While the Nintendo GameCube stood deep in the shadows of the PS2 in its day, its controller remains a popular target for all sorts of modifications today — many of them involving LEDs, thanks to a translucent bottom and button option. As an avid player of the Super Smash Bros. series, [goomysmash] is of course an owner of the very same controller, which motivated him to write GoomWave, a “versatile and hackable LED library”. In an impressively detailed Instructable, he shows how to modify your own controller in two different ways to make use of the library for yourself.
Initially inspired by the Shinewave mod that lights up RGB LEDs in colors associated to pre-defined moves in Smash Bros, [goomysmash] aimed to improve on it and add more versatility from the very beginning. Its latest iteration comes in a simplified ABXY-buttons-only variety using an ATtiny85, and a full-blown all-button variety using an Arduino Nano. Both of them are powered straight from the controller board, and have different modes where they either react to controller interactions, or are just custom lights. A brief showcasing of all the different modes can be seen in the video after the break, and there a few more details also in an older version’s video, also embedded below.
Mesmerizing LED-blinking aside, we just have to admire the diligence and cleanliness [goomysmash] put into the wiring and fitting everything inside the controller. But in case light mods aren’t your thing or you’re looking for other GameCube controller modifications, how about adding Bluetooth?
Continue reading “Come On Baby Light My Fire Button”
With the release of Smash Ultimate fast approaching for the Nintendo Switch, [Patrick Hess] wanted to get ahead of the game and make sure his squad had the equipment they’d need. Namely, support for the GameCube controllers that serious Smash Bros players demand. But it wasn’t enough to have one or two of them hooked up, or even four. Not even six GameCube controllers could satiate his desire. No, he needed to have support for eight simultaneous GameCube controllers, and he wanted to look good doing it too.
Enter his meticulously designed eight player GameCube to USB adapter. Made out of dual official Nintendo GameCube to USB adapters (intended for the Wii U) merged together in a 3D printed case, the final result looks like something that could earn the coveted Nintendo Seal of Approval. Or at least, something that might pop up on the import sites in the next month or two for a few bucks.
[Patrick] started the project by recreating the official adapter PCBs and their housings in 3D using a pair of calipers. After a couple of test prints to make sure he had all the dimensions right, he could then move on to designing his final enclosure knowing he had accurate data to model around.
In addition to the two adapter boards, there’s also a four port USB hub inside the device’s case. Each adapter has two USB leads, here shortened to fit inside the case, which connect up to the hub. The integrated hub allows connecting all eight GameCube controllers through only a single USB connection. All controllers worked as expected during intense testing on the Wii U’s version of Smash Bros, though at this point [Patrick] can only assume it will work when the Switch version is released.
If there’s a downside to this project, it’s that the design for the 3D printed case is so intricate that [Patrick] was only able to print it on a machine that supported water-soluble PVA supports. A somewhat tall order for the average hacker; it would be interesting to see if somebody could make a second pass on the enclosure that is geared more towards printability than aesthetics.
While the design of the GameCube controller remains somewhat controversial after all these years, there’s no denying it retains an impressive following. Whether turning them into USB devices, shrinking them to preposterously small dimensions, or just finding increasingly creative ways to use them on Nintendo’s latest console, hackers are definitely in love with the gonzo little controller that’s now pushing 20 years old.
[Garrett Greenwood] plays Smash Brothers, and apparently quite seriously. So seriously that he needed to modify his controller with five Neopixels so that it flashed different color animations according to the combo he’s playing on the controller; tailored to match the colors of the moves of his favorite character, naturally.
All of this happens with an ATtiny85 as the brains, which we find quite ambitious. Indeed, [Garrett] started out thinking he could simply read each of the inputs from the controller directly into the microcontroller at the heart of the whole thing, but then counted up how many wires that would be, and looked at how many pins he had free (six), and thought up a better solution.
[Garrett]’s routine instead reads the single line that the Gamecube controller uses to send back to the console. The protocol is well understood, using long-short and short-long signals to encode bits. The only trick is that each bit is sent in four microseconds, so the decoding routine has to be fairly speedy. To make it work he had to do quite a bit of work. More about that, and the demo video, after the break.
Continue reading “Shinewave Gamecube Controller Reacts To Smash Brothers”
Move over, BlockDude! There’s a new calculator game in town. [Hayleia] and a few other programmers have been hard at work on a clone of Super Smash Bros for graphing calculators that is sure to keep you busy in your next calculus class.
The game, called Smash Bros Open, is based on the Nintendo fighting game and is written specifically for monochrome z80 calculators (the TI-83 and TI-84 being the most ubiquitous of these). The game runs in 6 MHz mode with a simple background, or it can run in 15 MHz mode with a more complicated background. The programmers intend for the game to be open source, so that anyone can add anything to the games that they want, with the hopes of making the game true to its namesake.
Anyone who is looking to download a copy of this should know that Smash Bros Open is currently a work-in-progress. Right now both players need to play on the same calculator (with different keys), and Fox is the only playable character. The programmers hope to resolve the two player issue by using a second calculator as a game pad, or by linking the two calculators using Global CalcNet. As for the other characters, those can be added by others based on the existing code which is available on the project’s forum post!
Thanks to [Chris] for the tip.
[Eric] just sent in this awesome Kinect hack that he and a few friends worked on. Playing Super Smash Bros with a Kinect.
The system makes use of two Kinects, and three PCs. The first Kinect records each individual players moves, while the second Kinect watches both players “fight” each other. The first PC runs an Nintendo 64 emulator to play the game.
The second PC runs a camera with OpenCV to add another cool but perhaps unnecessary feature, you see, even the character selection is a physical process, adding to the idea of playing the entire game with your body. A glass table allows players to set their 3D printed token onto the glass, effectively placing it on the character they would like to use.
And when the match ends, a windshield wiper knocks off the losing player’s token from the table.
The third PC is responsible for running both Kinects, which then has to send the resulting commands back to first PC over a TCP connection for input into the game.
They introduced it to the public at MHacks Fall 2014, a hacking competition sponsored by Dell and Intel. Video Below.
Continue reading “Super Smash Bros Gets A Revamp With The Microsoft Kinect”