Slim Type For Small Screens, With PixelFonts

Small displays are affordable and easy to use, but their size can present a challenge. To help address this, [mcer12] created PixelFonts, a family of condensed fonts designed specifically for low-resolution displays, making sure every line holds as much text as it can fit.

PixelFonts works alongside either the AdafruitGFX or U8g2 libraries; one writes to the display using the common syntax of the chosen library, and the font itself comes from PixelFonts. Text can be displayed in regular and 3D shadowed versions, as well as in a wide variety of heights and weights. There’s support for accented letters, albeit only in lowercase due to space constraints. Want to make some changes? Every font comes with a BDF file to make alterations as widely accessible as possible.

Making the most of every pixel is important with small displays, but there’s more than one way to do so. For example, when it comes to color LCDs, subpixel rendering can improve legibility of small fonts; another way to get the most out of limited display sizes.

Valve Releases Hardware And CAD Reference For New VR Headset

Valve recently began shipping its long-awaited VR headset, the Steam Frame. Now, there is a hardware reference repository that includes everything a budding modder might need, and then some.

No need to 3D scan or break out the calipers if one wants to design their own add-ons.

Want to design and 3D print some add-ons, or a carrying case, or some other doodad? There’s no need to break out the calipers or 3D scan the hardware. The repository contains STEP format models of the VR core module, head strap, and controllers, so it’s as easy as possible to design things that’ll fit. The location of the IR tracking LEDs embedded in the controllers is also documented, so one can ensure their design doesn’t occlude them.

That’s not all. The Frame has a user-accessible hardware expansion port at its front. This port exposes two interfaces: high-speed MIPI camera and PCI Express. This expansion port is documented in the repository, and even has a simple reference design built in both KiCad and Altium.

We’re glad to see Valve maintain their hacker-friendly hardware design with the Steam Frame. Demand for The Frame outstrips supply so far, so if you’re on the waitlist, you might want to browse the repository and get an early start on whatever customizations you have in mind while you wait for your confirmation. And when you get something working, drop us a note on the tips line!

Why Every Microwave Has A “Popcorn” Button, But Every Bag Warns You Not To Use It

[Hyperfixed] has a podcast episode that does a deep dive into exactly why bags of microwave popcorn advise against using your microwave’s popcorn setting (in North America, anyway.) The answer is probably more complex than one expects, and involves the long history of microwave oven development as well as consumer behavior.

There are really two questions involved: one is “what does the Popcorn button actually do?” The other is “Why does every package of microwave popcorn say not to use it?”

The answer to the first question is “it depends”. Microwave ovens are amazing things, but the popcorn setting on any given microwave oven could be anything from just a dumb timer, to a setting that tells the oven to monitor popping sounds or humidity levels (because popping releases steam). These kinds of microwave oven features were figured out ages ago, meaning the technology to precisely handle a bag of microwave popcorn not only exists in equipped ovens right now, but has existed for decades.

The problem is not all microwaves are so equipped. A microwave oven where the popcorn setting is just a dumb timer is really an invitation to under- or overcook the bag. And when overcooked, microwave popcorn scorches and could even burn.

That brings us to the answer of the second question: why does every package warn not to use the popcorn setting? In short, because the popcorn maker has no idea what any given user’s microwave oven is doing. When people hit a button marked “Popcorn” they tend to leave the process unattended, and when a microwave oven ruins a bag of popcorn, the user blames the popcorn manufacturer.

This means microwave popcorn manufacturers stick to some variant of the only process known to work in all ovens: monitor the process, wait for popping to slow to a rate of one pop every two seconds, then stop.

That’s the quick answer, but [Hyperfixed] goes in a ton of researched detail across the entire spectrum of this issue. If deep-dive niche technical podcasts are your thing, we recommend queuing it up for a listen.

Belt File From Old Mixer And Junk Bin Parts

Making one’s own power tools can be a rewarding way to upcycle parts, and [bluesyann] does exactly that with a belt file made from an old mixer. We like how the enclosure for the old mixer is preserved and acts as a handle, so there’s no need to worry about motor mounting and wiring separately. It looks perfectly usable, and all the hardware needed is the sort of thing one finds in a scrap pile.

[bluesyann] stretches the sanding belt between a 3D printed pulley attached to the mixer motor, and a bearing fitted into the end of some aluminum U-channel. Scrap wood and more nested U-channel make up the rest of the assembly, and there’s even a tension adjustment made from a threaded rod.

There’s a bill of materials and a 3D model for the pulley, but a build like this is more about sharing the broad strokes rather than the exact design. Whenever one modifies or integrates an existing piece of equipment (the mixer, in this case) into a project, most of the work is about working with and around the bits one can’t change.

Watch it in action in a brief video, embedded just below. If you like the idea but don’t have a mixer like the one [bluesyann] used, let us point you toward a similar DIY attachment to get a similar result from a common angle grinder.

Continue reading “Belt File From Old Mixer And Junk Bin Parts” →

2026 Retrocomputing Challenge: Retro Terminal Bartop Arcade Topper

Retrocomputing is more than just hardware. It’s also a feel, a vibe, and [valkyrie0528]’s Retro Terminal Bartop Arcade Topper has it in spades.

The same unit, in bartop arcade machine mode.

Here’s how it happened. The gorgeous device you see in the image above in fact started out as a bartop arcade cabinet build. The front section — with arcade buttons and joystick — is a removable panel. While building it, the panel was uninstalled and [valkyrie0528] placed a keyboard in the empty recess to do some configuration. Sitting at the machine like that felt like being right back in the 80s, perched at an 8-bit home computer. Cue a visit from the Good Ideas Fairy.

Now, in addition to being an arcade cabinet, one can swap the arcade controls panel for a one that has a keyboard (clicky and mechanical, of course), touchpad, and small USB breakout. The result looks amazing either way. As an arcade machine it’s beautiful, and in retro terminal mode it’s simply gorgeous.

The icing on the cake is [valkyrie0528]’s use of cool-retro-term as the terminal emulator, and there’s even a widescreen wallpaper accompanying it that puts an image of two 5.25″ floppy drives to the side. If you like that idea, you can download the wallpaper file from the project page for your own use.

A widescreen wallpaper with two 5.25″ floppy drives is the perfect complement to a retro terminal emulator.

There’s still time to enter our 2026 Retrocomputing Challenge, so if you find yourself inspired and want to show off your own take of things, there’s no time to lose!

2026 Retrocomputing Challenge: Dungeons Of Daggorath, But Without Quite So Much Typing

People mod games all the time, but it’s not every day someone mods Dungeons of Daggorath for the TRS-80. [Nick Bild] did exactly that, adding joystick support and a couple DOOM-inspired monsters for good measure. And while he was at it, optional unlimited player health and power because why not?

A pretty good representation, in our opinion.

Dungeons of Daggorath was pretty unusual for its time. It portrayed a dungeon and its contents from a first-person perspective, and events progressed in real time.

Gameplay-wise, most commands entered by the player revolved around moving around and attacking monsters, and that was done with text commands like ATTACK RIGHT which could mercifully be shortened to A R. Still, not the most efficient control scheme.

[Nick] downloaded the original source code and made several modifications. A joystick moves the player much more efficiently, with the button acting as a shortcut to attacking with whatever is in the player’s right hand. He also replaced the spider and viper enemies with creatures inspired by DOOM‘s imp and cacodemon monsters, as well as the aforementioned optional limitless health and power.

[Nick] dubbed the modified game Dungeons of Doom and while the terms of the original don’t allow redistribution of modified code, his changes are simple enough to follow. Especially so for those from the generation that remembers typing programs in by hand from a magazine page.

A New Type Of LLM On The Block: Decision-Making Models

Large language models (LLMs) output language, but they are commonly tasked with making a decision or classification of some kind instead of writing an essay or chat reply. An LLM will be provided with input, and asked to classify that content in some way: with a rating, yes/no answer, a best-fit categorization, and so forth. A recent new type of model by the name of Jev was released only weeks ago and it is extremely fast, ultra-cheap, and laser-focused on that decision-making role. It can’t write even a single sentence, but it can classify and categorize very, very quickly.

Jev works like this: it still accepts text input, but it outputs only floating-point numbers. Those numbers are the “answers” to user-specified yes/no type questions, lists of choices, and scoring-type requests. [Simon Willison] provides a concise summary of what Jev does, and what makes this new category of model so interesting.

To say that the idea has caught on would be a wild understatement. Folks are making their own decision-type models and experiments in a flurry. Kev and Nimble are two examples (Nimble was added as a supported model in Ollama just recently, and is small enough to run locally with relative ease.)

If this type of local AI model was the missing link you needed to get an idea working, don’t keep it to yourself! Tell us all about it on the tips line.