We don’t need to mention that flip-dot displays are awesome. They use no power except in transitions, are visible on even the brightest of days, and have a bit of that old-school charm. So then it stands to reason that the flip-dot display that [AncientJames] made out of LEGO is awesome-plus. Heck, it even spells out “awesome”.
Author: Elliot Williams1434 Articles
Logic Noise: Sequencing In Silicon
In this session of Logic Noise, we’ll combine a bunch of the modules we’ve made so far into an autonomous machine noise box. OK, at least we’ll start to sequence some of these sounds.
A sequencer is at the heart of any drum box and the centerpiece of any “serious” modular synthesizer. Why? Because you just can’t tweak all those knobs and play notes and dance around at the same time. Or at least we can’t. So you gotta automate. Previously we did it with switches. This time we do it with logic pulses.
Reverse Engineering Galaga To Fix The No-Fire Cheat
We didn’t know there was a cheat to Galaga, but [Chris Cantrell] did. And so he did what any curious hacker would do — reverse-engineer the game to diagnose and eventually fix the bug.
Spoilers ahoy! Go read the website first if you’d like to follow [Chris]’s reversing efforts in the order that they actually happened.
The glitch is triggered by first killing most of the bees. When only six are left, they go into a second pattern where they swoop across the screen and wrap around the edges. While swooping, sometimes the bees will fire a shot when they’re at coordinates with X=0. Now two facts: there’s a maximum of eight missiles on the screen at any given time, and the position X=0 was reserved by the software to hide sprites that don’t need updating.
The end result is that eight missiles get stuck in a place where they never drop and don’t get drawn. No further shots are fired in the entire game. You win.
So that’s the punchline, but everyone knows that a good joke is in the telling. If you’re at all interested in learning reverse engineering, go read [Chris]’s explanations and work through them on your own.
And here’s our generic plug for Computer Archaeology:
Ancient video games run on MAME or similar emulators are the perfect playground for learning to reverse engineer; you can pause the machine, flip a bit in memory, and watch what happens next. Memory was expensive back then too, so the games themselves are small. (It’s not like trying to reverse engineer all however many jiggabytes of Microsoft Office.) The assembly languages for the old chips are small and well-documented, and most of the time you’ve also got a good dissasembler. What more could you ask for?
A walkthrough tutorial? We’ve just given you one.
Oh and PS: If you get past level 255, the game freaks out.
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Even More Emulated Microcomputers: 8080 On A Stellaris Launchpad
[Steeeve] just sent us his work on emulating a handful of 8080-based microcomputers on a Stellaris Launchpad, including the bare-metal to run Space Invaders. We know what you’re thinking: Is that all you folks are doing these days?!?!? There must be something in the water.
[Steeeve]’s build is based on the Launchpad with an external 64kB of SPI RAM, a nice little TFT display, and a built-in SD card for all of your storage needs. Add in an 8080 emulator and a keyboard and you’ve got a tiny microcomputer. (Is that redundant?)
What’s really neat about [Steeeve]’s project is that he’s cloned not just one target computer, but a whole bunch of computers including (GitHub links follow) the 8080-based UK101/Superboard, the CPM/80, and the machine that ran Space Invaders, as well as the 6502-based Commodore PET and Apple-1. And as a bonus, you can save the state onto the built-in SD card so that you can hibernate the microcomputer and pick up right back where you left off at a later date. Snazzy.
He’s also built a library which provides an emulation framework if you want to build on this work yourself. And did we mention he can play Space Invaders? Bravo [Steeeve]!
Logic Noise: More CMOS Cowbell!
Logic Noise is an exploration of building raw synthesizers with CMOS logic chips. This session, we’ll tackle things like bells, gongs, cymbals and yes, cowbells that have a high degree of non-harmonically related content in them.
Metallic Sounds: The XOR
I use the term “Non-harmonic” in the sense that the frequencies that compose the sound aren’t even integer multiples of some fundamental pitch as is the case with a guitar string or even our square waves. To make these metallic sounds, we’re going to need to mess things up a little bit, and the logic function we’re introducing today to do it is the exclusive-or (XOR).
TV Broadcasts From Outer Space
According to ARISS (Amateur Radio on the International Space Station), the ISS will be sending us images using slow-scan TV on April 11th in honor of Russian cosmonaut Yuri Gagarin’s birthday. Tune in and you’ll get to see 12 different commemorative images from space, and of course bragging rights that you directly received them with your radio setup.
For those who aren’t Ham radio types, slow-scan TV (SSTV) is a radio mode where the pixels in an image are sent by encoding the brightness and/or color as a tone, a lot like a modem, fax machine, or the data cassette tapes of yore.
The ISS uses PD-180 which is a color mode where each pixel’s red, green, and blue values are encoded in a pitch between 1500 and 2300 Hz. Each image takes just over three minutes to transmit, meaning you’ll have to track the ISS pretty well as it travels across the sky. But don’t fret, they send each message for around an hour, so you have a good chance to receive it. (We’ll be the first to admit that a frame rate of one frame in 187 seconds isn’t really “TV”, but that’s what they call it.)
SSTV’s use in the space program goes back even before the moon landing, but with modern software-defined radio setups, it all becomes a lot more convenient to receive. The ISS folks do this periodically as a service to the amateur radio community, so it’s a good time to try out your chops.
We’ve covered ARISS before, but Yuri’s birthday is always a good reason to celebrate the folks out there. And if you need a reminder of when to look up, this hack right here has you covered.
If you do receive some images, you can upload them to the ARISS Gallery. Or you can just hit refresh to see them as others post them up.
The Dan64: A Minimal Hardware AVR Microcomputer
[Juan] sent us his writeup of a microcomputer he built using an Arduino UNO (AVR ATmega328p) and some off-board SRAM. This one’s truly minimalistic.
Have a look at the schematics (PDF). There’s an Arduino, the SPI SRAM, some transistors for TV video output, and a PS/2 connector for the keyboard. That’s it, really. It’s easily built on a breadboard in a few minutes if you have the parts on hand. Flash the Dan64 operating system and virtual machine into the AVR and you’re good to go.
Now we’ve seen a few 6502-based retro computers around here lately that use a 6502 paired with a microcontroller for the interfacing, but they’ve all been bulky three-chip affairs. [Juan] wins the minimalism prize by using a 6502 virtual machine implemented in the AVR to reduce the parts count down to two chips for the whole shooting match.
Using a 6502 virtual machine was a crucial choice in the design, because there are 6502 cross compilers that will let you compile and debug code for the microcomputer on your macrocomputer and then load it into the micro to run. This makes developing for the micro less painful.
How does it load programs you ask? The old-fashioned way of course, using audio files. Although rather than using the Kansas City Standard as in days of yore, he encodes the data in short and long pulses of square waves. This might be less reliable, but it sure saves on external hardware.
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