A Looking Glass holographic display device connected to a Windows computer via hdmi (designed for the Portrait, but in theory it should run on all of them…)
The Holoplay driver installed
A beefy ass graphics card
A game rom (.a26 or .nes file) which needs to be put in the /atari2600 dir or /nes dir, depending on the system it’s for
If you don’t have a holographic device the screen will look like blurry garbage. If you want a build that works in 2D for some reason, I guess I could do one though…
Supported games (you must supply the rom, they are not included in the zip):
Note: Supported means they are playable, it doesn’t mean they work perfect or don’t have issues…!
Pitfall! (Atari 2600)
Super Mario Bros (NES)
Jack Bros (VB)
Panic Bomber (VB)
Teleroboxer (VB, lickers between rounds)
Vertical Force (VB)
Wario Land (VB)
The actual filenames don’t matter, it detects supported games by checksum.
Note: There are two versions of Castlevania NES roms out there, if it’s not detected and not playing in 3D you might have the wrong one.
It will run unsupported games, but they won’t have any depth/3d effects.
I’ve only tested with the Looking Glass Portrait and the OG 8.9. They both seem to run around the same speed, with the OG 8.9 being too zoomed in initially. (try the – key to zoom out?)
When it starts, it will show a menu with the hotkeys, but here they:
Arrow keys: Move Ctrl, Space, Enter: A and B and Start buttons (gamepad supported too) Return: Reset game Num 0 through 5: Set frameskip (higher makes the game run faster by not showing every frame) Num 6 through 8: Toggle texture smoothing, shadows, lighting P: Pause A: Adjust audio to match game speed (experimental but can help with audio problems) –/+: Zoom in/out. Hoping this will help with other Looking Glass sizes. S: Save state L: Load state < and > : Cycle through detected games (any roms you’ve placed in the atari2600 and nes directories)
I can get 60 fps with everything with a 5ghz with Nvidia 3090. Exception is Virtual Boy which I’ve limited to 50fps to match the real device.
If a game is too slow, press 1 or 2 for frame skipping modes. If audio is weird, press A to cause audio to sync with the recent framerate. (gets rid of pops and scratches usually, but pitch/speed will be wrong making it… interesting…)
If you have problems, check the log.txt file for clues. (created in the root dir where HoloVCS.exe is)
Q. Does it support other games besides these?
A. It will play unsupported games without 3d plane effects, so not really
Q. I noticed you’re using emulators via a libretro dll interface, does this mean I can pop in more emulator types?
A. Yes! Will, no. I mean, each requires customizations to work properly and do 3d stuff.
Q. The snake in Pitfall! is mostly invisible!
A. This is a known bug, sorry. I mean, it’s a ghost snake now
Q. Why do some levels look weird or broken?
A. Sorry, I only made it so the first levels works, didn’t worry about later stuff. It is possible to detect current level/environments via PPU memory and adjust rendering to match the situation though.
Q. Why is it called HoloVCS?
A. It originally only supported Atari VCS emulation. Too lazy to change it
1.0 Initial release, supports Pitfall! for the Atari VCS
1.1 Added support for a few NES games too
1.2 Added some Virtual Boy support. The neat thing about this is there nearly no game specific code happening, it’s reading the 3d position directly by hooking into the emulator at a low level. It’s not able to capture everything but it’s enough to be a neat gimmick. The only game-specific thing I’m doing with VB is setting the zoom level to look slightly better for certain games.
It’s an old ass game console from 1978 I recently picked up from Ebay. It even has a built in keyboard for some reason.
In the first real “console war” it placed third out of well, three, ending up behind the Atari VCS and Intellivision despite some neat addons like a voice module.
It’s famous for hosting the game K.C Munchkin, a pacman-like game that was forced off the market for being a clone in a giant lawsuit. However, looking back at it, it played different enough that this really shouldn’t have happened. Sorry K.C, you deserved better.
I buy old systems like this and try to fix them up because it’s a cheap and fun way to learn electronics and gaming history. Oh, and you get to play your homework!
Care for a game of golf? It’s actually not bad. Your golfer gets mad when he hits trees.
For this one I did a composite video mod as that’s a huge improvement over the original noisy RF that requires a US TV tuned to channel 3 or 4.
The joysticks it came with were completely broken – unfortunately finding replacement controllers for old systems is quite difficult and fixing them to work like new almost always requires new membranes or other parts that are not made anymore.
The solution? Wire it up to accept a standard Atari 2600 controller! It’s kind of a ubiquitious standard that’s compatible with the Commodore 64 and believe it or not, Genesis/MegaDrive controllers. I got the idea from ArcadeUSA’s youtube video but I did it a slightly different way so I could also use the original controllers as well.
I soldered at the pins below the DB9 jacks, easier there. Above is a labeled picture that might save somebody time. Notice that the player 2 wiring is SLIGHTLY different from the player 1.
It’s ugly the way they stick out and will surely break soon. But it works great!
It would probably be better to just make DB9 to DB9 adapters to fix the pin differences (could unplug them when not needed), but I didn’t have the right stuff handy. Someone should make a simple circuit board to do both ports together, something that looks like this useful joystick port toggle I got for my C128.
Thanks Seth, something I didn’t care about. When will you actually make a game
Yeah, yeah. We’ve been working on stuff behind the scenes and will soon be upgrading RTsoft to a new HQ in Kyoto. The idea is to be a real (well, slightly more legit than now anyway) game studio as well as a sometimes kind of public hackerspace/cafe, more later.
In a hurry? Download link for the program is here. Edit config_template.txt for directions on setup, it’s kind of tricky. Only runs on Windows right now. (Github source)
Why I wanted a “translate anything on the screen” button
I’m a retro gaming nut. I love consuming books, blogs, and podcasts about gaming history. The cherry on top is being able to experience the identical game, bit for bit, on original hardware. It’s like time traveling to the 80s.
Living in Japan means it’s quite hard to get my hands on certain things (good luck finding a local Speccy or Apple IIe for sale) but easy and cheap to score retro Japanese games.
Yahoo Auction is kind of the ebay of Japan. There are great deals around if you know how to search for ’em. I get a kick out of going through old random games, I have boxes and boxes of them. It’s a horrible hobby for someone living in a tiny apartment.
Example haul – I got everything in this picture for $25 US! Well, plus another $11 for shipping.
There is one obvious problem, however
It’s all in Japanese. Despite living here over fifteen years, my Japanese reading skills are not great. (don’t judge me!) I messed around with using Google Translate on my phone to help out, but that’s annoying and slow to try to use for games.
Why isn’t there a Google Translate for the PC?!
I tried a couple utilities out there that might have worked for at least emulator content on the desktop, but they all had problems. Font issues, weak OCR, and nothing built to work on an agnostic HDMI signal so I could do live translation while playing on real game consoles.
So I wrote something to do the job called UGT (Universal Game Translator) – you can download it near the bottom of this post if you want to try it.
Snaps a picture from the HDMI signal, sends it to google to be analyzed for text in any language
Studies the layout and decides which text is dialog and which bits should be translated “line by line”
Overlays the frozen frame and translations over the gameplay HDMI signal
Allows copy/pasting the original language or looking up a kanji by clicking on it
Can translate any language to any language without needing any local data as Google is doing all the work, can handle rendering Japanese, Chinese, Korean, etc (The font I used is this one)
Controlled by hotkeys (desktop mode) or a control pad (capture mode, this is where I’m playing on a real console but have a second PC controller to control the translation stuff)
(Added in later versions) Can read the dialog outloud in either the original or translated language
Can drag a rectangle to only translate a small area (Ctrl-F10 by default)
In the video above, you’ll notice some translated text is white and some is green. The green text means it is being treated as “dialog” using its weighting system to decide what is/isn’t dialog.
If a section isn’t determined to be dialog, “Line by line” is used. For example, options on a menu shouldn’t be translated all together (Run Attack Use Item), but little pieces separately like “Run”, “Attack”,“Use item” and overlaid exactly over the original positions. If translated as dialog, it would look and read very badly.
Here are how my physical cables/boxes are setup for “camera mode”. (Not required, desktop mode doesn’t need any of this, but I’ll talk about that later)
Happy with how merging two video signals worked with a Roland V-02HD on the PlayStep project, I used a similar method here too. I’m doing luma keying instead of chroma as I can’t really avoid green here. I modify the captured image slightly so the luma is high enough to not be transparent in the overlay. (of course the non-modified version is sent to Google)
This setup uses the windows camera interface to pull HDMI video (using Escapi by Jari Komppa) to create screenshots that it sends to Google. I’m using an Elgato Cam Link for the HDMI input.
Anyway, for 99.99999999% of people this is setup is overkill as they are probably just using an emulator on the same computer so I threw in a “desktop mode” that just lets you use hotkeys (default is Ctrl-F12) to translate the active Window. It’s just like having Google Translate on your PC.
Here’s desktop mode in action, translating a JRPG being played on a PC Engine/TurboGrafx 16 via emulation. It shows how you can copy/paste the recognized text if want as well, useful for kanji study, or getting text read to you. You can click a kanji in the game to look it up as well. (Update: It now internally can handle getting text read as of V0.60, just click on the text. Shift-Click to alternate between the src/dest language)
Try it yourself
Before you download:
All machine translation is HORRIBLE – this is no way replaces the work of real translators, it’s just (slightly) better than nothing and can stop you from choosing “erase all data” instead of “continue game” or whatever
You need to rename config_template.txt to config.txt and edit it
Specifically, you need to enter your Google Vision API key. This is a hassle but it’s how Google stops people from abusing their service
Google charges money for using their services after you hit a certain limit. I’ve never actually had to pay anything, but be careful.
This is not polished software and should be considered experimental meant for computer savvy users
Privacy warning: Every time you translate you’re sending the image to google to analyze. This also could mean a lot of bandwidth is used, depending how many times you click the translate button. Ctrl-12 sends the active window only, Ctrl-11 translates your entire desktop.
I got bad results with older consoles (NES, Sega Master System, SNES, Genesis), especially games that are only hiragana and no kanji. PC Engine, Saturn, Dreamcast, Neo-Geo, Playstation, etc worked better as they have sharper fonts with full kanji usually.
Some game fonts work better than others
The config.txt has a lot of options, each one is documented inside that file
I’m hopeful that the OCR and translations will improve on Google’s end over time, the nice thing about this setup is the app doesn’t need to be updated to take advantage of those improvements or even additional languages that are later supported
After a translation is being displayed, you can hit ? to show additional options. Also, this is outdated, use the real app to see the latest.
Misc videos of features
Released Universal Game Translator V0.64 : now by default the right joystick button will trigger translations of the active window while nicely sharing the gamepad, don't have to touch the keyboard at all. Here's me playing a PS1 game via Retroarch. https://t.co/0nIdLVEqT9pic.twitter.com/dCoolo8AoP
Added a "Push E to export to HTML" feature in UGT 0.65, helps me with Japanese study because now I can use the excellent chrome extension rikaichan/rikaikun on game dialog. Here's a crappily made video using FFXIII (PS3) as an example pic.twitter.com/e4gMNcTMef
This release is bugfixes and new features to support using UGT in tandem with other translation software that work with clipboard data.
FEAT: Can now disable translations completely (useful if you only want the OCR features) – set the active language to “00”. Config text file has an example showing how to do it
FEAT: Added “Invisible mode (no overlay)” checkbox to the in-app options, if checked, UGT won’t actually overlay anything over the game. (it will look like it’s not doing anything, but as long as you’ve selected to put the text on the clipboard in the config.txt, this should work for people who are using another app to view the pre or post translations)
BUGFIX: Export to html handles line-by-line correctly
When copying things to clipboard, no longer includes the extra whitespace or last CR. Hm, or did we want the last CR? Oh well, let’s try this (jotumn)
BUGFIX: Fixed freeze/crash that happened when Google processes text as upside-down (Meerkov)
Added deepl_api_url config.txt setting, allows you to switch to the paid URL if needed. Previously it just would give a wrong URL error if you used the paid version, oops. (RandomTemere)
Pre-translated text blocks are now colored similar to post-translated text (ie, green for dialog), was kind of confusing that they weren’t before.
11/01/2021 – V0.73 Beta
BUGFIX: UGT screen shouldn’t be able to end up off the screen in an unusable position. Sometimes it takes two clicks to fix so it’s still slightly sketch though (Cloudstrifeff7)
Now adding spaces in “dialog” mode text at a CR even when Google thinks it’s a continuation of a word, Google seems to be wrong a lot, so hopefully this is overall better. (no change for asian languages) (Cloudstrifeff7)
BUGFIX: Alt-tabbing and opening UGT’s main menu no longer causes it to forget the last custom rect scan area set (Cloudstrifeff7)
11/07/2021 – V0.74 Beta
BUGFIX: Fixed ugly bug with the hotkey system creating non-functional duplicates, not sure if it broke anything big but it can’t be good
BUGFIX: Changed timing so it doesn’t sometimes cause weird laggy behavior in Windows 11, probably helps with earlier versions too
Now gives a nice message if a hotkey can’t be registered with instructions on why and how to fix it (Cloudstrifeff7)
(Older history moved here, was getting outrageously long)
NOTE FOR UPGRADING: It’s recommended to start with the config_template.txt again, just copy over your google API key and rename it config.txt again.
My first tests used Tesseract to do the OCR locally, but without additional dataset training it appeared to not work so hot out of the box compared to results from Google’s Cloud Vision. (They use a modified Tesseract? Not sure) It might be a nice option for those who want to cut down on bandwidth usage or reliance on Google. Although the translations themselves would still be an issue…
I like the idea of old untranslated games being playable in any language, in fact, I went looking for famous non-Japanese games that have never had an English translation and really had a hard time finding any, especially on console. If anyone knows of any I could test with, please let me know.
Also, even though my needs focus on Japanese->English, keep in mind this also works to translate English (or 36 other languages that Google supports OCR with) to over 100 target languages.
Test showing English being translated to many other languages in an awesome game called Growtopia
Nicely put-together interview I did with Arkadiusz “Dark Archon” Kaminski about Dink Smallwood and its development. One thing bugs me though, Dink HD is playing but it has some kind of video bug where the screen transitions don’t work… doh! It’s not supposed to do that.