Congratulations Winners Of The 555 Timer Contest!

Sometimes the best inspiration is limitation. The 555 timer does “one thing” — compares a voltage to a couple thresholds and outputs a signal accordingly. It’s two comparators, a voltage ladder, and a flip-flop. And yet, it’s the most sold single chip of all time, celebrating its 50th birthday this year! So when Hackaday runs a 555 Timer Contest, hackers of all stripes come out with their best work to show their love for the Little DIP That Could.

The Winners

Far and away the favorite entry was the Giant 555 Timer by [Rudraksha Vegad]. Every one of our judges rated it in the top five, and it took top honors twice. On its face, this is a simple “giant 555 in a box” build, but have a look under the hood. Each sub-module that makes up the 555 — comparators, flip-flop, and amplifier — are made from salvaged discrete parts in actual breadboard fashion, soldered to brass nails hammered into wood. As an end product, it’s a nice piece of woodworking, but as a process of creation, it’s a masterwork in understanding the 555 at its deepest level. We should all make one!

The Menorah555 is a simple design with some very nice tricks up its sleeve. Perhaps the cutest of which is pulling the central candle out and lighting the others with it — a trick that involves a supercapacitor and reed switches. Each of the candle lighting circuits, however, use a 555 timer both for its intended purpose of providing a timed power-on reset pulse, and another 555 is used as a simple flip-flop. It’s a slick design, and a great user interaction.

The Cyclotone Mechanical Punk Console Sequencer is a rotating tower of circuit sculpture and noisemakers. This one looks great, is amazingly well documented in the video series, and uses a billion clever little tricks along the way. The 555’s role? Each of the four levels is the classic Atari Punk Console circuit.

All three of these projects win a $150 shopping spree at Digi-Key. That’s a lot of timers!

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Unpicking The Hype Around Web 3, What’s The Tech?

The buzzword of the moment in the frothier portions of the technology press is inescapable: “Web 3”. This is a collective word for a new generation of decentralised online applications using blockchain technologies, and it follows on from a similar excitement in the mid-2000s surrounding so-called “Web 2” websites that broke away from the static pages of the early Internet.

It’s very evident reading up on Web 3, that there is a huge quantity of hype involved in talking about this Next Big Thing. If this were April 1st it would be tempting to pen a lengthy piece sending up the coverage, but here in January that just won’t do. Instead it’s time to peer under the hype and attempt to discern what Web 3 really is from a technology standpoint. Sure, a Web 3 application uses blockchain technology, often reported breathlessly as “the Blockchain” as though there were only one, but how? What is the real technology beneath it all?

Where Did All This Web 3 Stuff Come From Anyway?

"This machine is a server. DO NOT POWER IT DOWN!!" Tim Berners-Lee's famous sticker on the front of his NeXTcube, the first web server.
“This machine is a server. DO NOT POWER IT DOWN!!” Tim Berners-Lee’s famous sticker on the front of his NeXTcube, the first web server. Binary Koala CC BY-SA 2.0.

In its earliest days, the web could be found only in academia, from Tim Berners-Lee at CERN, and then from others such as the National Center For Supercomputing Applications at the University of Illinois. In the mid-1990s the vast majority of web sites were served by the NCSA’s HTTPD server software, which served as the basis for the later hugely popular Apache project. Sites from this era were later dubbed Web 1.0, and operated as static HTML pages which could be refreshed only by reloading a page.

The millennium brought us Web 2.0. This is generally taken to refer to a much slicker generation of sites that made use of user-generated content. Behind every such generational shift lies a fresh technology, and if it was the HTTP server for Web 1.0, it was the use of Javascript in the browser to refresh page content on the fly for Web 2.0. This was dubbed AJAX, for Asynchronous Javascript And XML, and though the data transfer is now much more likely to be JSON than XML it remains the way that today’s web sites blur the line between a web page and an app. Continue reading “Unpicking The Hype Around Web 3, What’s The Tech?”

The 3x0 in it's glory

Printing Your Own Exoskeleton

While not quite in a cave, the idea of making your own exoskeleton with limited tools does have a Tony Stark esque vibe. [Andrew Piccinno] is a mechanical engineer pursuing the dream of 3D printing a full-body exoskeleton called 3X0. It’s a project he’s been ruminating on since college, but the work really began in earnest about five months ago. Unfortunately, there are too many pictures to include here, but check out his Instagram or makeprojects for more photos.

To make sure parts fit, [Andrew] started with creating a mesh of his body. After running fifty pictures of himself holding relatively still through some photogrammetry software, he had a decent mesh. While measurements weren’t millimeter-accurate, the relative sizes of everything were reasonably accurate. While the design is modeled with his measurements in mind, all the different pieces are parametric, which in theory would allow someone to tweak the designs to fit their own body.

So far, all the parts have been entirely 3D printed, except for steel balls bearings, gas pistons, and tension bands. The non-3D printed parts are picked to be easy to obtain as the gas piston is just 100 N furniture pistons. The design process includes quite a bit of math, motion study, and simulation to make sure the part that he’s printing will not only fit but move correctly. Many parts, such as the shoulder, are built around a large custom bearing that allows the piece to move correctly with the user’s joints.

While still in the middle of development, [Andrew] has made some serious progress, and we’re looking forward to seeing it completed. The current design is primarily passive with just a few springs and pistons, but he is already looking forward to making it active to the degree that it can augment a user’s motions rather than just taking the load off. It’s clear that [Andrew] believes that exoskeletons are a look into a potential future, and we couldn’t agree more. In a similar vein, perhaps the techniques used in this powered exoskeleton arm on a budget could be used to power the 3X0?

When A Single Bit Was Enough, Into The Sound Of The ZX Spectrum

It’s normal for a computer in 2022 to come with a fully-featured sound card containing a complete synthesizer as well as high-quality PCM sound recording and playback. It’s referred to as a sound card after the way the hardware first appeared in the world of PCs, but in fact it’s now considered so essential as to be a built-in part of most mainboards. There was a time when computers boasted considerably less impressive sound hardware, and among the chorus of SIDs and AY chips of the perhaps the least well-featured was the original Sinclair ZX Spectrum. Its one-bit sound, a single line on an I/O port, is the subject of a thorough investigation from [Forgotten Computer]. It’s a long video which we’ve placed below the break, but for those with an interest in 8-bit music it should make a for a fascinating watch.

For Sir Clive Sinclair the 1-bit audio must have been welcome as it removed the need for an expensive sound chip and kept the Spectrum to its low price point, but on the face of it there was little more it could do than create simple beeps using Sinclair BASIC’s built-in BEEP command. The video gives us an in-depth look at how interleaving and PWM could be used to create much more complex sounds such as the illusion of multiple voices and even sampled sounds. In particular his technique of comparing the audio output with its corresponding pin on the Sinclair ULA shows the effect of the machine’s simple low-pass filter, though the music was often so close to the edge of what the interface could do that aliasing sounds are often very obvious.

As he demonstrates the various ingenious techniques that game and demo developers used to extract performance from such limited hardware that could even try to compete with the more sophisticated machines even at the same time as their code was running whatever was on the screen, it’s difficult not to come away with immense respect for their skills. If you’ve ever experimented with computer audio then you should try hardware this simple for yourself.

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Reverse Engineering The SEGA Mega Drive

With the widespread adoption of emulators, almost anyone can start playing video games from bygone eras. Some systems are even capable of supporting homebrew games, with several having active communities that are still creating new games even decades later. This ease of programming for non-PC platforms wasn’t always so easy, though. If you wanted to develop games on a now-antique console when it was still relatively new, you had to jump through a lot of hoops. [Tore] shows us how it would have been done with his Sega Mega Drive development kit that he built from scratch.

While [Tore] had an Atari ST, he wanted to do something a little more cutting edge and at the time there was nothing better than the Mega Drive (or the Genesis as it was known in North America). It had a number of features that lent the platform to development, namely the Motorola 68000 chip that was very common for the time and as a result had plenty of documentation available. He still needed to do quite a bit of reverse engineering of the system to get a proper dev board running, though, starting with figuring out how the cartridge system worked. He was able to build a memory bank that functioned as a re-writable game cartridge.

With the hard parts out of the way [Tore] set about building the glue logic, the startup firmware which interfaced with his Atari ST, and then of course wiring it all together. He was eventually able to get far enough along to send programs to the Mega Drive that would allow him to control sprites on a screen with the controller, but unfortunately he was interrupted before he could develop any complete games. The amount of research and work to get this far is incredible, though, and there may be some helpful nuggets for anyone in the homebrew Mega Drive community today. If you don’t want to get this deep into the Mega Drive hardware, though, you can build a cartridge that allows for development on native Sega hardware instead.

Rich showing off

Make Your Python CLI Tools Pop With Rich

It seems as though more and more of the simple command-line tools and small scripts that used to be bash or small c programs are slowly turning into python programs. Of course, we will just have to wait and see if this ultimately turns out to be a good idea. But in the meantime, next time you’re revamping or writing a new tool, why not spice it up with Rich?

Rich showing off it's traceback

Rich is a python library written by [Will McGugan] that offers text formatting, colors, graphs, progress bars, markdown, syntax highlighting, charts, and more through the power of ANSI codes. The best part is that it works with macOS, Windows, and Linux. In addition, it offers logging solutions that work out of the box. One of the best features of Rich is the inspect functionality. You can pass in an object, and it will use reflection to print a beautiful chart detailing what exactly the object is, helpful in debugging. The other feature is the traceback, which shows a formatted and annotated snapshot of relevant code on the stack during exceptions.

The source itself is well-written python with comments and typing information. There’s a good chance you’ll pick up a trick or two reading through it. Rich is used to build Textual (also by [Will]), which aims to be a GUI API that runs in the terminal. It served as an excellent example of what Rich is capable of. It is incredible how long these protocols have been around. [Will] even ran Rich on a Teletype Model 33. If you’re working with a bit more of a constrained environment, why not bring some color to your Arduino serial terminal?

What do we want? Monowheel!

Monowheel Mayhem: When Good Gyroscopic Precession Goes Bad

Since the dawn of the age of the automobile, motorheads have been obsessed with using as few wheels as possible. Not satisfied with the prospect of being incompletely maimed by a motorcycle, the monocycle was born. Gracing the covers of Popular magazines and other periodicals, these futuristic wheels of doom have transfixed hackers of all kinds. [James Bruton] is one such hacker, and in the video below the break you can see his second iteration of a 3d printed monowheel.

[James]’ wonderful monowheel is beautifully engineered. Bearing surfaces, gears, idlers, motors, and yes, twin gyroscopes are all contained within the circumference of the tire. The gyroscopes are actuated by a rather large servo, and are tied together by a gear that keeps their positions in sync. Their job is to keep the monowheel balanced at all times.

But as [James] discovered, the chief difficulty of only having one wheel isn’t lateral balancing. Ask any monocyclist and they’ll assure you that it’s possible. The real trick is balancing the machine fore and aft. Unlike a two wheeled velocipede, the monowheel has nothing to exert torque against save for a bit of gravity.

As [James] found out the hard way, it was within this fore-aft balancing act that the gyroscopic precession reared its ugly head. The concept is explained well in the video. We won’t spoil the surprise ending because the explanation and conclusion are quite good so make sure to watch to the end!

If you’d like to look at [James]’ first version, we covered it here. And if you’re the daredevil type, perhaps we can interest in you in a two stroke human sized monowheel that will probably end in an ER visit. At least they wore a helmet. Thanks to [Baldpower] for the tip!

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