. From a rideable tank tread to spoofing radio time servers and from tune-playing vacuum cleaners to an epic camera motion control system, there’s a lot to get caught up on. Plus, Elliot describes frequency counting while Mike’s head spins, and we geek out on satellite optics, transistor-based Pong, and Jonathan Bennett’s weekly security articles.
Take a look at the links below if you want to follow along, and as always tell us what you think about this episode in the comments!
Direct download (54 MB)
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Continue reading “Hackaday Podcast 036: Camera Rig Makes CNC Jealous, Become Your Own Time Transmitter, Pi HiFi With 80s Vibe, DJ Xiaomi”
If you’ve ever wanted to sit at the console of the machine that started the revolution in interactive computing, your options are extremely limited. Of the 53 PDP-1 machines that Digital Equipment Corporation made, only three are known to still exist, and just one machine is still in working order at the Computer History Museum. So a rousing game of Spacewar! on the original hardware is probably not something to put on your bucket list.
But thanks to [Hrvoje], there’s now an FPGA emulation of the PDP-1 that lets you play the granddaddy of all video games without breaking into the CHM. The project was started simply to give [Hrvoje] a sandbox for learning FPGAs and Verilog, but apparently went much further than that. The emulation features the complete PDP-1 instruction set, 4kB of core memory, and representations of the original paper tape reader, teletype, operator’s console, and the classic Type 30 CRT. All the hardware is displayed on a standard HDMI monitor, but it’s the CRT implementation that really sells this. The original Type 30 monitor used a CRT from a radar set, and had long-persistence phosphors that gave the display a very distinctive look. [Hrvoje] replicated that by storing each pixel as three values (X, Y, and brightness) in a circle of four chained shift registers. As the pixels move through the shift registers, the brightness value is decreased so it slowly fades. [Hrvoje] thinks it doesn’t look quite right, but we’ll respectfully disagree on that point.
We’ve argued before that the PDP-1 is the machine that started hacker culture, and we think this project is a fitting tribute to the machine as we enter the year in which it will turn sixty. Having the chance to play with it through this emulation is just icing on its birthday cake.
Continue reading “FPGA Emulates A PDP-1, Breathes New Life Into Classic Video Game”
Games like Pong are legendary, not only in the sense that they are classic hours fun but also that they have a great potential for makers in stretching their learning legs. In an attempt at recreating the original paddle games like Pong and Tennis etc, [Grant Searle] has gone into the depths of emulating the AY-2-8500 chip using an Arduino.
For the uninitiated, the AY-3-8500 chip was the original game silicon that powered Ball & Paddle that could be played on the domestic television. Running at 2 MHz, it presented a 500 ns pixel width and operated to a maximum of 12 Volts. The equivalent of the AY-3-8500 is the TMS1965NLA manufactured by Texas Instruments for those who would be interested.
[Grant Searle] does a brilliant job of going into the details of the original chip as well as the PAL and NTSC versions of the device. This analysis will come in handy should anyone choose to make a better version. He talks about the intricacies of redrawing the screen for the static elements as well as the ball that bounces around the screen. The author presents details on ball traversal, resolution, 2K memory limit and its workarounds.
Then there are details on the sound and the breadboard version of the prototype that makes the whole write-up worth one’s time. If you don’t fancy the analog paddles and would rather use a wireless modern-day touch, check out Playing Pong with Micro:bits
Thanks [Keith O] for the tip.
Would you play a game of Pong where each set lasts exactly one minute and the right player is guaranteed to win 60 times more than the left player? Of course not, but if you were designing a clock that displays the time using a Pong motif, then perhaps it would make sense.
There are some neat design tips in [oliverb]’s Pong Clock that are worth taking a look at. Foremost is the case, which is a retasked jewelry box with a glass lid, procured on the cheap from eBay. It’s a good size for a clock meant to be seen from across the room, and already finished to fit into modern decor. The case holds all the goodies, from the 24×16 green LED matrix display to the Uno that runs the show, as well as an RTC module, a sound chip, a temperature sensor, and a PIR module to turn the display off when the room is unoccupied. To prevent disrupting the sleek lines of the case, all the controls are mounted in a remote panel, itself a clean and modern-looking device thanks to the chrome-plated duplex outlet cover used to house it. The clock has several display modes, from normal time and temperature to a word clock, as well as the Pong mode, where the machine plays itself and the score shows the time. It’s fascinating to watch, and we like everything about it, although we think the tick-tock would drive us nuts pretty quickly.
We recently covered the life and times of [Ted Dabney], one of Pong’s fathers and co-founder of Atari. We tend to think he’d like the design of this clock, both as a nod to his game and for its simple but functional design.
Continue reading “Clock Plays A Game Of Pong With Itself To Pass The Time”
What makes a game a game? Like, how do we know that we’re looking at a variation of PONG when confronted with one? And how do we know how to play it? [Bertho] sought to answer this question as he designed what is probably the smallest-ever 1-D PONG game. His answer involves charlieplexing LEDs, using a voltage divider to save I/O pins, and a couple of AAAs that should last for a long, long time.
[Bertho]’s Minimum 1-D PONG, or m1dp for short, puts an ATTiny85 through its paces as gameplay quickly progresses from ‘I got this’ to ‘no one could possibly keep this up’. This state machine sleeps until one of the two buttons is pressed, at which time a wait animation starts. The action begins with the next button press.
Game play across only five LEDs makes for some pretty intense action, too. Fortunately, the buzzer is a big part of the experience. It sounds one tone for each LED when the ball is in play, and a different tone to confirm button presses. [Bertho] saved so many I/O pins with charlieplexing that he added a green LED that lights up when it’s OK to return the ball. If we were playing, we’d keep our eye on this LED instead of trying to watch the ball. We’re serving the demo after the break point, so don’t let it get past you.
For a study in minimalism, there sure is a lot going on here with all the different tones and animations. If you’d prefer maximalist 1-D PONG, there’s always LED strips. If dungeon crawlers with satisfying hardware are more your thing, you really need to check out Twang.
Continue reading “Minimum Viable 1-D PONG”
It may be hard for those raised on cinematic video games to conceive of the wonder of watching a plain white dot tracing across a black screen, reflecting off walls and a bounced by a little paddle that responded instantly to the twist of a wrist. But there was a time when Pong was all we had, and it was fascinating. People lined up for hours for the privilege of exchanging a quarter for a few minutes of monochrome distraction. In an arcade stuffed with noisy pinball machines with garish artwork and flashing lights, Pong seemed like a calm oasis, and you could almost feel your brain doing the geometry to figure out where to place the paddle so as not to miss the shot.
As primitive as it now seems, Pong was at the forefront of the video game revolution, and that little game spawned an industry that raked in $108 billion last year alone. It also spawned one of the early success stories of the industry, Atari, a company founded in 1972. Just last week, Ted Dabney, one of the co-founders of Atari, died at the age of 81. It’s sad that we’re getting to the point where we’re losing some of the pioneers of the industry, but it’s the way of things. All we can do is reflect on Dabney’s life and legacy, and examine the improbable path that led him to be one of the fathers of the video game industry.
Continue reading “Ted Dabney, Atari, And The Video Game Revolution”