E-ink Writing Deck Rocks A Typewriter Aesthetic

[Myth Made] has a goal to get into writing. However, she likes to do things the aesthetic way, rather than the easy way. Thus, she has eschewed simple word processing on a conventional computer, instead choosing to build a remarkably attractive writing deck styled after a classic typewriter.

The keycap marking technique is worth watching the video for on its own.

The build began with a mechanical keyboard with a compact layout. The square keycaps were swapped out for custom 3D printed versions that were rounded to suit the desired look. [Myth Made] used a neat technique where the caps were colored in with a paint marker and then ran through a laser engraver to bond the paint to the surface to make all the key markings.

With the input side sorted, the rest of the build could progress. The typewriter shell was printed in multiple parts, and then welded together with acetone. This was then covered with an ABS-acetone solution that helped remove some of the surface artifacts, before priming and paint. As for the electronics side, a Raspberry Pi Zero runs the show, hooked up to a Waveshare e-ink display which can be cranked up and down like a piece of paper coming out of a typewriter. There’s also a lovely 7-segment display which displays the current word count.

It’s a fun build that looks utterly joyous to use. Sometimes leaning into the aesthetic side of a project is what makes it so magical.

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A New Blood Hack For An Old Game

Even before 3D graphics and advanced shaders became common in the gaming world, there were concerns that virtual violence looked too realistic. Fighting games in the 1990s were routinely toned-down by having gratuitous displays of blood removed, which was often seen as disappointing by dedicated fans. [Raphaël Boichot] has been working to right this wrong in one obscure case, by rectifying the lack of blood in Sengoku 2.

Sengoku 2 was a title released in 1993 for the Neo Geo AES/MVS and the Neo Geo CD. It hit the market with relatively tame graphics that didn’t reflect the realistic amount of blood that should be released when an enemy was chopped in half with a sword. Noting that there was no simple DIP switch configuration or bit to flip to enable a more adult version of the game, [Raphaël] decided to create a custom blood hack the hard way. What ensued was a heavy-duty reverse engineering effort, swapping out palettes, and carefully editing tilesets in order to turn the censored graphics into something more lurid. A lot of artistic decisions had to be made to manipulate things just so in order to create a pleasing effect that didn’t mess up other aspects of the graphics at the same time.

If you’re a big Sengoku 2 fan, or you just want to learn more about reverse engineering and hacking on an obscure platform, dive into the project and enjoy the learnings. Otherwise, dive into the entirely different sorts of blood-related hacks we’ve featured over the years.

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A Train Departure Board For The Home

Trains are a great way to get around. You just have to make sure you’re across the schedule if you intend to get where you’re going in a timely manner. Train departure boards exist for that very purpose. As a train fan, [Jon] always wanted such a thing, so decided to build one for himself. 

The build started, as so many do, with a Raspberry Pi 4, with [Jon] deciding on the 1GB model. Hooked up to either an Adafruit RGB Matrix Bonnet, or an Electrodragon 3-port RGB Matrix board, it’s then possible to get the Pi running three to four HUB75E LED matrixes. Each matrix consists of 128 x 64 pixels, so stacking up a bunch of them can make a nicely-sized departure board that’s easily readable. [Jon] was sure to hook up a nice, juicy 5-amp 5-volt power supply to ensure there wouldn’t be any surprise brownouts under normal usage conditions. From there, it’s simply a matter of having the Pi query the Rail Data Marketplace in order to get the relevant schedule data to display on the board.

If you want to get information on your local rail services at a glance, or just want to impress your fellow foamers at your next railfan gathering, a build like this is a great way to go. We’ve seen similar builds before, too. Video after the break.

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Mic Jammer Relies On Ultrasound

Today’s phone microphones are perfectly adept at picking up sound in all sorts of conditions, and they’re backed by all kinds of processing techniques to filter out noise and capture clean audio. [mcore1976] has been working on a device to jam phone microphones that might be listening in, however, countering fancy processing techniques in turn. 

The build uses a microcontroller brain to control an array of ultrasonic transducers. [mcore1976] has created many revisions of the project, each time improving its ability to jam microphones in modern hardware. The latest revision uses an RP2040 microcontroller and a MOSFET drive stage to control 20-80 ultrasonic transducers. They’re driven with a PWM signal generated from the RP2040 itself. The signal output is specifically modulated to try and confuse the automatic gain control systems used in many modern phones in order to make it difficult for them to record clear audio when the jammer is running. As [mcore1976] demonstrates with an iPhone 17, his voice is completely lost amidst unintelligible garbled noise while the jammer is switched on.

It’s a niche idea, and perhaps most interesting because it affects phone microphones while being largely inaudible to the human ear. We’ve featured other interesting jamming devices of late, too. Video after the break.

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Hackaday Europe 2026: Half Quad, Half Blimp: Test. Fly. Survive.

A great many drones out there, whether homebuilt or store-bought, follow the same basic format. Four motors, some kind of controller, and a lithium-polymer battery supplying the juice to keep everything in the air. It’s a format that produces a remarkably capable air vehicle, suitable for everything from high-speed camera work to urban search and rescue.

With that said, the format does have its limitations. [Suryansh Sharma] has been working on alternative designs for fancy and interesting drones that are half quadcopter and half blimp, and he came to Hackaday Europe 2026 to tell us all about it.

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Running DOOM On A Custom CPU Built From Scratch

Running DOOM on weird obscure hardware is a fun hacker pastime that’s been around for a long time now. It’s always enjoyable to see someone port it to an egg timer, or a hat, or whatever else. But what about running the iconic shooter on a CPU of your very own? [Armaan] and [Liam] have done just that.

The CPU in question was designed at the logic gate level, deployed on to an FPGA, and hooked up with the necessary peripherals to run as a going concern. Early testing of the CPU involved running straightforward code to generate Mandelbrot sets and to play a simple game of Pong. But [Armaan] and [Liam] had bigger goals: to port the game that everybody ports to everything. Doing that took some work.

To get DOOM running, the CPU had to get faster, and it needed many tweaks to how memory was handled. There was also work to be done to create a keyboard interface, an HDMI video output, and a hardware timer. From there, the game itself had to then be ported to the custom CPU’s architecture. Eventually, the duo had the game running… at a glacial 0.7 FPS. A success, but not the magical end result that was desired. A bump to clock speed and further optimizations and compiler tweaks eventually got the game up to an impressive 15-20 FPS. The goal for future work is to push it to an entirely-playable figure of 30 FPS or better.

It’s worth checking out the (apparently unembeddable) videos on Instagram to see the CPU in action. We’ve also featured plenty of fun DOOM ports before, too. If you’re brewing up custom CPUs or DOOM ports of your own, keep them coming to the tipsline. The latter in particular is often a wonderful milk run for the writer that happens across it. Happy hacking out there!

Hackaday Europe 2026: Project Gigapixel

There was once a race to put out cameras with ever higher numbers of megapixels to snare customers eager to take the highest quality digital photos. These days, we know that things like optics, processing, and finer qualities of an image sensor are all very important beyond pure resolution. But, for a time, companies behaved as if megapixels mattered over all else.

But what if you could go farther—shooting not millions, but billions of pixels in a single image? That’s precisely what [Yannick Richter] came to Hackaday Europe to talk about, covering his Project Gigapixel build.

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