The Seductive Pull Of An Obsolete Home Movie Format

It’s dangerous for a hardware hacker to go into a second-hand store. I was looking for a bed frame for my new apartment, but of course I spent an age browsing all the other rubbish treasures on offer. I have a rough rule of thumb: if it’s not under a tenner and fits in one hand, then it has to be exceptional for me to buy it, so I passed up on a nice Grundig reel-to-reel from the 1960s and instead came away with a folding Palm Pilot keyboard and a Fuji 8mm home movie camera after I’d arranged delivery for the bed. On those two I’d spent little more than a fiver, so I’m good. The keyboard is a serial device that’s a project for a rainy day, but the camera is something else. I’ve been keeping an eye out for one to use for a Raspberry Pi camera conversion, and this one seemed ideal. But once I examined it more closely, I was drawn into an unexpected train of research that shed some light on what must of been real objects of desire for my parents generation.

A Thrift Store Find Opens A Whole New Field

One f the surprises comes in just how small this thing is.
One of the surprises comes in just how small this thing is.

The Fuji P300 from 1972 is typical among consumer movie cameras of the day. It takes the form of a film magazine with a zoom lens assembly on its front, a reflex viewfinder on its side, and a handle with a shutter trigger button on it protruding vertically below the magazine and also housing the batteries.

Surprisingly it still has a mercury cell that would have powered its light meter; a minor annoyance to dispose of this correctly. Sometimes these devices had clockwork motors, but this one has an electric motor. It also has a light sensor that is coupled to some kind of electromechanical aperture. It would have been an expensive camera when it was new, probably as much of a purchase as an SLR or a decent mirrorless camera here in 2021.

The surprise came when I opened it up, for it looked like no other 8mm camera I had seen. I’m familiar wit the two reels of a Standard 8 or the boxy cassette of Super 8, but this one used something different. That film magazine is made to fit a compact twin-reel cartridge whose film fits in a metal film gate. This is a Single 8 camera, Fuji’s entry in the all-in-one 8 mm film market, and a format I never knew existed. To explain my unexpected discovery it was necessary to delve into the world of home movie formats in the decade before videotape arrived and drove them out. Continue reading “The Seductive Pull Of An Obsolete Home Movie Format”

PinePhone Speed Up Takes Soldering

It is no secret that we like a good hack and [Federico Amedeo Izzo] explains a hack for the PinePhone that can double the speed used for the device’s memory chips. Like many good hacks, it all started with a question. [Federico] was reading a review of the PinePhone Pro (the source of the image for this post) and apparently, the eMMC memory in that phone clocks in at about 150 MB/s. The original phone gets about 50-80 MB/s.

Reading some datasheets, it looked like the same chips are in both phones and should support not only DDR52 mode — the mode the original phone uses — but also HS200 and HS400 modes which top out at 200 and 400 MB/s, respectively. But there was one problem.

Continue reading “PinePhone Speed Up Takes Soldering”

A close-up view of surface-mount components on a circuit board

Smaller Is Sometimes Better: Why Electronic Components Are So Tiny

Perhaps the second most famous law in electronics after Ohm’s law is Moore’s law: the number of transistors that can be made on an integrated circuit doubles every two years or so. Since the physical size of chips remains roughly the same, this implies that the individual transistors become smaller over time. We’ve come to expect new generations of chips with a smaller feature size to come along at a regular pace, but what exactly is the point of making things smaller? And does smaller always mean better?

Smaller Size Means Better Performance

Over the past century, electronic engineering has improved massively. In the 1920s, a state-of-the-art AM radio contained several vacuum tubes, a few enormous inductors, capacitors and resistors, several dozen meters of wire to act as an antenna, and a big bank of batteries to power the whole thing. Today, you can listen to a dozen music streaming services on a device that fits in your pocket and can do a gazillion more things. But miniaturization is not just done for ease of carrying: it is absolutely necessary to achieve the performance we’ve come to expect of our devices today. Continue reading “Smaller Is Sometimes Better: Why Electronic Components Are So Tiny”

Hackaday Podcast 142: 65 Days Of Airtime, Racecars Staring At The Ceiling, A Pushy White Cane, And Soapy Water Rockets

Hackaday editors Elliot Williams and Mike Szczys flap their gums about all the great hacks of the week. Something as simple as a wheel can be totally revolutionary, as we saw with a white cane mod for the visually impaired which adds an omniwheel that knows where it’s going. We enjoyed the collection of great hacks from all over the community that went into a multi-two-liter water rocket build. You’ll hear Elliot and Mike’s great debate about the origin of comments in computer code. And we spend plenty of time joking around about the worlds longest airplane flight (it was in a tiny Cessna and lasted over two months!)

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 (55 MB)

Continue reading “Hackaday Podcast 142: 65 Days Of Airtime, Racecars Staring At The Ceiling, A Pushy White Cane, And Soapy Water Rockets”

Announcing The Next Round Of Remoticon Talks

It’s coming up fast — Hackaday Remoticon 2021 is just a few weeks away, and we’re working around the clock to load up the weekend with awesome and inspiring talks that are bound to get the creative juices racing through your crazy straw brain.

Come and practice your neuroplasticity with us on November 19th and 20th. Remoticon is free-as-in-beer this year, unless you want a t-shirt. Even then, $25 is peanuts, because we’re sure that you’ll find a few talks that are priceless, and you’ll have a cool shirt to remember them by. Grab your ticket right now! We’ll wait.

A few days ago we announced mechanical engineering marvel Jeremy Fielding as our second keynote speaker. Passion is paramount to all projects, and Jeremy’s passion is making things move. He’s a renaissance man with a quiver full of self-taught skills, and is sure to bring enthusiasm to his keynote talk, which focuses on building hardware that moves, and how to handle the mechatronic mysteries that arise when trying to scale things up.

For now, let us indulge you with a preview of the second round of talks and speakers that we’ll be showcasing on November 19th and 20th. There’s plenty more where these came from, and we’ll be serving up fresh samples all the way until Remoticon weekend.

Continue reading “Announcing The Next Round Of Remoticon Talks”

A robot playing tic-tac-toe against a human

TICO Robot Plays Tic-Tac-Toe By Drawing On A Tiny Whiteboard

Tic-tac-toe (or “Noughts and Crosses”) is a game simple enough to implement in any computer system: indeed it’s often used in beginner’s programming courses. A more challenging project, and arguably more interesting and useful, is to make some kind of hardware that can play it in real life. [mircemk] built a simple yet elegant machine that can play tic-tac-toe against a human player in a way that looks quite similar to the way humans play against one another: by drawing.

The robot’s design and programming were developed at PlayRobotics, who named the project TICO. The mechanical parts are available as STL files, to be printed by any 3D printer, and a comprehensive manual explains how to assemble and program the whole thing. Since it’s all open source, anyone can build it from scratch and modify it to their liking. The pictures show the original design by PlayRobotics, while the video (embedded after the break) shows [mircemk]’s version, which includes a wooden frame that gives it a bit more presence.

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Smooth Servo Motion For Lifelike Animatronics

Building an animatronic robot is one thing, but animating it in a lifelike fashion is a completely different challenge. Hobby servos are cheap and popular for animatronics, but just letting it move at max speed isn’t particularly lifelike. In the video after the break, [James Bruton] demonstrates how to achieve natural motion with a simple animatronic head and a few extra lines of code.

Very little natural body movement happens at a constant speed, it’s always accelerating or decelerating. When we move our heads to look at something around us, our neck muscles accelerate our head sharply in the chosen direction and then slows down gradually as it reaches its endpoint. To do this in Arduino/C code, a new intermediate position for the servo is specified for each main loop until it reaches the final position. The intermediate value is the sum of 95% of the current position, and 5% of the target position. This gives the effect of the natural motion described above. The ratios can be changed to suit the desired speed.

The delay function is usually one of the first timing mechanisms that new Arduino programmers learn about, but it’s not suited for this application, especially when you’re controlling multiple servos simultaneously. Instead, the millis function is used to keep track of the system clock in the main loop, which fires the position update commands at the specified intervals. Adafruit wrote an excellent tutorial on this method of multitasking, which [James] based his code on. Of course, this should be old news to anyone who has been doing embedded programming for a while, but it’s an excellent introduction for newcomers.

Like most of [James]’s projects, all the code and CAD files are open source and available on GitHub. His projects make regular appearances here on Hackaday, like his mono-wheel balancing robot and mechanically multiplexed flip-dot display.

Continue reading “Smooth Servo Motion For Lifelike Animatronics”