Nuclear Fusion R&D In 2024: Getting Down To The Gritty Details

To those who have kept tabs on nuclear fusion research the past decades beyond the articles and soundbites in news outlets, it’s probably clear just how much progress has been made, and how many challenges still remain. Yet since not that many people are into plasma physics, every measure of progress, such as most recently by the South Korean KSTAR (Korea Superconducting Tokamak Advanced Research) tokamak, is met generally by dismissive statements about nuclear fusion always being a certain number of decades away. Looking beyond this in coverage such as the article by Science Alert about this achievement by KSTAR we can however see quite a few of these remaining challenges being touched upon.

Recently KSTAR managed to generate 100 million degrees C plasma and maintain this for 48 seconds, a significant boost over its previous record from 2021 of 30 seconds, partially due to the new divertors that were installed. These divertors are essential for removing impurities from the plasma, yet much like the inner wall of the reactor vessel, these plasma-facing materials (PFM) bear the brunt of the super-hot plasma and any plasma instabilities, as well as the constant neutron flux from the fusion products. KSTAR now features tungsten divertors, which has become a popular material choice for this component.

Researching the optimal PFMs, as well as plasma containment modes and methods to suppress plasma instabilities are just some of the challenges that form the road still ahead before commercial fusion can commence.

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Hands On: AD409-Max Microscope

It used to be that only the most well-equipped home electronics lab had a microscope. However, with SMD parts getting smaller and smaller, some kind of microscope is almost a necessity.

Luckily, you can get USB microscopes for a song now. If you’re willing to spend a little more, you can get even get microscopes that have little LCD screens. However, there are some problems with the cheaper end of these microscopes.

Many of them have small and wobbly stands that aren’t very practical. Some don’t leave you much room to get a soldering iron in between the lens and the part. Worse still, many cheap microscopes have trouble staying still when you have to push buttons or otherwise make adjustments to the device.

It seems like every time a new generation of microscopes aimed at the electronics market arrives on the scene, many of the earlier flaws get taken care of. That’s certainly the case with the Andonstar AD409-Max.

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Static Recompilation Brings New Life To N64 Games

Over the past few years a number of teams have been putting a lot of effort into taking beloved Nintendo 64 games, decompiling them, and lovingly crafting them into highly portable C code. This allows for these games to not only run natively on PCs, but also for improvements to be made to the rendering engine and other components.

Yet this artisan approach to porting these games means a massive time investment, something which static binary translation (static recompilation) may conceivably speed up. Enter the N64: Recompiled project, which provides a binary translation tool to ease the translation of the N64’s binaries into C code.

This is effectively quite similar to what an emulator does in real-time, just with the goal of creating a permanent copy of the translated instructions. After this static binary translation, the C code can be compiled again, but as noted by the project’s documentation, a suitable runtime is needed to get a functional game. An example of this is the Zelda 64: Recompiled project, which uses the N64: Recompiled project at its core, while providing the necessary scaffolding and wrappers to create a working copy of The Legend of Zelda: Majora’s Mask as output.

In the video below, [Modern Vintage Gamer] takes the software for a test drive and comes away very excited about the potential it has to completely change the state of N64 emulation. To be clear, this isn’t a one-button-press solution — it still requires capable developers to roll up their sleeves and get the plumbing in. It’s going to take some time before you favorite game is supported, but the idea of breathing new life into some of the best games from the 1990s and early 2000s certainly has us eager to see where this technology goes

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Supercon 2023: Exploring The Elegance Of The Voja4

When you design an electronic badge, the goal is to make a device that’s interesting and has enough depth to keep your attendees engaged for the duration of the con but not so complicated that they can’t become proficient with it before they have to head home. It’s a difficult balance to nail down, and truth be told, not every Supercon badge has stuck the landing in this regard.

But if you’ve really done things right, you’ll create a piece of hardware that manages to outlive the event it was designed for. A badge that attendees continue to explore for months, and potentially even years, afterward. If the talk “Inside the Voja4” by Nathan Jones is any indication, we think it’s safe to say that goal was achieved with the Supercon 2022 badge.

During this forty-minute presentation, Nathan discusses what makes the 4-bit badge so fascinating from a technical standpoint and how it could theoretically be expanded to accomplish far more complex tasks than one might assume at first glance.

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Hackaday Links: May 19, 2024

If there was one question we heard most often this week, it was “Did you see it?” With “it” referring to the stunning display of aurora borealis — and australis, we assume — on and off for several days. The major outburst here in North America was actually late last week, with aurora extending as far south as Puerto Rico on the night of the tenth. We here in North Idaho were well-situated for prime viewing, but alas, light pollution made things a bit tame without a short drive from the city lights. Totally worth it:

Hat tip to Tom Maloney for the pics. That last one is very reminiscent of what we saw back in 1989 with the geomagnetic storm that knocked QuĂ©bec’s grid offline, except then the colors were shifted much more toward the red end of the spectrum back then.

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You Can Now Jailbreak A PS4 With An LG TV

You might think that jailbreaking a PS4 to run unsigned code is a complicated process that takes fancy tools and lots of work. While developing said jailbreaks was naturally no mean feat, thankfully they’re far easier for the end user to perform. These days, all you need is an LG TV.

Of course, you can’t just use any LG TV. You’ll need a modern LG webOS smart TV, and you’ll need to jailbreak it before it can in turn be used to modify your PS4. Once that’s done, though, you can install the PPLGPwn tool for jailbreaking PS4s. It’s based on the PPPwn exploit released by [TheFlow], which was then optimized by [xfangxfang] and implemented for LG Smart TVs by [zauceee]. Once installed, you just need to hook up your PS4 to the TV via the Ethernet port. Then, with the exploit running on the TV, telling the PS4 to set up the LAN via PPPoE will be enough to complete the jailbreak.

There are other ways to jailbreak a PS4 that don’t involve the use of a specific television. Nonetheless, it’s neat to see the hack done in such an amusing way.

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Generative AI Hits The Commodore 64

Image-generating AIs are typically trained on huge arrays of GPUs and require great wads of processing power to run. Meanwhile, [Nick Bild] has managed to get something similar running on a Commodore 64. (via Tom’s Hardware).

A figure generated by [Nick]’s C64. We shall name him… “Sword Guy”!
As you might imagine, [Nick’s] AI image generator isn’t churning out 4K cyberpunk stills dripping in neon. Instead, he aimed at a smaller target, more befitting the Commodore 64 itself. His image generator creates 8×8 game sprites instead.

[Nick’s] model was trained on 100 retro-inspired sprites that he created himself. He did the training phase on a modern computer, so that the Commodore 64 didn’t have to sweat this difficult task on its feeble 6502 CPU. However, it’s more than capable of generating sprites using the model, thanks to some BASIC code that runs off of the training data. Right now, it takes the C64 about 20 minutes to run through 94 iterations to generate a decent sprite.

8×8 sprites are generally simple enough that you don’t need to be an artist to create them. Nonetheless, [Nick] has shown that modern machine learning techniques can be run on slow archaic hardware, even if there is limited utility in doing so. Video after the break.

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