An Interactive Tomato Farm Overseen By AI

Oh, the farming lifestyle…living off the land, fending for yourself. But who’s got time for all that? For the modern hacker, the best option in the garden space may be this over-engineered automated AI tomato farm created by [Gerd Nicolay]. You can even interact with it right now through the magic of the Internet.

[Gerd] started off with your run-of-the-mill pot and plant, choosing the humble tomato to keep the system simple. Then things started to escalate, with the addition of automatic lighting, watering, and data logging environmental parameters like humidity. Now we’re getting somewhere, but there’s more that can be added. How about an entire AI council to monitor and decide the fate of each individual tomato while recording an entire storyline to go alongside the growing cycle?

That’s right, four different models collaborate to ensure only the utmost quality of care for these tomatoes based on camera feeds, humidity, and various other environmental factors being recorded constantly. Is this a little overkill? Maybe for those who have even a modest sense of gardening knowledge — but who can bash the mountain of documentation and data collection on these wonderful little plants?

Perhaps the best part: you can recommend actions for the AI counsel to take from the comfort of your own web browser. While the TomatoFarm might be slightly unnecessary for the average farmer, if you want to try a more reasonable monitoring system, we have you covered too!

Why The NES Put Out A Wobbly Picture

The NTSC television standard is a masterpiece of mid-century engineering, to pack a color image into the transmission bandwidth of a monochrome one, and to do so while maintaining backward compatibility with earlier monochrome TV sets. In terms of its timings and choice of sync and carrier frequencies it’s elegantly thought out for maximum quality on a 1950s round-CRT color TV set.

The trouble is, that while the standards are exacting, the receivers are quite forgiving, and will display adequately even with substantially off-spec video. [Nicole Express] is here with an in-depth examination of a time when that was pushed just a little bit too far, explaining why the Nintendo Entertainment System (NES) displayed wobbly color images.

We’re treated to a run-through of the NTSC standard itself, and a look at how some of the other consoles and home computers of that era either had similar problems, or managed to avoid them. The key lies in the exacting timing required to achieve perfect interlacing, and the NES’s use of a single crystal to provide all the clocks. The dot clock on adjacent frames was almost right, but not quite, leading to a side-to-side wobble that while barely perceptible, was exacerbated by some graphics. It’s a fascinating read.

We’ve looked at composite video in detail in the past.


NES image: JCD1981NL, CC BY 3.0.

The gun on its bipod.

Belt Fed Potato Cannon Spits Spuds

Spud guns are a staple of summertime fun for the maker set, especially on the Eagleland side of the pond, combining as they do two of our favourite things: firearms and calories. Nine out of ten Canadians agree that there’s nothing quite like a high-speed poutine– but judging by accent [Current Concept] is an American and so his potato cannon needed a little something extra that even the second amendment doesn’t protect: fully automatic firing, with a belt feed.

Like many spud guns, this one is powered by compressed air and uses PVC for both the barrel and air reservoir; unlike most spud guns, it has a steel frame holding it together, and a 3D-printed belt-feed mechanism to bring the spuds into position, with a beefy stepper motor pulling the potatoes. Of course just sticking an extra length of pipe between resivoire and barrel would just result in 80PSI potato-scented flatulence as the air escaped betwixt the gap, so a pair of piston-actuated, 3D printed fittings slides over the plastic casings in the belt that hold the spuds. It’s not a perfect seal, but video evidence suggests it’s tight enough to get the tubers flying. Finally, the whole thing was put on a bipod mount, because– uh. Look at it. It might be light enough for one man to carry, but this is clearly a crew-served weapon, even if there’s only one guy there.

Now, there are some caveats– the air reservoir is only good for one shot, so it needs to stay hooked to an air compressor to take advantage of the repeated firings. Since it has to recharge, it’s also only firing a spud every six seconds, so while the mechanism could do “full auto”, it’s actually semiautomatic in practice as nobody’s going to sit and hold the trigger that long. Finally, we must warn you that the YouTuber behind this is trying to be funny for much of the video. Some may find his delivery leaves them in stitches; others will be left cold. There is, of course, no accounting for taste.

Oddly enough, this isn’t the first automatic air gun to grace these pages. It’s also one of the weaker potato propellers, especially compared to this MAPP-gas powered monster. Hopefully [Current Concept] doesn’t see that and get any ideas for the promised revision of his belt-fed tuber tosser, or he may get a visit from the ATF– that’s the US Bureau of Alcohol, Tobacco, and Firearms, who are way less fun to deal with than the name might imply.

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Performance Improvements For Open-Source 80386

The Intel 80386 is a rather fascinating slice of computer history. It marked the first 32 bit X86 processor, and was a staple of early desktop computing. Like all chips, it has a number of quirks, one of which being the fact that all commands are executed in microcode. By this nature, it was a rather excellent prospect to be re-implemented in an FPGA core called the z386. However, it was lacking a feature native to the original 386, early start memory access. If you haven’t been c, [nand2mario] went forth to fully implement this feature for FPGA 80386s.  

Instead of taking a cycle to find and allocate the memory required for executing the next instruction, the 386 would start this in the previous cycle. This is achieved in hardware by nature of having a separate memory management unit. In the FPGA, the key difficulty proved to be in getting the computation fast enough to execute within a single cycle. This change netted an approximate 9% performance benefit. However, for [nand2mario] this was too small a performance uplift. 

Some rewrites of the store cue allowed for cutting a cycle out of the process further improving the performance. However, more performance required slight deviations from the design of the original 386. Because code-branches are performance critical, the z386 project now computes the branch memory jump several cycles earlier than the 386, reducing the cycle time for the jumps from 9.25 to a mere 6. Some final changes to the microcode decode frontend rounded out the optimizations covered in this latest blog post.

The net result is an approximate 39% increase in performance in the all important DOOM benchmark. The z386 still not a complete project, the performance is still lacking compared to the 386, and it remains unable to boot Windows. X86 is complicated, which will take time, so make sure to stay tuned for more coverage! While you wait, make sure to check out our original writeup of the z386 project. 

Pauli Rautakorpi, CC BY 3.0.

Flight Sim Tracking From Spatial Audio

Flight sims are wonderful to play around with to get immersed in the position of a pilot. Racing sims can give you a thrill that can only be beaten by the real thing. However, most of this tech is on the more expensive side, so it would be great if you could use some of the hardware already found in your house. Many Sony headphones already have rotation and movement data built in for spatial audio, so why not start there?

[Nicholas Slattery] had this very idea and has produced an open-source application to connect your headphones straight to your sim. There’s a surprising amount of support built into many headsets that use a known protocol called the Android Head Tracker HID protocol. This allowed [Nicholas] to connect a family of Sony headphones straight into OpenTrack, which is often used with flight sims. The best part is you can still use the headphones as normal with a Bluetooth connection.

If you want to give this a try with your own rig, check out [Nicholas]’s GitHub here. While flight and driving sims might be expensive to put together, it’s never too hard to hack together something to lower that barrier! Whether it’s a flight sim force-feedback joystick or driving sim hand-breaks we got you!

How To Rebuild An 1800s Victorian Leclanché Cell

The 19th century was an absolutely electrifying era, including in a literal sense. Although the phenomenon of electricity had been known by that time for centuries, actually making it do useful work was a much taller order. Aside from big, coal-powered generators, there also was a need for a more compact electrochemical solution, such as in the form of a wet or dry cell. One of the first major commercial successes here came in the form of the Leclanché cell, such as the genuine version that [Big Clive] found in an old UK building’s attic and has now revived.

Invented in 1866 by French scientist Georges Leclanché, the Leclanché cell features an ammonium chloride electrolyte solution, carbon cathode and zinc anode. There’s also a manganese dioxide depolarizer for preventing hydrogen build-up. Here water is the solvent for the ammonium chloride (also known as sal ammoniac).

The version that [Clive] got his grubby mitts on features a glass container, an already partially consumed zinc electrode and a slightly cracked porous ceramic tub that contains the carbon electrode and the manganese dioxide. After placing the components inside the specially shaped glass jar and filling it with an electrolyte mixture of one part ammonium chloride and four parts water by weight, the cell starts generating its approximate 1.4 VDC.

This type of wet cell was very popular, being essentially ‘rechargeable’ by topping up the water and replacing the zinc electrode consumable. They did suffer from a voltage drop-off during use due to increasing internal resistance, something that got improved upon with the zinc-carbon dry cell. Itself effectively an evolution of the Leclanché wet cell.

From there zinc-carbon dry cells got replaced with alkalines, which itself got mostly replaced by NiMH and Li-ion cells. Despite more than a hundred years between the electrochemical cell that [Clive] featured in his video and today’s batteries, it’s clear that this wet cell was quite literally just the Victorian-era equivalent of an alkaline AA cell.

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The Bit79 Was A Famicom Clone That Took The “Family Computer” Name Seriously

While the original name of what much of the world knows as the NES was the Nintendo Family Computer, or Famicom for short, it was very rarely used as a family computer. Sure, there was a basic cartridge and an add-on keyboard sold in Japan, but it was always a sideshow to the games.

Nintendo recognized that when they brought their Entertainment System overseas. Most of the various famiclones — which date back to the mid-80s — are the same. BIT in Taiwan had a different idea: their Bit 79 would be a full home computer. Picture a C=64 that plays Nintendo games, and you might not be too far off. [Inkbox] tells the full story in his latest YouTube video, and it’s a must-watch for anyone interested in the history of 8-bit machines that are totally unknown in the West.

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