Luggable Cyberdeck Can Still Be A Luggable PC

In the 80s and early 90s, there existed a class of personal computers that are no longer around today — the luggable. Planted firmly between a desktop and a laptop, these machines were lovingly called so because they were portable, but just barely. Think Kaypro, Osborne, or the Compaq Portable.

First things first — this lovely 1990-era industrial luggable has not been gutted according to [D1g1t4l_G33k]. The chassis, CRT, power supply, and ISA backplane are original and still intact, and they still have all the parts to restore it to its original DOS 3.1 form.

What [D1g1t4l_G33k] did do is replace the 386x-based ISA SBC with a 2005 AMD LX-600 Geode at 366 MHz. Gone are the ISA data acquisition cards and 80 MB SCSI hard drive, replaced with a 32 GB compact flash drive. The floppy drive is functional, too. Now it sits on a cart next to the workbench running AntiX Core 19.5, functioning happily as an AVR development workstation.

Having an old luggable to mess with in the first place isn’t a requirement. We’ve seen a modern take on the luggable, and here’s one with three monitors.

Avi Loeb And The Interstellar Lottery

Except for rare occasions, I don’t play the lottery. Like many of you, I consider state-run lotteries to be a tax paid only by people who can’t do math. That’s kind of arrogant coming from a guy who chose to go into biology rather than engineering specifically because he’s bad at math, but I know enough to know that the odds are never in your favor, and that I’d rather spend my money on just about anything else.

But I’m beginning to get the feeling that, unlike myself and many others, Harvard professor Avi Loeb just might be a fan of playing the lottery. That’s not meant as a dig. Far from it. In fact, I readily concede that a physicist with an endowed chair at Harvard working in astrophysics knows a lot more about math than I do. But given his recent news splashes where he waxes on about the possibility that Earth has been treated to both near misses and direct hits from interstellar visitors, I’m beginning to think that maybe I’m looking at the lottery backward.

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A screenshot of the drone monitoring application, showing spoofed drones and their coordinates

Can’t Disable DJI Drone ID? Spoof It With An ESP!

We have been alerted to a fun tool, a DJI DroneID spoofer software for ESP8266/ESP32 and some other popular MCUs. Last year, we’ve told you about DJI DroneID — a technology DJI added to their drones, which broadcasts data including the drone operator’s GPS position, which, in turn, appears to have resulted in Ukrainian casualties in the Ukraine war. The announcement tweet states that DJI has added mechanisms from downgrading firmware. Hence, the spoofer.

There’s no other hardware needed, well other than an ESP8266 or ESP32 devboard, anyway. After the break you can find a video tutorial from [Joshua Bardwell] that shows you how to upload the code using Arduino IDE, and even going through coordinate tweaks. If you ever reminisced about the concept of throwies and were wondering what kind of useful, well, there’s your answer: clone the Git repo, compile it, program some interesting coordinates in, and witness the imaginary drones fly.

All in all, we get a lovely addition to our shenanigan toolkits. Surely, someone could use a neural network to distinguish real drones from fake ones, but it’s nothing that can’t be solved with a bit of code. Looking for a less daring hack? Well, you can always add some automation to your DJI drone by poking at the RGB LED signals.

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render of the Amiga juggler demo

The Juggler: In Rust

Back on the theme of learning to program by taking on a meaningful project — we have another raytracing demo — this time using Rust on the Raspberry Pi. [Unfastener] saw our previous article about writing a simple raytracer in spectrum BASIC and got inspired to try something similar. The plan was to recreate the famous juggler 3D demo, from the early days of 3D rendering on the Amiga.

The juggler story starts with an Amiga programmer called [Eric Graham] who created ssg, the first ray tracer application on a personal computer. A demo was shown to Commodore, who didn’t believe it was done on their platform, but a quick follow-up with the actual software used soon quelled their doubts. Once convinced, they purchased the rights to the demo for a couple of thousand dollars (in 1986 money, mind you) to use in promotional materials. [Eric] developed ssg into the popular Sculpt 3D, which became available also on Mac and Windows platforms, and kick-started a whole industry of personal 3D modelling and ray tracing.

Anyway, back to the point. [Unfastener] needed to get up the considerable Rust learning curve, and the best way to do that is to let someone else take care of some of the awkward details of dealing with GUI, and just concentrate on the application. To that end, they use the softbuffer and winit Rust crates that deal with the (important, yet frankly uninteresting) details of building frame buffers and pushing the pixels out to the window manager in a cross-platform way. Vecmath takes care of — you guessed it — the vector math. There’s no point reinventing that wheel either. Whilst [Unfastener] mentions the original Amiga demo took about an hour per frame to render, this implementation runs in real-time. To that end, the code performs a timed pre-render to determine the most acceptable resolution to get an acceptable frame rate, achieving a respectable 30 or so frames per second on a Pi 5, with the older Pis needing to drop the resolution a little. This goes to show how efficient Rust code can be and, how capable the new Pi is. How far we have come.

We saw another interesting rust-based raytracer a while back, which is kinda fun. We’ve also covered rust in other applications a few times, like inside the Linux kernel. Finally here’s our guide to getting started with rust, in case you need any more motivation to have a crack at this upcoming language.