A montage of a "death stranding" lamp in two different color modes, purple on the left and blue on the right

Illuminate Your Benched Things With This Death Stranding Lamp

[Pinkman] creates a smart RGB table lamp based off of the “Odradek device” robot arm from the video game “Death Stranding”.

[Pinkman] adds a XIAO BLE nRF52840 Sense device, with Bluetooth support, microphone and TinyML capability. The nRF52840 is used to push data to the five WS2812 strips, one for each “blade” of the lamp, and also connects to a TTP223 capacitive touch controller to add touch input detection. The TinyML portion of the nRF52840 allows for custom keyword training to turn on the lamp with voice commands ([Pinkman] uses “Bling Bling”). [Pinkman] has also provided Bluetooth control, allowing the color and pattern to be changed from a phone application.

The lamp is 3D printed with the build being based off of [Nils Kal]’s Printables files. Each of the five blades has a white 3D-printed diffusor plate to help ease out the hot spots for the LED strip. The lamp is fully adjustable in addition to having cavities, channels and access points for “invisible” wiring. [Pinkman] has also upgraded the original 3D files to allow for the three wires needed to drive the WS2812, instead of the two wires that [Nils] had allotted in the original.

[Pinkman] has all of the code, STL files and training data available for download, so be sure to check it out. Lamps are a favorite of ours and we’ve featured our fair share, including 3D printed Shoji lamps and RGB wall lamps.

Video after the break!

Continue reading “Illuminate Your Benched Things With This Death Stranding Lamp”

Old CRT Television playing Luigi's Mansion on a rusted out bike (Original Photo by Anete Lusina)

Luigi’s Mansion First Person Mod Brings Spooky New Perspective

The Nintendo GameCube in many ways defied expectations. It was purple, it had buttons shaped like beans, and it didn’t launch with a Mario game. What we got instead was the horror-adjacent ghost adventure game starring Mario’s brother — Luigi’s Mansion. The game was a graphical showpiece for the time, however, the camera angles were all fixed like an early Resident Evil game. Not satisfied with playing within those bounds, modder [Sky Bluigi] created a first person camera patch for the game that finally let players see why Luigi was so freaked out all the time.

The patch dubbed Luigi’s Mansion FPO (First Person Optimized) does a lot to drive home the game’s child-friendly, spooky aesthetic. Along with the ability to explore environments with a new lens, it provides the ability to turn the flashlight on and off manually if you want. Though the most impressive part of Luigi’s Mansion FPO is that it runs on real hardware. All that’s needed to play the mod is clean image of the North American release of Luigi’s Mansion and a .xdelta patching utility like Delta Patcher. GameCube games can be ripped directly to a USB thumb drive using a soft-modded Nintendo Wii console running Clean Rip or similar backup tool.

Luigi’s Mansion FPO actually provides a collection of patches that offer revised controls and increased field of view depending on which patch is used. The original game had inverted controls for aiming Luigi’s ghost vacuum, so the “Invert C-Stick Controls” patch will install a more modern aiming scheme where up on the right stick will aim upwards and vice versa. The “Better FOV” pulls the camera a little further back from where Luigi’s head would be while the original aiming scheme is retained. Though no matter which patch you decide to go with, a mod like this is always a good excuse to revisit a cult classic.

For another fresh GameCube mod check out this post about a Raspberry Pi Pico based modchip for the system.

Continue reading Luigi’s Mansion First Person Mod Brings Spooky New Perspective”

Dylan showing off his giant tractor video game controller

Real Tractor Moonlights As Farming Simulator Controller

Around October, amid all the pumpkin spiced food and beverages, folks make their yearly pilgrimage to a local farm. They load themselves onto hay-filled tractor trailers and ride out in search of the perfect pumpkin to put on the front porch, and let it slowly decompose. The “closest” a video game has come to replicating this seasonal event is the annual Farming Simulator series. One modder, [Dylan], decided to add an extra level of authenticity to the Farming Simulator experience by controlling the game with an actual tractor.

The opportunity for the project presented itself thanks to a local Kiwi farmer (Kiwi as in New Zealand, not the fruit) who provided [Dylan] with access to a Case IH 310 Magnum CVT tractor. [Dylan] built a custom USB controller that mirrored the actual layout of the tractor’s control pad. Tilt sensors were wrapped around the tractor’s steering wheel and throttle to provide analog input for steering and speed control. After a number of hours tweaking the setup on site, [Dylan] live-streamed his Farming Simulator PC play session (video below) with the tractor itself left off for obvious reasons. Without tractor motor engaged there was no power steering, so he deserves a bit of extra credit for making it through multiple hours.

This certainly isn’t the first ridiculous controller project [Dylan] has taken on. He’s created a trombone controller to just to play Trombone Champ, a Nerf bow controller for Overwatch, and he even played through Hades using a literal pomegranate. You can watch more of [Dylan’s] custom controller projects on his Rudeism Twitch channel.

Continue reading “Real Tractor Moonlights As Farming Simulator Controller”

Researching Factorio…For Science

Science has affirmatively answered a lot of questions that, looking back, could be seen as bizarre to have asked in the first place. Questions like “can this moldy cheese cure disease” or “can this rock perform math if we give it some electricity.”  Among the more recent of this list is the question of whether or not the video game Factorio, in which the player constructs an elaborate factory, can be used as the basis for other academic work. As [Kenneth Reid] discusses in this talk, it most certainly can.

If you haven’t played the game, it’s a sort of real-time strategy (RTS) game where the player gathers materials to construct a factory while defending it from enemies. On the surface it might seem similar to Age of Empires or Starcraft, but its complexity is taken to extremes not found in other RTS games. The complexity hides nuance, and [Kenneth] points out that it’s an excellent simulator to study real-world problems such as vehicle routing problems, decision making, artificial intelligence, bin packing problems, and production planning, among a whole slew of other interesting areas of potential research.

[Kenneth] and his partners on this project also developed some software tools with interacting with a Factorio game without having to actually play it directly. The game includes an API which the team used to develop tools so that other researchers can use it as a basis for simulations and studies. There was a research paper published as well for more in-depth reading on the topic. We shouldn’t be too surprised that a game can be used in incredibly productive ways like this, either. Here’s another example of a toy being used to train engineers working in industrial automation.

Continue reading “Researching Factorio…For Science”

The MOS 7600 Video Game Chip Gives Up Its Secrets

A good chip decapping and reverse engineering is always going to capture our interest, and when it comes from [Ken Shirriff] we know it’s going to be a particularly good one. This time he’s directed his attention to the MOS 7600 all-in-one video game chip (Nitter), a mostly forgotten device from the 6502 chipmaker which we featured a few weeks ago when it was the subject of a blogger’s curiosity. The question then was whether it contained a microprocessor or not and even whether it was another 6502 variant, and the answer revealed in the decapping answers that but will disappoint the 6502 camp.

On the chip is a mixture of analog and digital circuitry, with some elements of a more traditional game chip alongside a ROM, a PLA, and a serial CPU core. The PLA stores pixel data while the ROM stores the CPU code, and the CPU serves to perform calculations necessary to the games themselves. He hasn’t fully reverse-engineered either, but the two areas of the chip are mask-programmed to produce the different games with which the chip could be found.

So the answer to the original question is that there is a CPU on board, but it’s not a 6502 and the operation is a hybrid between dedicated game chip and CPU-controlled chip. What we find interesting is that this serial CPU core might have as we mused in the previous piece made the heart of a usable 1970s microcontroller, was this a missed opportunity on the part of MOS? We’ll never know, but at least another piece of early video game history has been uncovered.

Aimbot Does It In Hardware

Anyone who has played an online shooter game in the past two or three decades has almost certainly come across a person or machine that cheats at the game by auto-aiming. For newer games with anti-cheat, this is less of a problem, but older games like Team Fortress have been effectively ruined by these aimbots. These types of cheats are usually done in software, though, and [Kamal] wondered if he would be able to build an aim bot that works directly on the hardware instead.

First, we’ll remind everyone frustrated with the state of games like TF2 that this is a proof-of-concept robot that is unlikely to make any aimbots worse or more common in any games. This is mostly because [Kamal] is training his machine to work in Aim Lab, a first-person shooter training simulation, and not in a real multiplayer videogame. The robot works by taking a screenshot of his computer in Python and passing the information through a computer vision algorithm which recognizes high-contrast targets. From there a PID controller is used to tell a series of omniwheels attached to the mouse where to point, and when the cursor is in the hitbox a mouse click is triggered.

While it might seem straightforward, building the robot and then, more importantly, tuning the PID controller took [Kamal] over two months before he was able to rival pro-FPS shooters at the aim trainer. It’s an impressive build though, and if one of his omniwheel motors hadn’t burned out it may have exceeded the top human scores on the platform. If you would like a bot that makes you worse at a game instead of better, though, head over to this build which plays Valorant by using two computers to pass game information between.

Continue reading “Aimbot Does It In Hardware”

Miniature Space Invaders game

Arduino And An OLED Make This Space Invaders Cabinet Tiny

For as simple as it appears now, Space Invaders was one machine from the Golden Age of video games that always seemed to have a long line waiting for a chance to lose a couple of quarters. And by way of celebrating the seminal game’s influence, [Nick Cranch] has executed what might just be the world’s smallest Space Invaders replica.

It appears that this started mainly as an exercise in what’s possible with what’s on hand, which included a couple of quite small OLED displays. For the build photos it looks like there’s an Arduino Nano running the show; [Nick] relates that the chosen hardware proved challenging, and that he had to hack the driver library to make it work. Once he got a working game, [Nick] didn’t rest on his laurels. Rather, he went the extra mile and built a miniature cabinet to house everything in.

The video quality below may be poor, but it’s more than enough to see how much work he put into detailing the cabinet. The graphics of the original US release of the game cabinet are accurately represented, right down to the art on the front glass. The cabinet itself is made from 1.5 mm plywood which he cut by hand. It even looks like he recreated the original scheme of cellophane overlays on the monochrome screen to add a little color to the game. Nice touch!

We really appreciate the attention to detail here, with our only quibble being no schematics or code being posted. Hopefully, we’ll see those later, but for now, this looks like a fun project and a nice trip down memory lane. But if you think it’s too small, no worries — we’ve got a much, much bigger version of the game too.

Continue reading “Arduino And An OLED Make This Space Invaders Cabinet Tiny”