A giant pokeball is the best place to hide this holiday season.

Our New Years Wish Is To Hide In A Giant Pokéball

Between the news, the world situation, and the inevitable family stresses that come this time of year, well — one could be excused for feeling a certain amount of envy for those adorable pocket monsters who spend their time hidden away in red-and-white orbs. [carlos3dprint] evidently did, but he didn’t just dream of cozy concave solitude: he made it happen, with 3D printing and way too much post-processing.

Arguably 3D printing is not the ideal technique for such a large build, and even [carlos], despite the 3dprint in his handle, recognized this: the base frame of the sphere is CNC-routed plywood. He tried to use Styrofoam to make a skin, but evidently he’d lost access to the large CNC cutter he’d borrowed for the plywood frame at that point, as he was trying to do the cuts by hand. It still seems like it wouldn’t have be any worse than the little printed blocks from four different printers he eventually hot-stapled into a shell.

We only say that because based on his description of how much resin and filler went into creating a smooth outer surface on his Pokéball, the raw surface of the prints must have been pretty bad before fiberglass was applied. Still, it’s hard to argue with results, and the results are smooth, shiny and beautiful after all the sanding and painting. Could another technique have been easier? Maybe, but we hack with what we have, and [carlos] had 3D printers and knows how to make the best of them.

The interior of the ball is just large enough for a cozy little gaming nook, and no guesses what [carlos] is playing inside. The Instructable linked above doesn’t have many interior photos, though, so you’ll have to check the video (embedded below) for the interior fitting out, or jump to the tour at about the 15 minute mark.

Given ongoing concerns about VOCs from 3D printers, we kind of hope the Bulbsaur-themed printer he’s got in there is decorative, but it’s sure a nice homage to the construction method. Other pokeballs featured on Hackaday have been much smaller, but we’ve always had a soft spot for scaled-up projects.

Continue reading “Our New Years Wish Is To Hide In A Giant Pokéball”

The Cutting Truth About Variable Capacitors

If you’ve seen a big air-variable capacitor, you may have noticed that some of the plates may have slots cut into them. Why? [Mr Carlson] has the answer in the video below. The short answer: you can bend the tabs formed by the slots to increase or decrease the capacitance by tiny amounts for the purpose of tuning.

For example, if you have a radio receiver with a dial, you can adjust the capacitor to make certain spots on the dial have an exact frequency. Obviously, you can only adjust in bands depending on how many slots are in the capacitor. Sometimes the adjustments aren’t setting the oscillator’s frequency. For example, the Delco radio he shows uses the capacitor to peak the tuning at the specified frequency.

You usually only find the slots on the end plates and, as you can see in the video, not all capacitors have the slots. Of course, bending the plates with or without slots will make things change. Just don’t bend enough to short to an adjacent plate or the fixed plates when the capacitor meshes.

Of course, not all variable capacitors have this same design. We’ve seen a lot of strange set ups.

Continue reading “The Cutting Truth About Variable Capacitors”

Jon Peddie’s The Graphics Chip Chronicles On Graphics Controller History

Using computers that feature a high-resolution, full-color graphical interface is commonplace today, but it took a lot of effort and ingenuity to get to this point. This long history is the topic of [Dr. Jon Peddie]’s article series called The Graphics Chip Chronicles. In the first of eight volumes, the early days of the NEC µPD7220 and the burgeoning IBM PC.

Texas Instruments TMS34020 (Source: Wikimedia)
Texas Instruments TMS34020 (Source: Wikimedia)

These are just brief overviews of these particular chips, of course, with a lot more detail to be found when you go digging. Details such as the NEC µPD7220 being the graphics chip in Japan’s PC-9800 series of computers which are famous for the amazingly creative art and games that this chip enabled.

While the average Hackaday reader is likely familiar with the IBM PC side of things, Texas Instruments’ graphics controllers, including the very interesting TMS34010 and successor TMS34020 which can be called the first proper graphical processing units, or GPUs, effectively a CPU with graphics-specific instructions.

Although it’s tempting to see computer graphics as a direct line from the days of monochrome graphic controllers to what we have today in our PCs, there were a lot of companies and countless talented individuals involved, including companies who built clones that would go on to set new standards. If you’re into reading through a few years worth of computer history articles by someone who has been in the industry for even longer, it’s definitely worth a read.

Thanks to [JohnS_AZ] for the tip.


Top image: NEC µPD7220 by Drahtlos – Own work, CC BY-SA 4.0)

Trace Tracing To The Tunes

Some kind of continuity beeper has been a standard piece of gear since the dawn of electronics. Sure, you probably have an ohm meter, but sometimes you don’t care about the actual resistance. You just want to know whether something connects or doesn’t, especially with a PCB trace or a cable. But what if your beeper could tell you more? [Nick Cornford] asks and answers that question with a beeper that lets you estimate resistance via pitch.

The circuit is relatively simple. A short to ground causes a voltage divider to produce a fraction of the battery voltage and a FET to conduct that fractional voltage to a VCO via a high-gain amplifier. The VCO converts voltage to frequency, and an audio amplifier feeds it to the speakers.

The two amplifiers and the VCO require two dual op-amp chips. The original schematic sends the output to some relatively high-impedance headphones. To drive more practical ones, the circuit can drop one op amp and use another FET and a separate battery.

Of course, you have many design choices, especially for the audio amplification. There are plenty of VCO circuits, or you could probably substitute a small microcontroller with an A/D converter and PWM output. Yes, you can also make a VCO with a 555.

VCOs are common because they are at the heart of PLLs.

The Many-Sprites Interpretation Of Amiga Mechanics

The invention of sprites triggered a major shift in video game design, enabling games with independent moving objects and richer graphics despite the limitations of early video gaming hardware. As a result, hardware design was specifically built to manipulate sprites, and generally as new generations of hardware were produced the number of sprites a system could produce went up. But [Coding Secrets], who published games for the Commodore Amiga, used an interesting method to get this system to produce far more sprites at a single time than the hardware claimed to support.

This hack is demonstrated with [Coding Secrets]’s first published game on the Amiga, Leander. Normally the Amiga can only display up to eight sprites at once, but there is a coprocessor in the computer that allows for re-drawing sprites in different areas of the screen. It can wait for certain vertical and horizontal line positions and then execute certain instructions. This doesn’t allow unlimited sprites to be displayed, but as long as only eight are displayed on any given line the effect is similar. [Coding Secrets] used this trick to display the information bar with sprites, as well as many backgrounds, all simultaneously with the characters and enemies we’d normally recognize as sprites.

Of course, using built-in hardware to do something the computer was designed to do isn’t necessarily a hack, but it does demonstrate how intimate knowledge of the system could result in a much more in-depth and immersive experience even on hardware that was otherwise limited. It also wasn’t free to use this coprocessor; it stole processing time away from other tasks the game might otherwise have to perform, so it did take finesse as well. We’ve seen similar programming feats in other gaming projects like this one which gets Tetris running with only 1000 lines of code.

Continue reading “The Many-Sprites Interpretation Of Amiga Mechanics”

Virus-Based Thermoresponsive Separation Of Rare-Earth Elements

Although rare-earth elements (REEs) are not very rare, their recovery and purification is very cumbersome, with no significant concentrations that would help with mining. This does contribute to limiting their availability, but there might be more efficient ways to recover these REEs. One such method involves the use of a bacteriophage that has been genetically modified to bind to specific REEs and release them based on thermal conditions.

The primary research article in Nano Letters is sadly paywalled, but the supporting information PDF gives some details. We can also look at the preceding article (full PDF) by [Inseok Chae] et al. in Nano Letters from 2024, in which they cover the binding part using a lanthanide-binding peptide (LBP) that was adapted from Methylobacterium extorquens.

With the new research an elastin-like peptide (ELP) was added that has thermoresponsive responsive properties, allowing the triggering of coacervation after the phages have had some time in the aqueous REE containing solution. The resulting slurry makes it fairly easy to separate the phages from the collected REE ions, with the phages ready for another cycle afterwards. Creating more of these modified phages is also straightforward, with the papers showing the infecting of E. coli to multiply the phages.

Whether the recovery rate and ability to scale makes it an economically feasible method of REE recovery remains to be seen, but it’s definitely another fascinating use of existing biology for new purposes.

Interconnected circuits for controlling the clock

Tick, Tock, Train Station Clock

We’ve seen a few H-bridge circuits around these parts before, and here’s another application. This time we have an Old Train Station Clock which has been refurbished after being picked up for cheap at the flea market. These are big analog clocks which used to be common at railway stations around the world.

This build uses an ESP32 C3-mini microcontroller (PDF) in combination with an A4988 Microstepping Motor Driver (PDF). The logic is handled with MicroPython code. The A4988 provides two H-bridge circuits, one for each of two stepper motors, only one of which is used in this build.

The controller for this clock needs to send an alternating positive then negative DC pulse every minute to register that a minute has passed so the clock can update its hour hand and minute hand as appropriate. The ESP32 and the A4988 H-bridge cooperate to make that happen. The wifi on the ESP32 C3-mini is put to good use by facilitating the fetching of the current time from the internet. On an hourly basis the clock gets the current time with a HTTP call to a time server API, for whatever is suitable for your time zone.

Thanks to [PiotrTopa] for writing in to let us know about his project. If you’re interested in learning more about H-bridge applications be sure to check out Introduction To The H-bridge Motor Controller and A H-Bridge Motor Controller Tutorial Makes It Simple To Understand.