HitClips Cartridge Hack

HitClips Custom Cartridge Hack Will Never Give Up, Let Down, Or Turn Around

In August 2000, Tiger Electronics released HitClips: Music cartridges and players designed to easily share 60 second low quality Clips of a youngster’s favorite Hits. Various players were available, and individual cartridges were inexpensive enough to collect. And it’s these toy music players that [Guy Dupont] has been hacking quite successfully on as you can see in the video after the break and on [Guy]’s Hackaday.io page.

HitClips Cartridge Hack
Two PCB’s make up the new cartridge

[Guy]’s main goal was to make cartridges of his own that could not just hold more music than the short clips in the commercially made product, but could make use of modern technology that has matured since HitClips came onto the scene more than 20 years go.

The project’s components are relatively simple, but beautifully executed. An ATTINY84 didn’t work out, so a SAM D09 controller was put it place to to read files from a microSD card and translate the WAV file into the HitClips player’s format. 3d printed cartridges and custom PCB’s complete the hack, ensuring that you can use any of the many HitClips players to play something new for a change.

The end result is quite good, considering that it’s still just 8 bit audio on a 20 year old toy player. Tiger Electronics made another toy that’s quite popular with hackers of the musical kind.

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This John Deere Tractor Doesn’t Need A Driver

While most autonomous vehicles are meant to travel over the highway, John Deere’s new 8R tractor shown at the 2022 Consumer Electronics Show will likely only traverse fields and it will do so without a human at the wheel.

The tractor is slated to be available to farmers in late 2022 and has six pairs of stereo cameras to generate a 360 degree view of obstacles. It also uses location technology, including GPS, to ensure it is where it is supposed to be with a claimed accuracy of 1 inch. You can see a video about the beast below.

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A screenshot of pinball schematics

Get A Grip On Troubleshooting Your Vintage Pinball Machine

Restoring vintage technology can be a tricky business, especially without the appropriate schematics and documentation. To this end [Mark] has spent the past twelve months building a comprehensive schematic editor and circuit simulator library for electromechanical pinball machines.

Rather than explore each and every table in excruciating detail, the emSim software aims to examine how specific circuits work, and how they are used as part of the gaming experience. The aim of the project is to aid in the diagnosis and repair of vintage electromechanical pinball machines, the types that rely on a dizzying array of switches, gears, motors and coils in their operation, operating like clockwork underneath the play field. While these older pinball machines typically use alternating current, the game logic (for the most part) is still binary, and can be effectively described with Boolean operators.

Like any machine with moving parts, these systems will eventually wear down and require servicing, a task which may not be in the wheelhouse for your casual pinball enthusiast. [Mark]’s hope is that his circuit simulations will allow just about anyone to repair these classic tables, and keep them around for future generations to explore and enjoy.

If tinkering with pinball innards isn’t for you, then make sure to check out our coverage of this awesome virtual pinball table.

A Simple EMF Detector And Electroscope You Can Make From Junk Box Parts

2N2222 devices used, but practically any junkbox NPN will do

Electromagnetic fields are everywhere, all around us. Some are generated naturally, but in vast majority of cases, it’s we humans that are generating them with artificial, electronic means. Everything from your mobile phone to the toaster will emit some sort of signal, be it intentional or not. So we think it only befits the general electronics-orientated hacker to have some way of sniffing around for these signals, so here is [Mirko Pavleski] with his take on a very simple pair of instruments to detect both static and dynamic electromagnetic fields.

CMOS clock input connected directly to the antenna. Warning! ESD damage risk!

The first unit (a simple electroscope) uses a cascade of 2N2222 NPN bipolar transistors configured to give a high current gain, so any charge near the antenna will result in increasing currents in subsequent stages, finally illuminating the LED. Simple stuff.

The second unit relies on the extremely high input impedance of the old-school CMOS 4017 decade counter, which is likely of the order of 100 MΩ or even more. Normally you would not leave such a CMOS input floating, or even connect it with too long a PCB trace — lest it pick up a stray signal —but for detecting alternating EM fields, this appears to work just fine. Configured as a simple divide-by-ten, when presenting 50 Hz AC, the LED can be seen to flash at 5 Hz.

Simple stuff, and this scribe has all those exact parts in the junk box, so will be constructing these shortly!

We’ve covered electroscopes for years, here’s a modern twist on a famous classic experiment, and some hair-raising experiments to get you started.

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Joel in his minecart

This Little Minecraft Mine Cart Of Mine

[Joel] of Joel Creates loves trains and Minecraft. So what better way to combine them than to make a real-life electric mine cart and ride it around?

At first glance, it seems pretty straightforward. Four wheels, each with a flange, mounted to a box with a motor. In practice, it was a little more complex than that. Just finding a spot of track to even ride on is tricky. Most “abandoned” tracks that you might see around your city often aren’t all that abandoned. Luckily for [Joel], he remembered an amusement park in the area that he went to as a kid, which he remembered having a decent amount of track. Additionally, the rails were smaller and closer to the scale of a real Minecraft track where one block is 1 meter. After calling up the owner and receiving permission, Joel began to build his cart.

First attempts to procure actual train wheels were foiled by cost and lead times, and simply CNCing a set of wheels was too expensive from a time and materials point of view. [Joel]’s first thought was about making an assembly out of two wheels to grip the rail, much like a roller coaster. However, there were dozens of switch points on the track at the park and several road crossings, both things that wouldn’t work with that sort of setup. Stumbling upon a bit of hacker inspiration, [Joel] turned to brake drums, which happen to be reasonably close to the correct size. They also have the superb quality of being relatively cheap and available. Almost all the parts were CNCed out of aluminum, plywood, or foam.

Given that the theme of the build was doing things to scale, [Joel] was mindful of the top speed of a minecart in the game, which is 8 meters per second or roughly 25 miles per hour, so he set that as his goal to hit. A beefy motor from an online warehouse and a lithium-ion pack allowed him to hit that easily; it was just a matter of doing so safely.

If you need even more Minecraft vehicles in your life, perhaps an RC boat might do the trick? Video after the break.

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Mining And Refining: Copper, The Metal That Built Technology

It’s hard to reckon exactly when in history humans became a technological species. Part of that is because the definition of technology is somewhat subjective; if you think making a stick pointy enough to grub roots from the dirt or to poke enough holes in an animal to convince it to let you eat it is technology, then our engineered world goes back a long, long way indeed.

But something about pointy sticks just doesn’t seem transformative enough, in the sense of fundamentally changing a naturally occurring material, to really count as a technological line in the sand. To cross that line, it really seems like the use of metals should be part of the package. Even if that’s the case, our technological history still goes pretty far back. And copper ends up being one of the metals that started it all, about 11,000 years ago, when our ancestors discovered natural deposits of the soft, reddish metal and began learning how to fashion it into the tools and implements that lifted us out of the Stone Age.

Our world literally cannot run without copper, forming as it does not only the electric-motor muscles of civilization, but also the wires and cables that form the power and data grids that stitch us together. Ironically, we are just as dependent on copper now as we were when it was the only metal we could make tools from, and perhaps more so. We’ll take a look at what’s involved in extracting and purifying copper, and see how the methods we today use are not entirely different from those developed over seven millennia ago.

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Low Cost Haptic VR Gloves Work With Hacked Steam Games

[Lucas VRTech] has made some significant progress with building force-feedback type haptic gloves for use with Steam VR games. The idea is pretty straightforward: the end of the finger is attached to a cable, which is pulled from inside a sprung-loaded spool; the kind used for hanging ID cards on.

The spool body can rotate, but a peg protruding from it engages with the arm of a co-located servo motor. This produces a programmable stop position. But it is a hard stop, and it is not possible with the current hardware to detect precisely when the stop is reached, nor is it possible to control the force it is pushing with. Such features are not difficult to achieve, its just a matter of a little more development with some custom mechatronics.

The current prototype has a focus on cost, which is great as an early development platform. By leveraging 3D printing and off-the-shelf parts that are easy to source; just a handful (chuckle!) of potentiometers, some servo motors and one from any number of ESP32 dev boards and you’re done. The real work is on the software side of things, as the games themselves need to be modified to play ball with the VR glove hardware. This has been achieved with a combination of a custom steam driver they call OpenGloves, and community developed per-game mods. A few titles are available to test right now, so this is definitely something some of us could build in a weekend and get involved with.

The hardware source for the glove mount and per-finger units can be found on the project GitHub, together with the ESP32 source for Arduino.

For some other haptic-related inspiration, here’s a force-feedback mouse, and for a more hand-off feedback, we have a wind-blaster project.

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