Randomly Generating Atari Games

They say that if you let a million monkeys type on a million typewriters, they will eventually write the works of Shakespeare. While not quite the same thing [bbenchoff] (why does that sound familiar?), spent some computing cycles to generate random data and, via heuristics, find valid Atari 2600 “games” in the data.

As you might expect, the games aren’t going to be things you want to play all day long. In fact, they are more like demos. However, there are a number of interesting programs, considering they were just randomly generated.

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Tune In To “Higher Lower”, The Minimal Handheld Electronic Game

[Tommy] has a great write-up about designing and building a minimalistic handheld electronic game called “Higher Lower”. It’s an audio-driven game in which the unit plays two tones and asks the player to choose whether the second tone was higher in pitch, or lower. The game relies on 3D printed components and minimal electronics, limiting player input to two buttons and output to whatever a speaker stuck to an output pin from an ATtiny85 can generate.

Fastener-free enclosure means fewer parts, and on the inside are pots for volume and difficulty. We love the thoughtful little tabs that hold the rocker switch in place during assembly.

Gameplay may be straightforward, but working with so little raises a number of design challenges. How does one best communicate game state (and things like scoring) with audio tones only? What’s the optimal way to generate a random seed when the best source of meaningful, zero-extra-components entropy (timing of player input) happens after the game has already started? What’s the most efficient way to turn a clear glue stick into a bunch of identical little light pipes? [Tommy] goes into great detail for each of these, and more.

In addition to the hardware and enclosure design, [Tommy] has tried new things on the software end of things. He found that using tools intended to develop for the Arduboy DIY handheld console along with a hardware emulator made for a very tight feedback loop during development. Being able to work on the software side without actually needing the hardware and chip programmer at hand was also flexible and convenient.

We’ve seen [Tommy]’s work before about his synth kits, and as usual his observations and shared insights about bringing an idea from concept to kit-worthy product are absolutely worth a read.

You can find all the design files on the GitHub repository, but Higher Lower is also available as a reasonably-priced kit with great documentation suitable for anyone with an interest. Watch it in action in the video below.

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Portal 2 Becomes An Impressively Capable Web Server

Portal 2 is mostly known as the successful sequel to Valve’s weird physics platformer, Portal. It’s not really known for being a webserver. That might change, though, given the hard work of [PortalRunner].

Quite literally, [PortalRunner] hacked the Source engine and Portal 2 to actually run a working HTTP web server. That required setting up the code to implement a TCP network socket that was suitable for web traffic, since the engine primarily functions with UDP sockets for multiplayer use. This was achieved with a feature initially put in the Source engine for server management in the Left 4 Dead games. From there, the game engine just had to be set up to reply to HTTP requests on that socket with the proper responses a visiting browser expects. If the game engine responds to a browser’s connection request with a bunch of HTML, that’s what the browser will display. Bam! You’ve got a web server running in Portal 2.

From there, [PortalRunner] went further, setting things up so that the status of in-game objects effects the HTML served up to visiting web browsers. Move objects in the game, and the served web page changes. It’s pretty fun, and the complexity and features [PortalRunner] implements only get more advanced from there. When he gets into stacking companion cubes to write HTML in visual form, you’ll want to applaud the Minecraftian glory of it all.

The devil is really in the details on this one, and it’s a great watch. In reality, making Portal 2 into a simple web server is far easier than you might have thought possible. Valve’s physics masterpiece really is popular with hackers; we see it popping up around here all the time. Video after the break.

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Atari ST desktop with Doom shortcut

Running DOOM On An Atari ST

If you grew up with a beige Atari ST on your desk and a faint feeling of being left out once Doom dropped in 1993, brace yourself — the ST strikes back. Thanks to [indyjonas]’s incredible hack, the world now has a working port of DOOM for the Atari STe, and yes — it runs. It’s called STDOOM, and even though it needs a bit of acceleration or emulation to perform, it’s still an astonishing feat of retro-software necromancy.

[indyjonas] did more than just recompile and run: he stripped out chunks of PC-centric code, bent GCC to his will (cheers to Thorsten Otto’s port), and shoehorned Doom into a machine never meant to handle it. That brings us a version that runs on a stock machine with 4MB RAM, in native ST graphics modes, including a dithered 16-colour mode that looks way cooler than it should. The emotional punch? This is a love letter to the 13-year-old Jonas who watched Doom from the sidelines while his ST chugged along faithfully. A lot of us were that kid.

Sound is still missing, and original 8MHz hardware won’t give you fluid gameplay just yet — but hey, it’s a start. Want to dive in deeper? Read [indyjonas]’ thread on X.

MiSTER Multisystem 2 on a wooden table

MiSTer For Mortals: Meet The Multisystem 2

If you’ve ever squinted at a DE10-Nano wondering where the fun part begins, you’re not alone. This review of the Mr. MultiSystem 2 by [Lee] lifts the veil on a surprisingly noob-friendly FPGA console that finally gets the MiSTer experience out of the tinker cave and into the living room. Developed by Heber, the same UK wizards behind the original MultiSystem, this follow-up console dares to blend flexibility with simplicity. No stack required.

It comes in two varieties, to be precise: with, or without analog ports. The analog edition features a 10-layer PCB with both HDMI and native RGB out, Meanwell PSU support, internal USB headers, and even space for an OLED or NFC reader. The latter can be used to “load” physical cards cartridge-style, which is just ridiculously charming. Even the 3D-printed enclosure is open-source and customisable – drill it, print it, or just colour it neon green. And for once, you don’t need to be a soldering wizard to use the thing. The FPGA is integrated in the mainboard. No RAM modules, no USB hub spaghetti. Just add some ROMs (legally, of course), and you’re off.

Despite its plug-and-play aspirations, there are some quirks – for example, the usual display inconsistencies and that eternal jungle of controller mappings. But hey, if that’s the price for versatility, it’s one you’d gladly pay. And if you ever get stuck, the MiSTer crowd will eat your question and spit out 12 solutions. It remains 100% compatible with the MiSTer software, but allows some additional future features, should developers wish to support them.

Want to learn more? This could be your entrance to the MiSTer scene without having to first earn a master’s in embedded systems. Will this become an alternative to the Taki Udon announced Playstation inspired all-in-one FPGA console? Check the video here and let us know in the comments. Continue reading “MiSTer For Mortals: Meet The Multisystem 2”

Work, Eat, Sleep, Repeat: Become A Human Tamagotchi

When [Terence Grover] set out to build a Tamagotchi-inspired simulator, he didn’t just add a few modern tweaks. He ditched the entire concept and rebuilt it from the ground up. Forget cute wide-eyed blobby animals and pixel-poop. This Raspberry Pi-powered project ditches nostalgia in favour of brutal realism: inflation, burnout, capitalism, and the occasional existential crisis. Think Sims meets cyberpunk, rendered charmingly in Python on a low-res RGB LED matrix.

Instead of hunger and poop meters, this dystopian pet juggles Maslow’s hierarchy: hunger, rest, safety, social life, esteem, and money. Players make real-life-inspired decisions like working, socialising, and going into education – each affecting the stats in logical (and often unfair) ways. No free lunch here: food requires money, money requires mind-numbing labour, and labour tanks your rest. You can even die of overwork à la Amazon warehouse. The UI and animation logic are all hand-coded, and there’s a working buzzer, pixel-perfect sprite movement, and even mini-games to simulate job repetition.

It’s equal parts social commentary and pixel art fever dream. While we have covered Tamagotchi recreations some time ago, this one makes you the needy survivor. Want your own dystopia in 64×32? Head over to [Terence Grover]’s Github and fork the full open source code. We’ll be watching. The Tamagotchi certainly is.

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Let The Wookie Win With This DIY Holochess Table

If you have seen Star Wars, you know what is being referenced here. Holochess appeared as a diversion built into the Millennium Falcon in the very first movie, way back in 1977. While not quite as iconic a use of simulated holograms as tiny Princess Leia begging for hope, it evidently struck a chord with [Maker Mac70], given the impressive effort he’s evidently gone through to re-create the game table from the film.

The key component of this unit is a plate from Japanese firm ASKA3D that scatters light from displays inside the table in just such a way that the diverging rays are focused at a point above its surface, creating the illusion of an image hovering in space. Or in this case, hovering at the surface of a acrylic chessboard. Granted, this technique only works from one viewing angle, and so is not a perfect recreation of a sci-fi holoprojector. But from the right angle, it looks really good, as you can see in the video below.

There are actually six SPI displays, driven by an Arduino GIGA, positioned and angled to project each character in the game. Placing two of the displays on 3D printed gantries allows them to move, allowing two creatures to battle in the center of the table. As [Maker Mac70] admits, this is quite a bit simpler than the Holochess game seen in the film, but it’s quite impressive for real world hardware.

If this all seems a little bit familiar, we covered an earlier floating display by [Maker Mac70] last year. This works on similar principles, but uses more common components which makes the technique more accessible. If chess isn’t your forte, why not a volumetric display that plays DOOM? If you’re interested in real holograms, not Sci-Fi, our own [Maya Posch] did a deep dive you may find interesting. Continue reading “Let The Wookie Win With This DIY Holochess Table”