Homemade Retro Game Console - Raspberry Pi General

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The idea of creating an own retro gaming console came up after seeing this Kickstarter project. The basic idea of this project was to take a SNES look alike housing, put a Raspberry Pi in it, do some rewiring and you have an awesome looking multi-in-one retro gaming console. In this post I will briefly show you how I made my own retro console, based on a Raspberry Pi B+ with mostly low-budget parts. It is able to emulate nearly all popular retro consoles, including NES, SNES, C64, Gameboy, Gameboy Color, Gameboy Advance, Sega Master System, Sega Master Drive, MAME, ScummVM and lots more.
After seeing the Kickstarter project of the Raspberry Pi Gamer Console, I started to search for things needed to build my own. The complete list of parts I used looks like the following:
Raspberry Pi B+
MicroSD card (at least 4 GB)
3 USB extension chords
1 Micro-USB to standard USB
An USB wall plug (at least 1 A)
A switch
An LED
An HDMI cable
A WLAN stick
2 Gamepads
A casing
(USB keyboard for initial setup)
...read on here for the full story.​

Related

Gamepad

Is there no Bluetooth gamepad we could use for the HD? That Cahinpus BGP100 looks like hell, and I hear the drivers don't work on WM6.1. Has anybody written BT Drivers for the PS3 pads? They're sick.
I saw a youtube video of someone using a Wii controller on a cellphone. That's about the most promising thing I have been able to find as far as a gamepad we could use. Now if there was just a way to clamp it to the Touch HD and not look too ghetto.
Too bad that chainpus controller isn't big enough. No way would I be able to mod it either. I'm definitely the type of person that benefits from modders, not a modder myself.. lol.
In case someone else than myself don't know what is a chainpus controller, here is an image:
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and a review.
I still can't believe it's the only bluetooth gamepad out there. It looks retarded and uncomfortable. I know you can use the PS3 controller for Windows now. I can only hope somebody writes a driver for Windows Mobile.
Or else we have to take over the WiiMoB project to be able to use the wiimote as a bluetooth gamepad for ppc.
gaelynx said:
Or else we have to take over the WiiMoB project to be able to use the wiimote as a bluetooth gamepad for ppc.
Click to expand...
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Yeah, that project seems to be dead, but also seems to be our best hope for now to get a gamepad working on our Touch HD.
I think that the pad doesn't fit the HD, because the HD is few millimeter wider
jackthekayman said:
I think that the pad doesn't fit the HD, because the HD is few millimeter wider
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Yup. HD is too big for that Chainpus.

New retro classic free game - NIGHTMARE PARK

Hi,
I have made a new game using BASIC4PPC.
Its called Nightmare Park and its based on an original game on the Commodore PET by Bob Chappell in 1980! Its as addictive today as it was back then!
Its free to download and play on your PDA.
www.therealeasterbunny.pwp.blueyonder.co.uk/npark/npark.zip
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320x240 screen resolution and above supported.
Development kit and source code available from http://www.basic4ppc.com/forum/share-your-creations/4083-nightmare-park-retro-classic-game.html
Visit my main website www.therealeasterbunny.pwp.blueyonder.co.uk for other stuff including a Scott Adams Adventure Engine and games for your Windows Mobile.
I have tried to find Bob Chappell but as yet to no avail. Bob, if you read this, please get in touch!
cOh my god! I actually have this game (on cassette tape, high tech) and remember playing it on my PET! But one thing, if you're the real easter bunny, then who the hell came to my house and put eggs in my yard!? Thanks, DLing now.
Dave
(One more thing, don't mean to threadjack, but does anybody know of a Colossal Cave Adventure port for Pocket PC? thanks in advance)
LOLs. Thanks Dave, let me know how it goes please ... I think I've got all the bugs out now
You may need to read the docs for navigation of the player character on the "mini games" or tasks when venturing through the park.
Have fun!
Steve.
I haven't found any bugs so far, seems quite stable actually.
Dave

Sony team up with Unity3D (PSM Going to get Better) :)

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Just sore this and could be good news for Xperia Play as the only Optimized games that are still coming thick and fast are PlayStation Mobile titles.
http://www.prnewswire.com/news-rele...tionvita-and-playstationmobile-199444581.html
Due to the fact developers are finding it hard to build 3D games on the PSM SDK, we have been hit by loads of rubish 2D retro looking indy games. But this could all change with Unity teaming up with Sony as great looking games like Shadowgun, Dead Trigger, Ravensword could be made for PSM with the Unity 3D input.
check this part -
Unity for PlayStation® also allows Unity developers to create games for PSM more efficiently without the need for an additional PlayStation®Mobile SDK.*1 Both Unity for PlayStation® and PSM SDK use the .NET framework allowing for easy transition between the two tools. In addition, Unity developers can easily port their games created for iPhone, iPad, and Android™ based smartphones and tablets to launch on PSM, removing the need for extensive re-coding.
Click to expand...
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i wish my signature ...
Ans now just a xperia play 2 and we are ready to go
Great news!
The Unity Engine will also be optimized for Quallcom SoCs. Lets hope that this not only means GLES 3.0 integration and multiprocessor optimization but also things like texture compression format optimization for our Adreno 205 source:http://www.engadget.com/2013/03/26/unity-to-bring-qualcomm-optimization/

WEDA Smart Watch

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Hello,
My startup and I have been working on an Open Smart Watch (we call a glorified Lifestyle Notification Center), more details shortly but will work with any Bluetooth Devices (iOS, Android, Windows Phone, iPad, Surface, Raspberry Pi, Laptop, Desktop, etc). It is lightweight, flexible, it is NOT touch-enabled (however this will eventually come but on a different model) and will be using Slap-Bracelet style bands, so we can make 1 size and fits MOST.
Hope that you developers will be interested in making your App's have an option to enable WEDA (Wearable Electronic Device for Applications). You'll have access to the Accelerometer, Barometer (Temp., Air Pressure, Humidity, etc), Vibrator, LED'S, etc. We're even going to offer a HDK (Hardware Development Kit) so you can use our "WiP (WEDA input Port)" to permit the Device to use your own homemade hardware.
Best part of the WEDA? Pre-made Open Source Projects, Controls, and practically only 1-3 Lines of code will be needed to interact (1. Is Bluetooth Active/Device Paired? 2. Send to <option>).
If you're slightly interested and would like to keep updated on the private Mailing List (Photos, Videos, Code Snippets, etc), please let me know or keep an eye on WearingDigital.com.
Thank you,
Lance
See the Demo of the WEDA in Debug mode... http://youtu.be/AYjvThoKqBI
Check out the TechCocktail review: http://tech.co/wearing-digital-intr...martwatch-for-developers-and-students-2013-04

MOONLIGHT on ANDROID - controller deadzone calibration

Hi all
Firstly - FANTASTIC effort in making these technologies available! I've been playing Borderlands 2 using Trinus and Moonlight on my S7 edge w/ VR headset, which is feeding the full stereoscopic VR experience from Trinus/Moonlight/Tridef3D on my PC. I'm using a USB tether to keep the quality high, and I'm incredibly impressed to say the least.
My one remaining issue before I can enjoy games fully - my Bluetooth controller (SteelSeries Stratus XL Android&Windows) has two analogue triggers, which intermittently set off out of the blue, and often stay triggered. This wreaks havoc as you can imagine.
I'm hoping someone can steer me in the right direction, possibly by answering a few of these?
• it's the Shield technology that sends the controller signals from Android > PC, correct?
• if so, does Moonlight fully rely on the Android controller mapping and configuration, and receive signals from Android? Or does Moonlight work directly with the device?
• is there a method for altering the controller mapping, for example to introduce a deadzone.. or (worst case) even disabling these triggers?
Many thanks in advance for anyone who can help - I'm on the cusp of a fantastic experience here..!
Regards
Matt
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Bump - I am seriously keen for any scraps of info! hah
Are there any utilites that can assist someone troubleshooting game controllers - I haven't found anything useful yet

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