You can store arbitrary data encoded in binary as a pattern of zeros and ones. What you do to get those zeros and ones is up to you. If you’re in a particularly strange mood, you could even store them as strips of chocolate on Swedish pancakes.
Oddly enough, the possibility of the pancake as digital storage medium was what originally prompted [Michael Kohn] to undertake his similar 2013 project where he encoded his name on a paper wheel. Perhaps wisely, he prototyped on a simpler medium. With that perfected, four years later, it was time to step up to Modified Swedish Pancake Technology (MSPT).
Highlights of the build include trying to optimize the brightness difference between chocolate and pancake. Reducing the amount of sugar in the recipe helps increase contrast by reducing caramelization, naturally. And cotton balls placed under the spinning cardboard platform can help stabilize the spinning breakfast / storage product.
Even so, [Michael] reports that it took multiple tries to get the sixteen bytes (bites?) of success in the video below. The data is stenciled onto the pancake and to our eye is quite distinct. Improvement seems to be more of an issue with better edge detection for the reflectance sensor.
Continue reading “Pancake-ROM: Eat-only Memory?”
When we learn about the internals of a microprocessor, we are shown a diagram that resembles the 8-bit devices of the 1970s. There will be an ALU, a program counter, a set of registers, and address and data line decoders. Most of us never go significantly further into the nuances of more modern processors because there is no need. All a processor needs to be is a black box, unless it has particularly sparked your interest or you are working in bare-metal assembly language.
We imagine our simple microprocessor as built from logic gates, and indeed there have been many projects on these pages that create working processors from piles of 74 series chips. But just occasionally a project comes along that reminds us there is more than one way to build a computer, and our subject today is just such a moment. [Olivier Bailleux] has created his “Gray-1”, a processor whose only active components are memory chips, both ROM and RAM.
The clever part comes with the descriptions of how the ROMs are used to recreate the different functions of the processor, through careful programming. Some functions such as registers for example use loops, in which some of the address lines are driven from the data lines to maintain the ROM at a set location. The name of the computer comes from its program counter, which counts in Gray code.
The full processor implements a RISC architecture, and there is a simulator to allow code development without a physical unit. The write-up is both comprehensive and accessible, and makes a fascinating read.
It’s safe to say this is the only processor we’ve seen with this novel approach to architecture. Some more conventional previous features though have been an effort to create a processor entirely from NAND gates, and another made from 74 logic.
Like a lot of mass-produced consumer goods, it turns out that the internal workings of Bluetooth headphones are the same across a lot of different brands. One common Bluetooth module is the CSR8645, which [lorf] realized was fairly common and (more importantly) fairly easy to modify. [lorf] was able to put together a toolkit to reprogram this Bluetooth module in almost all of these headphones.
This tip comes to us from [Tigox] who has already made good use of [lorf]’s software. Using the toolkit, he was able to reprogram his own Bluetooth headphones over a USB link to his computer. After downloading and running [lorf]’s program, he was able to modify the name of the device and, more importantly, was able to adjust the behavior of the microphone’s gain which allowed him to have a much more pleasant user experience.
Additionally, the new toolkit makes it possible to flash custom ROMs to CSR Bluetooth modules. This opens up all kinds of possibilities, including the potential to use a set of inexpensive headphones for purposes other than listening to music. The button presses and microphones can be re-purposed for virtually any task imaginable. Of course, you may be able to find cheaper Bluetooth devices to repurpose, but if you just need to adjust your headphones’ settings then this hack will be more useful.
[Featured and Thumbnail Image Source by JLab Audio LLC – jlabaudio.com, CC BY-SA 4.0]
The hype around the NES Classic in 2016 was huge, and as expected, units are already selling for excessively high prices on eBay. The console shipped with 30 games pre-installed, primarily first-party releases from Nintendo. But worry not — there’s now a way to add more games to your NES Classic!
Like many a good hack, this one spawned from a forum community. [madmonkey] posted on GBX.ru about their attempts to load extra games into the console. The first step is using the FEL subroutine of the Allwinner SOC’s boot ROM to dump the unit’s flash memory. From there, it’s a matter of using custom tools to inject extra game ROMs before reburning the modified image to the console. The original tool used, named hakchi, requires a Super Mario savegame placed into a particular slot to work properly, though new versions have already surfaced eliminating this requirement.
While this is only a software modification, it does come with several risks. In addition to bricking your console, virus scanners are reporting the tools as potentially dangerous. There is confusion in the community as to whether these are false positives or not. As with anything you find lurking on a forum, your mileage may vary. But if you just have to beat Battletoads for the umpteenth time, load up a VM for the install process and have at it. This Reddit thread (an expansion from the original pastebin instructions) acts as a good starting point for the brave.
Only months after release, the NES Classic is already a fertile breeding ground for hacks — last year we reported on this controller mod and how to install Linux. Video of this ROM injection hack after the break.
Continue reading “How To Add More Games to the NES Classic”
We’ve been keeping up with the ongoing software developed for the ESP32 WiFi chip, and that means a lot of flashing, hooking up random wires, and rebooting. Along the way, we stumbled on an Easter egg: the ESP32 processor has a built-in BASIC interpreter to fall back on.
That’s a cool little hack to find, but we couldn’t find some crucial functions that would have made it a lot more useful. Still, it’s great fun to play around in real-time with the chip. And you’ll absolutely get an LED blinking faster in ESP32 BASIC than you will on an Arduino!
Continue reading “BASIC Interpreter Hidden in ESP32 Silicon”
Most video game manufacturers aren’t too keen on homebrew games, or people trying to get more utility out of a video game system than it was designed to have. While some effort is made to keep people from slapping a modchip on an Xbox or from running an emulator for a Playstation, it’s almost completely impossible to stop some of the hardware hacking that is common on older cartridge-based games. The only limit is usually the cost of an EPROM programmer, but [Robson] has that covered now with his Arduino-based SNES EPROM programmer.
Normally this type of hack involves finding any cartridge for the SNES at the lowest possible value, burning an EPROM with the game that you really want, and then swapping the new programmed memory with the one in the worthless cartridge. Even though most programmers are pricey, it’s actually not that difficult to write bits to this type of memory. [Robson] runs us through all of the steps to get an Arduino set up to program these types of memory, and then puts it all together into a Super Nintendo where it looks exactly like the real thing.
If you don’t have an SNES lying around, it’s possible to perform a similar end-around on a Sega Genesis as well. And, if you’re more youthful than those of us that grew up in the 16-bit era, there’s a pretty decent homebrew community that has sprung up around the Nintendo DS and 3DS, too.
Thanks to [Rafael] for the tip!
[Robson Couto] never actually owned a PlayStation in his youth, but that doesn’t mean he can’t have a later in life renaissance. In particular a Japan only accessory called the PocketStation caught his interest.
The item in question resided in the PlayStation’s memory card slot. It’s purpose was to add additional functionality to games and hopefully sell itself. Like the PokeWalker, Kinect, etc. It’s an age old tactic but the PocketStation had some interesting stuff going on (translated).
The biggest was its processor. Despite having a pathetic 32×32 mono screen, it hosted the same processor as the GameBoy Advance. Having acquired a card from an internet auction house [Robson] wanted to load up some of the ROMs for this device and see what it was like.
It took quite a bit of work. Luckily there is a ton of documentation floating around the internet thanks to the emulation scene and it wasn’t long before he convinced a microcontroller to pretend to be the memory card slot. Now anyone with some skill and a small piece of gaming history can play around with the rare ROM dump for the PocketStation.