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Wii Homebrew Round Up

Here is a round up of Wii releases over the past week or so:

Uno v10 - Wii version of the card game Uno.
Wii Solitaire v0.3 - Another great card game for the Wii.
Freecell.Wii v0.1 - More card based games goodness for the Wii.
Geexbox v0.1 alpha 2 - Media player for the Wii.
quake-gamecube - Port of Quake for the Wii as well as Gamecube.
Snes9xGX v004 - Unofficial version of the Snes9x port to the Wii.
DragonMedia Player v0.16 - Media player for the Wii.
ScummVM rev 33789 - Port of ScummVM to the Wii.
Guitarfun v3.0 Online - Guitar Hero style game for the Wii.

Thanks to PDRoms for some of the above news.

Farting preacher back on YouTube

After an inexcusably long absence from YouTube, the farting preacher is back.

New PSP emulator: Jpcsp

The famous shadow from PSXC2 along with ‘mad’ have started working on a PSP emulator in Java! There is not much info and no releases yet, but you should definitly keep an eye on this project.

Looks like the PSP emulation scene is really kicking off. Can’t wait to see more progress!

Jpcsp’s project page

Resurrecting Tennis for Two

You haven’t played it old school until you’ve played it on an oscilloscope!

Most poeple when asked about the early computer games, myself included, would have probablly mentioned Pong as the game that started it all. And they would be on the right track. Although fourteen years before pong there was Tennis for two, a side on view of a tennis court using an oscilloscope screen.

evil mad scientist has painstakenly recreated Tennis For Two, using modern electronics and has documented the processes used with lots of pictures, diagrams and a youtube video.

The year is 1958 (and to pluck a few reandom events from Wikipedia) Sputnik 1 falls to Earth from its orbit, the US Army inducts Elvis Presley and the Academy Award for Best Picture goes to The Bridge on the River Kwai. A physicist named William Higinbotham working for Brookhaven National Laboratory decided that in preperation for the BNL visitor’s open day to design and exhibit an electronic version of Tennis.

The idea was to try and improve an otherwise dreary visitor’s day at the BNL labs, As Higinbotham later said about the event ”it might liven up the place to have a game that people could play, and which would convey the message that our scientific endeavors have relevance for society.”

The project took Higinbotham and his team several week to complete, which is no mean feat considering the technology available in 1958. Recreating the game using modern circuitry was not easy either, with any out of date parts replaced with more modern components. The video was made to illustrate how to recreate to project for any competent hobbyist.

For more information about this project, or any other evil mad projects vist evil mad scientist

Source laughing squid

Simon Turns 30


Videogaming’s First Grudge.

In May 1972, consumer-electronics giant Magnavox staged a two-day exhibition of its latest products for dealers and the press in Burlingame, CA. Attending the show that day was a young engineer named Nolan Bushnell, who signed his name in a guest book as an employee of Nutting Associates, an early arcade game manufacturer. Bushnell noticed a strange box hooked up to a television set sitting next to the typical TVs and high-fidelity audio systems of the day. With this new toy one could play a game of electronic Ping-Pong by turning a knob and watching the screen. It was the Magnavox Odyssey, the world’s first home videogame console.

After the show, Bushnell returned home and commissioned an engineer to build an improved version of the Odyssey’s Table Tennis game, which later became the arcade hit Pong. By virtue of that game’s success, Bushnell launched Atari — and then an empire. Meanwhile, the man responsible for the Odyssey languished behind the scenes.

What goes around comes around
Ralph Baer, creator of the Magnavox Odyssey, often regretted having to stay quiet while Bushnell received credit for “inventing” videogames in the press. At first, Magnavox pursued Bushnell and Atari for infringement of Baer’s patents. Atari, seeing an easy way to get Magnavox off its back, licensed Magnavox’s videogame patents for $100,000 in 1976. Since Bushnell was a client, Baer felt that he had no reason to challenge the Atari founder for the limelight. “For years, I kept my mouth shut when Nolan was getting his face in front of the cameras,” wrote Baer in his 2005 book, Videogames: In The Beginning. “In subsequent years, it would increasingly bug me to hear Nolan referred to as the ?inventor? of videogames.” Yet unknowingly, Baer would soon get his chance at revenge.

In November 1976, Baer flew to Chicago to attend what was then the annual Music Operators of America (MOA) trade show, where amusement and vending-machine manufacturers debuted their coin-operated devices. By 1976, the show regularly included arcade videogames, which had begun to overtake pinball tables and jukeboxes as top coin-op revenue generators of the day. Ironically, Baer was most interested in something that wasn’t even a videogame; he noticed a line of Atari arcade games on display, including Touch Me, a 3 1/2-foot tall yellow plywood pedestal with four large buttons spaced evenly across the top. Baer and his associate, Howard Morrison, tried their hand at the game.

Touch Me was an electronic version of Simon Says: The machine presented a sound, and a corresponding light would turn on above one of the four buttons. After the player pushed the matching button, the machine would play another sound while lighting another corresponding button. The game continued like this, building on a sequence for the player to follow. If the player slipped up three times, he lost.

Touch Me was not a new game when Baer saw it that year; a product of Atari’s Grass Valley think tank, it had been released in 1974 to little fanfare. Steve Jobs, co-founder of Apple Computer, helped Atari put the finishing touches on it. But in an intensely competitive and growing arcade videogame market, Touch Me failed to take off.

Yet Baer and Morrison found a kernel of potential in Touch Me — a sort of ugly duckling in need of a new coat of feathers. “Nice gameplay. Terrible execution. Visually boring. Miserable, rasping sounds,” says Baer. At home in New Hampshire later that month, Baer and Morrison realized that Touch Me would make a wonderful handheld electronic toy. Baer built a crude mock-up and pitched it to Marvin Glass & Associates, an independent toy design group he had recently worked with on other projects. Upon their enthusiastic reception, the project — now christened “Follow Me” — received the green light for further development.

Building Simon
Before long, Baer built a more refined prototype, which had a four-tone generator centered on the TMS 1000 microprocessor. The TMS 1000 was a low-power Texas Instruments chip whose unprecedented low cost made its inclusion in a consumer toy possible. The same chip powered legions of electronic toys and calculators of the 1970s.

In 1977, Lenny Cope, one of Baer’s partners, spent numerous days and nights programming the core of Baer’s new Follow Me game. Cope wrote all of the code for the project via a dreadfully slow Teletype tied to a mainframe in Pennsylvania as he struggled to squeeze all of the desired features into the TMS 1000’s limited memory. “Lenny made steady progress encoding the ever-growing list of changes Howard Morrison and I laid on him,” recalls Baer.

War Games 25 Years

25 years is a long time, for a movie that puts you in auto classic status, not that WarGames needs such generosity because it is a classic anyway. Made around the time video gaming was in it’s infancy WarGames inspired a whole generation of would be hackers, gamers and geeks alike and made you believe even us geeks could get a girl as attractive as Alley Sheedy.

Wired’s article, comprised as an interview with Walter Parkes, Lawrence Lasker and Peter Schwartz delves into what makes WarGames so popular today and their influences at the time that shaped the movie. It’s well worth a read if you’d like to not only know more about the film but also the gaming industry during the 70s/80s.

WarGames at Wired Via laughingsqui

Mega Man 9

The latest trailer for Mega Man 9 sets up the story by showing the introduction to the game as well as some snazzy editing splicing in some awesome gameplay footage too.

A word of warning for the uninitiated, in anticipation of Mega Man 9 and it’s throwback to 80’s gaming I decided to have myself some old school Mega Man loving. I’m embarrassed to admit that after playing the original game I came away having my arse well and truly kicked. Needless to say I’m determined to recapture my 80’s gaming mojo and best Mega Man, I think that all these fancy 3D graphics have softened me up over the years and I’m not as hardcore is I think I am!

All indications point to Mega Man 9 being every bit as hard as the original it’s trying to emulate. which is great news indeed and should blow away some of the cobwebs of living on rich 3D grahpics these past 10 years.

PSP Emulator for Wii

1200 Baud Archeology: Reconstructing Apple I BASIC from a Cassette Tape

The audio file that was posted two weeks ago is indeed a very important artifact of computer history: It is a recording of the “Apple I BASIC” cassette tape that came with the Apple I. It is the first piece of Software ever sold by Apple (not counting computer firmware).

Here is the first confirmed perfect dump of the 4096 bytes: apple1basic.bin

The Apple I is extremely rare. Only 200 were built, and less than 100 are believed to be in existence. Neither Steve nor Woz own an Apple I any more, and neither does Apple Inc. The cassettes are even rarer, as not every Apple I came with one. There has not been a dump of the tape until 2002, when Achim Breidenbach of Boinx Software got an MP3 recording of an original Apple 1 BASIC tape by Larry Nelson, an Apple I owner, and, with a little help from his father (who worked with an Apple I back in 1976), managed to decode it by writing a program - in GFA BASIC on an Atari ST. Here is a screenshot of the visualization this program could provide:

Achim wrote an Apple I emulator, included a commented disassembly of his Apple I BASIC dump, and published it on the internet. Other people continued working on the disassembly and changed instructions that they thought were mistakes in the dump. The only dump that can be easily found today includes these changes. It was time to analyze the tape again and get an authoritative dump of the 4096 bytes.

So here is how to decode the signal. Let us first open the audio file in Audacity and look at the waveform. The signal is mono, and as it turns out that the quality of the left channel is better, let us delete the other channel. This is what the whole ~35 second recording looks like:

There is silence at the beginning and at the end - but we can just as well hear that. We need to zoom in to see the actual waveform. From about 2 seconds to 12.4 seconds, when we hear a continuous beep, the signal signal consists of uniform waves:

Afterwards, during what sounds like noise, the waveform looks very different: There are shorter waves and loger waves.

The original output of the Apple I when writing the tape was a square wave, but the signal was filtered by the properties of the magnetic tape, so high frequencies were removed, and the signal became rounder. On the way back in from tape, the op-amp of the Cassette Interface converted the signal back into a square wave by converting all samples above a certain value into 1, and all samples below into 0. While the threshold in the op-amp was fixed, it could be effectively manipulated by changing the output volume of the cassette player. Effect->Amplify in Audacity gives us the following picture:

It is now time to write a small program to measure and dump the width of the pulses. We need to be able to parametrize the threshold (the volume knob) to be able to try different settings. In Audacity, we have to save the file as “WAV” first, because it is easy to decode this file format: We just skip the 44 byte header, and every following byte is a signed 16 bit value representing the sample.

First runs show us that all pulses in the first part of the file are around 56 samples long, while the rest of the file contains pulses which have a length of either around 22 or around 45. It seems the first part is a sync signal, so that the reader knows when the data starts. The two pulse lengths afterwards represent ones and zeros. It turns out that the shorter pulses are zeros; this way we get readable 6502 assembly code and some ASCII data (though with bit #7 set).

Here is a hexdump of the first few bytes:

0000000 4c b0 e2 ad 11 d0 10 fb ad 10 d0 60 8a 29 20 f0
0000010 23 a9 a0 85 e4 4c c9 e3 a9 20 c5 24 b0 0c a9 8d
0000020 a0 07 20 c9 e3 a9 a0 88 d0 f8 a0 00 b1 e2 e6 e2
0000030 d0 02 e6 e3 60 20 15 e7 20 76 e5 a5 e2 c5 e6 a5

In order to verify that our decoded data is correct, we must make sure that after the sync, there are only pulses that fall into the 22 or 45 category. If we play with the volume and find a volume region (i.e. different but similar volume settings) that has no pulse length errors and decodes into the same data, we can be confident that the data is correct. According to what is printed on the cassette, Apple 1 BASIC is supposed to reside in RAM at 0xE000 to 0xEFFF, so
the length of the decoded data should be 4096 bytes.

The following program is a possibly minimal implementation of the required algorithm:

apple1basic-decode.c

#include <stdio.h>

#define DIVISOR 30

int main() {
    int index = 0, last = 0, direction = 1, syncstate = 0, bitindex = 0;
    int distance;
    unsigned char outbyte;
    signed short sample;

    while (!feof(stdin)) {
        sample = getchar() | getchar()<<8;
        if (!direction) {
            if (sample>(32768/DIVISOR)) {
                distance = index-last;
                if (distance<50) {
                    if (syncstate == 2) {
                        outbyte = outbyte << 1 | (distance<32? 0:1);
                        if (!((++bitindex)&7)) putchar(outbyte);
                    }
                    if (syncstate == 1) syncstate++;
                } else if ((distance<70) && !syncstate)
                    syncstate++;
                last = index;
                direction++;
            }
        } else
            if (sample<-(32768/DIVISOR))
                direction--;
        index++;
    }

    return bitindex/8;
}

Run it like this:

cat apple1basic-mono.wav | ./apple1basic-decode > apple1basic.bin

You can optionally specify a parameter to the program which overrides the default value of 30 for “DIVISOR”. Values between ~25 and ~95 will reconstruct the data correctly.

apple1basic.bin

If you can read 6502 assembly, you should definitely have a look at the disassembly, as this is very high quality (in the 1970s, this meant: very tightly compressed) code.

Wii Style C= Bat

Some guy named Jeff has been playing around with Parallax’s Propeller chip. He’s used it to adapt an NES controller to the to the Commodore 64. In this latest iteration though, he’s added a Memsic 2125 dual axis accelerometer to the end of a whiffle ball bat and used that to provide Wii style controller input. The video above shows his son playing Street Sports Baseball with it.

Here