Helping Secure Amateur Radio’s Digital Future

The average person’s perception of a ham radio operator, assuming they even know what that means, is more than likely some graybeard huddled over the knobs of a war-surplus transmitter in the wee small hours of the morning. It’s a mental image that, admittedly, isn’t entirely off the mark in some cases. But it’s also a gross over-simplification, and a generalization that isn’t doing the hobby any favors when it comes to bringing in new blood.

In reality, a modern ham’s toolkit includes a wide array of technologies that are about as far away from your grandfather’s kit-built rig as could be — and there’s exciting new protocols and tools on the horizon. To ensure a bright future for amateur radio, these technologies need to be nurtured the word needs to be spread about what they can do. Along the way, we’ll also need to push back against stereotypes that can hinder younger operators from signing on.

On the forefront of these efforts is Amateur Radio Digital Communications (ARDC), a private foundation dedicated to supporting amateur radio and digital communication by providing grants to scholarships, educational programs, and promising open source technical projects. For this week’s Hack Chat, ARDC Executive Director Rosy Schechter (KJ7RYV) and Staff Lead John Hays (K7VE) dropped by to talk about the future of radio and digital communications.

Rosy kicked things off with a brief overview of ARDC’s fascinating history. The story starts in 1981, when Hank Magnuski had the incredible foresight to realize that amateur radio packet networks could benefit from having a dedicated block of IP addresses. In those early days, running out of addresses was all but unimaginable, so he had no trouble securing 16.7 million IPs for use by licensed amateur radio operators. This block of addresses, known as AMPRNet and then later 44Net, was administered by volunteers until ARDC was formed in 2011 and took over ownership. In 2019, the decision was made to sell off about four million of the remaining IP addresses — the proceeds of which went into an endowment that now funds the foundation’s grant programs.

So where does the money go? The ARDC maintains a list of recipients, which provides for some interesting reading. The foundation has helped fund development of GNU Radio, supported the development of an open hardware CubeSat frame by the Radio Amateur Satellite Corporation (AMSAT), and cut a check to the San Francisco Wireless Emergency Mesh to improve communications in wildfire-prone areas. They even provided $1.6 million towards the restoration of the MIT Radio Society’s radome and 18-foot dish.

Of all the recipients of ARDC grants, the M17 project garnered the most interest during the Chat. This community of open source developers and radio enthusiasts is developing a next-generation digital radio protocol for data and voice that’s unencumbered by patents and royalties. In their own words, M17 is focused on “radio hardware designs that can be copied and built by anyone, software that anyone has the freedom to modify and share to suit their own needs, and other open systems that respect your freedom to tinker.” They’re definitely our kind of folks — we first covered the project in 2020, and are keen to see it develop further.

John says the foundation has approximately $6 million each year they can dole out, and that while there’s certainly no shortage of worthwhile projects to support as it is, they’re always looking for new applicants. The instructions and guides for grant applications are still being refined, but there’s at least one hard requirement for any project that wants to be funded by the ARDC: it must be open source and available to the general amateur population.

Of course, all this new technology is moot if there’s nobody to use it. It’s no secret that getting young people interested in amateur radio has been a challenge, and frankly, it’s little surprise. When a teenager can already contact anyone on the planet using the smartphone in their pocket, getting a ham license doesn’t hold quite the same allure as it did to earlier generations.

Depending on how old you are, this might have been one of the most shocking moments in Stranger Things.

The end result is that awareness among youth is low. During the Chat, one participant recounted how he had to put Netflix’s Stranger Things on pause so he could explain to his teenage son how the characters in the 1980s set show were able to communicate across long distances using a homemade radio. Think about that for a minute — in a show about nightmarish creatures invading our world from an alternate dimension, the hardest thing for this young man to wrap his head around was the fact a group of teenagers would be able to keep in touch with each other without the Internet or phone lines to connect them.

So its no surprise that John says the ARDC is actively looking for programs which can help improve the demographics of amateur radio. The foundation is looking to not only bring younger people onboard, but also reach out to groups that have been traditionally underrepresented in the hobby. As an example, he points to a grant awarded to the Bridgerland Amateur Radio Club (BARC) last year to bolster their youth engagement program. Funds went towards putting together a portable rig that would allow students to communicate with the International Space Station, and the development of hands-on workshops where teens will be able to launch, track, and recover payloads on a high altitude balloon. Let’s see them do that on their fancy new smartphone.

We want to not only thank Rosy Schechter and John Hays for taking part in this week’s Hack Chat, but everyone else at Amateur Radio Digital Communications for their efforts to support the present and future of amateur radio and digital communication.


The Hack Chat is a weekly online chat session hosted by leading experts from all corners of the hardware hacking universe. It’s a great way for hackers connect in a fun and informal way, but if you can’t make it live, these overview posts as well as the transcripts posted to Hackaday.io make sure you don’t miss out.

Pi Pico Provides Practical PlayStation Pointing

It’s not immediately clear to us why one would need a mouse for the original PlayStation (though we’re sure there’s no shortage of folks eager to jump down into the comments and tell us), but if you ever desire adding improved pointing capabilities to the nearly three decade old console, this project from [Vojtěch Salajka] is certainly one to keep an eye on.

The aptly named “USB to PlayStation Mouse” project does exactly what it sounds like — adapts a generic USB mouse into an input device for Sony’s classic console. Putting one together requires a Raspberry Pi Pico, a 5 V DC-DC USB boost module with female USB-A connector, and a sacrificial controller or peripheral to provide the cable and proprietary connector.

With the hardware assembled per the simple wiring diagram, you just plug the Pico into your computer and copy over the firmware file. [Vojtěch] notes that you’ll need to unplug the mouse before attempting to upload the firmware, presumably because the data pins on the two USB ports have been tied together.

Don’t worry about having to find some obscure title to try out your new peripheral either, [Vojtěch] says the mouse works in the system’s main menu if you boot it without a disc in the drive. Now all you need is a few Raspberry Pi Pico PlayStation Memory Cards to complete the whole set.

Watching A Boat Get Welded Together Is Workshop ASMR

If you’ve been on the Internet long enough to know about Hackaday, we’ll wager you’re familiar with the concept of autonomous sensory meridian response (ASMR) — a tingling sensation in the scalp that’s said to be triggered by certain auditory stimuli. There are countless videos on YouTube that promise to give you “the tingles” using everything from feather dusters to overly starched shirts, but for us, the tool of choice is apparently a Lincoln Electric Magnum PRO 100SG spool gun in the hands of [Bob].

You’ll want a friend to help wrangle the panels.

Admittedly we can’t promise the latest Making Stuff video will induce a euphoric physical sensation for all viewers, but at the very least, we think you’ll agree that watching [Bob] and his brother methodically welding together the twelve foot hull of what will eventually be a custom jet boat is strangely relaxing.

While we usually associate [Bob] with scratch builds, this time he’s actually working his way through a commercial kit. Sold by Jet Stream Adventure Boats, the kit includes the pre-cut aluminum panels that make up the hull, stringers, and top deck — niceties like a windshield and seats are offered as extras. The engine and jet drive need to be salvaged from an existing personal watercraft (PWC), but that will have to wait for a future video. For now, there’s a boat-load (get it?) of tack welding to be done.

The build process looks to go pretty smoothly, except for when they attempt to put the bow of the boat together. Unable to get the two side panels to meet properly, [Bob] eventually has to contact the manufacturer. After some back and forth, it turns out that a bit must have broken on the CNC when the hull panel went through, as a key cut was made nearly 8 inches (20 cm) too short. He was able to complete the cut with a jigsaw and continue on with the build, but we’re still scratching our heads at how this wasn’t caught before it got shipped out.

It won’t be the first homemade boat we’ve covered, but given [Bob]’s attention to detail, we’re particularly excited to see how this one develops in future videos. Especially since he’s foolishly bravely asked the commenters to come up with a name for his new craft.

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NASA’s Flying Telescope Is Winding Down Operations

NASA’s Hubble Space Telescope is arguably the best known and most successful observatory in history, delivering unprecedented images that have tantalized the public and astronomers alike for more than 30 years. But even so, there’s nothing particularly special about Hubble. Ultimately it’s just a large optical telescope which has the benefit of being in space rather than on Earth’s surface. In fact, it’s long been believed that Hubble is not dissimilar from contemporary spy satellites operated by the National Reconnaissance Office — it’s just pointed in a different direction.

There are however some truly unique instruments in NASA’s observational arsenal, and though they might not have the name recognition of the Hubble or James Webb Space Telescopes, they still represent incredible feats of engineering. This is perhaps best exemplified by the Stratospheric Observatory for Infrared Astronomy (SOFIA), an airborne infrared telescope built into a retired airliner that is truly one-of-a-kind.

Unfortunately this unique aerial telescope also happens to be exceptionally expensive to operate; with an annual operating cost of approximately $85 million, it’s one of the agency’s most expensive ongoing astrophysics missions. After twelve years of observations, NASA and their partners at the German Aerospace Center have decided to end the SOFIA program after its current mission concludes in September.

With the telescope so close to making its final observations, it seems a good time to look back at this incredible program and why the US and German space centers decided it was time to put SOFIA back in the hangar.

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ESP32 Powers Fresh Take On An IoT Geiger Counter

Over the years we’ve covered many projects aimed at detecting elevated radiation levels, and a fair number of them have been Internet connected in some way. But as they are often built around the Soviet-era SBM-20 Geiger–Müller tube, these devices have generally adhered to a fairly conservative design. With the current situation in Europe heightening concerns over potential radiation exposure, [g3gg0] thought it was a good a time as any to revisit the idea of an Internet-connected Geiger counter using more modern components.

Now to be clear, even this modernized approach still makes use of that same SBM-20 tube. There’s such an incredible wealth of information floating around out there about how to work with them that you’d almost put yourself at a disadvantage to chose something else to base your design on. Put simply, it’s hard to go wrong with a classic.

An unfortunate bug was discovered in the HV circuit.

That said, [g3gg0] decided early on that the design would use as many SMD components as possible, a considerable departure from many of the SBM-20 counters we’ve seen. That meant coming up with a new high-voltage power supply capable of providing the tube with the necessary 400 V, which from the sound of things, took a few attempts to complete. The final result is perhaps the smallest and cleanest looking board we’ve ever seen play host to this particular tube.

To run the show, [g3gg0] selected the ESP32-PICO-D4. You certainly don’t need such a powerful microcontroller to read the impulses from the SBM-20 tube and publish them via MQTT, but to be fair, the chip has a number of other duties. It’s handling the WS2812 RGB LEDs that go off in response to detected particles, running the (apparently optional) 2.9 inch WaveShare electronic paper display, and also pulling data from a BME280 environmental sensor as well as a CCS811 VOC sensor — so it’s keeping fairly busy.

As impressive as this build is, we do hate that it had to be built. From certain world leaders dropping casual comments about the strength of their nuclear arsenal to foolhardy attempts to capture the Chernobyl power station, having access to a reliable Geiger counter isn’t an unreasonable precaution right now. For everyone’s sake, let’s hope the fancy RGB LEDs on this particular build remain as dark as possible.

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Hacking The RF Protocol Of An Obscure Handheld Game

When you think old school handheld games, you probably imagine something like Nintendo’s Game Boy line or the Sega Game Gear. But outside of those now iconic systems, there was a vast subculture of oddball handheld games vying for a chunk of an adolescent’s weekly allowance. Many of these were legitimately terrible and frankly aren’t worth remembering, but a few offered unique features that were arguably ahead of their time.

One such game was Hasbro’s short-lived P-O-X. As explained by [Zachary Ennenga], the game didn’t spend much time on store shelves as its core concept of defeating undetectable alien invaders hell-bent on destroying our way of life proved to be more than a little problematic when it launched in September of 2001. But that doesn’t mean it didn’t have some cool ideas, such as a wireless ad-hoc multiplayer capability that let your game autonomously battle it out with other units that got close by.

Fascinated by this feature since his youth, [Zach] set out to study how this relatively cheap kid’s toy was able to pull this off back when even the flagship handheld consoles were still using physical link cables for multiplayer. He was aided in his quest by a particularly helpful patent, which not only gave him clues as to the frequency, data rate, modulation, and encoding of the RF signal, but even explained the game’s logic and overall structure. A lot of what was in the document seemed wishful thinking on the part of Hasbro, but reading through the marketing speak still uncovered some salient technical details.

A decoded P-O-X packet.

Armed with an RTL-SDR, GNU Radio, Inspectrum, and a bit of Python, [Zach] was able to identify the signal and begin the process of decoding it. This is where things get really interesting, as the details of his reverse engineering process are widely applicable for all sorts of unknown RF signals. Even if you’re like most people and have nearly zero interest in failed handheld games of the early 2000s, it’s well worth a read. The same techniques he uses to figure out the name and physical characteristics of the invisible foe his game is transmitting could one day help you figure out how to manipulate the data from that wireless weather station you’ve got in the backyard.

Once he figured out the major parts of the protocol, [Zach] moves on to creating his own packets and broadcasting them out in such a way that the real hardware will recognize it. He even comes up with some code that will automatically battle games which wander within range of his Yardstick One, which may come in handy during the inevitable P-O-X Renaissance.

While this might seem like a lot of effort to put into a game that most people have never even heard of, we’ll remind you that some of the greatest hacks to ever grace these pages have been born of similar pursuits. Even if you’re the only person in the world to directly benefit from your current line of research and experimentation, there’s still plenty of like-minded folks in this community that are all to happy to cheer you on from the sidelines.

Raspberry Pi Pico “Modchip” Unlocks The GameCube

In terms of units sold, it’s no secret that the GameCube was one of Nintendo’s poorest performing home consoles. You could argue increased competition meant sales of the quirky little machine were destined to fall short of the system’s legendary predecessors, but that didn’t keep the Wii from outselling it by a factor of five a few years later. Still, enough incredible games were released for the GameCube that the system still enjoys a considerable fanbase.

Now, with the release of PicoBoot by [webhdx], we suspect the GameCube is about to gain a whole new generation of fans. With just a Raspberry Pi Pico, some jumper wires, and a widely available third-party SD card adapter, this open source project bypasses the console’s original BIOS so it can boot directly into whatever homebrew application the user selects. With how cheap and easy to perform this modification is, we wouldn’t be surprised if it kicked off something of a renaissance for GameCube homebrew development.

Installation takes just five wires.

In the video after the break, [Tito] of Macho Nacho Productions provides a rundown of this new project, including a fantastic step-by-step installation guide that covers everything from soldering the jumper wires to the console’s motherboard to getting the firmware installed on the Pico. He then demonstrates booting the console into various community developed front-ends and tools, showing just how versatile the modification is. While some will see this as little more than an easier way to run bootleg games, we can’t help but be excited about what the future holds now that getting your own code to run on the system is so easy.

Alright, maybe it’s not so easy. To solder on the five wires that will eventually snake their way to the GPIO pins of the Pi Pico, you’ll need to strip the console all the way down to the main board. That wouldn’t be too bad itself, but unfortunately to reach two of the connections you’ll need to remove the system’s massive heatsink — which means you’ll need to clean up the old sticky thermal pads and apply new ones if you don’t want your GameCube to turn into a GameCrisp. It’s nothing that would scare off the average Hackaday reader, but it might give pause to those less handy with an iron.

The release of PicoBoot comes hot on the heels of the revelation that the Raspberry Pi Pico can be used not only as an N64 flash cart but as a supercharged PlayStation Memory Card. These projects would all be significantly improved with a custom RP2040 board, and no doubt that’s the direction they’ll eventually head, but it’s hard not to be impressed by what the low-cost microcontroller development board is capable of in its native form. Especially now that it comes in WiFi flavor.

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