[EvilTim] dug deep into a classic system to finally give the Game Gear a proper video output. The Game Gear was Sega’s answer to Nintendo’s Gameboy. Rushed to market, the Game Gear reused much of the hardware from the very popular Master System Console. The hardware wasn’t quite identical though – especially the cartridge slot. You couldn’t play Game Gear games on a Master System, and the game gear lacked an AV output, which meant gamers were stuck playing on a small fluorescent backlit LCD screen.
[EvilTim] wanted to play some of those retro titles on a regular TV using the original hardware. To accomplish this he had to start digging into the signals driving the Game Gear’s LCD. The Master System lineage was immediately apparent, as Game Gear’s LCD drive signals were similar in timing to those used to drive a TV. There was even a composite sync signal, which was unused on in the Game Gear.
[EvilTim] first designed a circuit using discrete ’74 series logic which would convert the LCD drive signals to SCART RGB. Of note is the construction technique used in this circuit. A tower of three 74HC374 chips allows [EvilTim] to create R, G, and B outputs without the need for a complex circuit board.
As pretty as a three-story chip tower is, [EvilTim] knew there was a better way. He re-spun the circuit with a 32 macrocell CPLD. This version also has an NTSC and PAL video encoder so those without a SCART interface can play too. If you’re not up to building your own, [EvilTim] sells these boards on his website.
We’ve seen some incredible retro gaming hacks over the years. From a NES inside a cartridge to incredible RetroPi builds. Hit the search bar and check it out!
A standard early electronics project or kit has for many years been the construction of a small broadcast transmitter with enough power to reach the immediate area, but no further. These days that will almost certainly mean an FM broadcast band transmitter, but in earlier decades it might also have been for the AM broadcast band instead.
The construction of a small AM transmitter presents some interesting problems for an electronic designer. It is extremely easy to make an AM transmitter with a single transistor or tube, but it is rather more difficult to make a good one. The modulation has to be linear across the whole amplitude range, and its effect must not pull the frequency of the oscillator and cause FM distortion.
It’s a task [Joe Sousa] has tackled, with his one tube AM transmitter in a Campbell’s soup can. His write-up of the transmitter contains a full description of the problems he faced, and how his design overcomes them. His oscillator is a cathode follower, with the tube biased in class A mode to ensure as undistorted a sine wave oscillation as possible. Modulation is provided through the suppressor grid of the pentode tube he’s using.
The completed transmitter is mounted inside the iconic soup can, with the mains transformer mounted on a removable bottom plate. There is a provision for both loop and wire antennas to be connected.
It is probable that this transmitter falls under the so-called “Part 15” rules for unlicenced low-power broadcasting in the USA, however it should be borne in mind that not every territory has this provision. If you build this transmitter, make sure you’re not going to attract the interest of your local equivalent of the FCC.
This article should have whetted your appetite for tiny broadcast transmitters. How about comparing the one here with a full-sized model?
Boeing and DARPA are building a spaceplane. Right now it’s only a press release and a few concept images, but it looks like this is an air-launched system kind of like a Tristar/Pegasus, only much higher and completely unmanned. It’s a ton and a half to low earth orbit, with a goal of 10 flights in 10 days.
[Drygol] had a nice old Commodore C16 with a broken TED chip. A shame, really. He did what anyone would do: put a C64 motherboard in the case for a fancy stealth upgrade.
Is the great crowdfunded 3D printer boom over? Some would say that ship sailed after dozens of 3D printer crowdfunding projects failed to deliver, or delivered very low-quality machines. These people were wrong. This Polaroid-branded 3D printing pen might not get funding. A year ago, this project would have been funded on day one. There would have been writeups in The Verge on how Polaroid is turning the corner after decades of wasted opportunities. Now, the Crowdfunded 3D printer boom is finally over.
The Hackaday crew was at the Bay Area Maker Faire last weekend and holy crap did we have a blast. Everyone came to the meetup on Saturday except for the fire marshall. The secret OSHPark bringahack on Sunday was even more impressive. We also saw a Donkey Car capable of driving around a track autonomously, but the team behind it didn’t have their work up on the Internet at the time.
Prolific hacker [kodera2t] is working on his own “ESP32 monster board” dev board for the still-newish ESP32 WiFi module. His board has everything: Ethernet, OLED, LiPo, and even CAN-bus. But all that peripheral connectivity is worth nothing if you can’t program the microcontroller to use it.
The Arduino environment for the ESP32 is coming along quite nicely, but it’s not yet fully featured enough to run all of [kodera2t]’s hardware. To take advantage of all that, he needs to use Espressif’s SDK — called the “IoT Development Framework” or IDF for short. In his latest project log, [kodera2t] goes through everything necessary to get the IDF up and compiling on OSX. (It’s strangely similar to the Linux procedure.) Read through the official instructions here, if you want more, but we think [kodera2t] hits all the high points.
When MITS introduced the Altair 8800–about 43 years ago–it spawned the first personal computer clone: the IMSAI 8080. The clone had several improvements and MITS had difficulty filling orders for real Altairs, so they sold pretty well. [IMSAI Guy] has one of these vintage computers that has been in storage for over 30 years. He’s restoring the thing and there are 26 (and counting) videos of his progress. You can see the second video below, but be sure to check out the others, too.
The IMSAI is famous for being in the movie Wargames. We miss computers with switches and LEDs on a working front panel.
Wouldn’t it be nice if you had a flying machine that could maneuver in any direction while rotating around any axis while maintaining both thrust and torque? Attach a robot arm and the machine could position itself anywhere and move objects around as needed. [Dario Brescianini] and [Raffaello D’Andrea] of the Institute for Dynamic Systems and Control at ETH Zurich, have come up with their Omnicopter that does just that using eight rotors in configurations that give it six degrees of freedom. Oh, and it plays fetch, as shown in the first video below.
Each propeller is reversible to provide thrust in either direction. Also on the vehicle itself is a PX4FMU Pixhawk flight computer, eight motors and motor controllers, a four-cell 1800 mAh LiPo battery, and communication radios. Radio communication is necessary because the calculations for the position and outer attitude are done on a desktop computer, which then sends the desired force and angular rates to the vehicle. The desktop computer knows the vehicle’s position and orientation because they fly it in the Flying Machine Arena, a large room at ETH Zurich with an infrared motion-capture system.
The result is a bit eerie to watch as if gravity doesn’t apply to the Omnicopter. The flying machine can be just plain playful, as you can see in the first video below where it plays fetch by using an attached net to catch a ball. When returning the ball, it actually rotates the net to dump the ball into the thrower’s hand. But you can see that in the video.
With procedural content generation, you build data algorithmically rather than manually — think Minecraft worlds, replete with all the terrains and mobs you’d expect, but distributed differently for every seed. A lot of games use algorithms similarly to generate appropriate treasure and monsters based on the level of the character.
Game developer [Oleg Dolya] built a random city generator that creates excellently tangled maps. You select what size you want, and the application does the rest, filling in each ward with random buildings. The software also determines the purpose of each ward, so the slum doesn’t have a bunch of huge mansions, but instead sports a tangle of tiny huts. [Oleg] shows a little of how the application works, using polygons created with the guard towers serving as vertices. You can learn more about the project on Reddit.
As new as this project is, it’s limited. All the maps feature a walled community, each has one castle within a bailey, and none of the cities includes a river or ocean port. [Oleg] designed it to make cool-looking maps, not necessarily accurate or historically realistic ones. That said, he’s already tweaked the code to reduce the number of triangular buildings. Next up, he wants to generate shanty towns outside the city walls.
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