Multi-color 3D printing is notorious for being difficult to get right. Even with modern printers, you often end up much using more filament (and tool changes) than you would for a single-color print. [YKG3D] shows us a new method of color printing that needs far fewer tool changes.
Based on 2018 research, the new slicer rotates through its palette of colors each layer. Then, either by adjusting the amount of filament dispensed or by displacing the edges, the prominence of each color is adjusted. The result is smoother gradients and better color blending — and it prints faster too!
Of course, nothing is perfect: the more base colors you add, the thicker your apparent layer lines will be. For example, a 3-color print with 0.2 mm layer height will appear as having 0.6 mm layer height. A different issue happens when the walls get too steep; the color blending illusion starts to break down.
When an individual is born with genetic defects, there are a few ways to deal with the impact of the faulty genes. The most extreme solution is direct DNA editing to repair the mutation, while the treatment of symptoms with medication is the least invasive, though this comes with its own set of disadvantages. Antisense therapy keeps a middle ground here, by targeting the messenger RNA (mRNA) that forms the bridge between DNA and the translation into a functional protein by the ribosome.
In a recent study by [Olivia Kim-McManus] et al. antisense therapy with an allele-specific feature was demonstrated in two individuals with SCN2A mutations. These mutations had resulted in severe epilepsy and developmental disorders, due to how instrumental this gene is for normal functioning of the human central nervous system (CNS) where it regulates the initiation of action potentials.
Although SCN2A mutations are rarely inherited, for the approximately 1 in 80,000 affected the consequences can be quite dramatic. The two major types of mutations are classified as gain-of-function (GoF) and loss-of-function (LoF) with respectively hyper- and hyposensitivity of the resulting NAv1.2 sodium channels.
This translates especially in the case of GoF mutations into various symptoms, ranging from mild to severe (daily) epileptic attacks starting as an infant, stalled neurodevelopment and various types of autism (ASD). Often sodium channel blockers are prescribed for the GoF cases to limit epileptic attacks.
Usually with the responsible mutations only a single copy of the gene is affected, so while regular antisense therapy could be used, this would risk also modifying the healthy SCN2A mRNA copy. To get around this, an individualized treatment was developed, targeting the allele with the mutated gene for the two patients in the study: 9- and 14-year old boys with severe developmental and epileptic encephalopathies (DEE) that had left them with daily seizures and despite sodium-channel blockers and other typical medications.
Study outcome of the 14-year old boy with DEE after ASO therapy. (Credit: Kim-McManus et al., Nature Medicine, 2026)
During the trial, the 9-year old boy received 12 doses over 24 months of antisense oligonucleotides (ASOs) adapted to his affected allele, allowing for the cessation of the anti-seizure medication phenytoin, with an overall reduction in seizures. In the case of the 14-year old boy 8 doses were administered over 16 months, resulting in an average of two seizures a day being reduced to zero.
Although the focus of the study was on treating these seizures, by addressing the underlying cause of faulty mRNA transcriptions, changes in the neurodevelopmental state could also be observed. In particular language and motor skills improved, with erratic and irritable behavior reducing. The by then 15-year year old boy was able to walk unassisted, showing clear progression from the previous infantile state.
The advantage of ASOs over typical anti-seizure medication is of course that it directly addresses the faulty mRNA and thus the resulting faulty sodium channels. Since ASOs tend to hang around in a cell for a considerable amount of time, they could be quite a viable alternative treatment even for less severe cases. Whether early application of individualized ASOs in affected infants could lead to a more or less normal neurodevelopment would also be an interesting study question.
Naturally, directly addressing the faulty gene or upregulating the healthy gene would be the ideal and permanent solution, with research here also underway in mice models with the use of CRISPR-based tools.
We enjoyed [Beej’s] trip down memory lane looking at a BASIC game, The Wizard’s Castle, written for the Exidy Sorcerer. It appeared in a 1980 magazine that included the title graphic above. It reminded us how, back in those days, we did things with BASIC that you shouldn’t be able to do and it often looks, today, rather cryptic.
In particular, even if you know modern BASIC, these few lines might give you a pause:
10 REM"_(C2SLFF4
40 POKE 260,218: POKE 261,1: T = USR(0): T = PEEK(-2049)
80 Q = RND(-(2*T+1))
Line 10 is a comment, but a strange one. Certainly that doesn’t matter, right? Actually, it is a key part of the action. On line 40, you can see some pokes to write directly to memory and a peek to read some memory value back. The USR function calls some machine language program. You may realize the whole thing is to get some value T to seed the random number generator in line 80.
This leads to a few obvious questions. First, how does USR know what to call? Second, where is the machine language program? The details varied by system, of course, but in this case, the program knows that location 259 has a jump instruction that USR called. So poking an address into 260 and 261 was telling USR where it should go.
But what’s at that address? Keep in mind that an old computer like the Sorcerer didn’t have megabytes of memory being swapped about by an operating system. That means that things tended to be in known places and that BASIC had to be judicious about storing source code.
Trains are a great way to get around. You just have to make sure you’re across the schedule if you intend to get where you’re going in a timely manner. Train departure boards exist for that very purpose. As a train fan, [Jon] always wanted such a thing, so decided to build one for himself.
The build started, as so many do, with a Raspberry Pi 4, with [Jon] deciding on the 1GB model. Hooked up to either an Adafruit RGB Matrix Bonnet, or an Electrodragon 3-port RGB Matrix board, it’s then possible to get the Pi running three to four HUB75E LED matrixes. Each matrix consists of 128 x 64 pixels, so stacking up a bunch of them can make a nicely-sized departure board that’s easily readable. [Jon] was sure to hook up a nice, juicy 5-amp 5-volt power supply to ensure there wouldn’t be any surprise brownouts under normal usage conditions. From there, it’s simply a matter of having the Pi query the Rail Data Marketplace in order to get the relevant schedule data to display on the board.
If you want to get information on your local rail services at a glance, or just want to impress your fellow foamers at your next railfan gathering, a build like this is a great way to go. We’ve seen similar builds before, too. Video after the break.
Today’s phone microphones are perfectly adept at picking up sound in all sorts of conditions, and they’re backed by all kinds of processing techniques to filter out noise and capture clean audio. [mcore1976] has been working on a device to jam phone microphones that might be listening in, however, countering fancy processing techniques in turn.
The build uses a microcontroller brain to control an array of ultrasonic transducers. [mcore1976] has created many revisions of the project, each time improving its ability to jam microphones in modern hardware. The latest revision uses an RP2040 microcontroller and a MOSFET drive stage to control 20-80 ultrasonic transducers. They’re driven with a PWM signal generated from the RP2040 itself. The signal output is specifically modulated to try and confuse the automatic gain control systems used in many modern phones in order to make it difficult for them to record clear audio when the jammer is running. As [mcore1976] demonstrates with an iPhone 17, his voice is completely lost amidst unintelligible garbled noise while the jammer is switched on.
A great many drones out there, whether homebuilt or store-bought, follow the same basic format. Four motors, some kind of controller, and a lithium-polymer battery supplying the juice to keep everything in the air. It’s a format that produces a remarkably capable air vehicle, suitable for everything from high-speed camera work to urban search and rescue.
With that said, the format does have its limitations. [Suryansh Sharma] has been working on alternative designs for fancy and interesting drones that are half quadcopter and half blimp, and he came to Hackaday Europe 2026 to tell us all about it.
Running DOOM on weird obscure hardware is a fun hacker pastime that’s been around for a long time now. It’s always enjoyable to see someone port it to an egg timer, or a hat, or whatever else. But what about running the iconic shooteron a CPU of your very own? [Armaan] and [Liam] have done just that.
The CPU in question was designed at the logic gate level, deployed on to an FPGA, and hooked up with the necessary peripherals to run as a going concern. Early testing of the CPU involved running straightforward code to generate Mandelbrot sets and to play a simple game of Pong. But [Armaan] and [Liam] had bigger goals: to port the game that everybody ports to everything. Doing that took some work.
To get DOOM running, the CPU had to get faster, and it needed many tweaks to how memory was handled. There was also work to be done to create a keyboard interface, an HDMI video output, and a hardware timer. From there, the game itself had to then be ported to the custom CPU’s architecture. Eventually, the duo had the game running… at a glacial 0.7 FPS. A success, but not the magical end result that was desired. A bump to clock speed and further optimizations and compiler tweaks eventually got the game up to an impressive 15-20 FPS. The goal for future work is to push it to an entirely-playable figure of 30 FPS or better.
It’s worth checking out the (apparently unembeddable) videos on Instagram to see the CPU in action. We’ve also featured plenty of fun DOOM ports before, too. If you’re brewing up custom CPUs or DOOMports of your own, keep them coming to the tipsline. The latter in particular is often a wonderful milk run for the writer that happens across it. Happy hacking out there!