Virtual Yule Log Brings Old Tradition To The Web

Yule Log broadcasts are a bit of an American tradition, though similar content has also been broadcast around the world. They consist of a video of a log burning in a fireplace, ideally merrily so, and often feature Christmas carols or other holiday songs to help create a festive mood. [Joshua Gross] wanted to bring that tradition up to date, and thus built a Yule Log website with the help of some creative technologists.

What are Yule looking at?

WebYuleLog.com, as the project is known, features several web-based recreations of the Yule Log concept. They are charming little creations built with different techniques, from the AI-generated to those hewn from simple, pure HTML and CSS.  They range from cute 8-bit-esque tributes to burning firewood, to the ethereal and unrecognizable thought bubbles of an image-generating neural network. We’re pretty sure one of them is a oblique reference to an old Excel 97 Easter Egg, too.

It’s funny how much can be achieved within a modern browser window. Once upon a time, you were lucky to get a few GIFs and an obnoxious looping MIDI soundtrack.

Dumping Game Boy Cartridges Via The Link Cable Port

When it comes to vintage consoles like the Game Boy, it’s often nice to be able to dump cartridge ROMs for posterity, for archival, and for emulation. To that end, [Francis Stokes] of [Low Byte Productions] whipped up a rather unique method of dumping Game Boy carts via the link cable port.

The method starts by running custom code on the Game Boy, delivered by flash cart. That code loads itself into RAM, and then waits for the user to swap in a cart they wish to dump and press a button. The code then reads the cartridge, byte by byte, sending it out over the link port. To capture the data, [Francis] simply uses a Saleae logic analyzer to do the job. Notably, the error rate was initially super high with this method, until [Francis] realised that cutting down the length of the link cable cut down on noise that was interfering with the signal.

The code is available on GitHub for those interested. There are other ways to dump Game Boy cartridges too, of course.

Continue reading “Dumping Game Boy Cartridges Via The Link Cable Port”

How The Turntable Paradox Works

Leave most objects on top of a turntable, and set it spinning, and they’ll fly off in short order. Do the same with a ball, though, and it somehow manages to roll around on top for quite some time without falling off. [Steve Mould] set about unpacking this “Turntable Paradox” in a recent YouTube video.

In the basic case, the fact that the ball rolls is what keeps it on the turntable. As the turntable spins, the ball spins in the opposite direction, as per Newton’s first law of motion. As long as the ball is allowed to roll up to the same speed as the turntable, it will pretty much stay in place in the absence of any other perturbing forces. In the event the ball is nudged along the turntable, though, it quickly ends up in a more complicated circular motion, orbiting in a ratio to the speed of the turntable itself. [Steve] explains the mechanisms at play, and dives into the mathematics behind what’s going on.

Sometimes, demonstrations like these can seem like mere curiosities. However, understanding physical effects like these has been key to the development of all kinds of complicated and fantastical machinery. Video after the break.

Continue reading “How The Turntable Paradox Works”

Nanoaetherphone Is A Special MIDI Controller

MIDI controllers can be simple straightforward keyboards, or wild magical devices that seem to snatch notes from the very aether itself. As you might expect from the name, the Nanoaetherphone II is one of the latter.

The device is inspired by the Theremin, and was built to celebrate its 100th anniversary. The Nanoaetherphone II is all about using sensors to capture data from wireless hand-wavey interactions, and turn it into MIDI messages. To this end, it has an LDR sensor for detecting light levels, which determines volume levels. This is actuated by the user’s thumb, blocking the sensor or allowing ambient light to reach it. At the front of the handheld unit, there is also an ultrasonic range sensor. Depending on how close the sensor is to the user’s hand or other object determines the exact note sent by the device. As a MIDI controller, it is intended to be hooked up to an external synthesizer to actually generate sound.

The overall concept isn’t too complicated, and the design makes it easy to pickup and play. We imagine it could even be foolproofed by programming it only to play notes from a given scale or mode, allowing for easy soloing without too many of those ill-tempered blue notes. Jazz enthusiasts might prefer it to just spit out any and all notes, of course.

We love a good MIDI controller around these parts, and we’ve seen everything from knitted models to those made out of old phones. Video after the break.

Continue reading “Nanoaetherphone Is A Special MIDI Controller”

Self-Assembling Virus Model Is 3D Printed

Sometimes a visual or tactile learning aid can make all the difference to elucidating a concept to an audience. In the case viruses and their methods of self-assembly, [AtomicVirology] made a 3D printed device to demonstrate how they work. 

The result of this work is a printed dodecahedron, assembled from multiple components. Each face of the dodecahedron consists of a 5-sided pentagon, and is a separate piece. Each face contains magnets which allow the various faces to stick together. Amazingly, when a bunch of these faces are all thrown into a container and jumbled together, they eventually assemble themselves into complete dodecahedrons.

While it’s no virus, and the parts can’t replicate themselves en masse,  the demonstration is instructive. Viruses themselves self-assemble in a similar fashion, thanks to sub-units that interact with each other in the tumultuous environment of a host cell.

We love a good teaching tool around these parts. 3D printing has the benefit of allowing teachers to create their own such devices with just a few hours spent in some CAD software.

Continue reading “Self-Assembling Virus Model Is 3D Printed”

HUD-Like Clock Is A Transparent Time Display

While we have all types of displays these days, there’s something special about those that appear to float in the air. This HUD clock from [Kiwi Bushwalker] is one such example.

The build relies on four 8×8 LED matrixes to display the four digits that make up the time, run by the MAX7219 driver chip. However, the LEDs aren’t viewed directly — that would be too simple. Instead, the matrixes shoot their light up at an angle towards a tilted piece of clear acrylic. This creates a “heads-up display” look where the numbers appear to float in the air.  The clock gets accurate time from an NTP time server over WiFi, thanks to the ESP32 microcontroller that runs the show.

It’s a straightforward clock build in many ways, but we particularly like the use of the heads-up display technique. It’s almost surprising we don’t see these projects more often, for things like car dashboard displays or targeting womp rats in a T-16 landspeeder. If you’ve been whipping up your own HUD projects, don’t hesitate to notify the tipsline!

Continue reading “HUD-Like Clock Is A Transparent Time Display”

Open World 3D Game Runs On The RP2040 Microcontroller

The Raspberry Pi RP2040 is versatile and cheap, but it’s by no means known as the most powerful microcontroller on the world. Regardless, it is capable of great things, as demonstrated by [Bernhard Strobl], who built a 3D open world game engine that runs on that very platform.

The graphics are simple, but with a compelling low-poly style.

The game engine itself is built to run on the Pimoroni PicoSystem, which is essentially a handheld gaming platform built around the RP2040 chip. The engine takes advantage of the multi-core nature of the RP2040, using the second core as a dedicated rasterizer to keep frames pumping out.

The basic game [Bernhard] built in the engine features 50 NPC characters and 50 further zombies, all running at the same time. Specs are impressive, with the engine’s included game simulating a “world” of 120 x 120 meters in size. As a maximum limit, the engine can handle a 2.56 x 2.56 km world, thanks to the use of 8-bit integers for directional data. However, limited storage space would make it difficult to achieve such a large world in practice.

We don’t get to see much of the gameplay in the YouTube video, but the quality of the graphics is impressive for such a cheap microcontroller. It seems within the bounds of possibility that an actual open-world game could be practical on the PicoSystem if only enough storage were available. Video after the break.

Continue reading “Open World 3D Game Runs On The RP2040 Microcontroller”