The Russian Woodpecker: Official Bird Of The Cold War Nests In Giant Antenna

On July 4th, 1976, as Americans celebrated the country’s bicentennial with beer and bottle rockets, a strong signal began disrupting shortwave, maritime, aeronautical, and telecommunications signals all over the world. The signal was a rapid 10 Hz tapping that sounded like a woodpecker or a helicopter thup-thupping on the roof. It had a wide bandwidth of 40 kHz and sometimes exceeded 10 MW.

This was during the Cold War, and plenty of people rushed to the conclusion that it was some sort of Soviet mind control scheme or weather control experiment. But amateur radio operators traced the mysterious signal to an over-the-horizon radar antenna near Chernobyl, Ukraine (then part of the USSR) and they named it the Russian Woodpecker. Here’s a clip of the sound.

The frequency-hopping Woodpecker signal was so strong that it made communication impossible on certain channels and could even be heard across telephone lines when conditions were right. Several countries filed official complaints with the USSR through the UN, but there was no stopping the Russian Woodpecker. Russia wouldn’t even own up to the signal’s existence, which has since been traced to an immense antenna structure that is nearly half a mile long and at 490 feet, stands slightly taller than the Great Pyramid at Giza.

This imposing steel structure stands within the irradiated forest near Pripyat, an idyllic town founded in 1970 to house the Chernobyl nuclear plant workers. Pictured above is the transmitter, also known as Duga-1, Chernobyl-2, or Duga-3 depending on who you ask. Located 30 miles northeast of Chernobyl, on old Soviet maps the area is simply labeled Boy Scout Camp. Today, it’s all within the Chernobyl Exclusion Zone.

It was such a secret that the government denied it’s existence, yet was being heard all over the world. What was this mammoth installation used for?

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Original Game Boy Powered Up With GBA Motherboard

The Game Boy DMG-01 is about as iconic as a piece of consumer electronics can get, but let’s be honest, it hasn’t exactly aged well. While there’s certainly a number of games for the system that are still as entertaining in 2021 as they were in the 80s and 90s, the hardware itself is another story entirely. Having to squint at the unlit display, with its somewhat nauseating green tint, certainly takes away from the experience of hunting down Pokémon.

Which is precisely why [The Poor Student Hobbyist] decided to take an original Game Boy and replace its internals with more modern hardware in the form of a Game Boy Advance (GBA) SP motherboard and aftermarket IPS LCD panel. The backwards compatibility mode of the GBA allows him to play those classic Game Boy and Game Boy Color games from their original cartridges, while the IPS display brings them to life in a way never before possible.

Relocating the cartridge connector took several attempts.

Now on the surface, this might seem like a relatively simple project. After all, the GBA SP was much smaller than its predecessors, so there should be plenty of room inside the relatively cavernous DMG-01 case for the transplanted hardware. But [The Poor Student Hobbyist] made things quite a bit harder on himself by deciding early on that there would be no external signs that the Game Boy had been modified; beyond the wildly improved screen, anyway.

That meant deleting the GBA’s shoulder buttons, though since the goal was always to play older games that predated their addition to the system, that wasn’t really a problem. The GBA’s larger and wider screen is still intact, albeit hidden behind the Game Boy’s original bezel. It turns out the image isn’t exactly centered on the physical display, so [The Poor Student Hobbyist] came up with a 3D printed adapter to mount it with a slight offset. The adapter also allows the small tactile switch that controls the screen brightness to be mounted where the “Contrast” wheel used to go.

An incredible amount of thought and effort went into making the final result look as close to stock as possible, and luckily for us, [The Poor Student Hobbyist] did a phenomenal job of documenting it for others who might want to make similar modifications. Even if you’re not in the market for a rejuvenated Game Boy, it’s worth browsing through the build log to marvel at the passion that went into this project.

Some would argue [The Poor Student Hobbyist] should have just put a Raspberry Pi into a Game Boy case and be done with it, but where’s the fun in that? Sure it might have been a somewhat better Bitcoin miner, but there’s something to be said for playing classic games on real hardware.

Smallest Discrete Transistor 555 Timer

Over at Tiny Transistor labs, [Robo] took it upon himself to reproduce the classic 555 timer in discrete transistor form. For bonus points, he also managed to put it in a package that’s the same basic size, pin compatible with, and a plug-in replacement for the original. The first task was deciding which 555 circuit to implement. He examined a handful of different implementations — and by examined, we mean dissected them and studied the die circuitry under a microscope. In the end, he went with Hans Camenzind’s original circuit, both as a tribute and because it used the fewest transistors — a point which helped manage the final size, which is only a little bit bigger than the IC!

Speaking of sizes, have you ever soldered an EIA 01005 resistor? We agree with [mbedded.ninja] who wrote on a post about standard chip resistor sizes, the 01005 is a “ridiculously small chip package that can barely be seen by the naked eye.”  It is 16 thou x 8 thou (0.4 mm x 0.2 mm) in size, and despite its name and placement in the Imperial series, it is not half the size of an 0201. The transistors are your standard 2N3904 / 2N3906, but purchased in a not-so-standard DFN (Dual Flat Pack, No Leads). We might think a 1.0 x 0.6 mm component as small, but compared to its neighboring resistors in this circuit, it’s huge.

[Robo] has done this kind of project before, most recently making a discrete recreation of of the classic 741 op-amp. We covered a similar, but larger, discrete 555 timer project back in 2011. If you want to go really big-scale with your own reproduction project, check out the MOnSter 6502 from five years ago for further inspiration. Thanks to [Lucas] for the tip.

Sinclair BASIC For Today

If you are of a certain age, your first exposure to computer programming was probably BASIC. For a few years, there were few cheaper ways to program in BASIC than the Sinclair ZX series of computers. If you long for those days, you might find the 1980-something variant of BASIC a little limiting. Or you could use SpecBasic from [Paul Dunn].

SpecBasic is apparently reasonably compatible with the Spectrum, but lets you use your better hardware. For example, instead of a 256×192 8-color screen, SpecBas accommodates larger screens and up to 256 colors. However, that does lead to certain incompatibilities that you can read about in the project’s README file.

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The Laser Power Record Has Been Broken

Lasers do all sorts of interesting things and — as with so many things — more is better. Korean scientists announced recently they’ve created the most powerful laser beam. 1023 watts per square centimeter, to be exact. It turns out that 1022 Watts/cm2 may not be commonplace, but has been done many times already at several facilities, including the CoReLS petawatt (PW) laser used by the researchers.

Just as improving a radio transmitter often involves antenna work instead of actual power increases, this laser setup uses an improved focus mechanism to get more energy in a 1.1 micron spot. As you might expect, doing this requires some pretty sophisticated optics.

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Four Servo Fingers Play Simon Better Than You Ever Could

Remember Simon? We sure do. Simon — as in “Simon says…” — from the leading edge of electronic games in the 1970s, which used four buttons, colored lights, and simple tones as the basis for a memory game. Players had to remember the specific sequence of lights and replay the pattern in order to advance to the next round. It was surprisingly addictive, at least for the era.

For those who never quite got into the Simon groove, fear not — the classic game has now been fully automated. While there were plenty of approaches that could have taken to interfacing to the game, [ido roseman] went with the obvious — and best, in our opinion — technique and simulated a human player’s finger presses with servo-controlled arms. Each arm carries a light-dependent resistor that registers the light coming from the key it’s poised above; the sequence of lights is sensed and recorded by an Arduino, which then drives the servo fingers’ replay attack. The fingers aren’t exactly snappy in their response, which might cause problems — if we recall correctly, Simon is somewhat picky about the speed with which the keys are pressed, at least at higher levels of play.

On the whole, we really like this one, not least for the nostalgia factor. We’ve had a lot of recreations of Simon over the years, including a Dance Dance Revolution version, but few attempts to automate it. And a crazy idea: wouldn’t it be fun to replace the replay attack with a machine learning system that figures out how to play Simon by randomly pressing keys and observing the results?

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Tetris For Game Boy Gets Online Multiplayer

Released in 1989, the Game Boy version of Tetris is notable for being the first game to support multiplayer via the so-called “Game Link Cable” accessory. So it’s fitting that, 32 years later, that same game is now playable with others over the Internet thanks to an open source USB adapter from [stacksmashing].

As explained in the video below, the adapter is essentially just a Raspberry Pi Pico paired with some level shifters so that it can talk to the Game Boy’s link port. That said, the custom PCB does implement some very clever edge connectors that let you plug it right into the Link Cable for the original “brick” Game Boy as well as the later Color and Advance variants. This keeps you from having to cut up a Link Cable just to get a male end, which is what [stacksmashing] had to do during the prototyping phase.

The DIY breadboard approach works as well.

Of course, the hardware is only one half of the equation. There’s also an open source software stack which includes a Python server and WebUSB frontend that handles communicating with the Game Boy and connecting players. While the original game only supported a two person head-to-head mode, the relatively simplistic nature of the multiplayer gameplay allowed [stacksmashing] to expand that to an arbitrary number of players with his code. The core rules haven’t changed, and each client Game Boy still thinks it’s in a two player match, but the web interface will show the progress of other players and who ends up on top at the end.

To be clear, this isn’t some transparent Link Cable to TCP/IP solution. While something like that could potentially be possible with the hardware, as of right now, the software [stacksmashing] has put together only works for Tetris. So if you want to battle Pokemon over the net, you’ll have to do your own reverse engineering (or at least wait for somebody else to inevitably do it).

The Link Cable port on the Game Boy, especially on the later versions of the hardware, is a surprisingly versatile interface capable of much more than just multiplayer gaming. While we’re certainly keen to see [stacksmashing] develop this project farther, we’re equally excited to see the non-gaming applications of such an easy to use computer interface for the iconic handheld.

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