For many people, phone and Internet connectivity are omnipresent and always available. It’s possible to upload selfies from a Chinese subway, and search for restaurant reviews in most highway towns, all thanks to modern cellular connectivity. However, in emergencies, we’re not always so lucky. If towers fail or user demand grows too large, things can collapse all too quickly. It’s in these situations that HELPER aims to flourish.
HELPER stands for Heterogeneous Efficient Low Power Radio. It’s a radio system designed to operate in the absence of any infrastructure, creating a pop-up network to serve community needs in disaster areas. Users can share information about available resources, like water, gasoline and food, while emergency workers can coordinate their response and direct aid to those who need it.
It’s a system built around commonly available parts. Raspberry Pis run the back end software and communicate with individuals over WiFi, with LoRa radios handling the longer-range communication from node to node. Combining this communication ability with GPS location and stored map data allows users to more easily find resources and assistance when things go wrong. The journal article is freely available for those wishing to learn more about the project.
It’s a project which aims to keep people safe when conventional networks go down. The key is to remember that once disaster strikes, it’s usually too late to start distributing radio hardware – emergency gear should be in place well before things start to go south. Of course, there’s also the government side of the equation – in the USA, the Emergency Broadcast System is a great example of emergency communications done right. Video after the break.
Continue reading “Emergency Neighbourhood Communications Courtesy Of HELPER”
Creating a game from scratch can be hard work. There are concepts to be designed, coding to be done, and art to be created to make it all happen. However, it doesn’t always have to be quite so difficult. There are a variety of development tools that allow budding game designers to get started with a point-and-click approach. [Jonathan Cauldwell] has come up with just such a tool that lets you do just that, for a variety of 8-bit platforms.
[Jonathan]’s project is called the Multi Platform Arcade Game Designer, so named for its ability to create games for several 8-bit systems of yesteryear. Currently, the Spectrum, Amstrad CPC, and Acorn Atom are all supported, with plans to add more down the track.
Creating a game is a simple affair, which [Jonathan] explores in a video tutorial series. Sprite and background editors are built into the software. Scripts can be automatically generated to create a wide variety of basic game types, from scrolling shoot-em-ups to classic platformers. There’s also functionality that allows advanced users to add further functionality by supplying some of their own code.
If point-and-click isn’t for you, you can always forge your ZX Spectrum games the classic way, with assembly and BASIC. Video after the break.
Continue reading “Creating 8-bit Games With The Multi Platform Arcade Game Designer”
“Never Twice the Same Color” may be an apt pejorative, but supporting analog color TV in the 1950s without abandoning a huge installed base of black-and-white receivers was not an option, and at the end of the day the National Television
Standards System Committee did an admirable job working within the constraints they were given.
As a result of the compromises needed, NTSC analog signals are not the easiest to work with, especially when you’re trying to generate them with a microcontroller. This PIC-based breakout-style game manages to accomplish it handily, though, and with a minimal complement of external components. [Jacques] undertook this build as an homage to both the classic Breakout arcade game and the color standard that would drive the home version of the game. In addition to the PIC12F1572 and a crystal oscillator, there are only a few components needed to generate the chroma and luminance signals as well as horizontal and vertical sync. The game itself is fairly true to the original, although a bit twitchy and unforgiving judging by the gameplay video below. [Jacques] has put all the code and schematics up on GitHub for those who wish to revive the analog glory days.
Think NTSC is weird compared to PAL? You’re right, and it’s even weirder than you might know. [Matt] at Stand Up Maths talked about it a while back, and it turns out that a framerate of 29.97 fps actually makes sense when you think it through.
Continue reading “A PIC And A Few Passives Support Breakout In Glorious NTSC Color”
Vacuum fluorescent displays (VFDs) are one of those beautiful pieces of bygone technology that you just don’t see much of anymore. At one time they were a mainstay of consumer electronics, but today they’ve largely been replaced with cheaper and more energy efficient displays such as LEDs and LCDs. While they might be objectively better displays, we can’t help but feel a pang of regret seeing a modern kitchen bereft of that unmistakable pale green glow.
If his impressive VFD clock is any indication [Simón Berraud] feels the same way. Not only does the clock’s display instantly trigger waves of nostalgia, but the custom PCB has that mistakable look of consumer electronics circa 1985. If we didn’t know better, we’d think this thing fell through a time warp.
Well, if it wasn’t for the SMD ATmega328 on the flip side of the board, anyway. In addition to the MCU, the clock features four ULN2003AN Darlington transistor arrays to drive the VFD, and a M48T08 Real Time Clock to keep the whole thing ticking.
The careful observer might notice a distinct lack of buttons or switches on the clock, and wonder how this retro wonder is set. In a particularly radical hack, [Simón] sets the time with a hard coded variable in the source code; you just need to set it far enough into the future so that you have enough time to power it up at the appropriate moment.
[Simón] has put the Arduino-flavored source code for the ATmega328 as well as the schematics and board files in his GitHub repository for anyone else who might want to take a walk down memory lane. While you’re at it, you may want to look at these tips for getting unknown VFDs up and running, as well as this interesting explanation of how they can be used as amplifiers if you’re really looking for style points.
Ho Chi Mihn City is the hub for sourcing the materials and tools driving the growing Vietnamese economy. Whether you’re building new, or keeping existing equipment running, the supply chains and service companies aren’t yet in place and the markets of HCMC are the go-to for parts and equipment. Let’s get a little taste of what I saw in my tour of the markets.
Continue reading “Hacker Abroad: Vietnam’s Electronics And Hardware Markets”
The 2019 Geneva International Motor Show has a number of “concept” vehicles. These are vehicles that usually include some cool feature that isn’t really practical — at least today. For example, in the past, concept cars have had adjustable color interior lighting, plug-in hybrid engines, and power windows — all things that would eventually become commonly available. However, today’s advances in computer-generated graphics have meant you can show things you can’t begin to build. Case in point: Goodyear has a video touting the Aero — a solid car tire that doubles as a propeller for your garden variety flying car.
To us, the thing looks more like a science fiction movie trailer than anything remotely practical. Four relatively small wheels with no central hub can flip and provide enough lift to propel a sizeable vehicle skyward. Even more interesting, is to transition modes from ground to flight, the vehicle balances on two wheels while using only two as propellers to generate lift.
Continue reading “Goodyear Aero Thinks Flying Cars Are A Thing”
Editors Elliot Williams and Mike Szczys catch up on the past week in hackerdom. It seems as if we’re in a golden age of machine building as an incredible rocker-bogie rover is built to transport a child and mechanical simplicity automates the wet cat food dispensing process. We marvel at the ability to use G-code to decorate eggs (them being curvy in more than one direction and all). The we contemplate the ability to build and start a motor which will continue to run long after your own life ends. And perhaps it’s time to add more layers to your PCB design playbook.
Take a look at the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!
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Continue reading “Hackaday Podcast Ep12: Nearly Perpetual Motion, Mars Rover Carries Kid, And Doc Brown’s Cat Feeder”