Open Emu: Free Game Emulation on Mac, Quartz Composer - Even VJ with Games

emuplugins

Favorite games from the 8-bit era and beyond, now with slick, Mac-friendly functionality wrapped around them. Here’s how it might look actually playing those games.

Fans of vintage games with Macs, take note. Open Emu makes emulation of classic game systems a “first-class citizen” on the Mac. But if it were just a game emulator, well, it wouldn’t be news. What makes it news is that at its core, Open Emu is an open source platform and modular architecture into which your favorite game systems can be added as plug-ins. And thanks to that architecture, you can treat your favorite game systems as though they’re modules in a grand, 8-bit modular visual synth, crunching their textures into geometry, adding real-time effects, and controlling the whole thing with multiple controllers, audio, and MIDI.

In other words, Open Emu is like having a giant visual performance synth made from the tasty innards of classic games.

The platform has been in feverish development for some time, but today a major new release takes it further. Beta 2 of 1.0 extends the modularity of the platform, adds a finished Quartz Composer interface (allowing integration with other apps, live visuals, and graphical, modular patching using Apple’s development tool), and adds more emulation cores.

Supported game systems for emulation: Sega Master System, Game Gear, SG-1000, Game Boy, Game Boy Color, Game Boy Advance, NES/Famicom, SNES/Super Famicom, Sega Genesis, Sega CD, and Sega 32x. (In the immortal words of Strongbad, ain’t got no Turbografx? Sounds like you just need one more plug-in.)

Game emulation is nothing new, but the programming team has build a friendly Mac front-end for a host of mature, popular emulation engines. They also fully support Mac technologies, even third-party niceties like Sparkle for automatic updates.

But, this being Create Digital Motion, we’re interested in the live visualist-friendly features:

  • High-quality OpenGL scaling, multithreaded playback, and other optimizations
  • Audio or MIDI actually plays the game (and can also be used to make the game line up with music)
  • Play multiple ROMs at the same time
  • Real-time 3D effects, image processing - and route game controllers to those effects

emucube

Where that modularity gets really interesting is in the Quartz Composer form of Open Emu. Here, you can apply textures to a cube, modify them with effects, cheat and rewind your way around the game, glitch out the cartridge — eventually make a live visual performance out of game textures with live gameplay and control input.

In other words, you can jack in your favorite MIDI controller and go nuts with your favorite games, turning them into a live performance medium - then mashing up the resulting textures with real-time, 3D/2D effects. The Nestopia engine supports ROM glitching, cheat codes, and game rewinding — essential so that in-game death doesn’t also kill your set, and so you can play with the aesthetic of glitchy cartridges without blowing on a classic game cart.

read more

glitchNES: make visuals with your Nintendo

No Carrier (a.k.a. Don Miller) has released glitchNES, a ROM (read: game cartridge) that makes user-controlled visuals on the old school Nintendo Entertainment System, with results that resemble the effects of circuit-bending. glitchNES is free, open source, and runs well on NES hardware and in accurate emulators, e.g., Nestopia. Get it from No-Carrier.com.

As Don says in an interview on True Chip Till Death, “I really hope that it will be used by people to do live visuals at chip shows or other music events. However, I think it is fun just to tinker with - changing graphics and playing around with it in an emulator.” glitchNES is eminently hackable: it’s just over 300 lines of code, including white space, and the graphics are easily changed with a tile editor (see the readme). Given a little time to get used to 6502 assembly and read up on the NES and its pecularities, and you’ll soon be hacking up your own version of glitchNES. After all, that’s just what I did for my last two shows at 8static and South by Southwest with a pre-release version of the ROM. Thanks, Don!

WiiWhorld Released: Generative Visuals with Wiimote and Windows

By Jaymis

Aforementioned visual synthsizer slash exercise tool WiiWhorld has been released for public consumption.

Jeff Mission has tied together GlovePIE (for Bluetooth/Wiimote input (previously on CDMo)), Whorld, and his own secret sauce (a GlovePIE script to control Whorld).

Put them all together with a dash of virtual midi port, and you get this:

Or as Jeff describes it:

Whorld is a free, open-source, live visual synthesizer for sacred geometry. It uses math to create a seamless animation of mesmerizing psychedelic images. You can VJ with it, make unique digital artwork with it, or sit back and watch it like a screensaver. The WiiWhorld project makes it possible to control the Whorld visualizer with the Nintendo Wiimote.

WiiWhorld.

WiiWhorld: Wii-Controlled Generative Visuals Make Your Partygoers Say Wiiiiii

Jeff Mission writes to say he’s been working on a new project that couples the Wii remote with generative visuals — all built in free software. Like it, but think it could go further? It’s free, so have a go (soon, at least). Jeff writes:

Chris Korda, developer of the open-source VJ softwares Whorld and FFRend, and I have been working on a project to control real-time, generative geometric visuals with the ever-popular Nintendo Wiimote. We dubbed the project WiiWhorld.

I am pleased to announce that the first proper WiiWhorld demo video is now available online:

http://youtube.com/watch?v=bw1bHVPHk_g

Swirly colors, techno, dancing, and lots of smiling faces! Anyway, I think it does a decent job of capturing people having fun playing with our little digital toy.

The video was cobbled together from about 90 minutes of party footage shot a couple months ago. We set up our rig and invited people to play around, with a minimum of instruction. It was great fun to watch people play around, figure it out, and then teach new techniques to one another.

As for the project itself, it requires a Wiimote and a bluetooth-enabled computer. All the software involved (GlovePIE, Whorld, and FFRend) is 100% free, making this (we hope) a project that others can adopt and expand in the future, at minimal cost. We hope to publish more detailed information soon, so that others can try WiiWhorld for themselves.

Please give it a look, leave comments and ratings, and pass it on!

The project is apparently brand new — and Jeff says more web content and videos and documentation and such are all coming soon.

And yes, GlovePIE, Whorld, and FFRend are all free and open-source Windows apps. (And you thought Linux had all the fun.) beatfix (aka Jeff) suggested them and got our Windows free apps round-up going:

VisualJockey Goes Freeware; Free Windows and Cross-Platform VJ - Visualist Round-Up

Anyone who wants to get us rolling on a similar Mac or Linux list, drop us a line.

Digital Tools Interviews Paris Graphics on Homebrewed Mobile Game VJ Tools

The nicely-growing Digital Tools blog has an excellent interview with visualist Paris Treantafeles, who works with lo-fi 8-bit-style visuals using tools he’s built for GBA and the Linux-powered Gamepark.

Interestingly, while a lot of people will dismiss the 8-bit movement as “nostalgic” — implying it’s just 20-somethings pining for their Mario-playing childhoods — Paris’ inspiration was originally vintage analog synthesizers. And synthesizing graphics is his main interest:

I concentrate on creating graphics from scratch. That’s pretty much all I do. Other people like using movie clips and manipulating them, but from my point of view it’s a good exercise to see what you can do when you have to create everything from scratch. It gives you an appreciation to form and color.


Hally // Blip Festival 2007: The Videos from 2 Player Productions on Vimeo.

The synthesis/sampling argument I think is very much related to the way electronic music is produced. I find that focusing on either one can be a good exercise — see our friend Troels sampling Coke bottles, for instance.

It’s nice stuff, but I do hope, particularly here in the US where the VJ/visualist scene has had trouble gaining broader recognition, that we start to see other styles on genres forming more coherent “scenes” in the way 8-bit has. Of course, what has happened for people like Paris is he’s found strong advocates in the musicians, which seems to be a key element (and has helped strengthen the visual work done outside chiptune music, as well).