Just a few weeks before Atlantis embarked on the final flight of the Space Shuttle program in 2011, a small Mexican company by the name of Squad quietly released Kerbal Space Program (KSP) onto an unsuspecting world. Until that point the company had only developed websites and multi-media installations. Kerbal wasn’t even an official company initiative, it started as a side project by one of their employees, Felipe Falanghe. The sandbox game allowed players to cobble together rockets from an inventory of modular components and attempt to put them into orbit around the planet Kerbin. It was immediately addictive.
There was no story to follow, or enemies to battle. The closest thing to a score counter was the altimeter that showed how far your craft was above the planet’s surface, and the only way to “win” was to put its little green occupant, the titular Kerbal, back on the ground in one piece. The game’s challenge came not from puzzles or scripted events, but from the game’s accurate (if slightly simplified) application of orbital mechanics and Newtonian dynamics. Building a rocket and getting it into orbit in KSP isn’t difficult because the developers baked some arbitrary limitations into their virtual world; the game is hard for the same reasons putting a rocket into orbit around the Earth is hard.
Over the years official updates added new components for players to build with and planets to explore, and an incredible array of community developed add-ons and modifications expanded the scope of the game even further. KSP would go on to be played by millions, and seeing a valuable opportunity to connect with future engineers, both NASA and the ESA helped develop expansions for the game that allowed players to recreate their real-world vehicles and missions.
But now after a decade of continuous development, with ports to multiple operating systems and game consoles, Squad is bringing this chapter of the KSP adventure to a close. To celebrate the game’s 10th anniversary on June 24th, they released “On Final Approach”, the game’s last official update. Attention will now be focused on the game’s ambitious sequel, which will expand the basic formula with the addition of interstellar travel and planetary colonies, currently slated for release in 2022.
Of course, this isn’t the end. Millions of “classic” KSP players will still be slinging their Kerbals into Hohmann transfer orbits for years to come, and the talented community of mod developers will undoubtedly help keep the game fresh with unofficial updates. But the end of official support is a major turning point, and it seems a perfect time to reminisce on the impact this revolutionary game has had on the engineering and space communities.
Rolling your own VGA signal is no simple feat, and this project takes full advantage of the Pico’s features to pull it off. Display data is buffered in memory, while a Programmable I/O (PIO) program reads straight from the buffer via Direct Memory Access (DMA) and writes straight to the display. This allows for nanosecond-precision while leaving the CPU free to handle inputs and run the game. Even with the display work offloaded, the ARM processor had to be massively overclocked at 258 MHz, well over its 133 MHz specs, to make things run smoothly. And still [Nick] found himself limited to a 640×350 resolution and serendipitously-retro-accurate monochrome color scheme.
Gesture controls come from a pair of IR light beams hooked up to the GPIO. IR LEDs shine up toward reflectors, and the light bounces back down to detectors. Blocking one of the beams causes your paddle to move up or down, which looks pretty responsive in the video (embedded below).
Having an arcade cabinet of one’s own is a common dream among those who grew up during the video game arcade heyday of the 80s and early 90s. It’s a fairly common build that doesn’t take too much specialized knowledge to build. This cabinet, on the other hand, pulled out all of the stops for the cabinet itself, demonstrating an impressive level of woodworking expertise.
The cabinet enclosure is made with red oak boards, which the creator [Obstreperuss] sawed and planed and then glued together to create the various panels (more details are available on his Imgur album). The Mario artwork on the sides and front aren’t just vinyl stickers, either. He used various hardwoods cut into small squares to create pixel art inlays in the oak faces. After the fancy woodwork was completed, the build was finished out with some USB arcade controllers, a flat-panel screen, and a Raspberry Pi to run the games.
While the internals are pretty standard, we have to commend the incredible quality of the woodworking. It’s an impressive homage to classic arcade machines and we wouldn’t mind a similar one in our own homes. If you’re lacking the woodworking equipment, though, it’s possible to get a refined (yet smaller) arcade cabinet for yourself with a 3D printer instead.
The video game console is now a home entertainment hub that pulls in all forms of entertainment via an internet connection, but probably for most readers it was first experienced as an offline device that hooked up to the TV and for which new game software had to be bought as cartridges or for later models, discs. Stepping back through the history of gaming is an unbroken line to the 1970s, but which manufacturer had the first machine whose games could be purchased separately from the console? The answer is not that which first comes to mind, and the story behind its creation doesn’t contain the names you are familiar with today.
The Fairchild Channel F never managed to beat its rival, the Atari 2600, in the hearts of American youngsters so its creator Jerry Lawson isn’t a well-known figure mentioned in the same breath as Atari’s Nolan Bushnell or Apple’s two Steves, but without this now-forgotten console the history of gaming would have been considerably different.
His build plan is outlined in just a few Twitter videos, and sadly we don’t have a detailed walkthrough on how to build our own just yet, though he mentions plans on making such guide in the future. In the mean time, it’s not too hard to speculate on some specifics. The Adaptive Controller can use USB-C for communication, as the Switch also does with its Pro controller in wired mode. Interfacing the two is as simple as using an adapter to bridge the gap between the two vendors.
The joysticks are each wired into generic gamepads which act as the left and right sticks, each one being a separate USB input into the Adaptive Controller, while each one of the button inputs is broken out to 3.5mm jacks on its back, making them dead simple to wire to the sixteen arcade buttons surrounding the sticks. The layout might look unconventional to us, and [Rory] mentions this is simply a prototype that will be improved upon in the future after real-world testing. The size of his daughter’s smile tells us this is already a success in her eyes.
The original Game Boy was a smash success for Nintendo and has an amazing collection of games. You might relive some childhood nostalgia by booting up a Game Boy emulator, but to really get the full experience you’ll need the battery-draining green-tinted original hardware. Thanks to modern technology you can also load all of the games at one time on the original hardware with this STM32 cartridge that fits right in.
The device can load any Game Boy game (and homebrews) and ROMs can be sent to the cartridge via USB. There were are a lot of hurdles to getting this working properly, the largest of which is power management. A normal cartridge has a battery backup for save data, but using a small coin cell to run an STM32 would kill the battery quickly. To get around that, the cartridge writes the states to nonvolatile memory and then shuts itself off, although this has the side effect of crashing the Game Boy.
The creator of this project, [Emeryth], noted that we featured a similar project from [Dhole] a few years ago, also involving an STM32. [Emeryth] decided that it would be fun to build his own project anyway, and it’s certainly an interesting take on GameBoy hacking. He also has the files for this project available on his Git Hub page.
We didn’t think we’d see another hack involving the aging iPod Classic here on Hackaday again, yet [Franklin Wei] surprises us with a brand new port of Quake for the sixth-generation iPod released some thirteen years ago. Is Quake the new 90s FPS that’ll get put into every device hackers can get their hands on?
The port works on top of RockBox, a custom firmware for the iPod and other portable media players. This isn’t the first game on the device. A source port of Doom has been available for years. [Franklin] decided to use Simple DirectMedia Layer (SDL) to make his job easier. That doesn’t mean this was an easy task though, as [Franklin] describes very interesting bugs that kept him from finishing his work for about two years.
The first problem was that the GCC compiler he was using was apparently not optimizing time-critical sound mixing routines. [Franklin] decided enough was enough and dug into ARM assembly to re-write those parts of the code by hand. He managed to squeeze out a speed increase of about 60%. Even better, he ran into a prime example of a bug that would get triggered by a very specific sound sample length running through his code. Thankfully, with all of that sorted, the port is now released and we can all enjoy cramping our hands around tiny screens to frag some low-poly monsters.