The Fight To Save Lunar Trailblazer

After the fire and fury of liftoff, when a spacecraft is sailing silently through space, you could be forgiven for thinking the hard part of the mission is over. After all, riding what’s essentially a domesticated explosion up and out of Earth’s gravity well very nearly pushes physics and current material science to the breaking point.

But in reality, getting into space is just the first on a long list of nearly impossible things that need to go right for a successful mission. While scientific experiments performed aboard the International Space Station and other crewed vehicles have the benefit of human supervision, the vast majority of satellites, probes, and rovers must be able to operate in total isolation. With nobody nearby to flick the power switch off and on again, such craft need to be designed with multiple layers of redundant systems and safe modes if they’re to have any hope of surviving even the most mundane system failure.

That said, nobody can predict the future. Despite the best efforts of everyone involved, there will always be edge cases or abnormal scenarios that don’t get accounted for. With proper planning and a pinch of luck, the majority of missions are able to skirt these scenarios and complete their missions without serious incident.

Unfortunately, Lunar Trailblazer isn’t one of those missions. Things started well enough — the February 26th launch of the SpaceX Falcon 9 went perfectly, and the rocket’s second stage gave the vehicle the push it needed to reach the Moon. The small 210 kg (460 lb) lunar probe then separated from the booster and transmitted an initial status message that was received by the Caltech mission controllers in Pasadena, California which indicated it was free-flying and powering up its systems.

But since then, nothing has gone to plan.

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Video Game Preservation Through Decompilation

Unlike computer games, which smoothly and continuously evolved along with the hardware that powered them, console games have up until very recently been constrained by a generational style of development. Sure there were games that appeared on multiple platforms, and eventually newer consoles would feature backwards compatibility that allowed them to play select titles from previous generations of hardware. But in many cases, some of the best games ever made were stuck on the console they were designed for.

Now, for those following along as this happened, it wasn’t such a big deal. For gamers, it was simply a given that their favorite games from the Super Nintendo Entertainment System (SNES) wouldn’t play on the Nintendo 64, any more than their Genesis games could run on their Sony PlayStation. As such, it wasn’t uncommon to see several game consoles clustered under the family TV. If you wanted to go back and play those older titles, all you had to do was switch video inputs.

But gaming, and indeed the entertainment world in general, has changed vastly over the last couple of decades. Telling somebody today that the only way they can experience The Legend of Zelda: A Link to the Past is by dragging out some yellowed thirty-odd year old console from the attic is like telling them the only way they can see a movie is by going to the theater.

These days, the expectation is that entertainment comes to you, not the other way around — and it’s an assumption that’s unlikely to change as technology marches on. Just like our TV shows and movies now appear on whatever device is convenient to us at the time, modern gamers don’t want to be limited to their consoles, they also want to play games on their phones and VR headsets.

But that leaves us with a bit of a problem. There are some games which are too significant, either technically or culturally, to just leave in the digital dust. Like any other form of art, there are pieces that deserve to be preserved for future generations to see and experience.

For the select few games that are deemed worth the effort, decompilation promises to offer a sort of digital immortality. As several recent projects have shown, breaking a game down to its original source code can allow it to adapt to new systems and technologies for as long as the community wishes to keep them updated.

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End Of An Era: NOAA’s Polar Sats Wind Down Operations

Since October 1978, the National Oceanic and Atmospheric Administration (NOAA) has operated its fleet of Polar-orbiting Operational Environmental Satellites (POES) — the data from which has been used for a wide array of environmental monitoring applications, from weather forecasting to the detection of forest fires and volcanic eruptions. But technology marches on, and considering that even the youngest member of the fleet has been in orbit for 16 years, NOAA has decided to retire the remaining operational POES satellites on June 16th.

NOAA Polar-orbiting Operational Environmental Satellite (POES)

Under normal circumstances, the retirement of weather satellites wouldn’t have a great impact on our community. But in this case, the satellites in question utilize the Automatic Picture Transmission (APT), Low-Rate Picture Transmission (LRPT), and High Resolution Picture Transmission (HRPT) protocols, all of which can be received by affordable software defined radios (SDRs) such as the RTL-SDR and easily decoded using free and open source software.

As such, many a radio hobbyist has pointed their DIY antennas at these particular satellites and pulled down stunning pictures of the Earth. It’s the kind of thing that’s impressive enough to get new folks interested in experimenting with radio, and losing it would be a big blow to the hobby.

Luckily, it’s not all bad news. While one of the NOAA satellites slated for retirement is already down for good, at least two remaining birds should be broadcasting publicly accessible imagery for the foreseeable future.

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Hands-On: EufyMake E1 UV Printer

The modern hacker and maker has a truly incredible arsenal of tools at their disposal. High-tech tools like 3D printers, laser cutters, and CNC routers have all become commonplace, and combined with old standbys like the drill press and mini lathe, it sometimes seems like we’ve finally peaked in terms of what the individual is realistically capable of producing in their own home. But occasionally a new tool comes along, and it makes us realize that there are still avenues unexplored for the home gamer.

After spending the last few weeks playing with it, I can confidently say the eufyMake E1 UV printer is one of those tools. The elevator pitch is simple: with a UV printer, you can print anything on anything. As you can imagine, the reality is somewhat more complex, but the fact that you can toss a three dimensional object in the chamber and spray it with a high-resolution color image with a few button presses holds incredible creative potential. Enough that the Kickstarter for the $1,700 printer has already raised a mind-boggling $27 million at the time of this writing, with more than a month yet to go before crossing the finish line.

If you’re on the fence about backing the campaign, or just have doubts about whether or not the machine can do what eufyMake claims, I’ll put those concerns to rest right now — it’s the real deal. Even after using the machine for as long as I have, each time a print job ends, I find myself momentary taken aback by just how good the end result is. The technology inside this machine that not only makes these results possible, but makes them so easily obtainable, is truly revolutionary.

That being said, it’s not a perfect machine by any stretch of the imagination. While I never ran into an outright failure while using the eufyMake E1, there’s a fairly long list of issues which I’d like to see addressed. Some of them are simple tweaks which may well get sorted out before the product starts shipping this summer, while others are fundamental to the way the machine operates and could represent an opportunity for competitors.

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Hackaday Podcast Episode 321: Learn You Some 3DP, Let The Wookie Win, Or Design A Thinkpad Motherboard Anew

Join Hackaday Editors Elliot Williams and Tom Nardi as they take a whirlwind tour of the best and brightest hacks of the last week. This episode starts off with an update about that Soviet Venus lander that’s been buzzing the planet, then moves on to best practices for designing 3D printed parts, giving Chrome OS devices a new lease on life, and a unique display technology that brings a Star Wars prop to life.

You’ll also hear about designing new motherboards for beloved old computers, why you might want to put your calipers on a flatbed scanner, and a NASA science satellite that’s putting in double duty as a wartime reporter. Finally, they’ll cover the interesting physics of meteor burst communications, and the latest developments in the ongoing libogc license kerfuffle.

Check out the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Download in DRM-free MP3.

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RTEMS Statement Deepens Libogc License Controversy

Earlier this month we covered the brewing controversy over libogc, the community-developed C library that functions as the backbone for GameCube and Wii homebrew software. Questions about how much of the library was based on leaked information from Nintendo had been circulating for decades, but the more recent accusations that libogc included code from other open source projects without proper attribution brought the debate to a head — ultimately leading Wii Homebrew Channel developer Hector Martin to archive the popular project and use its README as a central point to collect evidence against libogc and its developers.

At the time, most of the claims had to do with code being taken from the Real-Time Executive for Multiprocessor Systems (RTEMS) project. Martin and others in the community had performed their own investigations, and found some striking similarities between the two codebases. A developer familiar with both projects went so far as to say that as much as half the code in libogc was actually lifted from RTEMS and obfuscated so as to appear as original work.

While some of these claims included compelling evidence, they were still nothing more than accusations. For their part, the libogc team denied any wrongdoing. Contributors to the project explained that any resemblance between libogc code and that of either leaked Nintendo libraries or other open source projects was merely superficial, and the unavoidable result of developing for a constrained system such as a game console.

But that all changed on May 6th, when the RTEMS team released an official statement on the subject. It turns out that they had been following the situation for some time, and had conducted their own audit of the libogc code. Their determination was that not only had RTEMS code been used without attribution, but that it appeared at least some code had also been copied verbatim from the Linux kernel — making the license dispute (and its solution) far more complex.

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Libogc Allegations Rock Wii Homebrew Community

Historically, efforts to create original games and tools, port over open source emulators, and explore a game console’s hardware and software have been generally lumped together under the banner of “homebrew.” While not the intended outcome, it’s often the case that exploring a console in this manner unlocks methods to run pirated games. For example, if a bug is found in the system’s firmware that enables a clever developer to run “Hello World”, you can bet that the next thing somebody tries to write is a loader that exploits that same bug to play a ripped commercial game.

But for those who are passionate about being able to develop software for their favorite game consoles, and the developers who create the libraries and toolchains that make that possible, the line between homebrew and piracy is a critical boundary. The general belief has always been that keeping piracy at arm’s length made it less likely that the homebrew community would draw the ire of the console manufacturers.

As such, homebrew libraries and tools are held to a particularly high standard. Homebrew can only thrive if developed transparently, and every effort must be taken to avoid tainting the code with proprietary information or code. Any deviation could be the justification a company like Nintendo or Sony needs to swoop in.

Unfortunately, there are fears that covenant has been broken in light of multiple allegations of impropriety against the developers of libogc, the C library used by nearly all homebrew software for the Wii and GameCube. From potential license violations to uncomfortable questions about the origins of the project, there’s mounting evidence that calls the viability of the library into question. Some of these allegations, if true, would effectively mean the distribution and use of the vast majority of community-developed software for both consoles is now illegal.

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