Add A Bit Of Soviet-Era Super-Computing To Your FPGA

The MESM-6 project is focused on bringing the 1960s Soviet BESM-6 computer to the modern age of FPGAs and HDLs. At the moment the team behind this preservation effort consists out of [Evgeniy Khaluev], [Serge Vakulenko] and [Leo Broukhis], who are covering the efforts on the Russian-language project page.

The BESM-6 (in Russian: БЭСМ-6, ‘Bolshaya Elektronno-Schetnaya Mashina’ or ‘large electronic computing machine’) was a highly performing Soviet super computer that was first launched in 1968 and in production for the next 19 years. Its system clock ran at 9 MHz using an astounding number of discrete components, like 60,000 transistors and 170,000 diodes, capable of addressing 192 kB of memory in total. Of the 355 built, a few survive to this day, with one on display at the London Science Museum (pictured above). Many more images and information can be found on its Russian Wikipedia page.

For those not gifted with knowledge of the Russian language, the machine-translated summary reveals that the project goal is to make a softcore in SystemVerilog that is compatible with user mode BESM-6, using the same Pascal compiler as originally used with that system. Further goals include at least 24 kB of data memory, 96 kB of command memory and the addition of modern peripherals such as SPI and I2C.

The system is meant to be integrated with the Arduino IDE, using the Pascal compiler to make it highly accessible to anyone with an interest in programming a system like this. Considering the MIT license for the project, one could conceivably use a bit of Soviet-era computing might in one’s future FPGA efforts.

If after watching the BESM-6 video — included below — you feel inspired to start your own Soviet-computing project, we’d like to wish you luck the Russian way: Ни пуха ни пера!

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Get To Know The Physics Behind Soldering And The Packaging Of ICs

Often it feels as if soldering is deemed to be more of an art form than something that’s underpinned by the cold, hard reality of physics and chemistry. From organic chemistry with rosin, to the material properties of fragile gold bond wires and silicon dies inside IC packages and the effects of thermal stress on the different parts of an IC package, it’s a complicated topic that deserves a lot more attention than it usually gets.

A casual inquiry around one’s friends, acquaintances, colleagues and perfect strangers on the internet usually reveals the same pattern: people have picked up a soldering iron at some point, and either figured out what seemed to work through trial and error, or learned from someone else who has learned what seemed to work through trial and error. Can we say something scientific about soldering?

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Make That Special Cup Of Coffee By Completely Tweaking The Coffee Machine

An interesting part of working on the Building Management and Control (BMaC) project – as previously covered on this site – was the reverse-engineering and ultimately the gaining of full control over the coffee machines at the office. Not the boring filter coffee machines, mind you, but the fully automatic espresso machine type that grinds beans, makes coffee, adds milk, and much more. Depending on one’s budget, naturally.

These little marvels of engineering contain meters of tubing, dozens of sensors, valves, ceramic grinders, and heating elements. The complexity of this machinery made us think that maybe there was more that we could do with these machines beyond what their existing programming and predefined products would allow. Naturally, there was.

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The Galaxy Fold, Or Why Flexible OLED May Not Yet Be Ready For Prime Time

Samsung’s fancy new high-end smartphone with a flexible, foldable OLED display has been failing in worrying numbers for the first reviewers who got their hands on one. Now iFixit has looked into the issue using their considerable amount of smartphone tear-down experience to give their two cents. They base many of their opinions on the photos and findings by the Verge review, who were one of the (un)lucky ones to have their unit die on them.

The Galaxy Fold was supposed to be this regular smartphone sized phone which one can open up fully to reveal a tablet-sized display inside. The use of a flexible OLED display was supposed to create a seamless display without the annoying center line that having two individual displays would produce. Unfortunately it’s this folding feature which produces issues.

As iFixit notes, OLEDs are rather fragile, with their own tear-downs of regular OLED-equipped devices already often resulting in the damaging of the display edges, which spells doom for the internals of them as oxygen and other contaminants can freely enter. This means that maintaining this barrier is essential to keep the display functioning.

This is probably the reason why Samsung chose to install a screen protector on the display, which unfortunately was mistaken for a protective foil as found on many devices. The subsequent removal of this protector by some reviewers and the mechanical stress this caused destroyed some screens. Others had debris trapped in the fold between both halves of the display, which caused visible bumps in the display when opened.

The relatively massive spacing between the hinge and the display seems almost purposefully engineered to allow for the ingress of debris. This combines with the lack of any guiding crease in the center of the display and the semi-random way in which humans open and close the Fold compared to the perfectly repeating motion of the folding robots Samsung used to test the display. It seems that Samsung and others still have some work to do before they can call folding OLED displays ready for production.

Finally, have a look at this video of Lewis from UnboxTherapy pulling a folding robot with opening and closing a Fold one-thousand times:

 

Circuit-Level Game Boy: Upping Emulation Ante By Simulating Every Cycle

Usually when writing emulation software for a system like the Game Boy, one makes sure to take as many shortcuts as possible in order to reduce the resources required for the emulation. This has however the unfortunate side-effect that it reduces the overall accuracy of the emulation and with it the compatibility with games on the system.

This is the basic reasoning behind projects which seek to abandon simplistic abstractions in favor of cycle-accurate, full compatibility approaches, of which MetroBoy is probably the most extreme one. Instead of abstracting away the hardware, it instead does the emulation at the circuit level. As with such other projects, this means that the emulator requires a lot more CPU cycles to get things just right. On the bright side, one can likely still run this emulator on any modern system.

As the MetroBoy author explains, he implemented code in C++ which allowed him to construct circuits in an HDL-style manner, which should theoretically also allow him to generate a Verilog (or VHDL) softcore out of the project. As a demonstration of implementing HDL in C++ it’s decidedly interesting.

An approach like this is pretty much the exact opposite of a project like the UltraHLE (ultra high-level emulator) Nintendo 64 emulator, which used the knowledge that Nintendo 64 games are written in C as a first step to creating libraries that the code in the Nintendo 64 ROMs would call instead of the native (Nintendo) libraries. This allowed N64 games to directly run on the target system, with the graphic and system calls translated by UltraHLE into native OS calls, using the 3dfx Glide API for accelerated graphics.

While an approach like UltraHLE took allows for the most minimal use of system resources by essentially foregoing emulation completely, for retro systems like the Game Boy where games were implemented in assembly on bare hardware, using this circuit-level emulation ensures that one gets the most accurate match with the original handheld console experience.

As a word of caution to those who are now itching to try out MetroBoy, its Github site notes that it currently lacks support for game saves, uses a mixture of original Game Boy (DMG) and Game Boy Advance SP (AGS) hardware that confuses some games and has rather buggy sound support.

If playing around with software-defined Game Boy circuits isn’t enough and would like to literally look inside a real Game Boy, the X-ray image from the top of the article is something Chris over at Elektronaut pulled off several years ago.

Picking The Right Sensors For Home Automation

Imagine that you’re starting a project where you need to measure temperature and humidity. That sounds easy in the abstract, but choosing a real device out of many involves digging into seemingly infinite details and trade-offs that come with them. If it’s a low-stakes monitoring project, picking the first sensor that comes to mind might suffice. But when the project aims to control an AC system in an office of temperature-sensitive coders, it pays to take a hard look at the source of all information: the sensor.

Continuing a previous article I would like to use that same BMaC project from that article as a way to illustrate how even a couple of greenhorns can figure out how to pick everything from environmental sensors to various actuators, integrating it into a coherent system that in the end actually does what it should.

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Go Subterranean With This DARPA Challenge

Whether it comes to rescuing people from a cave system or the underground maze of sewers, tunnels and the like that exist underneath any major city, having accurate maps of the area is always crucial to know what the optimal routes are, and what the expected dangers are. The same is true for combat situations, where such maps can mean the difference between the failure or success of a mission. This is why DARPA last year started the Subterranean Challenge, or ‘SubT’ for short.

This challenge seeks new approaches to map, navigate, and search underground environments during time-sensitive combat operations or disaster response scenarios, which would allow for these maps to be created on-demand, in the shortest amount of time possible. Multidisciplinary teams from the world are invited to create autonomous systems that can map such subsurface networks no matter the circumstances.

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