Sometimes it’s worth doing something in an inefficient way. For example, it might be worth it in order to learn something new, or just to use a particular part. [Deater] did just that with the Raspberry Pi AY-3-8910 Chiptune Player (with LED visualizers!)
The venerable General Instrument AY-3-8910 series sound chips were common in older hardware like home computers and game consoles as well as sound cards for the Apple II family. They were capable of generating three channels of square waves with various effects. Developers eventually squeezed every little bit of performance out with clever hacks. The Raspberry Pi has more than enough power to do all this in software, but as [Deater] puts it, it’s far more interesting to use an actual AY-3-8910 from the 80’s. Some LED bar graphs and matrices round out the whole system.
All the code for the Raspberry Pi AY-3-8910 chiptune player can be found on [deater]’s github repository for the project. A video of the player banging out some sounds is embedded after the break.
Continue reading “Raspberry Pi Chiptune Player Rocks a Sound Chip from the 80’s”
Hackaday teamed up with the Vintage Computer Festival to have a Meetup last week. It was quite a party, with Berlin based chiptunes band Thunder.Bird and TheRyk using Commodore 64s and SID sound chip. The age of this equipment and relatively small volume original production runs makes it hard to find these days, but there is an underground group making music with these who trade among themselves. TheRyk created PlayEm64 (pictured above) to organize and play the music using the SID hardware and says that an advantage of this software is that it includes the play time (not in the fileheader), which is really useful for party entertainment! These chips sounded fantastic and added to the energy of the packed house.
A Hackaday party means that people bring their projects to show off and entertain the crowd with. [Nils Dagsson Moskopp] brought a game called Zoo Tycoon Roguelike that he built for a 7 day long competition. This is a text based roguelike game based on the 2011 Microsoft game Zoo Tycoon. As with the original game, Nils’ game aimed to keep animals happy within a thriving zoo. What’s neat about Nils’ version is that all the actions are displayed in words on the right side of the screen and he custom developed the characters in bitmap form.
[Sisam] brought Cube Tetris, a social gaming device with 4 sides, each individually controlled so that players must collaborate with each other to win. The new take on the already addictive game kept a crowd around this table the entire night.
[Dave Darko] and [Alex] brought a collaborative project that they’ve been developing on Hackaday.io together. The first, third and 4th board shown below are [Alex’s] boards, and the second one with the acrylic case is [Dave Darko’s]. They both started with 5x5cm breakout boards for the ESP8266 but they’ve been adding features off of each other’s boards like support for the ESP-07 / ESP-12 and an additional ESP-01 footprint. Someone wished for a USB micro port, and that is now on both of their boards. The next stage for [Alex] is adding 2 pin rows for GVS (ground-voltage-signal) to his boards, a feature which [Dave Darko] has already put in place on his offerings.
Alex and DaveDarko ESP8266 boards
We also saw an appearance by Captain Crunch (John Draper) – he’s pictured here with some friends from Lithuania. Our next event is in San Francisco in November, and we hope to see you at some point somewhere in the world.
When you think of early sound synthesis, what technologies come to mind? The Hammond Organ? Or perhaps its predecessor, Thaddeus Cahill’s Telharmonium? In the early 1920s and 30s, many Bauhaus artists were using paper and film to synthesize musical instruments.
A few of them experimented with the optical film soundtrack itself, drawing waveforms directly upon it. [Evgeny Sholpo] created an optical synthesizer he called the Variophone. It used cardboard disks with intricate cutout patterns that resembled spinning, sonic snowflakes.
During the early 1930s, an artist named [Nikolai Voinov] created short animated films that incorporated the cut paper sound technique. [Voinov]’s soundtrack looked like combs of varying fineness. For his animated figures, [Voinov] cut and pieced together characters from paper and made them move in time to his handmade paper soundtrack.
In [Voinov]’s “Dance of the Crow”, an animated crow struts his stuff from right to left and back again while working his beak in sync with the music. The overall effect is like a chiptunes concertina issuing forth from a crow-shaped pair of bellows. It’s really not to be missed.
Thanks for the tip, [Leo]!
Retrotechtacular is a weekly column featuring hacks, technology, and kitsch from ages of yore. Help keep it fresh by sending in your ideas for future installments.
Ever see a really cool build on YouTube with no build details at all? Frustrating, right? That’s us with the NES Keytar covering the Game of Thrones theme. He’s using a Raspi with the sound chip in the NES to do live chiptunes. Freakin’ awesome. There’s also the ST:TNG theme as well.
A few years ago the folks at Oculus had an idea – because of cellphones, small, high resolution displays are really cheap, so why not make VR goggles? At Google IO this week someone figured out everyone already has a cellphone, so just wrap it in some cardboard and call it a set of VR goggles. You can get a kit here, but the only difficult to source components are the lenses.
What happens when you put liquid nitrogen under a vacuum? Well, it should evaporate more, get colder, and freeze. Then it breaks up into solid nitrogen snow. No idea what you would do with this, but there ‘ya go. Oh, [NC], we’re going to need a writeup of that LN2 generator.
About a month ago, the House4Hack hackerspace in South Africa told us of their plans to bring a glider down from 20km above the Earth. They finally launched it, The CAA only allowed them to glide back from 6km (20,000 feet), but even from there the foam glider hit 230kph (124 knots). That’s a little impressive for a foam FPV platform, and we’re betting something with a larger wingspan would probably break a spar or something. Shout out to HABEX.
All the electronic dice projects we’ve seen have one thing in common: they’re not cubes. Thus uberdice. It’s six nine-pixel displays on the faces of a cube, powered by a battery, and controlled by an accelerometer. Yes, it is by far the most complicated die ever made, but it does look cool.
[Petri] wrote in to show off the 8-bit gaming system and original platformer which he and [Antti] developed. Don’t get us wrong now, it’s impressive that the duo were able to put together what looks like a very interesting game. But we’ve seen many industry-leading video games developed with just one or two people (we’re thinking all the way back to the days of Atari). Nope, what’s most interesting to us is that the console is also their creation. We should note that the title screen was the work of their friend [Juho].
Take this with a grain of salt, as the bottom right image in the vignette obviously includes an Arduino. But isn’t it a testament to the state of open hardware and the sharing of knowledge through the Internet that this is even possible on the hobby level? And just because we call it “hobby” doesn’t mean you have to lower your expectations. This thing is full featured. Watch the clip after the break to see the ATmega328 driving a 104×80 resolution screen with a 256 color palette, while using four audio channels for the chiptunes. The thing even utilizes an original NES controller port for user input.
And for those of you who are thinking we’ve seen the same thing before, we never get tired of seeing projects where a lot of hard work has obviously paid off!
Continue reading “8-Bit Video Game is Best of Retro Gaming on a Shoestring Budget”
[Jan] was given this toy keyboard and decided to make it the subject of his next project. In addition to having three octaves of keys it’s got a ton of buttons used to select different modes. He gave it an upgrade by installing his own tone production circuitry seen in the upper right.
His preliminary investigation of the stock components yielded a mystery uC encased in a blob of black epoxy. He wasn’t going to be getting anywhere with that, so he started by figuring out how to use 4051 multiplexers to read all of the keys. Outputs for that were routed to a 20 pin header for easy connection to the synthesizer board he would build in the next part of the project. He based it around an ATmega8, which we know can produce some killer chiptunes audio. Once he had everything working he laid out a circuit board in Kicad to ensure the transplanted circuitry would hold up inside of the toy keyboard. You can hear all of different effects it’s capable of in the clip after the break.
Continue reading “Upgrade a toy keyboard’s tone production”
[Ronen K.] wrote in to tell us about the MOD playing Stellaris Launchpad project he recently completed. A MOD is a sound file for the computers of days long gone. But you’ll certainly recognize the sound of the 8-bit goodness that is coming out of this device.
To understand how a MOD file stores samples you might want to glance at the Wikipedia page. There are a ton of these files out there, but this implementation is meant for files with only four channels. For now the only external hardware used is an audio jack which needs a ground connection and a PWM signal on each of the two audio channels. [Ronen] is storing the files in flash memory rather than using an SD card or other external storage. This leaves 213k of space for up to six files that can be selected by the user buttons which cycle forward or backward through the list. See this demonstrated after the break.
The project ports existing code from an STM32 application. Since that is also an ARM microcontroller there’s not a ton of work that needed to be done. But he did have to write all of the PWM functionality for this chip. This PWM tutorial turned out to be very helpful during that process.
Continue reading “MOD player for the Stellaris Launchpad”