Dev - Other maker For Devs and Arduino Fiends (Read 206 times) Arduino Gameboy

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I use Arduino AVRs a lot for work recently to fire off LEDs in sequence or measure the temperature of PRTs etc. They are a really good entry point for anyone with a basic electronics background to begin interfacing electronics with code via digital and analogue inputs and outputs. If you don't know any electronics then they are a good place to start learning and breaking things also.
 
It occurred to me when playing thecatamites' jam entry that it would be cool to develop a small gaming device using an Arduino and a 3D printer. So what I mean is that you'd have the following list of components for your basic handheld:
 
<ol><li>The Arduino board (Arduino UNO or smaller)</li>
   <li>Battery module</li>
   <li>Screen and SD card module (so possibly a KS108 128x64 monochrome display)</li>
   <li>Buttons</li>
   <li>Power switch</li>
   <li>Buzzer/Speaker</li>
   <li>Casing</li>
</ol> 
There is also the recent addition of the Arduino Esplora board (pics here) which is an Arduino with several gaming-related peripherals pre-soldered on to a circuit board that resembles a SNES controller. A 160x128 colour TFT can be purchased separately and it slots into the headers on the board. This is appealing for anyone who wants to make a gaming device that is mostly spatial with four digital buttons and one analogue stick. I would get one but I would feel restricted by the pre-designed form factor. I might like to turn my console into a bit of a TARDIS.
 
If any of you have ever had a game against someone using a Bop-it Extreme then you can see how you could make a dedicated device for a game or a set of games using unconventional inputs with 3D printed knobs and bezels. There's nothing to stop someone with an Arduino Mega (lots of inputs and outputs) from making a miniature space control deck the size of a laptop and narrating an exploration epic through those means.
 
That last example appeals to me greatly and although I have a lot of irons in the fire, (PhD, Adventure Game, 3D printing etc) I would like to try and bring it into fruition.
 
I know there's a lot of you who are techy and creative, perhaps some of you who are technophobes but doubly imaginative. What I am proposing (down on one knee here) is that we should get together and make a ridiculous contraption and share it around between SW'ers.
 
If you're interested lemme know.
 
 
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Realised I have an RPi and an AV screen in my big box of crap.
 
I wired the whole thing up and adjusted the settings so I can get approximately 420x300px display out of the thing.
 
The screen runs off a 12V supply at the moment however it can be modded to run 5V with some circuit bypassing.
 
I intend to use some DC-DC converters to run the whole thing off a 7.4 li-ion battery.
 
The Pi consumes about 0.6A when it's on full steam ahead mode but it can also be underclocked.
 
Buttons can be interfaced with the general purpose IO pins although I may need an arduino stage for analog inputs. Or perhaps there is serial product that will do this for me. 
 
Either way, not bad for a couple of hours farting around!
 
Here's a picture of it in action: https://twitter.com/mysteronomnom/status/393496870636371968
Last Edit: October 24, 2013, 10:26:02 pm by Carrion Crow
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Progress updates today:
  • The screen now runs off the same 5V as the RPi, flawlessly.
  • I have utterly gutted a third party GAME controller to get the analogue stick potentiometers, shoulder buttons, vibration motors and some extras.
  • I have ordered a 5000mAh USB charger unit - the same thing they sell at festivals to people with smartphones. It can output 1A of current at 5V (pi is 0.6A at max) therefore at full steam the whole assembly could run for 8 hours and 20 minutes. The charger has a button which *turns on* the supply so that will become the console I/O button. It charges over mini-usb. I do have an 11000mAh version of one of these but I decided to order a smaller one to halve the weight because I don't think it would be too pleasant to hold. The one I ordered also has status lights which I will wire out to the casing to show when battery is low.
  • I have made my hello world app in Pygame (a library simply imported into Python 2.7).
Tomorrow (with secret 3D printing projects) I will be laying out the serial peripheral interface for the ADCs by which the analogue sticks are connected and writing some python to set up the GPIO for interfacing.
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I have ordered some nice coloured materials to print the casing for this. I am not going to show what the device is going to look like just yet as I don't want to spoil the surprise really. I think I will have an unveiling evening in the same vein as the Sony and Microsoft events from earlier this year. If you'd like to make a release game for the grand unveiling then get in touch with me and I will PM you the details.

I have some questions though:
<ol><li>Do you think that the gameboy was the perfect handheld console? I was considering this in the respect that handheld devices with an "analogue" stick seem kind of forced and I wondered if I should keep binary buttons and engineer my games such that there is no use for analogue input. The other solution is that I add two clickable analogue sticks to the device.</li>
   <li>Would you prefer a new console to be ergonomic and playable or interestingly shaped with obscure input methods?</li>
   <li>Is external media important for the image of such a device? - i.e. if you were an indie developer would you want to have your game put on the sticker or a pseudo-catridge (most likely a 1GB SD card in a 3D printed shell).</li>
</ol>
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Just saw this topic thanks to that link... super interesting.  I would definitely like to contribute if I could?  However, I can't quite imagine how I would do this until I am more familiar with this... mysterious device.  Any way I could get some words from you on the controls you have in mind and how software interfaces (hopefully just as a gamepad)?
 
 
If this thing, and the diy arcade that I am trying to conceptually birth happen at the same time, this would be great installation at the (currently imaginary) exhibit.  Also could help getting some new users to this place if that is what everyone around here is still looking for.
SW Jam 2013 Entry - Pumpkin Moonshine - http://nurseostsaudy.itch.io/pumpkin-moonshine


 

 



 


 
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I have ordered some nice coloured materials to print the casing for this. I am not going to show what the device is going to look like just yet as I don't want to spoil the surprise really. I think I will have an unveiling evening in the same vein as the Sony and Microsoft events from earlier this year. If you'd like to make a release game for the grand unveiling then get in touch with me and I will PM you the details.

I have some questions though:
<ol><li>Do you think that the gameboy was the perfect handheld console? I was considering this in the respect that handheld devices with an "analogue" stick seem kind of forced and I wondered if I should keep binary buttons and engineer my games such that there is no use for analogue input. The other solution is that I add two clickable analogue sticks to the device.</li>
   <li>Would you prefer a new console to be ergonomic and playable or interestingly shaped with obscure input methods?</li>
   <li>Is external media important for the image of such a device? - i.e. if you were an indie developer would you want to have your game put on the sticker or a pseudo-catridge (most likely a 1GB SD card in a 3D printed shell).</li>
</ol>
1.  I am with you in supporting binary d-pads over analogue d-pads.  my thumbs always get lost in analog d pads.  For example, without looking at the controller, it is EXTREMELY difficult for me to know where "down" is directly since there is no reference point that I can feel for "down" on the analog d-pad.  This goes for all of the other directions too.  Another example to illustrate my point - if I am in a situation where I need to move a character or an object under the influence of gravity (mario for obvious example) to (for example) the right, while trying to do so I am never sure if the stick is at the right most position or not and therefore never sure if the character or object is moving as fast as possible. Maybe it wouldn't be so rough if the top of the stick had little notches denoting the directions on it? Or if the plastic barrier had notches carved into it (wii might have this?), but this effect might ruin the whole point of an analog stick. I'm not sure, but I'm sure there are some other solutions  i'm not thinking of.
 
2.  I think this largely depends on what type of games the console plans to release.  Personally, I didn't find any enjoyment in having to shake the wii mote to make llink do who cares, know what I mean?  It isn't like it felt more real.  If anything it felt more fake to be honest.  Just like books can seem more real than movies, I think efforts to increase realness on the level of "novelty"  only force your mind to imagine the shitty "novel realness" instead of your mind imagining the feeling of the more realistic and satisfying realness portrayed on the screen.  I don't want to think about shaking a wii mote in order to swing a sword over my head, cause the damn wii mote weighs nothing and does not make me feel like I am doing something incredible, and only reminds me that i am a pathetic loser in a basement in long underwear.  However, watching someone swing a sword while not being pulled back into the "real space" of my shitty basement keeps my brain in epic adventure mode..  see what I mean.
 
But to play devil's advocate, bop it rules.  so much.  So unfortunately, it really matters on the game.  I think the less intrusive and more ignorable the controls are, the more appropriate they are for supporting many many games, where weird, interesting, and obscure input methods are more appropriate for controls that are custom tailored to an (lets say...) arcade type machine.  (hint hint).
 
3.  This is a good question.  Obviously "purchasable" or "swappable" media is important if you have a console that has many different games, but isn't really necessary with the ability to just download or update things.  Two different roads to take, that is all.  Downloading games is probably financially cheaper if the console is going to be mass produced or if there are going to be a ton of games, but creating external games will probably save you from using boat loads of time and energy dealing with creating a system to host, download and install the downloadable content.
SW Jam 2013 Entry - Pumpkin Moonshine - http://nurseostsaudy.itch.io/pumpkin-moonshine