Car Batteries: More Than Just Wet Lead

Working on car electrical systems used to be easy. The battery simply provided power for the car’s starter motor when starting or to run the small number of accessories when the engine wasn’t running. The rest of the time, the alternator charged the battery and provided power for the rest of the vehicle and the ignition system. While very early cars didn’t have batteries, and some old cars had 6 V positive ground systems, most of us have lived our entire lives where car batteries come in several sizes (controlled by Battery Council International) and cars have a 12 V, negative ground system.

Times have changed. Cars don’t have distributors anymore, they have computers. They also have lots of gadgets from GPS to backup cameras and cellphone chargers. Batteries have had to get beefier and the modern trend is to also require less maintenance So, today, you’ll find that there isn’t just one kind of car battery. But how do these other batteries work and what was wrong with the good old lead acid wet cell?

For the purposes of this post, I’m not talking about electric car batteries which is a whole different topic — and most of them have a regular car battery, too. Continue reading “Car Batteries: More Than Just Wet Lead”

Taking (Good) Pictures Of PCBs

Snapping pictures is not technically difficult with modern technology, but taking good photographs is another matter. There are a number of things that a photographer needs to account for in order to get the best possible results, and if the subject matter isn’t particularly photogenic to start with it makes the task just a little more difficult. As anyone who’s posted something for sale online can attest, taking pictures of everyday objects can present its own challenges even to seasoned photographers. [Martijn Braam] has a few tricks up his sleeve for pictures like this in his efforts to photograph various circuit boards.

[Martijn] has been updating the images on Hackerboards, an online image reference for single-board computers and other PCBs, and he demands quality in his uploads. To get good pictures of the PCBs, he starts with ample lighting in the form of two wirelessly-controlled flashes in softboxes. He’s also using a high quality macro lens with low distortion, but the real work goes into making sure the image is sharp and the PCBs have well-defined edges. He’s using a Python script to take two pictures with his camera, and some automation in ImageMagic to composite the two images together.

While we’re not all taking pictures of PCBs, it’s a great way of demonstrating the ways that a workflow can be automated in surprising ways, not to mention the proper ways of lighting a photography subject. There are some other excellent ways of lighting subjects that we’ve seen, too, including using broken LCD monitors, or you can take some of these principles to your workspace with this arch lighting system.

Ask Hackaday: When It Comes To Processors, How Far Back Can You Go?

When it was recently announced that the Linux kernel might drop support for the Intel 486 line of chips, we took a look at the state of the 486 world. You can’t buy them from Intel anymore, but you can buy clones, which are apparently still used in embedded devices. But that made us think: if you can’t buy a genuine 486, what other old CPUs are still in production, and which is the oldest?

Defining A Few Rules

An Intel 4004 microprocessor in ceramic packaging
The daddy of them all, 1972’s Intel 4004 went out of production in 1981. Thomas Nguyen, CC BY-SA 4.0

There are a few obvious contenders that immediately come to mind, for example both the 6502 from 1975 and the Z80 from 1976 are still readily available. Some other old silicon survives in the form of cores incorporated into other chips, for example the venerable Intel 8051 microcontroller may have shuffled off this mortal coil as a 40-pin DIP years ago, but is happily housekeeping the activities of many far more modern devices today. Still further there’s the fascinating world of specialist obsolete parts manufacturing in which a production run of unobtainable silicon can be created specially for an extremely well-heeled customer. Should Uncle Sam ever need a crate of the Intel 8080 from 1974 for example, Rochester Electronics can oblige.

Continue reading “Ask Hackaday: When It Comes To Processors, How Far Back Can You Go?”

TEGA: Typescript Embedded Game Boy (Macro) Assembler

[Francis Stokes] has a real love for the original Game Boy, suggesting that owning this machine pushed him along a certain path that many of us would recognize. Developing Game Boy games isn’t particularly difficult from a hardware point of view, as you can easily buy special cartridges that have an SD card slot, allowing custom code. [Francis] had the idea of easy software development by producing a typescript hardware abstraction library, TEGA (or TypeScript Embedded Game Boy Macro Assembler). This provides a safe environment in which to play with the code, which can then be run inside an emulator such as BGB, before being deployed onto actual hardware.

The video embedded below — which we warn you now is a long one — goes into extensive justification and technical explanation of how [Francis] leverages typescript to create lots of nice features to produce safe code, whilst handling many of the Game Boy’s architectural restrictions, as well as the weirdness of the Sharp SM83 processor that powers it. We particularly liked the built-in support for on-the-fly asset compression, since every byte matters in the meager 32 Kb system, it’s nice not to have to think about it all the time! After discussing TEGA, the Game Boy hardware, the ins and outs of a demo game Block Jump, and then how to debug with BGB, we’re pretty confident many of you will be in a strong position to bust out a Game Boy application in the future!

As an aside, we did also stumble upon a new hardware guide provided by Finnish programmer and Game Boy superfan [Joonas Javanainen] which will help frame some of the topics [Francis] was talking about.

You may recall a little while back, the same author targeted the RISC-V using code written in typescript. After all, when you’re comfortable with a tool, you can shape it to do practically anything.

Continue reading “TEGA: Typescript Embedded Game Boy (Macro) Assembler”

A Cheap 3D Printer Control Panel As A General Purpose Interface

Browsing the usual websites for Chinese electronics, there are a plethora of electronic modules for almost every conceivable task. Some are made for the hobbyist or experimenter market, but many of them are modules originally designed for a particular product which can provide useful functionality elsewhere. One such module, a generic control panel for 3D printers, has caught the attention of [Bjonnh]. It contains an OLED display, a rotary encoder, and a few other goodies, and he set out to make use of it as a generic human interface board.

To be reverse engineered were a pair of 5-pin connectors, onto which is connected the rotary encoder and display, a push-button, a set of addressable LEDs for backlighting, a buzzer, and an SD card slot. Each function has been carefully unpicked, with example Arduino code provided. Usefully the board comes with on-board 5 V level shifting.

While we all like to build everything from scratch, if there’s such an assembly commonly available it makes sense to use it, especially if it’s cheap. We’re guessing this one will make its way into quite a few projects, and that can only be a good thing.

The Game Boy Color Accessory You’ve Been Waiting For

Sometimes silly projects catch our eye, and we just can’t resist covering them. Over on Hackaday.io, [solderking] realized that there was a glaring omission in the multi-game management hardware for the Game Boy Color. Obviously, it’s too mundane to carry the handheld around with a bunch of games in one’s pocket, and a hardware multi-changer would definitely improve the usability. This convenient, pocket-friendly solution allows you to dock up four cartridges at a time, and with only a little mild inconvenience, spin the whole assembly, lock in a game and load it up. What could be easier?

Constructed from a ridiculous three-tier PCB stack, with a rotating center joint, the assembly is completely passive, with the connections from the selected game cartridge passed down a series of connectors before finally entering the Game Boy via the usual edge connector. The mere fact that this works at all just shows how tolerant (and we guess, slow) older gaming platforms used to be, and just what you can get away with! Still, it’s a fun build, and it does work, which just goes to show that just because you can, then you should.

We’re no strangers to Game Boy hacks. Here’s a useful cartridge to help with developing your first program. If the old platform is just a bit too limited for you, then we’ve got you covered with a hack that wedges an iCE40 FPGA and a Pi Zero inside the case, to give a bit more oomph.

Continue reading “The Game Boy Color Accessory You’ve Been Waiting For”

small actor on giant table

NERF – Neural Radiance Fields

Making narrative film just keeps getting easier. What once took a studio is now within reach of the dedicated hobbyist. And Neural Radiance Fields are making it a dramatic step easier. The guys from [Corridor Crew] give an early peek.

Filming and editing have reached the cell phone and laptop stage of easy. But sets, costumes, actors, lighting, and so on haven’t gotten substantially cheaper, and making your own short film is still a major project.

Enter 3D graphics. With a good gaming laptop, anybody can make a photorealistic scene in Blender and place live action actors in it. But it takes both a lot of skill and work. And often, the scene you’re making is available as  a real place, but you can’t get permission to film or haul actors, props, crew, and so on to the set.

A new technology, NERF, for “NEural Radiance Fields”, has decreased the headaches a lot.  Instead of making a 3D model of the scene and using that to predict what reaches the camera, the software starts with video of the scene and machine learns a “radiance field” – a model of how light is reflected by the scene. Continue reading “NERF – Neural Radiance Fields”