Wak-A-Rat

Play Wak-A-Rat from the graphic adventure computer game "Sam & Max Hit the Road", first released in 1993. Play now...

Play Wak-A-Rat from the graphic adventure computer game "Sam & Max Hit the Road", first released in 1993. Play now...
Released the circuit layout and the bootloader-hex-file of the small VisualCube. Now anybody is in the position to rebuild the device himself. The files are hosted here.

The VisualCube1e3 is going to be presented to visitors of the annual Christmas Tree Exhibition "Oh Tannenbaum!" at HfG Karlsruhe. A collection of animations in the spirit of Christmas are planned to be displayed. The exhibition will be open from 17th-21st of December daily from 10am to 7pm. More...
Midi360 is an interface between an electronic drum set with midi-out and a Xbox360 Madcatz Controller. This device allows the gamer to use his real drumset together with RockBand or GuitarHero, instead those lame plastic-toys. The project is hosted at googlecode.
Another variant of the famous television kill-switch. This version builds upon the cheaper ATmega48/88 controller and an improved compression algorithm for the IR-code-table. Sources and layout are hosted at googlecode.
The VisualCube1e3 will be present at the "Sommerloch'09" exhibition by the HfG Karlsruhe, taking place from july 14th till 19th. More...

The VisualCube1e3 will be visible on the GPN8 party of the Chaos Computer Club Karlsruhe (Entropia), held from june 26th till 28th. Anybody is allowed to write animations in Processing and play them on the real cube, live at the party. More...
Designed a small device to play back audio files autonomically. Circuit and AVR-GCC-sources for the ATmega48 are hosted at googlecode.
The VisualCube1e3 project received one of the biannually given scholarships by the MFG Foundation. Follow these links to the press release or the project description (both in German).

In cooperation with the HfG Karlsruhe a new project is in work. The VisualCube1e3 is a volumetric display out of 10^3 full-color voxels. Because of the resulting dimensions this project requires large facilities which will be provided by the HfG. The cube is constructed as a decentralised system out of a linux-powered AVR32 main-board driving 20 sub-controllers (ATmega8), each controlling 5 bus-lines of 10 voxels (ATtiny11 with PWM-controlled RGB-Led). Read more on the project page.
This project is a hardware keyboard logger based on the ATtiny2313 microcontroller, connected to a large on-board flash memory. Remarkable is the javscript-decoder for the logged keycode sequences which can be fed by the device directly and produces graphical output. The project ist hosted at sourceforge.
Built a full functional debugger and the necessary hardware-debug-interface for S1mp3 devices. Now it's possible to upload and debug self-written code instead of doing whole firmware upgrades on each test run. More...
Launched the VisualCube project. The VisualCube is a a volumetric display (real 3D display) out of 6x6x6 voxels, where each voxel gets represented by a 2-color LED. Field of application is to display real-time music-controlled colorful animations on this device. The project is hosted at sourceforge.
Figured out how to build my own application and how to upload and run it on the S1mp3 player. You can download this first home-brewn demo for S1mp3 devices from my page, including the assembler sources and tools needed to create your own apps.
Released all my PS2 assembler sources that was written for ASM5900, also including the AFTERsUN demo which was present at TUM in 2002. Head over to my download section.
This party demo won the console competition at The Ultimate Meeting 2002 in Mannheim, Germany. Sources are written in plain ASM5900 assembler.

This cute little demo achieved the first place at The Third Creation PS2 mini demo contest, round #7. The demo was written in 100% plain assembler and compiled with my self-made ASM5900 assembler.
I proudly present napClient (napLink client win32-gui) and napDriver (win32 usb driver). Both are ready to download. Naplink is a development tool to upload homebrewn stuff to the PS2 console.
The first stable version of ASM5900 is now available from my project page including all its C++ source files.
I'm glad to present my new member page at napalm-x.com. Follow this link to find sources (most frequent assembler), demos and tools concerning PSX/PS2 home-brewn development. Also the last ASM5900 version will be downloadable there.
ASM5900 is a macro-assembler for the Sony PS2 Emotion Engine (MIPS R5900/R3000 and coprocessors). I started writing the assembler in C++, so it should be portable to any target system easily later. The assembler syntax is similar to the one used by MASM or TASM, but featuring innovative enhancements like naming scopes and a relative-adress-operator for simple adress calculations, assisting the RISC LD/ST-architecture perfectly. The project is hosted here.