Hackaday Links: March 28, 2016

[Tom] sent this in to be filed under the ‘not a hack’ category, but it’s actually very interesting. It’s the User’s Guide for the Falcon 9 rocket. It includes all the data necessary to put your payload on a Falcon 9 and send it into space. It’s a freakin’ datasheet for a rocket.

A year ago in Japan (and last week worldwide), Nintendo released Pokkén Tournament, a Pokemon fighting game. This game has a new controller, the Pokkén Tournament Pro Pad. There were a few cost-cutting measures in the production of this game pad, and it looks like this controller was supposed to have force feedback and LEDs. If any Pokemon fans want to take this controller apart and install some LEDs and motors just to see what happens, there’s a Hackaday write up in it for you.

There are a lot of options for slicing 3D objects for filament-based 3D printers. Cura, Slic3r, and MatterControl are easily capable of handing all the slicing needs you’ll ever have for a filament 3D printer. For sterolithography (resin) printers, the options for slicing are limited. [skarab] just put together a new slicer for SLA that runs entirely in JavaScript. If anyone wants to turn a Raspi or BeagleBone into a network controller for a resin printer, here’s your starting point. [skarab] will be working on smoothieboard integration soon.

The STM32F4 is an extremely capable ARM microcontroller. It can do VGA at relatively high resolutions, emulate a Game Boy cartridge, and can serve as the engine control unit in a 1996 Ford Aspire. There’s a lot of computing power here, but only one true litmus test: the STM32F4 can run Doom. [floppes] built this implementation of Doom on the STM32F429 Discovery board to run off of an external USB memory stick. The frame rate is at least as good as what it was back in 1993.

The Oculus Rift has just come to pass, but one lucky consumer got his early. The first person to preorder the Rift, [Ross Martin] of Anchorage, Alaska, got his facehugger directly from [Palmer Luckey] in a PR stunt on Saturday afternoon. Guess what [Ross] is doing with his Rift?

rift

Embed with Elliot: ARM Makefile Madness

To wrap up my quick tour through the wonderland of make and makefiles, we’re going to look at a pair of possible makefiles for building ARM projects. Although I’m specifically targeting the STM32F407, the chip on a dev board that I have on my desk, it’s reasonably straightforward to extend these to any of the ST ARM chips, and only a bit more work to extend it to any ARM processor.

If you followed along in the first two installments of this series, I demonstrated some basic usages of make that heavily leveraged the built-in rules. Then, we extended these rules to cross-compile for the AVR series of microcontrollers. Now we’re going to tackle a more complicated chip, and that’s going to mean compiling with support libraries. While not required, it’s a lot easier to get an LED blinking on the ARM platforms with some additional help.

One of the main contributions of an IDE like Arduino or mbed or similar is the ease of including external libraries through pull-down menus. If you’ve never built a makefile-based project before, you might be surprised how it’s not particularly more difficult to add libraries to your project.
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Software Controlled Hard Drive Solenoid Engine

[Fabien-Chouteau] submitted his interesting solenoid engine. In an internal combustion, steam, or pneumatic piston engine, the motive force is produced by expanding gas. In [Fabien]’s little engine it is produced by the arm of a hard drive. Solenoid engines are usually just for show, and come in all shapes and sizes. If you want to move something using electricity an axial motor is probably a better bet. But if you want a challenge and a learning experience, this is hard to beat.

[Fabien] had some problems to solve before his motor made its first revolution. Just like a piston engine the timing needed to be exact. The arm firing at the wrong time could cause all sorts of trouble, the equivalent of backfire in a combustion engine. A STM32f4 discovery board was coupled with a Hall-effect sensor and a MOSFET. When the board read that the arm has moved back to the most efficient position for firing it sent a pulse through the coil. Just like a regular engine, getting the timing right makes all the difference. Once [Fabien] got it tuned up his motor could spin around at a steady 3000 rpm.

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Open Source ESC Developed for Longboard Commute

For electric and remote control vehicles – from quadcopters to electric longboards – the brains of the outfit is the Electronic Speed Controller (ESC). The ESC is just a device that drives a brushless motor in response to a servo signal, but in that simplicity is a lot of technology. For the last few months, [Ben] has been working on a completely open source ESC, and now he’s riding around on an electric longboard that’s powered by drivers created with his own hands.

esc-for-longboardThe ESC [Ben] made is built around the STM32F4, a powerful ARM microcontroller that’s able to do a lot of computation in a small package. The firmware is based on ChibiOS, and there’s a USB port for connection to a sensible desktop-bound UI for adjusting parameters.

While most hobby ESCs are essentially black boxes shipped from China, there is a significant number of high performance RC pilots that modify the firmware on these devices. While these new firmwares do increase the performance and response of off-the-shelf ESCs, building a new ESC from scratch opens up a lot of doors. [Ben]’s ESC can be controlled through I2C, a UART, or even a CAN bus, greatly opening up the potential for interesting electronic flying machines. Even for ground-based vehicles, this ESC supports regenerative braking, sensor-driven operation, and on-board odometry.

While this isn’t an ESC for tiny racing quadcopters (it’s complete overkill for that task) this is a very nice ESC for bigger ground-based electric vehicles and larger aerial camera platforms. It’s something that could even be used to drive a small CNC mill, and certainly one of the most interesting pieces of open source hardware we’ve seen in a long time.

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Better VGA On The STM32F4

[Cliff] is pushing VGA video out of a microcontroller at 800×600 resolution and 60 frames per second. This microcontroller has no video hardware. Before we get to the technical overview, here’s the very impressive demo.

The microcontroller in question is the STM32F4, a fairly powerful ARM that we’ve seen a lot of use in some pretty interesting applications. We’ve seen 800×600 VGA on the STM32F4 before, with a circles and text demo and the Bitbox console. [Cliff]’s build is much more capable, though; he’s running 800×600 @ 60FPS with an underclocked CPU and most (90%) of the microcontroller’s resources free.

This isn’t just a demo, though; [Cliff] is writing up a complete tutorial for generating VGA on this chip. It begins with an introduction to pushing pixels, and soon he’ll have a walkthrough on timing and his rasterization framework.

Just because [Cliff] has gone through the trouble of putting together these tutorials doesn’t mean you can’t pull out an STM Discovery board and make your own microcontroller video hacks. [Cliff] has an entire library of for graphics to allow others to build snazzy video apps.

Swapping Dev Board Crystals to Suit Your Needs

Microcontroller Dev Boards have the main hardware choices already made for you so you can jump right into the prototyping by adding peripherals and writing code. Some of the time they have everything you need, other times you can find your own workarounds, but did you ever try just swapping out components to suit? [Andy Brown] documented his process of transplanting the clock crystal on an STM32F4 Discovery board.

Even if you don’t need to do this for yourself, the rework process he documented in the clip after the break is fun to watch. He starts by cleaning the through-hole joints of the crystal oscillator with isopropyl alcohol and then applies some flux paste to each. From there the rest is all hot air. The crystal nearly falls out due to gravity but at the end he needs to pluck it out with his fingers. We’re happy to see others using this “method” as we always feel like it’s a kludge when we do it. Next he grabs the load caps with a pair of tweezers after the briefest of time under the heat.

We’d like to have a little bit of insight on the parts he replaces and we’re hoping there are a few crystal oscillator experts who can leave a comment below. [Andy] calculates a pair of 30pf load caps for this crystal. We understand the math but he mentions a common value for board and uC input capacitance:

assuming the commonly quoted CP + CI = 6pF

So we asked and [Andy] was kind enough to share his background on the topic:

It’s a general “rule of thumb” for FR4 that the stray capacitance due to the traces on the board and the input (lead) capacitance of the the MCU is in in the range of 4-8pF. I’m used to quoting the two separately (CP,CI) but if you look around you’ll see that most people will combine the two and call it just “CP” and quote a value somewhere between 4 and 8pF. It’s all very “finger in the air” and for general purpose MCU clocks you can get away picking the mid-value and be done with it.

That leaves just one other question; the original discovery board had an in-line resistor on one of the crystal traces which he replaces with a zero ohm jumper. Is it common to include a resistor and what is the purpose for it?

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RGB LED Matrices With The STM32 and DMA

A few years ago, [Frans-Willem] bought a few RGB LED panels. Ten 32×16 panels is a lot of LEDs, and to drive all of these panels requires some sufficiently powerful hardware. He tried working with an FPGA development board, but that didn’t have enough memory for 24-bit color. The microcontroller du jour – a TI Stellaris – couldn’t get more than 16 bits of color without flickering. With a bunch of LEDs but no way to drive them, [Frans-Willem] put the panels in a box somewhere, waiting for the day they could be used to their fullest capacity.

This day came when [Frans-Willem] was introduced to the STM32 series of chips with the F1 Discovery board. While looking for some electronic playthings to use with this board, he stumbled upon the LED panels and gave them one more try. The results are spectacular, with 33 bits of color, with animations streamed over a router over WiFi.

The panels in question are HUB75 LED panels. In the 32×8 panels, there are six data pins – two each for each color – four row select pins, and three control pins. The row select pins select which row of pixels is active at any one time. Cycle through them fast enough, and it will seem like they’re all on at once. The control pins work pretty much like the control pins of a shift register, with the data pins filling in the obvious role.

The code that actually drives the LEDs all happens on an STM32F4 with the help of DMA and FSMC, or the Flexible Static Memory Controller found on the chip. This peripheral takes care of the control lines found in memory, so when you toggle the write strobe the chip will dump whatever is on the data lines to a specific address in memory. It’s a great way to take care of generating a clock signal.

For sending pixels to this display driver, [Frans-Willem] is using the ever-popular TP-Link WR703N. He had originally planned to send all the pixel data over the USB port, but there was too much overhead, a USB 1.1 isn’t fast enough. That was fixed by using the UART on the router with a new driver and a recompiled version of OpenWRT.

All the software to replicate this project is available on Github, and there’s a great video showing what the completed project can do. You can check that out below.

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