A 386 PC For Your RP2350

We’re at a fortunate moment: microcontrollers available at modest prices are edging into the capability level previously reserved for full-fat systems and can, through emulation, run software beyond classic 8-bit home computers, consoles, or old arcade games. A project we’ve been watching for a while is tiny386, an emulator for ESP32 boards that provides a 386 PC with just enough 486 and 586 instructions enabled to run a modern Linux kernel. Now we’re pleased to note that this platform is making it to the RP2350, with ports for both the FRANK emulation platform and the Waveshare Pi Zero boards. You can now have a 32-bit PC with all the peripherals, including VGA and DVI/HDMI, for the cost of an inexpensive development board.

Having seen tiny386 run on its minimum-spec ESP32 platform, we’ll concede that while it’s usable, it’s not the fastest experience, but the RP2350 port promises better performance. It’s not for a modern full-fat Linux distro, but should work well for running older operating systems such as DOS, or Windows 3.1 and 95, or even a lean Linux setup. This has fascinating potential: while these systems are old, they still have an enormous software library. The idea of useful general-purpose computing, 1990s style, in the palm of the hand, is interesting.

If you’re curious, you can find tiny386 here and the FRANK boards here. Maybe they’re a better route to ’90s fun and games than a 386 laptop.

Analyzing The FScale Instruction In Intel’s 8087 FPU

During his continuing analysis of the architecture and microcode of Intel’s highly influential 8087 floating point unit (FPU) co-processor, [Ken Shirriff] has now arrived at the point where he can put together how the 8087’s microcode implements various x87 instructions. One of these, the FSCALE instruction turned out to be far more complicated than assumed, with one might assume to be a straightforward powers-of-two scaling turning out to entail over 140 micro-instructions and three levels of sub-routine calls just to handle all cases.

The annotated die shot in the heading image shows the functional blocks that are used by this one x87 instruction, to give some kind of idea of what amount of hardware even ‘just’ scaling a floating point number involves.

Much like with the x86’s CISC-style ISA, these 8087 instructions break down into individual steps that involve everything from loading values into registers, performing operations, checking for and handling error conditions as well as stack management. As can be seen in [Ken]’s breakdown of the FSCALE implementation in the 8087 it’s all very logical, taking a high-level instruction and doing all that’s needed for a robust implementation, without bothering the developer with the details.

Of note is that the 8087’s implementations led to the IEEE 754 floating point standard, providing what definitely at the time was one of the most mathematically accurate FPUs that somehow still was financially responsible enough to make it into a relatively affordable PC.

An angular, 3D-printed base holds two icosahedra with numerals on their faces. Each icosahedron has a zig-zagging path running through it, showing red gears inside.

Keeping Time On Tumbling Icosahedra

Clocks are almost the ideal devices to inspire creativity in hackers — they have a simple, well-defined task, but there’s an almost unlimited number of ways to carry it out. [ekaggrat singh kalsi]’s OVODYO is a particularly intriguing approach, tumbling a pair of icosahedral counters to display the current time.

Each 3D-printed icosahedron has numerals sunk through each of its twelve sides, and is raised above the base of the clock on a brass support shaft. An inner drive shaft runs through the center of the support shaft and drives a set of beveled gears. These spin the outer shells around two axes, periodically cycling through all twelve faces. The pattern in which an icosahedron rotates means that only set of numerals appears upright at a time, making it easier to distinguish the time.

A split path around the icosahedra both lets them rotate around the support shaft and shows off the internal gearing. On the control side, an ATmega8 drives a pair of stepper motors with drv8833 motor drivers, using a hall effect sensor to detect each indicator’s position. Since the minutes dial only gives the time in five-minute intervals, it also drives an LED strip to indicate the exact minute.

[ekaggrat] has a long history of creative clock designs, from this dynamic chain-link sculpture to a hair-tie clock or a mechanical seven-segment display.

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On the left side of the image, a mannequin holds a blade of grass in its mouth. A trail of dust follows a blurred green trail past the piece of grass. A man in the background is pointing a wooden device toward the mannequin.

Whip-Cracking Machine Reliably Breaks The Sound Barrier

We tend to think of breaking the sound barrier as a comparatively modern accomplishment, but on a smaller scale, cattle herders have been breaking it for centuries: the cracking sound of the tip of a bullwhip snapping comes from a small-scale sonic boom. Reliably getting a crack out of a whip takes skill and practice, though, which is why [Craig Turner] built a whip-cracking machine.

The first step was to build the whip itself, which was surprisingly complicated. Bullwhips taper down toward the end of the whip. As the whip uncurls during a crack, momentum passes down the whip; since the whip becomes continually narrower and lighter, conservation of momentum means that different stretches of the whip must move progressively faster. To get this effect, [Craig] joined together a series of increasingly thin and light ropes. The heavy end of the whip terminated in an eyelet connected to a length of elastic shock cord. Stretching the whip back on the shock cord and releasing it whipped it around, resulting in a fairly reliable crack.

For greater convenience, [Craig] built this into a launcher mechanism, with the elastic cord wrapped around the end of the launcher, an electrical-conduit guide for the whip, and a spring-loaded trigger mechanism to release it. This worked even better than expected, getting a reliable crack every time. The tip of the whip could slice leaves, tear open aluminium cans, put out candle flames, knock the cap off a bottle without tipping it over, and reliably hit small targets on the first shot.

As [Craig] mentioned, this setup would make it much easier to study the cracking effect with a schlieren imaging setup.

Spin FV-1 Emulator Simplifies Sound Pedal Development

If you’ve never heard of the Spin Semiconductors FP-1 digital signal processor chip, don’t worry– that just means you haven’t been deep into guitar petals and audio effects hardware lately. [adamjvr], a.k.a. [avr] has, and he’s gone to the point of creating a PC-based emulator of this sound chip to simplify development.

If you don’t see the utility, stop and think about the development cycle without a simulation like this: you program, you flash to a board, and you test there. Not only does the ‘flash to the board’ step add time and friction, you do also have a limited number of flashes on the board’s memory. With an emulator on your PC, the workflow tightens to ‘code, test’ and you don’t flash the board until the simulated DSP is doing the sounds you want it to.

As for the FV-1 itself, it’s an interesting little chip in that it’s quite a full-featured DSP– rather, it’s small instruction set is focused entirely on audio effects. If you’re into that world– be it guitar pedals or otherwise– you may find this project very useful. There are releases for Linux, MacOS and Windows, and it’s all open-source on GitHub, under the Mozilla Public License. It’s not the most common choice, but we’re hardly going to complain about licenses to anyone willing to share their hard work.

If you like the idea of testing your work before you go to the bench, we’ve seen software that offer the same functionality for Arduino projects, as well as other AVR and PIC micros. It’s been a while since we featured a programmable guitar pedal, so we hope this tool enables others to rock out.

One module of the relay computer

2026 Retrocomputing Challenge: 16-Bit Homebrew Relay Computer

You want Retro? We did, when we started our retrocomputing challenge. [Peter] decided that transistors weren’t retro enough, and sent us this lovely homebrew relay computer, complete with 16- bit CPU, which is rather more bits than one normally associates with clicky clacky contacts.

The architecture is very simple– it just uses an accumulator register, ACCU, and goes from there. All mathematics and save/load operations go through ACCU. There whole instruction set is only 19 commands, and he’s used that set to program such lovely things as calculating 3 digits of Pi– which only took 8 minutes of glorious clicking. There’s a demo video of that embedded below. [Peter] has even implemented a display by hooking his computer to a 32×32 LED matrix, but don’t expect it to relay updates really quickly.

If this computer looks familiar, it’s because its earlier incarnation was one of the more “extra” entries in last year’s one-hertz challenge, where it was used to blink an indicator lamp. Yes, even relay computers apparently get started with the “blinky” sketch.

If you want in on the fun, our retrocomputer challenge runs until October 27th, so there’s lots of time left to turn back the clock.

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Making An Air-Powered Circular Saw With LEGO

The all-LEGO version barely cuts paper. (Credit: Jamie's Brick Jams, YouTube)
The all-LEGO version barely cuts paper. (Credit: Jamie’s Brick Jams, YouTube)

Although building a table saw out of LEGO is probably not the first thing that comes to mind when you look at those colorful bits of plastic, [Jamie] has been on a bit of a search for more applications of his LEGO-based air-powered motors. Naturally this led to the idea of doing something useful with it, like making a table saw you can actually use for real wood.

Starting off with a basic prototype using only regular LEGO pieces to get the mechanism figured out, [Jamie] then builds this up into said air-powered table saw featuring an actual metal blade. Suffice it to say that this isn’t something that you want your children to do with their LEGO while unsupervised.

The star of the show is of course the air-powered turbine that spins the blade. This is something that [Jamie] has been working on for a while, going through a number of prototypes to figure out a 3D printed geometry for the turbine blade that helps to convert as much of the high-pressure air into rotation.

Along the way it was also discovered that 3D printing saw blades is pretty hard, probably due to the lack of a sharp edge. This is definitely an area where it’s hard to beat a real table saw blade, with the added caveat that anything that’s good at cutting up boards of wood and sausages will just as happy slice through careless primate fingers.

In terms of safety features, the air supply is cut automatically with a sort of dead-man switch that requires you to keep one hand on it while using the final table saw design. There also an auto-feeding system added that tries to guide the board into the saw, but this turned out to be finicky. Suffice it to say that an air compressor and a handful of non-LEGO-approved components created a pretty convincing table saw.

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