MaxiMite project #3

I managed to flash the MMBasic firmware to the UBW32, then connected RGBHV using VGA through the required pins, using fast-switching 1N4148 diodes to ground on each of the R, G and B colours. Apart from a little ghosting, which I hope will be better when interference is reduced, the image quality is fine. There is no PS/2 connector yet, so all I can do is watch the image. Yes, that IS a Ducky Shine Year of the Horse Edition keyboard!


UBW32 (red board under the monitor) running MaxiMite.

MaxiMite project #2

Ready to install new firmware on the UBW32. This is not something that is well-documented, compared to something like Arduino etc. – but few things are. The USB drivers are not even verified as working on Windows 10. So, it seems old and random to me. But anyways, let us try.

UBW32, manual and micro-USB cable

MaxiMite project #1

Recently I have been very interested in the MaxiMite project, after watching 8-bit Guys video on the topic ( ). It is an older project, created to ‘imitate’ an older 8-bit computer – like the C64. It is running MMBasic, which, in this case, has the ability to control I/O ports of the PIC microcontroller it is running on. It seems to me (not an expert) that MMBasic and MaxiMite beat micropython to the punch, but did not make a big splash?

Well, I have just received the UBW32 PIC microcontroller board, which also has the ability to run color MaxiMite. Then I will need to hook up a VGA port, a PS/2 port and an SD card read+write. These are in the mail.

UBW32 PIC microcontroller

BLAKE I/O Driver Board

The BLAKE I/O Driver Board is a small (10 cm * 10 cm) board that has inputs from switches etc. and outputs through MOSFETS (or similar). Perfect for mechanical projects driven by a microcontroller or directly from input to output.

– Nine inputs
– Eight outputs
– Pull-down resistors on inputs and outputs
– LEDs to verify that a signal is being sent towards the output
– Test-switch for forcing an output high (available on output 8)
– Outputs uses 3.96 mm connectors for reliability

If you are interested in this PCB, mail me at decoy at


BLAKE I/O Driver board

BLAKE I/O Driver board populated

I created a small demo video. Solenoid demo to follow.

Commodore 64C – redone

I have two Commodore 64’s, a fully working breadbox and a C64C. I also have a C64C limited edition case, for early backers for the re-molding of the cases. To give a quick background, I am a great fan of microcontrollers, but never had any interest in SBCs like the Raspberry Pi. However, I recently ordered a Pi 3+ and gave it a spin. I was not impressed, and I could not find any use for it – as a computer, it is just way too sluggish. Before sending it to the drawer, I tried an image called ‘Combian’ which promised to turn my Pi3+ into a C64 – without any hassle. I tried, and the second I turned the Pi on, it booted into the C64 start screen. I knew then, that I had to use this for something. So, since my C64C haven’t got a SID-chip, I decided to remove the motherboard and stuff, to begin the project of re-doing the machine with new hardware! I will 3D print things like keyboard holders and covers for the empty slots in the back. First off, is to wipe the unit down with alcohol.

C64C looking very nice!

Sonic: Rise of the Hedgehog

(From august 2014)
After about eleven months, today is the day I finish my arcade game, Sonic: Rise of the Hedgehog. I started the project to make the first danish arcade machine. The scope of the project went way above what I had in mind. I have spent countless hours sitting in front the computer making the game. The cabinet(or hardware) side of things was a lot easier, but both put together was, in hindsight, way too much for a one-man project. But I did it.

I will give an overview of the process below. It will be with the oldest lowest and the newest at the top. Looking back, everything is a blur. A blue blur(!). 

Video of the attract mode:

– August 22 2014

Made a small digital flyer for the game: (image has been lost)

– Late August 2014

Sent off the hi-rez front art for printing. Turned out great!

– Late July 2014

The poster on the right went up when the project began. The sun is a harsh mistress.

– Late July 2014

Control Panel all done. The colours might change later. I also almost finish the game’s RUSH MODE.

– Early July 2014

I finish the ULTRA-UPDATE video:

– Late June 2014

Testing the game on a normal TV with a XBOX controller.

– Late May 2014

Finishing the artwork for the marquee, getting it printed. Also started on Zone 2, which is space-themed.

– Mid May 2014

First draft of the indicator for the control panel:

– Early May 2014 mention the progress with the game again.

– Late April 2014

I finish the I/O interface. This will take inputs from the control panel to the PC and it will drive the lamp on the control panel. This is for when Sonic is close to a secret in the game. 

Also, testing gfx that end up not being used.

– Late April 2014

This is the event horizon point. This is where there is progress in strides. Now I have invested so much time into this project that I have to finish it.

I set the title to Sonic: Rise of the Hedgehog. I release the GIGA-UPDATE, a video that covers progress on the game:

– Late March 2014

After fixing the monitor in the cabinet I was ready for the first test, running the early draft of the game on the cabinet. At this point the game is running at 480p 60fps. 

– Early March 2014

I get the donor cabinet. Working with wood is another of my shortcomings.
You can see the classic Sonic poster on the wall. This is what I call method-coding 

– Early February 2014 runs the news of ROTH being developed:

– Late December 2013

Finished the first intro screen with controllers for coin inputs and start.

– Late November 2013

Working title is set to Sonic: Ring Master/Untitled. Also, I make the game to run with several layers of parallax scrolling.

– Mid November 2013

I decide that my game has to be 60fps at a resolution of 640x480p 31kHz. Since I wanted to the game to be FAST and PRECISE I needed peak performance for the twitch gameplay. 

I also make my first test joystick, using a NES Advantage:

– Early November 2013

Working on platforms. You cannot have a platforming game without moving platforms, right? So, I start making platforms that move up and down. Making games really amazes me with the amount of different ways to do stuff.

– Late October 2013

I begin coding the game. Since sprite drawing and artwork is not within my capabilities, I ‘borrowed’ Sega’s graphics, hook, line & sinker. My original plan was to make a high-res game where the camera is placed far from the action. This can be seen on the below screenshot. I have always loved a pulled-back view, but both my wife and a couple of early followers of the project frowned at this. Also, opting to use an arcade monitor forced me closer to the action. This is the first compromise.