Dutch Hackerspaces At Ten Years Old: Celebrating A Community With A Special Map

The exotic cruise destination of Hoek van Holland Haven.
The exotic cruise destination of Hoek van Holland Haven.

A couple of months ago I wrote a piece about the evolution of hackerspaces, and mentioned that I’d be attending a party for a hackerspace birthday. As I write this that party was last weekend, and it was celebrating both the birthday of RevSpace in the Hague, and the tenth anniversary of hackerspaces in the Netherlands. After a relaxing ocean cruise across the North Sea and a speedy train ride I found myself in RevSpace with a bottle of Club-Mate in my hand, hanging out with not only the locals but a selection of others from all across northwestern Europe and beyond. RevSpace is an exceptionally well-organised hackerspace with a large membership, so there was plenty to talk about and a lot of interesting projects to look at.

There was a short programme of talks in Dutch, covering hackerspace history and interviewing a panel of hackerspace founders. I am told that these may make their way online with an English translation in due course, and should be worth looking out for. Then there was an epic-scale barbecue, an old-school rave with Gameboy chiptunes and analogue synth EDM among other delights, and the chance for an evening’s socialising with the rest of the attendees. Continue reading “Dutch Hackerspaces At Ten Years Old: Celebrating A Community With A Special Map”

All The Games In One Cartridge

The original Game Boy was a smash success for Nintendo and has an amazing collection of games. You might relive some childhood nostalgia by booting up a Game Boy emulator, but to really get the full experience you’ll need the battery-draining green-tinted original hardware. Thanks to modern technology you can also load all of the games at one time on the original hardware with this STM32 cartridge that fits right in.

The device can load any Game Boy game (and homebrews) and ROMs can be sent to the cartridge via USB. There were are a lot of hurdles to getting this working properly, the largest of which is power management. A normal cartridge has a battery backup for save data, but using a small coin cell to run an STM32 would kill the battery quickly. To get around that, the cartridge writes the states to nonvolatile memory and then shuts itself off, although this has the side effect of crashing the Game Boy.

The creator of this project, [Emeryth], noted that we featured a similar project from [Dhole] a few years ago, also involving an STM32. [Emeryth] decided that it would be fun to build his own project anyway, and it’s certainly an interesting take on GameBoy hacking. He also has the files for this project available on his Git Hub page.

The Hacker History Of Music Technologies

Music throughout history has been inspired and changed by hackers and makers, and never moreso than in the 20th century. Helen Leigh is one such hacker, who brought a talk to Supercon to give us a crash course in the history of recording, electronics and music, and what the maker movement is doing in the music world today.

The tape recorder was an invention that kicked off a golden period of exploration in sound. Beginning in World War II, the Nazi propaganda machine cut and spliced recorded materials and disseminated them across broadcasting stations in Europe. To the astonishment of the Allies, certain German officials appeared to be making broadcasts from different studios at the same time, due to the high quality of the recording hardware. After the war, this technology was discovered by a group of Parisian recording artists who began to experiment with an art that became known as musique concrète, using tape hardware in weird and wonderful ways to create new sounds heretofore unheard in nature.

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Ambitious LED Cube Provides Endless Video Game Scrolling; Plays Castlevania

LED cubes are all the rage right now, and rightly so given the amount of work that goes into them and the interesting things people find to do with them. Not content to make yet another position-sensitive display or an abstract design, though, [Greig Stewart] opted for something a bit more ambitious: an LED cube with a playable game of Castlevania.

As ambitious projects often do, this one required leveraging the previous art, some of which we’ve featured before. [Greig] pulled inspiration and information from cube builders like [polyfloyd], [Greg Davill], and [kbob] to put the six 64-LED matrix panels to work. Getting the structural elements figured out was an early stumbling block, but [Greig] pulled it off with 3D-printed brackets and a hinge that’s a work of art in itself; the whole thing looks like something the Borg would have built. The Raspberry Pi inside made a Gameboy emulator possible, and his first stab at it was to have six different games running at once, one on each panel. He settled on just one game, the classic side-scroller Castlevania, played on just four of the panels. Some wizardry was required to de-scroll the game so that the character walks around the cube rather than having the background scroll; you can check out the results in the clip below.

Currently, the cube sits on a lazy susan with a small motor controlling the swiveling in response to a foot control. [Greig] wants to put the motor under control of the game so that physical scrolling is synced with gameplay; we heartily endorse that plan and look forward to the results.

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Latest Dose Of Hardware Talks Headed To Supercon

The tickets have sold out even as the list of incredible speakers grows. Today we bring you the third dose of talks you’ll see at the Hackaday Superconference in November — whether you were lucky enough to grab a ticket, or will be watching the livestream, these eight will be speaking on topics from algorithmically-augmented live music performance to the hardware that captures the real world for display in VR and from leveraging the power of lookup tables to harnessing our engineering talent in a way that truly enriches humanity.

If you missed the two speaker announcements that have already come out, go back and take a look at those as well as the workshops being held during Supercon.

The Talks (Part Three of Many)


  • Mitch Altman

    The Pros and Cons of Tech. Can We Design Tech that Serves Humanity

    Technology is truly awesome! It is also a lot of fun. With the tools we, as humans, have made through the eons, we’ve become top-dog on our planet. But, at a great cost. It is mostly accepted that we have only 5 years to reverse climate change. How long till we no longer have any privacy. We have little time for anything but work because of all of our addictive and alienating “time-saving” devices we voluntarily choose to have in our lives. People report being less happy each decade. Soon, only 2% of the world’s wealth will be concentrated in only 0.1% of the population. The military uses anything and everything we create to spy, destroy, and kill for profit. This is not a pretty picture. What can we do? Is it possible to create technology to improve our lives? In this inspirational talk I will use personal experience to explore aspects of this important discussion.


  • Sara Adkins

    Creating with the Machine: Algorithmic Composition for Live Performances

    In a live concert setting, the movement and energy of performers add an important emotional element to the audience’s listening experience. Computer-generated music can achieve unique sounds and precise technique not possible by human musicians, yet it can feel alienating and impersonal due to a lack of human connection and spontaneity. “Creating with the Machine” is a set of compositions that combine algorithmic and traditional methods of music composition into live performances to explore how interactive generative algorithms can influence creativity in musical improvisation, and create a compelling listening experience for the audience. In this talk, I will introduce techniques for creating a meaningful data representation of a musician’s performance, and methods for using this input data to control a closed loop algorithmic composition.


  • Kate Morris

    Beyond Blinky – Developing Retro-Games for PCB Badgess

    So, you’ve done some badge coding, maybe using Arduino, and are looking for the next step to write interactive games using a TFT screen and some buttons and sensors? Using the open-source for the Lunar Lander badge (built for DEF CON 27) I will explain how we created the framework and how you can adapt it to write your own games for this badge or for your own conference badge. We’ll step through the process for developing a new game, and discuss some of the challenges we had in creating the Lunar Lander game.


  • Dave Young

    Scrounging, Sipping, and Seeing Power

    Powering low power and ultra-low power systems is more about system design than circuit design. Selecting the right power source, using the power effectively, and then validating that the power numbers are as expected is critical at an early stage since changes may trigger a system redesign (or product failure). I will review some of the typical design decisions to make, some general back-of-the-envelope figures, and some techniques on how to plan the power use and validate a prototype. We’ll discuss questions like: How can I decide if I should be on a primary battery, solar, or kinetic energy system? How can I estimate the total usable energy from a solar panel given real-world conditions? Do I need MPPT? And how can I estimate my total energy consumption?


  • Ruth Grace Wong

    How to become a manufacturing engineer in your spare time

    It’s one thing to prototype something for yourself, and entirely another to productionize a product for manufacturing. This talk is about my quest to become a manufacturing engineer. In the summer of 2016, I decided that I would do software at scale at my full time job, and hardware and objects at scale in my spare time. Since then, I’ve worked on many personal projects to get the intuitive physical feel for how things are made while documenting what I’ve learned, started writing about manufacturing for Supplyframe Hardware allowing me to tour factories and interview manufacturers, and started working part-time as a manufacturing engineer.


  • Kim Pimmel

    Beyond the Rectangle: Building Cameras for the Immersive Future

    Ever since the earliest days of photography, we’ve tried to capture and play back the world around us. Today, immersive technologies like AR and VR are pushing beyond the 2D image, seeking to replicate more and more of the human experience. This is driving growth in new imaging, sensory, and display technologies.

  • Learn about some cameras I’ve made, trends in camera technology, and how building the Matrix is hard.

  • Scott Shawcroft

    Supercharge Your Hardware (Old and New) with CircuitPython

    CircuitPython makes programming hardware easier than ever by bringing the popular Python language to modern, inexpensive 32-bit microcontrollers. This doesn’t need to be limited to modern hardware though. By pairing a modern microcontroller running CircuitPython and a vintage computer, such as a GameBoy or Yamaha piano keyboard, you can unlock the unique characteristics of these vintage devices. In this talk, you’ll learn the basics of how CircuitPython makes coding easy, how it works under the hood, and how to extend CircuitPython with C. As an example, we’ll supercharge a Nintendo’s GameBoy with CircuitPython. By the end of the talk, you’ll be able to supercharge your own hardware project with CircuitPython.


  • Charles Lohr

    Accomplishing the Impossible with LUTs.

  • I’ve done some very bizarre and extreme things with microcontrollers over the last several years. From bit-banging (Tx and Rx) Ethernet on an ATtiny85 broadcasting video from an ESP8266 GPIO pin to writing USB stacks for chips that don’t have them, the most insane and counter-intuitive projects that have been successes have all had one thing in common. At the heart of the project is one or more lookup tables (LUTs). In computer science classes, we study algorithms like Dynamic Programming and we hear about LUTs, but we rarely discuss the true power of this game-changing tool. In this talk I will explore how to reform complicated problems in such a way to do processing faster and on smaller processors than you ever thought possible.

 

See You at Supercon!

We’re so excited to see everyone at Supercon this year. As mentioned above, tickets are sold out so if something comes up and you can’t make it, please request a ticket refund so we can make your spot available to people on the waitlist.

Hacked Tape Player Makes For A Unique Instrument

[Gijs Gieskes] is certainly no stranger to hacked cassette players, but his latest triumph may well be the most approachable project for anyone looking to explore the world of unorthodox tape unspooling. By attaching a fairly simple add-on PCB to a modern portable cassette player, the user is able to modify the playback speed of the tape at will. The skillful application of such temporal distortions leads to wonderfully abstract results.

The board that [Gijs] has come up with uses four potentiometers and matching push buttons to allow the user to set different playback speeds that they can engage with the push of the button. There’s also a fifth potentiometer to augment the “global” speed as well as an override switch. During playback, these controls can be used to arbitrarily tweak and augment the sound of samples contained on a the looping cassette.

If that’s a little hard to conceptualize, don’t worry. [Gijs] has provided some examples of how the the rapid adjustment of playback speed offered by this “Zachtkind” can add a fascinating level of complexity to sounds and melodies. The assembled player is available for purchase ready to go, but he also provides kits and a detailed installation guide for those who’d rather build it themselves.

Going all the way back to 2005, [Gijs] and his incredible creations have been a staple of Hackaday. From the Arduino video sampler to the array of oddly musical analog clocks, we never cease to be in awe of this exceptionally prolific hacker.

Micro-Sized Flex For Commercial Quality Bodging

We love watching the creativity unleashed by the democratization of once-exotic technologies. The casualness by which one can order a cheap, small run of PCBs has unlocked a flood of fine pitch components and projects which look commercial quality even with a total build volume of one. Now the once mythical flex PCB has been falling from it’s stratospheric pricing and with OSHPark’s offering it feels like we’re at the inflection point. [qwertymodo] leveraged this by creating a beautifully twisted flex to add link port support to the Super Game Boy

In the mid-90’s Nintendo released the Super Game Boy, a cartridge for the SNES which allowed you to play Game Boy games on the big screen. Each cartridge was in fact an entire Game Boy with the appropriate hardware to present it in a way the host console could interface with, but missing some of the hardware a standalone Game Boy would include like a link port to connect it to another system. This mod fixes this limitation by bridging the correct pins out from the CPU to a breakout board which includes the link port connector. For general background on what’s going on here, check out [Brian]’s article from April describing a different mod [qwertymodo] executed to the same system.

What’s fascinating is how elegant the mod is. Using a a flex here to create a completely custom, strangely shaped, one-of-a-kind adapter for this random IC, in low volume is an awesome example of the use of advanced manufacturing techniques to take our hacks to the next level. It reminds us a little of the method [Scotty] used to add the headphone jack to his iPhone 7 back in 2017. At the time that seemed like a technology only available to hackers who could speak a little Mandarin and lived in Shenzhen.

Detailed information on this hack is a little spread out. There is slightly more info in these tweets, and if you have a Super Game Boy crying out for a link port the adapter flexes are sometimes available here. Look beyond the break to see what the mod originally looked like sans-flex.

Continue reading “Micro-Sized Flex For Commercial Quality Bodging”