Hard Drive Speakers Crank Out Classic Demo

Second Reality is a legendary demoscene release by Future Crew, which won Assembly 1993 with its technical and artistic mastery. [Niv Singer] decided to give the classic demo a spin on a rather unconventional sound system with a particuarly techy twist.

Hard drives are great for storing data. They’re designed for this purpose. What they’re not designed for is acting as speakers, but you can hack them into acting that way if you’re so inclined. For this project, [Niv] pulled apart a whole stack of drives, so they could be repurposed in this way. The principle is simple enough—just feed audio to the coil driving the head, and it will vibrate and wiggle around, creating soundwaves in the air. It’s not particularly effective, and you get limited volume with a terrible frequency response, but that’s half the fun. [Niv] actually took some of this into account, too. Four Western Digital Caviar 500GB drives were chosen for this build, two for the left channel, and two for the right. Each channel had a crossover, allowing one drive to handle low frequencies while the other handled higher ones. For a further nice touch, the platters spin with the beat as well, with [Niv] providing a great explanation on how this was achieved with the use of some nifty PWM tricks.

Files are on Github for the curious. We’ve featured plenty of hard drive speakers before, too. Video after the break.

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Hackaday Europe 2026 – Building A Retro PC From Scratch

If you’re big into retrocomputing, you probably spend a lot of time chasing parts and machines on online classifieds or through local swap meets. But what if there was a different way to build a classic retro PC? What if you could put one together from bare chips, from the ground up?

[Jeroen Domburg] is no stranger to the pages of Hackaday. You might know him by his alias, [sprite_tm], under which he’s shared many projects, from miniaturizing old hardware to unearthing the secrets of undocumented commercial hardware. Now, he’s turning his considerable skills to figuring out how to build a retro PC in today’s world, and came to Hackaday Europe 2026 to show us all how it’s done.

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Phone Stand Aims To Fight Addiction

Sometimes, it’s hard to stop picking up your phone every few minutes to check on notifications and scroll endlessly through the slop of the day. [PushpendraC2] has been working on a solution to this problem that would ideally discourage such behavior —  a nifty little smartphone stand!

The concept is straightforward enough—the smartphone stand uses a simple tactile button to determine if your smartphone is sitting on the little 3D printed shelf, or not. However, the smarts inside do a bit more than that, too. An ESP32-S3 is charged with monitoring whether the smartphone is sitting in place, and starts counting “focus time” while it’s there. If the phone is picked up, the OLED display on the shelf starts ticking down a 5-second timer to encourage you to put it back. If you don’t, the focus time is reset and you lose your streak.

It’s also possible to tap a touch sensor on the device which sets a reminder timer, prompting you to put your phone back after a set period of time, between 2 to 30 minutes. A buzzer will then start going off to prompt you to put the phone down. If you want to track the devices impact, you merely need to log in to the web server hosted by the ESP32, which shows your current focus session time, along with a heatmap of your daily productivity.

It’s a simple idea, but one that uses a few neat psychological hooks to encourage compliance and behavioral change. We’ve featured similar projects in this vein before, No surprise, as phone addiction is a problem experienced by many.

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RF Hacking A Ceiling Fan Via The Remote

[Sam Wilkinson] recently installed a Dreo CLF513S ceiling fan in his place — it’s cheap, well-sized, and blows air around as you’d expect it to. The only problem is that it only works with an ugly cloud-only smart home setup out of the box. Never mind, though, because [Sam] figured out how to hack up a custom solution.

Hacking efforts began with the included remote control. [Sam] identified that the remote had to be RF, since it didn’t need line of sight to work properly. The FCC ID on the back of the device further indicated this was the case. Armed with that knowledge, it was simply a case of figuring out the commands sent by the remote, building something to replay them, and then hooking that into [Sam]’s existing Home Assistant setup.

The remote ran on 433.92 MHz, a not-uncommon bit of spectrum for these sort of appliances. An RTL-SDR was thusly enlisted to capture the output, with a spectrogram indicating the remote used simple on-off keying to send commands. Once commands were captured, [Sam] grabbed an ESP32-C6 microcontroller, hooked it up to a RFM69HCW radio transceiver, and programmed it to replay the fan on/off command. From there, a little dabbling with MQTT got the ESP32 controlling the fan as desired from within the Home Assistant ecosystem.

Sometimes, it’s hard to find smart home gear that actually suits your tastes and budgets. Often, a bit of tinkering can shape existing appliances to bend to your will instead. If you’re tweaking your own gear to better fit your smart home, don’t hesitate to notify the tipsline.

Teaching An AI To Play A Racing Game Via Screen Input

If you’re a fleshy human, you probably learn to play video games by looking at the screen and pressing the buttons, and maybe copying the way you’ve seen others play the game before. [tryfonaskam] has recently been trying to teach an AI to play games in much the same way.

[tryfonaskam] built PILA—short for Polytrack Imitation Learning Agent. As you might have guest from the name, it’s an AI agent designed to play a simple racing game called PolyTrack. Rather than manually programming the agent’s behavior, PILA instead trains itself through supervised learning, where it observes the gameplay state via screen capture and monitoring the keyboard inputs made by human players as they drive the tracks. It then uses this to guide its own behavior, and learns to play the game by itself. The model receives live frames from the graphics engine while playing, and then predicts the appropriate actions and makes the right keyboard inputs in turn to steer the car through the track.

This project reminds us of similar efforts to teach a raw AI how to play Trackmania, or the Drivatar technology in the Forza series of racing games.

Hack Improves Cheap Speed Controllers

[Tony Goacher] has worked with a lot of cheap brushless DC motor controllers built in China. They can be very cost-effective, but sometimes limited in performance or capability, particularly when it comes to low-speed operation. Thus, he’s been working on a project to make cheap controllers more capable.

The prime problems [Tony] has faced are jerkiness, throttle deadspots, and inconsistent torque delivery at low speeds. This is especially the case when running brushless motors on heavier vehicles, where the greater inertia can compound any minor problems to the point things become undriveable. [Tony]’s solution has been to create a signal interceptor that lives in between a throttle and the cheap motor controller to change their overall behavior.

The demo vehicle for this build is TrakTrike, a sort of bicycle-half-track hybrid that [Tony] built for EMF Camp 2022. After blowing up some nicer controllers, [Tony] specced some cheaper parts from AliExpress. Only, the low-speed control was terrible, and the dual motor controllers didn’t respond identically to throttle and would cause the vehicle to steer or crab, making driving difficult. This was fixed by dropping in an Arduino Nano after the throttle, and before the two motor controllers. It allows calibrating the throttle output from the Arduino to eliminate dead spots, while also tuning the throttle output to left and right motors individually so they respond more similarly. There are also custom acceleration and deceleration curves that make the controllers respond more smoothly, and a precise crawling speed for consistent low-speed maneuvering.

Just by doing some fancy throttle smoothing and control, [Tony] was able to greatly improve the usability of these cheap controllers, for the price of an Arduino Nano and little more. Files are on GitHub for those eager to attempt the hack themselves. There are other ways to go about this of course, like diving into field-oriented control, if you’re so inclined. Alternatively, speculate on how you’d tackle this engineering challenge down in the comments.

Bringing Swift To The Apple II

Swift is a relatively modern program language, appearing in 2014 as a replacement for Objective-C. Since then, it’s become a popular solution for programming apps across Apple platforms. That led [Yeo Kheng Meng] to a simple yet fun idea—porting Swift to the oldest Apple platform of all.

Yes, [Yeo] managed to build a development environment for Swift that targets the Apple II platform. Not just one machine, either—everything from the original Apple II up to the IIe and a little beyond. Now, the Apple II is very different from modern Macs and iPhones and the like, having debuted in 1977 with a 1 MHz 6502 CPU and a minuscule 4 KB of RAM. But that doesn’t mean you can’t use a modern language to develop for it!

[Yeo] does a great job of explaining how it all works, and how Claude Code and GPT 5.5 Codex were used to help piece things together. The compiler is set up to spit out bytecode that’s executed by a virtual machine running on the 6502. The target was to allow the setup to work on a standard 1977 Apple II from the factory, which would allow it to then run on subsequent models without issue. However, there is a small note— [Yeo]’s implementation requires the RAM to have been upgraded to 48 KB.

We love seeing modern stuff ported to the Apple II. This Portal port was a particular highlight.

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