OneMind Hardware Adapter |
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Background:
This project was inspired by a few things. First was a software mod speed run category called One Mind. I was intrigued by the idea of working together with friends to accomplish a common goal. Another thing that gave me the idea was coming up with a way for multiple people to play a single game rather than watching one person play. I set out to build a hardware add-on that could seamlessly be used alongside any video game. Below you'll see the results of this endeavor.
The adapter works for any game console that has gamecube ports (Gamecube, Wii) but if pair it with a USB adapter you can use it with any system that has USB inputs (Wii U, Nintendo Switch, Dolphin Emulator, etc)
This project was inspired by a few things. First was a software mod speed run category called One Mind. I was intrigued by the idea of working together with friends to accomplish a common goal. Another thing that gave me the idea was coming up with a way for multiple people to play a single game rather than watching one person play. I set out to build a hardware add-on that could seamlessly be used alongside any video game. Below you'll see the results of this endeavor.
The adapter works for any game console that has gamecube ports (Gamecube, Wii) but if pair it with a USB adapter you can use it with any system that has USB inputs (Wii U, Nintendo Switch, Dolphin Emulator, etc)
Idea:
The OneMind hardware adapter switches between connected controllers to enable a single controller for a given time period. This creates an illusion of incrementally passing the controller between players, where each player is given a designated time chunk to play. Adjustment knobs and buttons on the device allow the user to experiment with different play settings. A slow frequency give each player more time behind the wheel but also keeps players engaged preparing for their turn. On the other hand a fast frequency naturally averages everyones input so it feels like everyones playing at the same time. In this situation if everyones thinking alike it blurs the lines on who's really doing controlling which gives a sense of Ideomotor phenomenon. A order toggle decides what player will get control next. There are two positions for this toggle. The first is SEQUENTIAL which goes left to right and allows the players a degree of prediction for who will be chosen next. The second position is RANDOM which gives a equal probability to each player being chosen next. Because each OneMind adapter has its own power supply (to support the rumble power) you can have endless configurations on how you connect them. They can be expanded in parallel with one in each system port or daisy chained out in series. Experience: At first glance this gadget seem like a very strange way to play. After trying it out first hand many agree it gives a novel experience. One way it does this is by putting a twist on replaying games. We enjoyed playing gamecube games growing up, however the nostalgia is sometimes ruined with how easy the once difficult levels have become. This adapter adds a bit of a handicap making it feel as if you are playing it again for the first time. Some other fun playing styles we discovered with it were playing a game and having three people trying to achieve the goal while one person attempts to sabotage the level completion. Another fun use case is performing difficult maneuvers such as the super swim in Zelda Wind Waker. We were able to do this by having one player hold up and another hold down on the analog stick in the water to create the sense that a single player was smashing up and down very quickly. |
Features:
Front:
Back:
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Hardware:
At the heart of the OneMind Hardware adapter is a ATmega328p microcontroller running code to drive the different users configuration. The code was efficiently written using timers and service routines. A set of onboard switches redirect select users input to interact with the console. Sensing circuits detect whether a controller is plugged or unplugged. Power management is handled though multiple voltage regulators and separate power domains for select components. The adapters design has gone through 4 design iterations so far. |
Configuration Favorites
Game | Speed | Order |
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Super Mario Bros | 1 Hz | Sequential |
Donkey Kong Country | 1 Hz | Sequential |
Super Monkey Ball 2 | 20 Hz | Random |
Kirby Air Ride | 20 Hz | Random |
F-Zero GX | 10 Hz | Sequential |
Super Mario Sunshine | 0.5 Hz | Sequential |
Super Mario 64 | 0.5 Hz | Sequential |
Banjo Kazooie | 0.5 Hz | Random |
Zelda Breath of the Wild | 0.5 Hz | Sequential |
Zelda Wind Waker | 1 Hz | Sequential |
Zelda Ocarina of Time | 1 Hz | Sequential |
Zelda Majora's Mask | 1 Hz | Sequential |
Mario Kart 8 | 10 Hz | Sequential |
Mario Kart Double Dash | 5 Hz | Sequential |
Super Smash Bros Melee | 5 Hz | Random |
1080 Avalanche | 2 Hz | Sequential |
Tony Hawk Pro Skater 4 | 1 Hz | Sequential |
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