Summer is upon us. The Lightgame Project is a multiplayer reaction time based game built around the Arduino. It’s a perfect rainy day project for those restless kids (and adults!). Designed by two undergraduate students [Efstathios] and [Thodoris] for a semester long project, all the hard work has already been done for you.
There are tons of reasons we love games that you can build yourself. For one, it’s an amazing way to get children interested in hobby electronics, making, and hacking. Especially when they can play the game with (and show off to) their friends. Another reason is that it is a perfect way to share your project with friends and family, showcasing what you have been learning. The game is based on your reaction time and whether or not you press your button when another players color is shown. The project is built around two Arduinos connected via I2C. The master handles the mechanics of the game, while the slave handles the TFT LCD and playing music through a buzzer.
I2C is a great communication protocol to be familiar with and this is a great project to give it a try. [Efstathios] and [Thodoris] did a great job writing up their post, plus they included all the code and schematics needed to build your own. It would be great to see more university professors foster open source hardware and software with their students. A special thanks goes out to [Dr. Dasygenis] for submitting his student’s work to us!
Continue reading “The Lightgame Project: A Multiplayer Arduino Game”
TI’s MSP430 chips are rather interesting – they’re low power, very capable, and available for under a dollar in most cases. Some of these chips, though, don’t have native SPI or I2C interfaces; instead, everything is done through a USI, or Universal Serial Interface module. [Jan] found the stock I2C USI module was a little rough around the edges, so he created his own.
[Jan] found the TI example code for using the USI as an I2C device overly complicated and something that an intern whipped up in a week and was never touched again. In response to this, he created a much, much simpler USI/I2C module that’s actually readable. It’s available over on the GitHub if you want to grab it for yourself.
Compared to the TI code, [Jan]’s library is dead simple. There are only two functions, one for initialization, and another for sending and receiving. Easy, small, and it works. Can’t do much better than that.
[Vince] teaches an Embedded Systems class at the University of Maine, and some of his students were working on video games for their finals. He decided to “test the hardware” that the students were using by putting two 8×8 displays, one 4×7 segment display, and a Wii Nunchuck on the I2C bus. He then wrote a version of Tetris that accepts trigger presses and accelerometer input for control. Judging by the video (embedded after the break), the Raspberry Pi runs the game without issue. The bus is, of course, more than capable of handling everything.
Unfortunately, [Vincent] had some trouble getting the controls just right. Sometimes dropping a piece can cause the next to drop too quickly, and the accelerometer control seems a bit too sensitive. We imagine using the joystick for rotation and adding some strategic pauses in the game could help. He graciously released the source code for the project, so maybe we’ll see some embracing and extending in the near future.
Continue reading “Wii Nunchuck-Controlled Tetris on a Raspberry Pi”
After seeing [Dimitry] build the most minimal Linux computer ever, [Kyle] decided he needed one for himself. In true hacker fashion, he decided to take this build for the worst Linux PC one step further: he would add I2C to his version, making it somewhat useful, considering the number of I2C peripherals out there.
This build is based on [Dmitry]’s ARM Linux computer emulated on an 8-bit AVR. It’s a full-blown Linux computer with 16 MB of RAM courtesy of a 30-pin SIMM, a lot of storage provided by an SD card, all running on an emulated ARM processor inside a lowly ATMega1284p. [Kyle] built this clone over the course of a few months, but from the outset decided he wanted to implement an I2C protocol on this terribly under specced computer.
After booting his computer, [Kyle] eventually got an I2C module loaded by the kernel. With an I2C module and a few spare GPIO pins, he set out to create something to attach to this terribly slow computer – an ancient LED dot matrix display. With a real-time clock, this display became a clock with the help of a homebrew program written in C. Considering the speed of the emulated processor, the program takes nearly three seconds to read the RTC and display the current time to the display. We’re thinking it was a wise choice to only implement hours and minutes in this clock.
If having a useful computer running at about 10 kilohertz isn’t enough, [Kyle] also compiled the classic text-based adventure Zork. It actually runs, proving you don’t need Megahertz of power to do something useful and fun.
As [Mic] often got requests to make high-power switching boards, he recently finally gave in and designed the one shown above based around a solid-state relay. Some of our readers that already play with mains power know that switching should normally occur when the voltage crosses zero volts. The ‘TRIAC BLOC’ is able to do so, which also allows mains frequency measurement. [Mic] then tuned to the internal oscillator of his ATtiny microcontroller with this 50Hz by adjusting its OSCCAL register value, so the switching command can be sent at the ideal moment. Zero crossing detection is implemented by feeding the mains into an AC optocoupler. [Mic] discovered that the optocoupler diodes are not identical, so he had to adjust his firmware to account for the time differences.
All the resources are available on github, we would be interested to hear your detailed analysis of the circuit implemented with the passives R3/C1/L1/R8/C3.
Although it’s still a prototype, [Russell] tipped us off to his battery-powered device for storing your contacts list: ContactKey. (Warning: Loud sound @ beginning). Sure, paper can back up your contact information, but paper isn’t nearly as cool to show off, nor can it receive updates directly from your Android. The ContactKey displays a contact’s information on an OLED screen, which you can pluck through by pressing a few buttons: either ‘Up,’ ‘Down,’ or ‘Reset’. Although the up/down button can advance one contact at a time, holding one down will fly through the list at lightning speed. A few seconds of inactivity causes a timeout and puts the ContactKey to sleep to conserve battery life.
This build uses an ATMega328 microcontroller and an external EEPROM to store the actual list. [Russell] wrote an Android app that will sync your contact list to the ContactKey over USB via an FTDI chip. The microcontroller uses I2C to talk to the EEPROM, while an OLED display interfaces to the ATMega through SPI. We’re looking forward to seeing how compact [Russell] can make the ContactKey once it’s off the breadboard; the battery life for most smartphones isn’t particularly stellar. Phones of the future will eventually live longer, but we bet it won’t be this one.
Continue reading “ContactKey: A portable, battery-powered phonebook”
It’s pretty awesome to get see the number of projects presented at World Maker Faire. But we still love digging into the gritty details that only an in-depth build post can deliver. Here we get both. You can see the circuits pictured above in the Circuit Castle exhibit at WMF this weekend, and you can read about how the microcontroller network was built in [Jim’s] article.
As the title states, this is a network built for a dollhouse. Each slave device performs a different task; adding color, sound, motion, and interactivity using some sensors. The post discusses the i2c (or TWI to get around licensing issues as [Jim] mentions) communications used to talk to the ATtiny85 chips on the slave boards. Because the eight-pin package leaves few I/O pins to work with an ATtiny84 was also added. It brings 14-pins to the party, including multiple ADC inputs for reading sensors.
If this ends up being too much of a read for you jog to the “Update 9/17/13″ to get the general overview of progress. Like any project on a timeline, not everything works quite as well as they would have liked it to. But it’s the journey that makes something like this so fun — a fully working project would signal an end to the enjoyment, right?
[via Workshop 88]