Chiptunes Via USB MIDI With The AY-3-8910

There are many venerable soundchips in the chiptune pantheon, of which the AY-3-8910 is perhaps one of the lesser known. Having not served on active duty for Nintendo or Commodore it’s somewhat unloved in the USA, but it made its name in a variety of arcade and pinball machines and has quite a European following due to its appearance in machines bearing the Amstrad and Sinclair names. [TheSpodShed] decided to whip up a USB MIDI interface for the chip, with the help of the Arduino Pro Micro.

The Arduino Pro Micro is a Sparkfun creation, using the ATmega32U4 microcontroller. Its USB MIDI functionality makes it a perfect candidate for such a build, and it also packs enough digital IO to run the AY-3-8910, with 13 lines required to get things going. [TheSpodShed] whipped up the project on protoboard, with only a few passives needed along with the sound chip and Arduino.

The Arduino code was written with an eye to making the most of the chip’s limited polyphony. The synth prioritises the most recent received notes, while also aiming to keep the highest and lowest of the currently requested notes still playing where possible. This gives the synth the best chance of keeping the expected bass and melody intact when playing a wide variety of MIDI content.

It’s a tidy build, and one that shows some love for a soundchip some have forgotten. Of course, it’s not the only option – we’ve also seen the SAM2695 and YM2612 given the same treatment. Video after the break.

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Hear A Vintage Sound Chip Mimic The Real World

Sound chips from back in the day were capable of much more than a few beeps and boops, and [InazumaDenki] proves it in a video recreating recognizable real-world sounds with the AY-3-8910, a chip that was in everything from arcade games to home computers. Results are a bit mixed but it’s surprising how versatile a vintage sound chip that first came out in the late 70s is capable of, with the right configuration.

Recreating a sound begins by analyzing a spectrograph.

Chips like the AY-3-8910 work at a low level, and rely on being driven with the right inputs to generate something useful. It can generate up to three independent square-wave tones, but with the right approach and setup that’s enough to get outputs of varying recognizability for a pedestrian signal, bird call, jackhammer, and referee’s whistle.

To recreate a sound [InazumaDenki] begins by analyzing a recording with a spectrogram, which is a visual representation of frequency changes over time. Because real-world sounds consist of more than just one frequency (and the AY-3-8910 can only do three at once), this is how [InazumaDenki] chooses what frequencies to play, and when. The limitations make it an imperfect reproduction, but as you can hear for yourself, it can certainly be enough to do the job.

How does one go about actually programming the AY-3-8910? Happily there’s a handy Arduino AY3891x library by [Andreas Taylor] that makes it about as simple as can be to explore this part’s capabilities for yourself.

If you think retro-styled sound synthesis might fit into your next project, keep in mind that just about any modern microcontrollers has more than enough capability to do things like 80s-style speech synthesis entirely in software.

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Supercon 2023: Building A Portable Vectrex, The Right Way

The Vectrex was a unique console from the early 1980s. Developed by a company you’ve probably never heard of—Smith Engineering—it was put into production by General Consumer Electronics, and later sold by Milton Bradley. It was an outright commercial failure, but it’s remembered for its sharp vector display and oddball form factor.

The Vectrex was intended for tabletop use in a home environment. However, [Jeroen Domburg], also known as [Sprite_tm], decided to set about building a portable version. This wasn’t easy, but that just makes the development process a more interesting story. Thankfully for us, [Sprite_tm] was kind enough to tell the tale at the 2023 Hackaday Supercon.

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Hackaday Podcast Episode 269: 3D Printed Flexure Whegs, El Cheapo Bullet Time, And A DIY Cell Phone Sniffer

This week, it was Kristina’s turn in the hot seat with Editor-in-Chief Elliot Williams. First up in the news — the results are in for the 2024 Home Sweet Home Automation contest! First and second place went to some really gnarly, well-documented hacks, and third went to the cutest pill-dispensing robot you’ll probably see before you hit the retirement home. Which was your favorite? Let us know in the comments.

A collection of multimeter probe extenders from Radio Shack.
Kristina’s lil’ wallet of extender probes, courtesy of Radio Shack.

Then it’s on to What’s That Sound. Kristina failed once again, but you will probably fare differently. Can you get it? Can you figure it out? Can you guess what’s making that sound? If you can, and your number comes up, you get a special Hackaday Podcast t-shirt.

Then it’s on to the hacks, beginning with a DIY cell phone sniffer and a pen that changed the world. Then we talk bullet time on a budget, the beautiful marriage of 3D printing and LEGO, and, oh yes, flexure whegs. Finally, we get the lowdown on extender probes, and posit why it’s hard to set up time zones on the Moon, relatively speaking.

Check out the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Download and savor at your leisure.

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Revisiting A Z80 Game From 1990

Back in the days of 8-bit computers, like no doubt many readers of similar age, we wrote little games. First in BASIC, then augmented with little machine code speed-ups. We didn’t come close to [Óscar Toledo Gutiérrez] though, who’s reverse engineering a 2K all-machine-code game he wrote back in 1990. As a tale of software archaeology it’s fascinating.

The game itself is an avoid-the-monsters platformer with plenty of ladders for the little sprite-based protagonist to run down. The computer was a Mexican homebrew educational machine with a TMS9118 display chip and an AY-3-8910 synthesizer, so the result had both color and music. His run through the code breaks it down neatly into individual sections, so it’s possible to see what’s going on without an in-depth knowledge of machine code.

He readily admits it bears all the hallmarks of an 11-year-old’s knowledge at the time, and that it has some parts less elegant, but nevertheless it’s something of an achievement at any age. It was out of date gameplay-wise in 1990 but in 1982 it could probably have been bought on a tape by eager kids. Here in 2024 he’s got it for download should you have a Colecovision or an MSX. There’s a gameplay video below the break, take a look.

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3D Human Models From A Single Image

You’ve seen it in movies and shows — the hero takes a blurry still picture, and with a few keystrokes, generates a view from a different angle or sometimes even a full 3D model. Turns out, thanks to machine learning and work by several researchers, this might be possible. As you can see in the video below, using “shape-guided diffusion,” the researchers were able to take a single image of a person and recreate a plausible 3D model.

Of course, the work relies on machine learning. As you’ll see in the video, this isn’t a new idea, but previous attempts have been less than stellar. This new method uses shape prediction first, followed by an estimate of the back view appearance. The algorithm then guesses what images go between the initial photograph and the back view. However, it uses the 3D shape estimate as a guideline. Even then,  there is some post-processing to join the intermediate images together into a model.

The result looks good, although the video does point out some areas where they still fall short. For example, unusual lighting can affect the results.

This beats spinning around a person or a camera to get many images. Scanning people in 3D is a much older dream than you might expect.

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General Instruments Video Game Chip Rides Again

Early video games like Pong were not computer-controlled. They used discrete logic to generate the TV signals. As you might expect, the market exploded when you could get all the logic on a chip. Many of those games used the General Instrument AY-3-8500-1 chip, and [Jeff Tranter] shows us the chip and the many different yet similar games it could play. You can check out the retro gameplay in the video below.

These were marvels of their day, although, by today’s standards, they are snoozers. All the games were variations on a theme. A ball moved and hit paddles, walls, or goals. A few available light gun games were rarely seen in the wild because they took extra components.

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