Bullet Time On A Budget With The Raspberry Pi

Bullet time became the hottest new cinema effect after it burst on the scene in The Matrix (1999). Back then, the cutting edge special effects required serious hardware and serious processing power to do the job. These days, of course, things have moved along somewhat. [Eric Paré] is no stranger to a high-end setup, but wanted to see what could be done at the lower end of the market. (Video, embedded below.)

Rather then relying on a bank of expensive DSLRs, [Eric] decided to try building a bullet-time camera rig out of 15 Raspberry Pis, and the standard Raspberry Pi Camera. Whereas just one camera in one of his professional setups may cost well over $1000, this entire rig was likely built for less than that in its entirety.

Initial results were jerky and unappealing, but [Eric] persevered. One of the biggest problems was inaccuracy in the camera assemblies, as they were stuck on with thermal paste. With some custom mods and tweaks, [Eric] was eventually able to get things to a passable state. It also has the benefit, compared to a DSLR rig, that the cameras can be mounted much more closely together due to their small size.

Work is already underway to upgrade the rig to the new Raspberry Pi HQ Camera, which we’ve discussed before.

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Cube64 Puts The Good Controllers On The GoldenEye Console

The Nintendo 64 was lauded for bringing quality 3D graphics and analog stick controls to the console realm, way back in 1996. Unfortunately, those analog sticks were never very good; if you’ve ever played four player Mario Kart 64, you know how it feels to be stuck with that controller. For a superior experience, consider building an adapter and upgrading to the GameCube controller instead.

Cube64 is a project that allows GameCube controllers to work with the original Nintendo 64 hardware. Using a PIC18F14K22 in its DIY version, or a PIC18F24Q10 in the SMD version, it’s the product of much work by [scanlime] and [darthcloud] to reverse engineer the N64 and GC controller protocols. The GameCube’s many buttons and sticks allow for easy mapping to the N64’s original button layout, and the hardware provides plenty of calibration options and maps to get things working exactly the way you like for the game you’re playing.

Given that original N64 controllers are getting hard to come by, a GameCube upgrade is a great way to go. They’ll likely be in production for years yet, thanks to the commercial influence of Super Smash Bros. Of course, the two consoles have been fine friends for years, as evidenced by this mashup console we featured back in the distant, peaceful past of 2013.

Pulse Generator Does The Job With An STM8

When working with hardware, whether a repair or a fresh build, it’s often necessary to test something. Depending on what you’re working with, this can be easy or a total pain if you can’t get the right signal to the right place. To eliminate this frustrating problem, [WilkoL] built a useful pulse generator for use in the lab.

[WilkoL] notes that historically, the job of generating pulses of varying length and frequency would be achieved with a smattering of 555 timers. While this is a perfectly cromulent way to do so, it was desired to take a different approach for the added flexibility modern hardware can offer. The pulse generator is instead built around an STM8 microcontroller; an unusual choice in this era, to be sure. [WilkoL] specified the part for its incredibly low cost, and highly capable timer hardware – perfect for the job.

Combined with an ST7735 TFT LCD screen, and programmed in bare metal for efficiency’s sake, the final project is installed in a project box with controls for frequency and pulse length – no more, no less. Capable of pulse lengths from 250 ns to 90 s, and frequencies from 10 mHz to 2 MHz, it’s a tool that should be comfortable testing everything from servos to mechanical counters.

Of course, if you need to get down to picosecond timescales, an avalanche pulse generator might be more your speed. Video after the break.

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ESP32 Becomes Modern Controller For A 1960s Clock

These days, everything’s got a clock in it, and a good proportion of those clocks are automatically syncronized to high-accuracy Internet time servers. Back in the past, things weren’t so easy. Often, institutions that required accurate time would use a single highly-accurate primary clock to drive a series of secondary clocks around a facility. Without the primary clock, the secondary clock has no signal to drive it. [Oleksii Samorukov] had just such a clock, and whipped up a controller to stand in for timekeeping duty.

The secondary clock in question is a Pragotron PJ 27, which requires regular 12V signals of alternating polarity in order to keep time. To handle this job, [Oleksii] decided to use an ESP32 in combination with an L298N motor controller. The L298N is an H-bridge driver chip, allowing it to easily supply the 12V signals in alternating polarities where required. To ensure the system keeps accurate time, the ESP32 regularly queries an NTP time server over WiFi.

It’s a tidy build, and one that brings this attractive 1960s timepiece into the modern era. We’d love to have such a stylish, well-built clock in our own home, too. Of course, if you want really accurate time, building a GPS clock is a great option, too!

[Thanks to Irregular Shed for the tip!]

Choosing The Right RTC For Your Project

When it comes to measuring time on microcontrollers, there’s plenty of ways to go about things. For most quick and dirty purposes, such as debounce delays or other wait states, merely counting away a few cycles of the main clock will serve the purpose.  Accurate to the tens of milliseconds, they get the average utility jobs done without too much fuss.

However, many projects are far more exacting in their requirements. When you’re building a clock, or a datalogger, or anything that relies on a stable sense of passing time for more than a few minutes, you’ll want a Real Time Clock. So called due to their nature of dealing with real time, as we humans tend to conceive it, these devices take it upon themselves to provide timekeeping services with a high degree of accuracy. We’ve compiled a guide to common parts and their potential applications so you can get things right the first time, every time.

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Robot Cat Takes Inspiration From Nature

Oftentimes, a project starts with a clean sheet of paper, and we set out wildly sketching towards the goal in our minds. However, it can pay to do your research first, as [Chen Liang] demonstrates with this great robotic cat build.

[Liang] began the project after being dissatisfied with existing robot animals they’d seen online. Rather than simply attempt to build a cat from memory, instead, [Liang] decided to first study a real cat to ensure the resulting robot would bear real resemblence to its biological inspiration. [Liang]’s focus was on the skeleton, as replicating the way the real skeleton worked would create a robot with more authentic movement.

Using 3D printed parts and many, many servos, we think [Liang] has done an admirable job at creating a basic robot cat platform. With an ESP32 running the show, the cat can be posed using a web interface to control the servo positions of its various joints. We look forward to future upgrades that enable fluid movement and other capabilities, particularly involving the onboard camera.

It’s not the first robot cat we’ve seen, and it’s likely it won’t be the last. If you’ve got one living in your own lab, drop us a note on the tipline. Video after the break.

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New Controllers On Old Nintendos With USB64

The Nintendo 64 made a big splash when it launched in 1996, not least of all for its innovative controller. Featuring a never-before-or-since seen trident design, and with an analog stick smack bang in the center, it changed what gamers expected from consoles from that day forward. Of course, those controllers are now much worse for wear, and technology has moved on somewhat. The latest development from [Ryzee119] aims to rectify this somewhat.

The result of that work is USB64, a tool designed to allow the use of USB controllers on the Nintendo 64. Using a Teensy 4.1, it builds upon earlier work to get the Xbox 360 controller working on the platform. However, the feature set has been greatly expanded, covering almost any use case imaginable. Mempacks are now efficiently emulated, and save files can be backed up to a PC via SD card. Additionally, the GameBoy Transferpak is emulated, meaning data can be transferred between GameBoy ROMs on an SD card and games on the N64. Even the N64 mouse is supported, and can be emulated with a regular USB mouse. Capable of doing all this for all four players, work is ongoing to increase the number of compatible aftermarket controllers for the utmost flexibility. [Ryzee119] also coded up a useful test ROM for the N64, which is invaluable when debugging controller hardware.

Console controllers take a lot of punishment, particularly from serious gamers, so we’re always eager to see projects that allow modern replacements to be used with old hardware. We’ve featured other great projects in this area before, too!