Prusa Picks Up The Pace With New MK4S Printer

One of the things you’re paying for when you buy a 3D printer from Prusa Research is, essentially, your next 3D printer. That’s because Prusa’s machines are designed to be upgraded and modified as time goes on. An upgrade kit is always released to allow each older printer to be converted into its successor, and while there’s occasionally been some debate about whether or not it’s the most cost-effective choice, at least it is a choice you have as an owner.

If you’ve got a Prusa MK4, you’ll soon get to make that decision for yourself. Announced earlier today, the new MK4S brings some notable changes to last year’s printer. The $99 upgrade is scheduled to be available by the end of the month for existing owners, but if you’ve been on the fence about joining Team Orange and Black, you can purchase the MK4S right now in both kit and assembled forms for the same price ($799 and $1,099 respectively) as the previous MK4.

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Pi Pico SDR On A Breadboard

How hard is it to make a fully standalone SDR? [101 Things] shows you how to take a breadboard, a PI Pico, and two unremarkable chips to create a capable radio. You can see the whole thing in the video below.

The design uses a standard Tayloe demodulator. There’s also an encoder and an OLED display for a user interface. You might also want to include some PC speakers to get a bit more audio out of the device.

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Hackaday Links: August 11, 2024

“Please say it wasn’t a regex, please say it wasn’t a regex; aww, crap, it was a regex!” That seems to be the conclusion now that Crowdstrike has released a full root-cause analysis of its now-infamous Windows outage that took down 8 million machines with knock-on effects that reverberated through everything from healthcare to airlines. We’ve got to be honest and say that the twelve-page RCA was a little hard to get through, stuffed as it was with enough obfuscatory jargon to turn off even jargon lovers such as us. The gist, though, is that there was a “lack of a specific test for non-wildcard matching criteria,” which pretty much means someone screwed up a regular expression. Outside observers in the developer community have latched onto something more dire, though, as it appears the change that brought down so many machines was never tested on a single machine. That’s a little — OK, a lot — hard to believe, but it seems to be what Crowdstrike is saying. So go ahead and blame the regex, but it sure seems like there were deeper, darker forces at work here.

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If You Give A Dev A Tricked Out Xbox, They’ll Patch Halo 2

[Ryan Miceli] had spent a few years poring over and reverse-engineering Halo 2 when a friend asked for a favor. His friend created an improved Xbox with significant overclocks, RAM upgrades, BIOS hacks, and a processor swap. The goal was simple: patch the hardcoded maximum resolution from 480p to 720p and maybe even 1080p. With double the CPU clock speed but only a 15% overclock on the GPU, [Ryan] got to work.

Step one was to increase the size of the DirectX framebuffers. Increasing the output resolution introduced severe graphical glitches and rendering bugs. The game reuses the framebuffers multiple times as memory views, and each view encodes a header at the top with helpful information like width, height, and tiling. After patching that, [Ryan] had something more legible, but some models weren’t loading (particularly the water in the title screen). The answer was the texture accumulation layer. The Xbox has a hardware limitation of only sampling four textures per shader pass, which means you need a buffer the size of the render resolution to accumulate the textures if you want to sample more than four textures. Trying to boot the game resulted in an out-of-memory crash. The Xbox [Ryan] was working on had been upgraded with an additional 64MB of RAM, but the memory allocator in Halo 2 wasn’t taking advantage of it. Yet.

To see where the memory was going, [Ryan] wrote a new tool called XboxImageGrabber to show where memory was allocated and by whom. Most games make a few substantial initial allocations from the native allocator, then toss it over to a custom allocator tuned for their game. However, the extra 64MB of RAM was in dev consoles and meant as debug RAM, which meant the GPU couldn’t properly access it. Additionally, between the lower 64MB and upper is the Xbox kernel. Now, it became an exercise of patching the allocator to work with two blobs of memory instead of one contiguous one. It also moved runtime data into the upper 64MB while keeping video allocations in the lower. Ultimately, [Ryan] found it easier to patch the kernel to allow memory allocations the GPU could use in the upper 64MB of memory. Running the game at 720p resulted in only a semi-playable framerate, dropping to 10fps in a few scenes.

After some initial tests, [Ryan] concluded that it wasn’t the GPU or the CPU that was the bottleneck but the swap chain. Halo 2 turns VSync on by default, meaning it has to wait until a blank period before swapping between its two framebuffers. A simple tweak is to add a third frame buffer. The average FPS jumped 10%, and the GPU became the next bottleneck to tweak. With a light GPU overclock, the game was getting very close to 30fps. Luckily for [Ryan], no BIOS tweak was needed as the GPU clock hardware can be mapped and tweaked as an MMIO. After reverse engineering, a debugging feature to visual cache evictions, [Ryan] tuned the texture and geometry cache to minimize pop-ins that the original game was infamous for.

Overall, it’s an incredible hack with months of hard work behind it. The code for the patch is on Github, and there’s a video after the break comparing the patched and unpatched games. If you still need more Halo in your life, why not make yourself a realistic battle rifle from the game?

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Moonbounce Music

There’s something inspiring about echos. Who among us hasn’t called out or clapped hands in a large space just to hear the sound reflected back? Radio takes this to a whole new level. You can bounce signals from buildings, aircraft, the ionisphere, or even the Moon itself. Humans have been bouncing radio waves from the moon for decades. It’s been used at war, and in peacetime. But [Hainbach] might be the first to use it for music.

Earth Moon Earth or EME communication is quite popular with amateur radio operators. With the right equipment, you can bounce a signal off the moon and hear the echo around 2.5 seconds later. The echo isn’t quite normal though. The moon and the earth are both rotating and moving in relation to each other. This causes Doppler shifts. At higher frequencies, even the craters and surface features of the moon can be heard in the echo.

[Hainbach] spent some time learning about moonbounce at a large radio telescope, and wanted to share this strange audio effect with the world. Unfortunately, most of us don’t have the large microwave dish required for this. The next best thing was to create an application which emulates the sound of a moon bounce. To this end, [Hainbach] created a Moon Echo, an audio plugin that emulates a moonbounce.

Moon Echo was created using sounds from a soprano signer and a double bass. [Hainbach] had to be careful not to be too musical, as ham operators are not allowed to broadcast music. This meant all the tests had to be broken into short non-musical clips. Rolling all this empirical data into a model took quite a bit of work, but the end result is worth it.

If you’d like to learn how to moonbounce yourself, check this article out.
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Inside The Mecanum Wheel

If you make anything that moves, like a robot, you quickly realize that turning can be a pain. That’s why there are a number of designs for wheels that can go in different directions. One of the most common is the Mecanum wheel. [Jeremy] explains how they work by filming them from below on a transparent table. You can see the enlightening video below.

If you haven’t done anything with omni wheels before, it is disconcerting to see wheels rotating one way causing the vehicle to move at a right angle to the rotation. But this is very useful when you build robots or — as he shows at the start of the video — a forklift.

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Robot Arm Gives Kids The Roller Coaster Ride Of Their Lives

Unfortunately, [Dave Niewinski]’s kids are still too little to go on a real roller coaster. But they’re certainly big enough to be tossed around by this giant robot arm roller coaster simulator.

As to the question of why [Dave] has a Kuka KR 150 robot in his house, we prefer to leave that unasked and move forward. And apparently, this isn’t his first attempt at using the industrial robot as a motion simulator. That attempt revealed a few structural problems with the attachment between the rider’s chair and the robot’s wrist. After redesigning the frame with stouter metal and adding a small form-factor gaming PC and a curved monitor in front of the seat, [Dave] was ready to figure out how to make the arm simulate the motions of a roller coaster.

Now, if you ever thought the world would be a better place if only we had a roller coaster database complete with 4k 60 fps video captured from real coasters, you’re in luck. CoasterStats not only exists, but it also includes six-axis accelerometer data from real rides of coasters across Europe. That gave [Dave] the raw data he needed, but getting it translated into robot motions that simulate the feeling of the ride was a bit tricky. [Dave] goes into the physics of it all in the video below, but suffice it to say that the result is pretty cool.

More after the break.

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