Building A Sinclair ZX81 In 2022 With All New Parts

As the supply of genuine retrocomputers dwindles and their prices skyrocket, enthusiasts are turning their eyes in other directions to satisfy their need for 8-bit pixelated goodness. Some take the emulation route, but others demand a solution that’s closer to the original hardware. Following the latter path, [iNimbleSloth] is answering the question as to whether it’s possible to build a Sinclair ZX81 from all-new parts in 2022.

The ZX81 was Sir Clive’s second Z80-based computer, and its low price made it an instant success which paved the way for the legendary ZX Spectrum. From here in 2022 the original Ferranti ULA chip that contained all the logic is unobtainable except by raiding another ’81, so he’s using a design that has the same functionality in 74 series logic. The PCB is the same size as the original, and he’s paired it with a keyboard PCB using tactile switches. The video below the break is the first of what is to be a series, and he will be looking at a readily available 3D printed ZX81 case and the re-manufactured membrane keyboard.

For those of us who first learned to code in its meager 1k of memory the ’81 will always be a special computer. Sure it had many faults, but simply having an affordable real computer at all in 1981 was special. To see one being made from scratch is special then, and it would be nice to think that a few other people might learn how a computer works the Sinclair way.

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The Importance Of Physical Models: How Not To Shoot Yourself In The Foot Or Anywhere Else

We take shortcuts all the time with our physical models. We rarely consider that wire has any resistance, for example, or that batteries have a source impedance. That’s fine up until the point that it isn’t. Take the case of the Navy’s Grumman F11F Tiger aircraft. The supersonic aircraft was impressive, although it suffered from some fatal flaws. But it also has the distinction of being the first plane ever to shoot itself down.

So here’s the simple math. A plane traveling Mach 1 is moving about 1,200 km/h — the exact number depends on a few things like your altitude and the humidity. Let’s say about 333 m/s. Bullets from a 20 mm gun, on the other hand, move at more than 1000 m/second. So when the bullet leaves the plane it would take the plane over three seconds to catch up with it, by which time it has moved ever further away, right?

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Sprig Is An Open Source Handheld Game Console

[Hack Club] is a group that aims to teach teenagers about tech by involving them in open-source projects. One of the group’s latest efforts is Sprig, an open-source handheld game console, and [Hack Club] has even been giving them away!

The console is based around a Raspberry Pi Pico, paired up with a TFT7735 screen. There’s also a MAX98357A audio amp on board to provide sound. Other than that, there’s a full ten buttons for control, some LEDs for feedback, and it’s all assembled on a custom PCB designed for easy soldering.

Plenty of work has been done to make Sprig an accessible platform for first-time developers. Games can be created for Sprig and run either on the device, or in an online web-based editor. [Hack Club] is even running a program that will give Sprig hardware away to kids and teens worldwide who write a game for the platform and submit it to the online gallery.

If you’re eager to get into game development while understanding both the hardware and software side of things, Sprig might be just what you’re looking for. With today’s microcontrollers being so cheap and so powerful, we’ve seen some other great handheld designs recently, too!

A wooden scary face dispensing candy through its mouth

Automatic Candy Dispenser Takes The Hard Work Out Of Halloween

Halloween may be behind us, but we couldn’t resist showing you [Mellow]’s latest project: an automatic candy dispenser that takes the hard work out of serving trick-or-treaters. It’s a cool build that might serve as an inspiration for next year’s Halloween project, or perhaps for a different occasion altogether: think birthday parties or Valentine’s Day. After all, when’s a bad time to give sweet treats to someone you love?

The basic concept is a scary face, made of wood, that disgorges a set amount of candy through its mouth after you press its nose. The dispensing mechanism is made from 3D printed mechanical parts as well as a piece of drain pipe. Candy is stored in the pipe, with a servo-operated flap releasing a set amount each time the nose is pressed. [Mellow] cleverly designed the flap to be somewhat flexible, so that it wouldn’t crush any candy bars that got stuck between it and the pipe.

A Wemos D1 Mini reads out the nose switch and drives the candy-dispensing servo, as well as a further two servos that swivel the eyes left and right for an additional visual effect. The original idea was to have the eyes swiveling all the time, but because the mechanism turned out to be quite loud [Mellow] changed the code to only move them during the candy-dispensing process.

We’ve seen several designs for automated candy dispensers over the years, ranging from a Jack-o-Lantern that holds enough candy to feed a small city, to a beautifully over-engineered machine more suitable as a Valentine’s Day gift.

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Old 6809 Computer Lives Again On Breadboards

Among old CPUs, the 6809 never got as much attention as some of its cousins. The Radio Shack CoCo used it and so did a construction article in Wireless World Magazine. Now [Dave] has reconstructed that computer on breadboards and it looks great. The files are on GitHub and there is even a series of videos about the machine. You can watch the first one below.

You can even read the original articles in the January 1981 Wireless World where the board used a 6802. The upgrade to a 6809 appears in the July 1981 issue. The magazine promised you could build the system for £100. Besides the 6809 there were only a few chips. A PROM, two RAM chips, A 6821 PIA, and a 74LS138 decoder for address selection. An MC1413 transistor array also allowed for a 7-segment display and a keypad along with a 7442 BCD decoder.

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Taking Pokémon On A Walk

Emulating old computers or video game systems isn’t always about recreating childhood nostalgia or playing classics on hardware that doesn’t exist anymore. A lot of the time it can be an excellent way to learn about the mechanics of programming a video game. Plenty of older titles have available source code that anyone can pour over and modify, and one of those is Pokémon Emerald. This was the first Pokémon game that [Inkbox] played, and he added a few modern features to it with this custom ROM file.

The first thing to add to this game was the ability to have one’s Pokémon follow their character around in the overworld map. This is common in later games, but wasn’t yet a feature when Emerald and Ruby first came out. [Inkbox] needed to import sprites from later games into the Emerald game file, convert their color palettes to match the game’s palette, and then get to work on the mechanics. After everything was finished, the Pokémon not only follow the player around the map but are animated, enter and exit their Pokéballs, and even jump off ledges in a believable, 32-bit way.

One of the great things about older games like these is that they’ve been around long enough to have source code or decompiled code available, they often have plenty of documentation, and the platforms they operate on are well-known by now as well. Pokémon Emerald is not alone in this regard; in fact, there is a huge Game Boy Advance homebrew scene that is not too difficult to get involved in.

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$1 POV Display Goes Round And Round

You don’t need much to do a persistence of vision display. A few LEDs and a processor is all it really takes. [B45i] made a simple PC board with five LEDs and an ATtiny CPU. There’s a battery and it connects to a fan to spin around.

While the project is pretty simple, we liked two aspects of it. First, he provides very detailed explanations about how to use an Arduino to program the Tiny using the Arduino IDE.

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