Building A Multi-Purpose Electrochemistry Device

We don’t get enough electrochemistry hacks on these pages, so here’s [Markus Bindhammer] of YouTube/Marb’s lab fame to give us a fix with their hand-built general-purpose electrochemistry device.

The basic structure is made from plyboard cut to size on a table saw and glued’n’screwed together. The top and front are constructed from an aluminium sheet bent to shape with a hand-bender. A laser-printed front panel finishes the aesthetic nicely, contrasting with the shiny aluminium. The electrode holders are part of off-the-shelf chemistry components, with the electrical contacts hand-made from components usually used for constructing stair handrails. Inside, a 500 RPM 12 V DC geared motor is mounted, driving a couple of small magnets. A PWM motor speed controller provides power. This allows a magnetic stirrer to be added for relevant applications. Power for the electrochemical cell is courtesy of a Zk-5KX buck-boost power supply with a range of 0 – 36 V at up to 5 A  with both CV and CC modes. A third electrode holder is also provided as a reference electrode for voltammetry applications. A simple and effective build, we reckon!

Over the years, we’ve seen a few electrochemical hacks, like this DIY electroplating pen, a DIY electrochemical machining rig, and finally, a little something about 3D printing metal electrochemically.

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Hacking An NVIDIA CMP 170HX Crypto GPU For EM Sim Work

A few years back NVIDIA created a dedicated cryptocurrency mining GPU, the CMP 170HX. This was a heavily restricted version of its flagship A100 datacenter accelerator, using the same GA100 chip. It was intended for accelerating Ethash, the Etherium proof-of-work algorithm, and nothing else. [niconiconi] bought one to use for accelerating PCB electromagnetic simulations and put a lot of effort into repairing the card, converting it to water-cooling, and figuring out how best to use this nobbled GPU.

Typically, the GA100 silicon sits in the center of the mighty A100 GPU card and would be found in a server rack, cooled by forced air. This was not an option at home, so an off-the-shelf water-cooling block was wedged in. During this process, [niconconi] found that the board wouldn’t power on, so they went on a deep dive into the power supply tree with the help of a leaked A100 schematic. The repair and modifications can be found in the appendix, right down to the end of the article. It is a long read to get there.

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Why Have Seven Segments When You Can Have 21?

IO user [monte] was pointed towards an 1898 display patent issued to a [George Mason] and liked the look of the ‘creepy’ font it defined. The layout used no less than 21 discrete segments to display the complete roman alphabet and numerals, which is definitely not possible with the mere seven segments we are all familiar with. [monte] then did the decent thing and created a demonstration digit using modern parts.

For the implementation, [monte] created a simple PCB by hand (with an obvious mistake) and 3D-printed an enclosure and diffuser to match. After a little debugging, a better PCB was ordered from one of the usual overseas factories. There isn’t a schematic yet, but they mention using a CH32V003 Risc-V micro, which can be seen sitting on the rear of the PCB.

Maximum flexibility is ensured by storing every glyph as a 32-bit integer, with each LED corresponding to a single bit. It’s interesting to note the display incorporates serifs, which are definitely optional, although you could display sans-serif style glyphs if you wanted to. There is now a bit of a job to work out how to map character codes to glyph codes, but you can have a go at that yourself here. It’s still early doors on this project, but it has some real potential for a unique-looking display.

We love displays—every kind. Here’s a layout reminiscent of a VFD digit but done purely mechanically. And if you must limit yourself to seven digits, what about this unique thing?

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DOOM On A Volumetric Display

There’s something magical about volumetric displays. They really need to be perceived in person, and no amount of static or video photography will ever do them justice. [AncientJames] has built a few, and we’re reporting on his progress, mostly because he got it to run a playable port of DOOM.

Base view of an earlier version showing the motor drive and PSU

As we’ve seen before, DOOM is very much a 3D game viewed on a 2D display using all manner of clever tricks and optimizations. The background visual gives a 3D effect, but the game’s sprites are definitely very solidly in 2D land. As we’ll see, that wasn’t good enough for [James].

The basic concept relies on a pair of 128 x 64 LED display matrix modules sitting atop a rotating platform. The 3D printed platform holds the displays vertically, with the LEDs lined up with the diameter, meaning the electronics hang off the back, creating some imbalance.

Lead, in the form of the type used for traditional window leading, was used as a counterbalance. A Raspberry Pi 4 with a modified version of this LED driver HAT is rotating with the displays. The Pi and both displays are fed power from individual Mini560 buck modules, taking their input from a 12 V 100 W Mean-Well power supply via a car alternator slip ring setup. (Part numbers ABH6004S and ASL9009  for those interested.) Finally, to synchronise the setup, a simple IR photo interrupter signals the Pi via an interrupt.

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Building A DIY MSX Mega Cartridge

[Mike] from Leaded Solder has a soft spot for old computers, and a chance encounter with a friend sent them deep down the deep hole that is the world of 80s and 90s-era Japanese home computers.  Many people playing with these machines have all kinds of issues to deal with, such as rotting cartridges, failing components, and just dirt and mank in critical places. [Mike] decided that working on an MSX-standard custom programmable cartridge would be sensible, but then got stuck on how the MSX cartridge mapping works.

The Konami 128K scheme uses 4 to 4-of-8 mapping.

You may recall that the MSX platform is not a single computer but a standard to which many (mainly Japanese) manufacturers designed their products. This disconnected the software writers from the hardware makers and is essentially a mirror of the IBM-PC clone scene.

The MSX is based around the Z80, which has a 16-bit address bus, restricting it to 64K of ROM or RAM. The MSX has two cartridge slots, an ‘internal’ slot for the BIOS and RAM and a fourth for ‘misc’ use. Each of these is mapped internally into the physical address space. The cartridge slots have 64K of addressable space mapped into the Z80 physical space.

If this was not complicated enough, many MSX games and applications exceeded this restriction and added a layer of mapping inside the cartridge using bank switching. A register in the cartridge could change the upper bits of the address allowing ROMs larger than 64K.

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Demonstrating The Photoelectric Effect Using Neon Lamps

Neon lamps are fun to play with. These old-school indicators were once heavily utilized in many types of equipment for indication purposes but now seem largely relegated to mains voltage indication duties. Here’s a fun video by [Ashish Derhgawen], discussing the photoelectric effect of neon lamps with some simple demonstrations.

Orange light makes it light!

[Ashish] demonstrates the well-known photoelectric effect by triggering a sub-biased neon lamp with visible light from an LED. Neon bulbs work on the principle of voltage-induced ionization, creating a visible glowing plasma. If the applied voltage is high enough, around 60 to 80 V, electrons get knocked off the neutral neon atoms. The now free electrons, roaming around highly energized, will eventually come across a neon ion (missing an electron) and recombine to make it neutral again.

The results are a lower total energy state, and the difference in energy is resolved by the emission of a photon of light, which, in the case of neon, is a dull reddish-orange. Nothing unusual there. However, nothing will happen if the applied voltage bias is just below this device-specific threshold. There’s not enough energy to strip electrons.

Apply an external light source, and this threshold can be exceeded. The photons from the LED are just energetic enough to strip a small number of electrons from the surface of the electrodes, and this causes a cascade, or avalanche effect, lighting up the plasma and turning on the neon lamp. Take away the external light source, and it dies down and goes dark.

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Exploring PC Floppy Protection: Formaster Copy-Lock

[GloriousCow] has started working on a series of investigations into the various historical floppy disk copy protection schemes used in the early days of the IBM PC and is here with the first of these results, specifically Formaster’s Copy-Lock.

This is the starting sector of track 6. It looks empty, but it’s not quite.

The game in question is King’s Quest by Sierra Entertainment, which used a ‘booter disk’ with the Copy-Lock protection scheme. Instead of having to boot DOS separately, you could just insert this disk and the game would launch automatically. Early copy protections often used simple methods, like adding sectors with non-standard sizes or tampering with sector CRC values to create disk errors. Copy-Lock employed several such tricks together, making it challenging for standard floppy disk hardware to replicate. In the case of Copy-Lock, Sector 1 on track 6 was intentionally written as only 256 bytes, with a 256-byte blank section to fill the gap. Additionally, the CRC was also altered to add another layer of protection.

When attempting to read the disk, the PC BIOS interrupt routine assumes it’s looking for a standard 512-byte sector, so when a “read sector” command is issued to locate the sector, it never finds it. To detect a dodgy copy, the game bypasses the BIOS and talks directly to the floppy disk controller using some custom code. The first part of the code uses the standard INT 13h routine to seek to track 6, sector 1, where it expects a fail since there is no valid sector there. Next, the floppy controller sends the “read track” command to perform a raw dump of all 512 bytes at this address and looks for a magic number, 0xF7, sitting in the final byte. That empty second half of the short sector is indeed not empty and is the check the game makes to determine if it was written with the Copy-Lock capable hardware. That last point is pertinent; you can’t create this disk structure with a standard IBM PC floppy disk controller; you need specialized hardware that can write different-sized sectors and incorrect CRCs, and that costs money to acquire.

We recently covered the copy protection scheme used for Dungeon Master on the Atari ST and the Amiga. If you’re thinking less about how a floppy got cracked and copied and more about how to preserve these digital relics, check this out!