Tiny Ethernet Switch Gets Even Smaller

As a project gets more complicated, some kind of internal communication network is often used to that all of the various modules and sensors can talk with each other. For hardware hackers like us, that usually means SPI, I2C, or maybe even good old fashioned UART. But if you’re pushing a lot of data around, like live video feeds from multiple cameras, you’ll need something a bit faster than that.

Which is why [Josh Elijah] has created the SwitchBlox Nano, a three port 10/100 Ethernet switch that fits on a one inch square PCB. All you need to do is provide it with power, with a generous input range of 5 to 50 volts, connect your devices to the Molex Picoblade connectors on the board, and away you go. There’s even a 5 V 1 A regulated output you can use to run your downstream devices.

If you’ve got a feeling that you’ve seen something very similar on these pages earlier in the year, you’re not imagining things. Back in April we covered the original five port SwitchBlox in a post that garnered quite a bit of attention. In fact, [Josh] tells us that the design of this new switch was driven largely by the feedback he got from Hackaday readers. The Nano is not only smaller and cheaper than the original, but now maintains full electrical isolation between each port.

The average Hackaday reader is as knowledgeable as they are opinionated, and we’re glad [Josh] was able to put the feedback he received to practical use. We’re proud that our community has had a hand in refining successful commercial products like the Arduboy handheld game system and the Mooltipass hardware password keeper. Now it looks like we can add a tiny Ethernet switch to the list of gadgets we’ve helped push up the hill. Maybe we should get a stamp or something…

Slaying Dragons In Notepad

We all have our favorite text editor, and are willing to defend its superiority above all other editors by any means necessary. And then there’s Notepad. But what Notepad may lack in text manipulation features, it compensates with its inconspicuous qualities as a gaming platform. Yes, you read that correctly, and [Sheepolution] delivers the proof with a text-based adventure game running within Notepad.

What started out with [Sheepolution] jokingly wondering what such a game may look like, ended up as an actual implementation as answer to it. Behind the scenes, a script written in Lua using the LÖVE framework — for which he also created an extensive tutorial — monitors the state of several text files that make up the game world. Each location is a separate text file to open in Notepad, showing the current state of the game, telling the story with text and ASCII art, and offering choices to the player. The game is played by modifying and saving those text files, which the script then processes to push the gameplay forward by simply updating the content of those files with the new state. Check out the game’s trailer after the break to get a feel of what that looks like.

Unfortunately, Notepad itself doesn’t automatically reload the file when its content changes, so to provide a smoother gaming experience, [Sheepolution] modified the open source implementation Notepad2 to work around this, and bundled it as part of the game’s executable. Initially, he even added animations to the ASCII graphics, but in the end decided against most of them to avoid constant disk writes and race conditions caused by them.

Sure, this is no Game Boy emulator in a text editor, and it may not be as groundbreaking as Notepad’s latest feature, but it’s always amusing to see alternative uses for well-established tools.

Continue reading “Slaying Dragons In Notepad”

Hackaday Podcast 066: The Audio Overdub Episode; Tape Loop Scratcher, Typewriter Simulator, And Relay Adder

Hackaday editors Elliot Williams and Mike Szczys stomp through a forest full of highly evolved hardware hacks. This week seems particularly plump with audio-related projects, like the thwack-tackular soldenoid typewriter simulator. But it’s the tape-loop scratcher that steals our hearts; an instrument that’s kind of two-turntables-and-a-microphone meets melloman. We hear the clicks of 10-bit numbers falling into place in a delightful adder, and follow it up with the beeps and sweeps of a smartphone-based metal detector.

Take a look at the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Direct download (60 MB or so.)

Continue reading “Hackaday Podcast 066: The Audio Overdub Episode; Tape Loop Scratcher, Typewriter Simulator, And Relay Adder”

ESP32 Refines Game Boy Bluetooth Adapter

Last year we brought word of a project from [Shyri Villar] that turned a stock Game Boy Advance into a Bluetooth controller by exploiting the system’s “multiboot” capability. The prototype hardware was a bit ungainly, but the concept was certainly promising. We’re now happy to report that the code has been ported over to the ESP32, making the project far more approachable.

To clarify, the ESP32 is now the only component required for those who want to play along at home. Just five wires connect the microcontroller to the GBA’s Link Cable connector, which is enough to transfer a small ROM over to the system and ferry user input to the Bluetooth hardware. Even if you aren’t interested in using it as a game controller, this project is an excellent example of how you can get your own code running on a completely stock GBA.

While the original version of the hardware was a scrap of perfboard dangling from the handheld’s expansion connector, reducing the part count to one meant [Shyri] was able to pack everything into a tidy enclosure. Specifically, a third party GBA to GameCube link cable. This not only provides a sleek case for the microcontroller that locks onto the handheld with spring loaded tabs, but also includes a male Link Cable connector you can salvage. It looks as though there’s a bit of plastic trimming involved to get the ESP32 to fit, but otherwise its a very clean installation.

The GBA will be 20 years old soon, but that doesn’t mean the hardware and software exploration is over. The original Game Boy is over 30, and people are still giving talks about it.

The Ultimate Game Boy Talk

It is absolutely no exaggeration to say that [Michael Steil] gave the Ultimate Game Boy talk at the 33rd Chaos Communication Congress back in 2016. Watch it, and if you think that there’s been a better talk since then, post up in the comments and we’ll give you the hour back. (As soon as we get this time machine working…)

We were looking into the audio subsystem of the Game Boy a while back, and scouring the Internet for resources, when we ran across this talk. Not only does [Michael] do a perfect job of demonstrating the entire audio system, allowing you to write custom chiptunes at the register level if that’s your thing, but he also gets deep into the graphics engine. You’ll never look at a low-bit Pole Position clone the same again. The talk even includes some new (in 2016, anyway) hacks on the pixel pipeline in the last 15 minutes, and a quick review of the hacking tools and even the Game Boy camera.

Why do you care about the Game Boy? It’s probably the last/best 8-bit game machine that was made in mass production. You can get your hands on one, or a clone, for dirt cheap. And if you build a microcontroller-based cartridge, you can hack the whole thing non-destructively live, and in Python! Or emulate either the whole shebang. Either way, when you’re done, you’ve got a portable demo of your hard work thanks to the Nintendo hardware. It makes the perfect retro project.

Continue reading “The Ultimate Game Boy Talk”

There Really Was A Sewing Machine Controlled By A Game Boy

These days, high-quality displays and powerful microcontrollers are cheap and plentiful. That wasn’t the case a couple of decades ago, and so engineers sometimes had to get creative. The result of this is products like the Jaguar nu.yell sewing machine, as covered by [Kelsey Lewin].

The later nuotto model was capable of more advanced embroidery patterns. A Mario character cartridge was sold, while a later Kirby edition was scrapped before release.

The Japanese market product eschewed the typical mechanical controls of the era, to instead interface with a Nintendo Game Boy. The sewing machine would hook up to the handheld console via the Link Port, while the user ran a special cartridge containing the control software. This would allow the user to select different stitch types, or embroider letters. Very much a product of its time, the nu yell mimics the then-cutting edge industrial design of the first-generation Apple iMac. The technology was later licensed to Singer, who brought it to the US under the name IZEK. Sales were poor, and the later Jaguar nuotto didn’t get a similar rebranding stateside.

Back in the late 90s, the Game Boy was likely an attractive package to engineers. Packing a Z80 processor, buttons, and a screen, it could act as a simple human interface in lieu of designing one from the ground up.  Aprilia even used them to diagnose motorbike ECUs, and we’ve seen Game Boy parts used in medical hardware from the era, too. Video after the break.

Continue reading “There Really Was A Sewing Machine Controlled By A Game Boy”

3D Printing For Wire Paths Yields An Arduboy Minus The PCB

What is part way between a printed circuit board and a rats-nest of point-to-point wiring? We’re not sure, but this is it. [Johan von Konow] has come up with an inspired solution, 3D printing an Arduboy case with channels ready-made for all the wires. The effect with his 3DPCBoy is of a PCB without the PCB, and allows the console to be made very quickly and cheaply.

The Arduboy — which we originally looked at back in 2014 — is a handheld gaming console in a somewhat Gameboy-like form factor. Normally a credit-card sized PCB hosts all the components, including a microcontroller, display, and buttons. Each has a predictable footprint and placement so they can simply be wired together with hookup wire, if you don’t mind a messy result.

Here the print itself has all the holes ready-created for the components, and the path of the wires has a resemblance to the sweeping traces of older hand-laid PCBs. The result is very effective way to take common components — and Arduino pro micro board for the uC, an OLED breakout board, and some buttons — and combine them into a robust package. This technique of using 3D prints as a combination of enclosure and substrate for components and wiring has an application far beyond handheld gaming. We look forward to seeing more like it.

[Via the Arduboy community forum, thanks Kevin Bates for the tip.]