2025 One Hertz Challenge: A Game Of Life

The 2025 One Hertz Challenge asks you to build a project that does something once every second. While that has inspired a lot of clock and timekeeping builds, we’re also seeing some that do entirely different things on a 1 Hz period. [junkdust] has entered the contest with a project that does something rather mathematical once every second.

[junkdust] wanted to get better acquainted with the venerable ATtiny85, so decided to implement Conway’s Game of Life on it. The microcontroller is hooked up to a 0.91″ OLED display with a resolution of 128 x 32 pixels, however, [junkdust] only elected to implement a 32 x 32 grid for the game itself, using the rest of the display area to report the vital statistics of the game. On power up, the grid is populated with a random population, and the game proceeds, updating once every second.

It’s a neat little desk toy, but more importantly than that, it served as a nicely complicated test project for [junkdust] to get familiar working inside the limitations of the ATtiny85. It may be a humble part, but it can do great things, as we’ve seen many times before!

The World’s First Podcaster?

When do you think the first podcast occurred? Did you guess in the 1890s? That’s not a typo. Telefonhírmondó was possibly the world’s first true “telephone newspaper.” People in Budapest could dial a phone number and listen to what we would think of now as radio content. Surprisingly, the service lasted until 1944, although after 1925, it was rebroadcasting a radio station’s programming.

Tivadar Puskás, the founder of Budapest’s “Telephone Newspaper” (public domain)

The whole thing was the brainchild of Tivadar Puskás, an engineer who had worked with Thomas Edison. At first, the service had about 60 subscribers, but Puskás envisioned the service one day spanning the globe. Of course, he wasn’t wrong. There was a market for worldwide audio programs, but they were not going to travel over phone lines to the customer.

The Hungarian government kept tight control over newspapers in those days. However, as we see in modern times, new media often slips through the cracks. After two weeks of proving the concept out, Puskás asked for formal approval and for a 50-year exclusive franchise for the city of Budapest. They would eventually approve the former, but not the latter.

Unfortunately, a month into the new venture, Puskás died. His brother Albert took over and continued talks with the government. The phone company wanted a piece of the action, as did the government. Before anything was settled, Albert sold the company to István Popper. He finalized the deal, which included rules requiring signed copies of the news reports to be sent to the police three times a day. The affair must have been lucrative. The company would eventually construct its own telephone network independent of the normal phone system. By 1907, they boasted 15,000 subscribers, including notable politicians and businesses, including hotels. Continue reading “The World’s First Podcaster?”

PCB Business Card Plays Pong, Attracts Employer

Facing the horrifying realization that he’s going to graduate soon, EE student [Colin Jackson] AKA [Electronics Guy] needed a business card. Not just any business card: a PCB business card. Not just any PCB business card: a PCB business card that can play pong.

[Colin] was heavily inspired by the card [Ben Eater] was handing out at OpenSauce last year, and openly admits to copying the button holder from it. We can’t blame him: the routed-out fingers to hold a lithium button cell were a great idea. The original idea, a 3D persistence-of-vision display, was a little too ambitious to fit on a business card, so [Colin] repurposed the 64 LED matrix and STM32 processor to play Pong. Aside from the LEDs and the microprocessor, it looks like the board has a shift register to handle all those outputs and a pair of surface-mount buttons.

Of course you can’t get two players on a business card, so the microprocessor is serving as the opponent. With only 64 LEDs, there’s no room for score-keeping — but apparently even the first, nonworking prototype was good enough to get [Colin] a job, so not only can we not complain, we offer our congratulations.

The video is a bit short on detail, but [Colin] promises a PCB-business card tutorial at a later date. If you can’t wait for that, or just want to see other hackers take on the same idea, take a gander at some of the entries to last year’s Business Card Challenge. Continue reading “PCB Business Card Plays Pong, Attracts Employer”

Ore Formation: Introduction And Magmatic Processes

Hackaday has a long-running series on Mining and Refining, that tracks elements of interest on the human-made road from rocks to riches. What author Dan Maloney doesn’t address in that series is the natural history that comes before the mine. You can’t just plunk down a copper mine or start squeezing oil from any old stone, after all: first, you need ore. Ore has to come from somewhere. In this series, we’re going to get down and dirty into the geology of ore-forming processes to find out from wither come the rocks that hold our elements of interest.

What’s In an Ore?

Though we’re going to be talking about Planetary Science in this series, we should recognize the irony that “ore” is a word without any real scientific meaning. What distinguishes ore from other rock is its utility to human industry: it has elements or compounds, like gems, that we want, and that we think we can get out economically. That changes over time, and one generation’s “rock” can be another generation’s “ore deposits”. For example, these days prospectors are chasing copper in porphyry deposits at concentrations as low as 1000 ppm (0.1%) that simply were not economic in previous decades. The difference? Improvements in mining and refining, as well as a rise in the price of copper. Continue reading “Ore Formation: Introduction And Magmatic Processes”

Josef Prusa Warns Open Hardware 3D Printing Is Dead

It’s hard to overstate the impact desktop 3D printing has had on the making and hacking scene. It drastically lowered the barrier for many to create their own projects, and much of the prototyping and distribution of parts and tools that we see today simply wouldn’t be possible via traditional means.

What might not be obvious to those new to the game is that much of what we take for granted today in the 3D printing world has its origins in open source hardware (OSHW). Unfortunately, [Josef Prusa] has reason to believe that this aspect of desktop 3D printing is dead.

If you’ve been following 3D printing for awhile, you’ll know how quickly the industry and the hobby have evolved. Just a few years ago, the choice was between spending the better part of $1,000 USD on a printer with all the bells and whistles, or taking your chances with a stripped-down clone for half the price. But today, you can get a machine capable of self calibration and multi-color prints for what used to be entry-level prices. According to [Josef] however, there’s a hidden cost to consider.

Continue reading “Josef Prusa Warns Open Hardware 3D Printing Is Dead”

A red Sony PSP gaming console is shown, displaying the lines “Audio Mechanica,” “Brek Martin 2006-2025,” and “Waiting for Headphones.”

Running Guitar Effects On A PlayStation Portable

If your guitar needs more distortion, lower audio fidelity, or another musical effect, you can always shell out some money to get a dedicated piece of hardware. For a less conventional route, though, you could follow [Brek Martin]’s example and reprogram a handheld game console as a digital effects processor.

[Brek] started with a Sony PSP 3000 handheld, with which he had some prior programming experience, having previously written a GPS maps program and an audio recorder for it. The PSP has a microphone input as part of the connector for a headset and remote, though [Brek] found that a Sony remote’s PCB had to be plugged in before the PSP would recognize the microphone. To make things a bit easier to work with, he made a circuit board that connected the remote’s hardware to a microphone jack and an output plug.

[Brek] implemented three effects: a flanger, bitcrusher, and crossover distortion. Crossover distortion distorts the signal as it crosses zero, the bitcrusher reduces sample rate to make the signal choppier, and the flanger mixes the current signal with its variably-delayed copy. [Brek] would have liked to implement more effects, but the program’s lag would have made it impractical. He notes that the program could run more quickly if there were a way to reduce the sample chunk size from 1024 samples, but if there is a way to do so, he has yet to find it.

If you’d like a more dedicated digital audio processor, you can also build one, perhaps using some techniques to reduce lag.

Continue reading “Running Guitar Effects On A PlayStation Portable”