Rewound And Rewired BLDC Makes A Half-Decent Generator

What’s the best way to turn a high-powered brushless DC motor optimized for hobby use into a decent low-RPM generator? Do you take a purely mechanical approach and slap a gearbox on the shaft? Or do you tackle the problem electrically?

The latter approach is what [GreatScott!] settled on with his BLDC rewinding and rewiring project. Having previously explored which motors have the best potential as generators, he knew the essential problem: in rough terms, hobby BLDCs are optimized for turning volts into RPMs, and not the other way around. He started with a teardown of a small motor, to understand the mechanical challenges involved, then moved onto a larger motor. The bigger motor was stubborn, but with some elbow grease, a lot of scratches, and some destroyed bearings, the motor was relieved of both its rotor and stator. The windings were stripped off and replaced with heavier magnet wire with more turns per pole than the original. The effect of this was to drive the Kv down and allow better performance at low RPMs. Things looked even better when the windings were rewired from delta to wye configuration.

The take-home lesson is probably to use a generator where you need a generator and let motors be motors. But we appreciate [GreatScott!]’s lesson on the innards of BLDCs nonetheless, and his other work in the “DIY or buy?” vein. Whether you want to make your own inverter, turn a hard drive motor into an encoder, or roll your own lithium battery pack, he’s done a lot of the dirty work already.

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It Happened At Supercon: Six Days Of Fun In A Three Day Con

A weekend for people who love hardware, by people who love hardware. It’s a simple recipe and it makes a delicious event that we call the Hackaday Superconference. If you made it to Pasadena last weekend, I’m sure going back to work on Monday was difficult after three days of far too little sleep and way too much fun. (It was for me.) If you didn’t make it to the con, set a reminder for July 1st to start watching for next year’s early bird tickets. Don’t believe me? Okay, let’s step through the hype of a weekend we’ll all remember.

Check out the recap video above and then join me after the break for a photo-heavy expose of the weekend’s highlights.

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Digital Picture Frame Turned Vectrex Overlay

For Hackaday readers which might not be so well versed in the world of home video gaming before the 1983 crash, the Vectrex was an interesting attempt at bringing vector graphics into player’s living rooms. Priced around $500 in today’s dollars, the machine was unique in that it included its own black and white CRT display rather than requiring the owner to plug it into their television. To spice things up a little bit, games would include a thin plastic overlay you could put over the screen to give the game faux colors. What can we say? It was the 1980’s.

Like many vintage gaming systems, the Vectrex still commands a devoted following of fans, some of which continue to find ways to hack and mod the system nearly 40 years after its release. One such fan is [Arcade Jason], who’s recently been fiddling with the idea of creating a modern take on the overlay concept using a hacked LCD display. While it’s still a bit rough around the edges, it does hold promise. He hopes somebody might even run with the idea and turn it into a marketable product for the Vectrex community.

[Jason] started by getting an old digital picture frame and tearing it down until he liberated the LCD panel. By carefully disassembling it, he was able to remove the backlight and was left with a transparent display. He then installed the panel over the display of the Vectrex, leaving the picture frame’s PCB and controls dangling off to the side. Extending the display’s ribbon cable should be easy enough for a more robust installation.

He then loaded the frame with random psychedelic pictures he found online, as well as some custom overlays which he quickly whipped up using colored blocks in an art program. In the video after the break, [Jason] shuffles through images on the frame using the buttons on the PCB while loading different demos to show the kind of visual effects that are possible.

While a neat concept, there are a couple of issues that need to be resolved before this could really be put into practice. For one, the LCD panel isn’t the proper size or aspect ratio to match the Vectrex display, so it doesn’t cover the whole CRT. It’s also rather difficult to select images to show on the LCD panel; an improved version might use something like the Raspberry Pi to load images on the panel while exposing a control interface on a secondary screen of some type.

This isn’t the first time [Jason] has experimented with the Vectrex, or even the first time he’s tried to add color to the classic system. We’re interested to see what he comes up with next.

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The Dual In-Line Package And How It Got That Way

For most of human history, our inventions and innovations have been at a scale that’s literally easy to grasp. From the largest cathedral to the finest pocket watch, everything that went into our constructions has been something we could see with our own eyes and manipulate with our hands. But in the middle of the 20th century, we started making really, really small stuff: semiconductors. For the first time, we were able to create mechanisms too small to be seen with the naked eye, and too fine to handle with our comparatively huge hands. We needed a way to scale these devices up somewhat to make them useful parts. In short, they needed to be packaged.

We know that the first commercially important integrated circuits were packaged in the now-familiar dual in-line package (DIP), the little black plastic millipedes that would crawl across circuit boards for the next 50 years. As useful and versatile as the DIP was, and for as successful as the package became, its design was anything but obvious. Let’s take a look at the dual in-line package and how it got that way.

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Steady Hand Repurposes Cheap SSD Modules

For hackers, cheap (and arguably disposable) consumer hardware makes for a ready supply of free or low-cost components. When you can walk into a big box store and pick up a new low-end laptop for $150, how many are going to spend the money to repair or upgrade the one they have now? So the old ones go to the bin, or get sold online for parts. From an ecological standpoint our disposable society is terrible, but at least we get some tech bargains out of the deal.

Case in point, the dirt cheap 32 GB eMMC SSDs [Jason Gin] recently scored. Used by Hewlett Packard on their line of budget laptops, he was able to snap up some of these custom drives for only $12 each. Only problem was, since they were designed for a very specific market and use case, they aren’t exactly the kind of thing you can just slap in your computer’s drive bay. He had to do some reverse engineering to figure out how to talk to them, and then some impressive fine-pitch soldering to get them plugged in, but in the end he got some very handy drives for an exceptionally low price.

[Jason] starts by figuring out the drive’s pinout using the cornerstone of the hacker’s electronic toolkit: the multimeter. By putting one lead on an obvious ground point such as the PCB’s screw holes, you can work through the pins on the connector and make some educated guesses as to what’s what. Ground pins will read as a short, but the meter should read power and data pins as a forward-biased diode. With a rough idea of the pin’s identities and some luck, he was able to figure out that it was basically a standard SATA connection in a different form factor.

To actually hook it up to his computer, he pulled the PCB off of a dead SATA hard drive, cut it down to size, and was able to use fine magnet wire to attach the conductors in the drive’s ribbon cable to the appropriate pads. He sealed everything up with a healthy dose of hot glue to make sure it didn’t pull loose, and then ran some drive diagnostics on his cobbled together SSD to make sure it was behaving properly. [Jason] reports the drive isn’t exactly a speed demon, but given the low cost and decent performance he still thinks it’s worth the work to use them for testing out different operating systems and the like.

[Jason] seems to have something of an obsession with eMMC hacking. Last time we heard from him, he was bringing a cheap Windows tablet back from the dead by replacing its shot eMMC chip.

Put An ItsyBitsy Zork In Your Pocket

Before computer games had all these fancy graphics, text based games were a very popular genre. Rather than move a character on the screen, you’d type out commands for your player in sentence form which the game would interpret; decades before the “cloud” language processing technology that the likes of Amazon and Google currently use to power their virtual assistants. In some ways the genre was ahead of its time, but it didn’t survive the graphical revolution for home computers. Of course, these games still have some diehard fans out there.

[Dan The Geek] is one such fan. He loves text based adventure games like Zork so much that he wanted to create his own implementation of the core technology that made these games possible all those years ago. But he didn’t want to just do it on this desktop computer, there’s already projects that let you run these classic games on modern hardware. He wanted to see if he could run these classic games on a modern microcontroller, and create a authentic retro experience on a handy portable device.

[Dan] starts by explaining the technology used to make titles like these possible in the days when the wide array of home computer types required a nuanced approach. By separating the story files from the actual interpreter, developers could more easily port the games to various computers. In theory these interpreters, known as “Z-machines”, could be written for any computer that could compile C code, had enough RAM to hold the story, and had a terminal and keyboard. Not exactly the kind of system requirements we’re used to seeing for modern PC games, but it was the 1980’s.

In theory a modern microcontroller will meet these requirements, so [Dan] wanted to create his own Z-machine for one. But rather than “cheat” by using an SD card like previous Arduino Z-machines have, he wanted to see if there was a development board out there that could do it all internally. The answer came in the form of the  Adafruit ItsyBitsy M4 Express, with its 192 kB of RAM and 2 MB of SPI flash.

The Z-machine created by [Dan], which he’s calling A2Z, allows users to run Zork and other compatible interactive text games on the ItsyBitsy without any additional hardware. Just plug the board into your computer and you’ll be able to play the games over the the serial connection. He’s even implemented some retro color schemes to make the experience more authentic, like the blue of the Amiga or Compaq green.

We’ve covered previous projects that brought Zork and friends to the Arduino, your web browser via a virtual Altair 8800, and even some more exotic targets like custom FPGAs. You can play cave adventure, the game that inspired Zork, on the Supercon Badge.

Debugging Arduino Is Painful: This Can Help

If you are used to coding with almost any modern tool except the Arduino IDE, you are probably accustomed to having on-chip debugging. Sometimes having that visibility inside the code makes all the difference for squashing bugs. But for the Arduino, most of us resort to just printing print statements in our code to observe behavior. When the code works, we take the print statements out. [JoaoLopesF] wanted something better. So he created an Arduino library and a desktop application that lets you have a little better window into your program’s execution.

To be honest, it isn’t really a debugger in the way you normally think of it. But it does offer several nice features. The most rudimentary is to provide levels of messaging so you can filter out messages you don’t care about. This is sort of like a server’s log severity system. Some messages are warnings and some are informational, and some are verbose. You can select what messages to see.

In addition, the library timestamps the messages so you can tell how much time elapsed between messages and what function you were in during the message. It can also examine and set global variables that you preconfigure and set watches on variables. It is also possible to call functions from the serial monitor.

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