Restoring An Abandoned Game Boy Kiosk

Back in the olden days, there existed physical game stores, which in addition to physical games would also have kiosks where you could try out the current game consoles and handhelds. Generally these kiosks held the console, a display and any controllers if needed. After a while these kiosks would get scrapped, with only a very few ending up being rescued and restored. One of the lucky ones is a Game Boy kiosk, which [The Retro Future] managed to snag after it was found in a construction site. Sadly the thing was in a very rough condition, with the particle board especially being mostly destroyed.

Display model Game Boy, safely secured into the demo kiosk. (Credit: The Retro Future, YouTube)
Display model Game Boy, safely secured into the demo kiosk. (Credit: The Retro Future, YouTube)

These Game Boy kiosks also featured a special Game Boy, which – despite being super rare – also was hunted down. This led to the restoration, which included recovering as much of the original particle board as possible, with a professional furniture restore ([Don]) lending his expertise. This provides a master class in how to patch up damaged particle board, as maligned as this wood-dust-and-glue material is.

The boards were then reassembled more securely than the wood screws used by the person who had found the destroyed kiosk, in a way that allows for easy disassembly if needed. Fortunately most of the plastic pieces were still intact, and the Game Boy grey paint was easily matched. Next was reproducing a missing piece of art work, with fortunately existing versions available as reference. For a few missing metal bits that held the special Game Boy in place another kiosk was used to provide measurements.

After all this, the kiosk was powered back on, and it was like 1990 was back once again, just in time for playing Tetris on a dim, green-and-black screen while hunched half into the kiosk at the game store.

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Haircuts In Space: How To Keep Your Astronauts Looking Fresh

NASA astronaut Catherine Coleman gives ESA astronaut Paolo Nespoli a haircut in the Kibo laboratory on the ISS in 2011. (Credit: NASA)
NASA astronaut Catherine Coleman gives ESA astronaut Paolo Nespoli a haircut in the Kibo laboratory on the ISS in 2011. (Credit: NASA)

Although we tend to see mostly the glorious and fun parts of hanging out in a space station, the human body will not cease to do its usual things, whether it involves the digestive system, or even something as mundane as the hair that sprouts from our heads. After all, we do not want our astronauts to return to Earth after a half-year stay in the ISS looking as if they got marooned on an uninhabited island. Introducing the onboard barbershop on the ISS, and the engineering behind making sure that after a decade the ISS doesn’t positively look like it got the 1970s shaggy wall carpet treatment.

The basic solution is rather straightforward: an electric hair clipper attached to a vacuum that will whisk the clippings safely into a container rather than being allowed to drift around. In a way this is similar to the vacuums you find on routers and saws in a woodworking shop, just with more keratin rather than cellulose and lignin.

On the Chinese Tiangong space station they use a similar approach, with the video showing how simple the system is, little more than a small handheld vacuum cleaner attached to the clippers. Naturally, you cannot just tape the vacuum cleaner to some clippers and expect it to get most of the clippings, which is where both the ISS and Tiangong solutions seems to have a carefully designed construction to maximize the hair removal. You can see the ISS system in action in this 2019 video from the Canadian Space Agency.

Of course, this system is not perfect, but amidst the kilograms of shed skin particles from the crew, a few small hair clippings can likely be handled by the ISS’ air treatment systems just fine. The goal after all is to not have a massive expanding cloud of hair clippings filling up the space station.

Rise Of The Robots: How Robots Are Changing Dairy Farms

Running a dairy farm used to be a rather hands-on experience, with the farmer required to be around every few hours to milk the cows, feed them, do all the veterinarian tasks that the farmer can do themselves, and so on. The introduction of milking machines in the early 20th century however began a trend of increased automation whereby a single farmer could handle a hundred cows by the end of the century instead of only a couple. In a recent article in IEEE Spectrum covers the continued progress here is covered, including cows milking themselves, on-demand style as shown in the top image.

The article focuses primarily on Dutch company Lely’s recent robots, which range from said self-milking robots to a manure cleaning robot that looks like an oversized Roomba. With how labor-intensive (and low-margin) a dairy farm is, any level of automation that can improve matters will be welcomed, with so far Lely’s robots receiving a mostly positive response. Since cows are pretty smart, they will happily guide themselves to a self-milking robot when they feel that their udders are full enough, which can save the farmer a few hours of work each day, as this robot handles every task, including the cleaning of the udders prior to milking and sanitizing itself prior to inviting the next cow into its loving embrace.

As for the other tasks, speaking as a genuine Dutch dairy farm girl who was born & raised around cattle (and sheep), the idea of e.g. mucking out stables being taken over by robots is something that raises a lot more skepticism. After all, a farmer’s children have to earn their pocket money somehow, which includes mucking, herding, farm maintenance and so on. Unless those robots get really cheap and low maintenance, the idea of fully automated dairy farms may still be a long while off, but reducing the workload and making cows happier are definitely lofty goals.

Top image: The milking robot that can automatically milk a cow without human assistance. (Credit: Lely)

GK STM32 MCU-Based Handheld Game System

These days even a lowly microcontroller can easily trade blows with – or surpass – desktop systems of yesteryear, so it is little wonder that DIY handheld gaming systems based around an MCU are more capable than ever. A case in point is the GK handheld gaming system by [John Cronin], which uses an MCU from relatively new and very capable STM32H7S7 series, specifically the 225-pin STM32H7S7L8 in TFBGA package with a single Cortex-M7 clocked at 600 MHz and a 2D NeoChrom GPU.

Coupled with this MCU are 128 MB of XSPI (hexa-SPI) SDRAM, a 640×480 color touch screen, gyrometer, WiFi network support and the custom gkOS in the firmware for loading games off an internal SD card. A USB-C port is provided to both access said SD card’s contents and for recharging the internal Li-ion battery.

As can be seen in the demonstration video, it runs a wide variety of games, ranging from DOOM (of course), Quake, as well as Command and Conquer: Red Alert and emulators for many consoles, with the Mednafen project used to emulate Game Boy, Super Nintendo and other systems at 20+ FPS. Although there aren’t a lot of details on how optimized the current firmware is, it seems to be pretty capable already.

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Porting COBOL Code And The Trouble With Ditching Domain Specific Languages

Whenever the topic is raised in popular media about porting a codebase written in an ‘antiquated’ programming language like Fortran or COBOL, very few people tend to object to this notion. After all, what could be better than ditching decades of crusty old code in a language that only your grandparents can remember as being relevant? Surely a clean and fresh rewrite in a modern language like Java, Rust, Python, Zig, or NodeJS will fix all ailments and make future maintenance a snap?

For anyone who has ever had to actually port large codebases or dealt with ‘legacy’ systems, their reflexive response to such announcements most likely ranges from a shaking of one’s head to mad cackling as traumatic memories come flooding back. The old idiom of “if it ain’t broke, don’t fix it”, purportedly coined in 1977 by Bert Lance, is a feeling that has been shared by countless individuals over millennia. Even worse, how can you ‘fix’ something if you do not even fully understand the problem?

In the case of languages like COBOL this is doubly true, as it is a domain specific language (DSL). This is a very different category from general purpose system programming languages like the aforementioned ‘replacements’. The suggestion of porting the DSL codebase is thus to effectively reimplement all of COBOL’s functionality, which should seem like a very poorly thought out idea to any rational mind.

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Revision D PCB of Mockingboard with GI AY-3-8913 PSGs.

Something Is Very Wrong With The AY-3-8913 Sound Generator

The General Instruments AY-3-8910 was a quite popular Programmable Sound Generator (PSG) that saw itself used in a wide variety of systems, including Apple II soundcards such as the Mockingboard and various arcade systems. In addition to the Yamaha variants (e.g. YM2149), two cut-down were created by GI: these being the AY-3-8912 and the AY-3-8913, which should have been differentiated only by the number of GPIO banks broken out in the IC package (one or zero, respectively). However, research by [fenarinarsa] and others have shown that the AY-3-8913 variant has some actual hardware issues as a PSG.

With only 24 pins, the AY-3-8913 is significantly easier to integrate than the 40-pin AY-3-8910, at the cost of the (rarely used) GPIO functionality, but as it turns out with a few gotchas in terms of timing and register access. Although the Mockingboard originally used the AY-3-8910, latter revisions would use two AY-3-8913 instead, including the MS revision that was the Mac version of the Mindscape Music Board for IBM PCs.

The first hint that something was off with the AY-3-8913 came when [fenarinarsa] was experimenting with effect composition on an Apple II and noticed very poor sound quality, as demonstrated in an example comparison video (also embedded below). The issue was very pronounced in bass envelopes, with an oscilloscope capture showing a very distorted output compared to a YM2149. As for why this was not noticed decades ago can likely be explained by that the current chiptune scene is pushing the hardware in very different ways than back then.

As for potential solutions, the [French Touch] project has created an adapter to allow an AY-3-8910 (or YM2149) to be used in place of an AY-3-8913.

Top image: Revision D PCB of Mockingboard with GI AY-3-8913 PSGs.

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Plasmonic Modulators Directly Convert Terahertz Waves To Optical Signals

A major bottleneck with high-frequency wireless communications is the conversion from radio frequencies to optical signals and vice versa. This is performed by an electro-optic modulator (EOM), which generally are limited to GHz-level signals. To reach THz speeds, a new approach was needed, which researchers at ETH Zurich in Switzerland claim to have found in the form of a plasmonic phase modulator.

Although sounding like something from a Star Trek episode, plasmonics is a very real field, which involves the interaction between optical frequencies along metal-dielectric interfaces. The original 2015 paper by [Yannick Salamin] et al. as published in Nano Letters provides the foundations of the achievement, with the recent paper in Optica by [Yannik Horst] et al. covering the THz plasmonic EOM demonstration.

The demonstrated prototype can achieve 1.14 THz, though signal degradation begins to occur around 1 THz. This is achieved by using plasmons (quanta of electron oscillators) generated on the gold surface, who affect the optical beam as it passes small slots in the gold surface that contain a nonlinear organic electro optic material that ‘writes’ the original wireless signal onto the optical beam.