42,300 Transistor Megaprocessor Is Complete

As it turns out, the answer is not 42, it’s 42.3 — thousand. That’s how many discrete transistors spread across the 30 m2 room housing this massive computation machine. [James Newman’s] Megaprocessor, a seriously enlarged version of a microprocessor, is a project we’ve been following with awe as it took shape over the last couple of years.

[James] documented his work in great detail, and by doing so, took us on a journey through the inner workings of microprocessors. His monumental machine is now finished, and it’s the ultimate answer to how a processor – and pretty much everything that contains a processor – works.

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Hand Gestures Play Tetris

There are reports of a Tetris movie with a sizable budget, and with it come a plentiful amount of questions about how that would work. Who would the characters be? What kind of lines would there be to clear? Whatever the answers, we can all still play the classic game in the meantime. And, thanks to some of the engineering students at Cornell, we could play it without using a controller.

This hack comes from [Bruce Land]’s FPGA design course. The group’s game uses a video camera which outputs a standard NTSC signal and also does some filtering to detect the user. From there, the user can move their hands to different regions of the screen, which controls the movement of the Tetris pieces. This information is sent across GPIO to another FPGA which uses that to then play the game.

This game is done entirely in hardware, making it rather unique. All game dynamics including block generation, movement, and boundary conditions are set in hardware and all of the skin recognition is done in hardware as well. Be sure to check out the video of the students playing the game, and if you’re really into hand gesture-driven fun, you aren’t just limited to Tetris, you can also drive a car.

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Tetris Everywhere: Character LCD Edition

Cheap character LCD displays are more versatile than we give them credit for. Most of the cheapies have a 5×8 character display, which looks blocky but legible when you have an appropriate font. Where it gets fun is that most of the LCD displays also let you upload custom characters.

Taking this to the extreme, [numeric] abused the user-defined characters to write a tiny game of Tetris that would run in the 10×16 frame that you get when you combine four characters together. It’s tiny, it’s monochrome, and doesn’t play the Troika theme (which may be a good thing), but it’s playable. Check out the video below.

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RGB LED Ceiling Display

yP8PoVDisco Floor’s are passé. [dennis1a4] turned them upside down and built an awesome RGB LED ceiling display using some simple hardware and a lot of elbow grease. His main room ceiling was exactly 32 ft x 20 ft and using 2 sq. ft tiles, he figured he could make a nice grid using 160 WS2812B RGB LEDs. A Teensy mounted in the ceiling does all the heavy lifting, with two serial Bluetooth modules connected to it. These get connected to two Bluetooth enabled NES game controllers. Each of the NES controller is stuffed with an Arduino Pro Mini, a Bluetooth module, Li-Ion battery and a USB charge controller.

Bluetooth is in non-secure mode, allowing him to connect to the Teensy, and control the LEDs, from other devices besides the NES controllers. The Teensy is mounted at the centre of the ceiling to ensure a good Bluetooth link. Programming required a lot of thought and time but he did manage to include animations as well as popular games such as Snake and Tetris.

LED_Ceiling_deadbugThe hard part was wiring up all of the 160 LED pixels. Instead of mounting the 5050 SMD LED’s on PCBs, [dennis1a4] wired them all up “dead bug” style. Each pixel has one LED, a 100nF decoupling capacitor, and 91 ohm resistors in series with the Data In and Data Out pins – these apparently help prevent ‘ringing’ on the data bus. Check the video for his radical soldering method. Each SMD LED was clamped in a machine shop vice, and the other three parts with their leads preformed were soldered directly to the LED pins.

The other tedious task was planning and laying out the wiring harness. Sets of 10 LEDs were first wired up on the shop bench. He then tacked them up to the ceiling and soldered them to the 14 gauge main harness. The final part was to put up the suspended ceiling and close the 2 sq. ft. grids with opaque plastic.

[dennis1a4]  did some trials to figure out the right distance between each LED and the panel to make sure they were illuminated fully without a lot of light bleeding in to adjacent panels. This allowed him to get away without using baffles between the tiles.

Check out the video to see a cool time-lapse of the whole build.

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Mimimalist Arduino Gaming Platform

A pretty color LCD screen, an Arduino, a buzzer and a joystick is all you need for a minimalist gaming console for under $20. At least, that’s all [João Vilaça] needed to get this sweet version of Tetris up and running. He’s working on Breakout right now. His Breakout looks even better. See the postscript below for details.

It’s a testament to the current state of the hardware hacking scene that [João] could put this device together in an afternoon for so cheap, presumably after waiting a while for shipments from China. The 320×240 SPI color TFT LCD screen used to cost twice as much as this whole project did. And wiring it up is a simple matter of connecting this pin to that pin. Almost child’s play.

Equally impressive is the state of open source software. A TFT library from Seeed Studios makes the screen interface a piece of cake. [João] wrote his own sound and joystick code, and of course the Tetris gameplay itself, but it’d be much more than a few weeks’ work without standing on the shoulders of giants. Check out [João]’s Github for the project code and stick with us after the break for a demo video and some of our other favorite Arduino gaming hacks.

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Skyscraper Tetris Lets The City Know How Good Or Bad You Are

If you’ve clocked one-too-many hours at Tetris, it might be time to show the world your skills on this skyscraper-sized display on the Shell Centre in London. [Benjamin], [Tom], and their “army of volunteers” took to the Shell building and assembled their super-screen from a collection of 182 networked wireless lightbulbs, some tracing paper, and mylar to create a playable interface from the Jubilee Gardens below.

[Benjamin] doesn’t deliver many of the technical details on his post, but he does give us an overview. He achieves full wireless coverage of all floors by spacing out 14 TP-Link WR702n routers, each running the same version of OpenWRT. This interface wasn’t [Benjamin’s] first choice, as he would’ve preferred to tap into the building’s existing wireless network; unfortunately, he was left without support from the building’s network team. Equipped with a large donation of wireless bulbs controlled by a central bridge, [Benjamin’s] Python-adaptation of Tetris can refresh the building about about 1-to-2 frames per second. Given his description of the bulb interface, we suspect he’s using the all-too-familiar Philips Hue smart lightbulbs to illuminate the building.

In case you haven’t heard of Faraday’s Christmas Lectures, they’re the UK’s nationally broadcasted “science special” featured at the end of the year and founded in 1825 by [Michael Faraday] himself. The goal of these Lectures is to introduce young people to some aspect from the sciences. We’ve seen giant Tetrises before, but not in a way that inspires such a young audience. We’re thrilled to see that hacking both in software (Python, LAN networks) and hardware (ZigBee, OpenWRT) made the cut for this year’s special. After all, why should MIT keep all the fun to themselves?

If the building-scale is just too big for your taste, why not have a go on your oscilloscope?

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Using Tetris Like MS Paint

Check out Samus looking boss in this pixelated image. Who would have thought of using Tetris as a canvas for these types of graphics? Coming up with the original idea of strategically clearing and leaving Tetris pieces to end up with what is shown above is hard enough. But how in the heck do you implement the algorithm that generated this programmatically?

First off, two thing should not be surprising about this. It wasn’t manually generated during normal gameplay. That would be beyond savant level. The other thing to note is that the order in which pieces occurred was not random, but strategically calculated by the algorithm. The challenge is not only to occupy and clear the correct pixels, but to make sure the correctly colored pieces remain.

You need to see the fast-motion video embedded after the break to fully appreciate the coding masterpiece at work. We’re not going to try to paraphrase how the algorithms functions, but get comfy with the link above which walks through all of the theory (in addition to supplying the code so you can try it yourself).

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