Jac Goudsmit and Ralf Porankiewicz at Supercon 2022

2022 Supercon: Jac And Ralf Explore The Secrets Of The Digital Compact Cassette

During the 1990s, music was almost invariably stored on CDs or cassette tapes. When the new millennium came around, physical formats became obsolete as music moved first to MP3 files, and later to network streams. But a few years before that big transition, there were several attempts at replacing the aging cassette and CD formats with something more modern. You might remember the likes of MiniDisc and Super Audio CD, but there were a few other contenders around.

The Digital Compact Cassette, or DCC, was one such format. Released by Philips in 1992 as a replacement for the analog audio cassette, it failed to gain traction in the market and disappeared before most people had even heard of it. Not so for [Jac Goudsmit] and [Ralf Porankiewicz] however, who have spent years researching all aspects of the DCC system and shared some of the results in their 2022 Supercon talk.

[Ralf] is the curator of the DCC Museum in Cathedral City, California, which owns examples of all DCC equipment ever released, as well as several devices that never made it to market. He also aims to document the history of audio recording and DCC’s contribution to it, which goes further than you might think. For example, the audio compression format used in the DCC system, called PASC, was an early version of what would later become MP3 – though most histories of audio compression ignore this fact.

[Jac], for his part, made an extensive study of all the technical features of the DCC format. He has written numerous articles about his findings, first in the DCC FAQ and later by maintaining the relevant Wikipedia articles. He is running several projects aimed at keeping the format alive, often in collaboration with the DCC Museum.

[Jac] and [Ralf] begin their talk with a brief introduction to the system and its media. DCC players were designed to be compatible with analog audio cassettes, so DCC cartridges are the same basic size, though with a different type of tape inside. Playback devices contain a complex set of magnetic heads to read either the analog signals from classic tapes, or the digital data stored on DCCs.

One unique feature of DCC is Interactive Text Transfer Service, or ITTS, which is a separate data area on the tape that can hold additional information like song lyrics or even simple animations. It was intended to be displayed on players that supported it, but no such devices were ever released. Luckily, [Jac] and [Ralf] managed to find a rare ITTS decoder system used in a tape mastering facility, and were able to reveal the contents of this “secret track”, which is present on all prerecorded tapes, for the first time.

User-recorded tapes never had any ITTS data, and differed from prerecorded ones in several other ways, too. The most obvious difference was that professionally-made tapes could be indexed by song title, while home-made ones could only jump to track numbers. [Jac] and [Ralf] are however working to enable all the professional features on home-made tapes as well, through a number of software and hardware projects.

The most basic software needed is an encoder and decoder for the PASC format, which [Jac] developed from existing MP1 sofware. But to explore some of the more obscure hardware features, he had to reverse-engineer several different DCC players. This led him to discover many interesting half-finished features: the ITTS data sector is one example, but he also found out that some players send ready-to-use VU meter data to their front panel, even though they are unable to display that information.

[Jac] was also one of the first people to buy the DCC-175 portable DCC player when it was released in 1995. This was the only DCC player ever sold with a computer interface, allowing direct transfer of digital audio between a computer and a DCC tape. The parallel port interface and its accompanying Windows 9x software are completely obsolete and unusable with modern PCs, so [Jac] is working on directly accessing the data from the DCC-175 through a custom cable. He’s making good progress: he already figured out the electrical interface and wrote some software that enables him to control the tape recorder directly.

We can’t help but be impressed by the amount of effort both [Jac] and [Ralf] have put into understanding and documenting all the intricacies of a long-obsolete audio format. Thanks to their efforts, we can still appreciate the impressive technology behind DCC – even if it never came close to replacing its analog cousin.

Continue reading “2022 Supercon: Jac And Ralf Explore The Secrets Of The Digital Compact Cassette”

Electric Skateboard Becomes Mobile Skate Park

While building a skate park might not appear to have much in common with software development, at they very least, they both suffer from a familiar problem: scalability. Bigger skate parks need more ramps and features, and there’s no real way to scale up a construction project like this efficiently like you could with certain kinds of software other than simply building more features. This was something [Kirk] noticed, but was able to scale up a skate park in a way we’ve never thought of before. He built a mobile skateboard ramp that can turn any place into a skate park.

The mobile and approximately sidewalk-width platform is able to move around thanks to an electric skateboard as its foundation. It adds a NVIDIA Jetson Nano for control with a PS4 controller for input, although steering a skateboard with an actuator took a few prototypes to figure out since skateboards are designed to be steered by shifting the rider’s weight. Since they are already designed to carry a human-amount of weight, though, it was at least able to tote the ramp around with relative ease. Another problem was lowering the ramp into position when it got to the desired area, but with an electrically-controlled jack and a few rounds of debugging was eventually able to do this without much issue.

With all of that project development behind him, [Kirk] can finally realize his dream of having ramps scattered all across his neighborhood like in the classic videogame Paperboy, without needing to build them all individually or ask for permission to place them around his neighbor’s homes. For any future iterations of this build, we might consider adding tank tracks to the electric skateboard for better off-road performance, like facilitating a jump across a patch of grass.

PCIe For Hackers: Extracting The Most

So, you now know the basics of approaching PCIe, and perhaps you have a PCIe-related goal in mind. Maybe you want to equip a single-board computer of yours with a bunch of cheap yet powerful PCIe WiFi cards for wardriving, perhaps add a second NVMe SSD to your laptop instead of that Ethernet controller you never use, or maybe, add a full-size GPU to your Raspberry Pi 4 through a nifty adapter. Whatever you want to do – let’s make sure there isn’t an area of PCIe that you aren’t familiar of.

Splitting A PCIe Port

You might have heard the term “bifurcation” if you’ve been around PCIe, especially in mining or PC tinkering communities. This is splitting a PCIe slot into multiple PCIe links, and as you can imagine, it’s quite tasty of a feature for hackers; you don’t need any extra hardware, really, all you need is to add a buffer for REFCLK. See, it’s still needed by every single extra port you get – but you can’t physically just pull the same clock diffpair to all the slots at once, since that will result in stubs and, consequently, signal reflections; a REFCLK buffer chip takes the clock from the host and produces a number of identical copies of the REFCLK signal that you then pull standalone. You might have seen x16 to four NVMe slot cards online – invariably, somewhere in the corner of the card, you can spot the REFCLK buffer chip. In a perfect scenario, this is all you need to get more PCIe out of your PCIe.

Continue reading “PCIe For Hackers: Extracting The Most”

Make Anything Clockwork With This Ridiculous Stick-On Device

Clockwork devices were popular right up until motors and electronics proved far more capable in just about every way. However, there’s something charming about a device you can wind up to make it do its thing. To recreate this feeling on modern technology, [Kousuke Saito] created a clockwork winder that you can fit to a wide variety of modern appliances. 

Somehow it just feels right.

The design is simple. It consists of a motor which is run from a battery. The two components are installed in a 3D printed housing with a magnet on the bottom. When the device is attached to a metal surface, a switch is activated which turns the motor on. The motor is attached to a large printed “winding key” that would be familiar to anyone who has used a clockwork toy or timepiece before. If the magnetic manner of activation is familiar, you might recall it from [Kousuke Saito’s] chirping cicada project.

It’s a silly build, to be sure. Regardless, when placed on certain appliances, like a simple fan, the motion really does imply that the clockwork winder is connected to the mechanism inside. It’s a falsehood, of course, but a joyous one.

We’ve featured some real clockwork hardware before, too, like these amazing time locks.

Continue reading “Make Anything Clockwork With This Ridiculous Stick-On Device”

Generating Instead Of Storing Meshes

The 64kB is a category in the demoscene where the total executable size must be less than 65,536 bytes, and at that size, storing vertexes, edges, and normal maps is a waste of space. [Ctrl-Alt-Test] is a French Demoscene group that has been doing incredible animations for the last 13 years. They’ve written an excellent guide on how they’ve been procedurally generating the meshes in their demos.

It all starts with cubes. By stacking them, overlaying them, reusing them, and tiling them you can get better compression than raw vertexes. Revolution was the next trick, as it uses just a few points, plotting it via Catmul-Rom splines, and revolving around an axis. The numbers are pairs of 32-bit floats and before compression, a detailed pawn on a chess board can weigh in at just 40 bytes. Just these few techniques can take you surprisingly far (as seen in the picture above).

They later worked on deforming cubes and placing them into a semi-randomized column, which happened to look a lot like plants. This isn’t the first generated vegetation we’ve seen, and the demoscene technique focused more on getting the shape and setting the mood rather than being accurate.

Signed distance fields are another useful trick that allows you to generate a mesh by implementing a signed distance function and then running a marching cubes algorithm on it. In a nutshell, a signed distance function just returns the distance to the closest point on a surface from a given point. This means you can describe shapes with just a single mathematical equation. As you can imagine, this is a popular technique in the demoscene world because it is so space efficient in terms of code and data. [Ctrl-Alt-Test] even has a deep dive into one of their projects, Immersion, with a breakdown of where the space is allocated.

There are plenty of other tips and tricks here, such as generating textures and developing a C++ hot reload system for faster iteration. It’s just incredible that the executable that plays the whole video is smaller than just a JPEG screenshot of the video. It’s a reminder that the demoscene is still fascinating with new tricks and experiences even as the hardware stays the same. Continue reading “Generating Instead Of Storing Meshes”

Compose Any Song With Twelve Buttons

Limitations placed on any creative process often paradoxically create an environment in which creativity flourishes. A simple overview of modern pop, rock, or country music illustrates this principle quite readily. A bulk of these songs are built around a very small subset of music theory, often varying no more than the key or the lyrics. Somehow, almost all modern popular music exists within this tiny realm. [DeckerEgo] may have had this idea in mind when he created this tiny MIDI device which allows the creation of complex musical scores using a keyboard with only 12 buttons.

The instrument is based around the Adafruit MacroPad, which is itself built on the RP2040 chip. As a MIDI device, it needs to be connected to a computer running software which can support MIDI instruments, but once its assembled and given its firmware, it’s ready to rock. A musician can select one of any number of musical scales to operate within, and the 12 keys on the pad are mapped to the 12 chromatic notes within that scale. It can also be used to generate drum tracks or other backing tracks to loop before being used to create melodies as well.

[DeckerEgo] took a bit of inspiration from an even simpler macro pad we featured before which is based around the idea that a shockingly high number of songs use the same four chords. His macro pad includes creation of chord progressions as well, but expands on that idea to make more complete compositions possible. And, for those looking to build their own or expand on this project, he has also made all of the source code available on his GitHub page.

Continue reading “Compose Any Song With Twelve Buttons”

A clear flexible PCB with a number of gold electrodes on one end. It is wrapped over a black cable to demonstrate its flexibility. A set of dashed white lines goes from one end to a zoomed in image of the circuit structure inset in the top right of the image.

Biohybrid Implant Patches Broken Nerves With Stem Cells

Neural interfaces have made great strides in recent years, but still suffer from poor longevity and resolution. Researchers at the University of Cambridge have developed a biohybrid implant to improve the situation.

As we’ve seen before, interfacing electronics and biological systems is no simple feat. Bodies tend to reject foreign objects, and transplanted nerves can have difficulty assuming new roles. By combining flexible electronics and induced pluripotent stem cells into a single device, the researchers were able to develop a high resolution neural interface that can selectively bind to different neuron types which may allow for better separation of sensation and motor signals in future prostheses.

As is typically the case with new research, the only patients to benefit so far are rats and only on the timescale of the study (28 days). That said, this is a promising step forward for regenerative neurology.

We’re no strangers to bioengineering here. Checkout how you can heal faster with electronic bandages or build a DIY vibrotactile stimulator for Coordinated Reset Stimulation (CRS).

(via Interesting Engineering)