The Arduboy, Ported To Desktop And Back Again

A neat little hacker project that’s flying off the workbenches recently is the Arduboy. This tiny game console looks like a miniaturized version of the O.G. Game Boy, but it is explicitly designed to be hacked. It’s basically an Arduino board with a display and a few buttons, anyway.

[rv6502] got their hands on an Arduboy and realized that while there were some 3D games, there was nothing that had filled polygons, or really anything resembling a modern 3D engine. This had to be rectified, and the result is pretty close to Star Fox on a microcontroller.

This project began with a simple test on the Arduboy to see if it would be even possible to render 3D objects at any reasonable speed. This test was just a rotating cube, and everything looked good. Then began a long process of figuring out how fast the engine could go, what kind of display would suit the OLED best, and how to interact in a 3D world with limited controls.

Considering this is a fairly significant engineering project, the fastest way to produce code isn’t to debug code on a microcontroller. This project demanded a native PC port, so all the testing could happen on the PC without having to program the Flash every time. That allowed [rv] to throw out the Arduino IDE and USB library; if you’re writing everything on a PC and only uploading a hex file to a microcontroller at the end, you simply don’t need it.

One of the significant advances of the graphics capability of the Arduboy comes from exploring the addressing modes of the OLED. By default, the display is in a ‘horizontal mode’ which works for 2D blitting, but not for rasterizing polygons. The ‘vertical addressing mode’, on the other hand, allows for a block of memory, 8 x 128 bytes, that maps directly to the display. Shove those bytes over, and there’s no math necessary to display an image.

This is, simply, one of the best software development builds we’ve seen. It’s full of clever tricks (like simply not doing math if you’ll never need the result) and stuffing animations into far fewer bytes than you would expect. You can check out the demo video below.

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Jigsaw Motor Uses PCB Coils For Radial Flux

Electric motors are easy to make; remember those experiments with wire-wrapped nails? But what’s easy to make is often hard to engineer, and making a motor that’s small, light, and powerful can be difficult. [Carl Bugeja] however is not one to back down from a challenge, and his tiny “jigsaw” PCB motor is the latest result of his motor-building experiments.

We’re used to seeing brushless PCB motors from [Carl], but mainly of the axial-flux variety, wherein the stator coils are arranged so their magnetic lines of force are parallel to the motor’s shaft – his tiny PCB motors are a great example of this geometry. While those can be completely printed, they’re far from optimal. So, [Carl] started looking at ways to make a radial-flux PCB motor. His design has six six-layer PCB coils soldered perpendicular to a hexagonal end plate. The end plate has traces to connect the coils in a star configuration, and together with a matching top plate, they provide support for tiny bearings. The rotor meanwhile is a 3D-printed cube with press-fit neodymium magnets. Check out the build in the video below.

Connected to an ESC, the motor works decently, but not spectacularly. [Carl] admits that more tweaking is in order, and we have little doubt he’ll keep optimizing the design. We like the look of this, and we’re keen to see it improved.

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Defeating The Wii Mini As The Internet Watches Over Your Shoulder

Working under the pressure of being watched on a live feed, [DeadlyFoez] pits himself against the so-called unhackable Wii Mini and shows unprecedented results all while recording hours of footage of his process for others to follow along. We dug through that content to find the gems of the process, the links below include timestamps to those moments.

The Wii Mini is a cost-reduced version of Nintendo’s best-selling console, sold near the end of its life with a few features removed such as GameCube backwards compatibility and SD card support. Along with that, in an effort to thwart the jailbreaking that had plagued its big sister Nintendo made it so the NAND memory (where the system is stored) is encrypted and keyed to each device’s Hollywood GPU chip. This defeats methods which modified the storage in order to gain access to the hardware.

That did not stop [DeadlyFoez] from trying anyway, planning out the steps he needed to achieve a hacked Mini unit with the help of a regular Wii donor, already hacked. After dumping both systems’ NANDs and exploring the Wii Mini hardware further, he found a few pleasant surprises. There are test points on the board which allow GameCube controllers to be used with it. There are also SD card connections physically present on the board, but the support was removed from the Mini’s system software.

The most interesting parts come later on however: by simultaneously swapping NAND and GPU chips between original Wii and Wii Mini, [DeadlyFoez] manages to put together two distinct systems. The first is an original Wii board with the Mini’s chips claimed to be “the first Wii Mini running homebrew software”. The second, filling the opposite side of the equation, with both hardware and software to add SD card and GameCube controller ports to a Wii Mini.

This process of BGA rework in order to mod Nintendo hardware into unorthodox versions of themselves has actually been done before a few years ago, when someone made an unofficial US region non-XL new 3DS by piecing together parts from two separate consoles. Continue reading “Defeating The Wii Mini As The Internet Watches Over Your Shoulder”

NASA’s “Green” Fuel Seeks Safer Spaceflight By Finally Moving Off Toxic Hydrazine

Spaceflight is inherently dangerous. It takes a certain type of person to willingly strap into what’s essentially a refined bomb and hope for the best. But what might not be so obvious is that the risks involved aren’t limited to those who are personally making the trip. The construction and testing of space-bound vehicles poses just as much danger to engineers here on the ground as it does to the astronauts in orbit. Arguably, more so. Far more individuals have given their lives developing rocket technology than have ever died in the cockpit of one of them.

Reddish brown exhaust of hydrazine thrusters

Ultimately, this is because of the enormous amount of energy stored in the propellants required to make a rocket fly. Ground support personnel need to exercise great care even when dealing with “safe” propellants, such as the classic combination of kerosene and liquid oxygen. On the other end of the spectrum you have chemicals that are so unstable and toxic that they can’t be handled without special training and equipment.

One of the most dangerous chemicals ever used in rocket propulsion is hydrazine; and yet from the Second World War to the present day, it’s been considered something of an occupational hazard of spaceflight. While American launch vehicles largely moved away from using it as a primary propellant, hydrazine is still commonly used for smaller thrusters on spacecraft.

When SpaceX’s Crew Dragon exploded in April during ground tests, the release of approximately one and a half tons of hydrazine and nitrogen tetroxide propellants required an environmental cleanup at the site.

But soon, that might change. NASA has been working on a project they call the Green Propellant Infusion Mission (GPIM) which is specifically designed to reduce modern spacecraft’s dependency on hydrazine. In collaboration with the Air Force Research Laboratory at California’s Edwards Air Force Base, the space agency has spearheaded the development of a new propellant that promises to not just replace hydrazine, but in some scenarios even outperform it.

So what’s so good about this new wonder fuel, called AF-M315E? To really understand why NASA is so eager to power future craft with something new, we first have to look at the situation we’re in currently.

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The Future Of Space Is Tiny

While recent commercial competition has dropped the cost of reaching orbit to a point that many would have deemed impossible just a decade ago, it’s still incredibly expensive. We’ve moved on from the days where space was solely the domain of world superpowers into an era where multi-billion dollar companies can join on on the fun, but the technological leaps required to reduce it much further are still largely relegated to the drawing board. For the time being, thing’s are as good as they’re going to get.

Starlink satellites ready for launch

If we can’t count on the per pound cost of an orbital launch to keep dropping over the next few years, the next best option would logically be to design spacecraft that are smaller and lighter. Thankfully, that part is fairly easy. The smartphone revolution means we can already pack an incredible amount sensors and processing power into something that can fit in the palm of your hand. But there’s a catch: the Tsiolkovsky rocket equation.

Often referred to as simply the “rocket equation”, it allows you to calculate (among other things) the ratio of a vehicle’s useful cargo to its total mass. For an orbital rocket, this figure is very small. Even with a modern launcher like the Falcon 9, the payload makes up less than 5% of the liftoff weight. In other words, the laws of physics demand that orbital rockets are huge.

Unfortunately, the cost of operating such a rocket doesn’t scale with how much mass it’s carrying. No matter how light the payload is, SpaceX is going to want around $60,000,000 USD to launch the Falcon 9. But what if you packed it full of dozens, or even hundreds, of smaller satellites? If they all belong to the same operator, then it’s an extremely cost-effective way to fly. On the other hand, if all those “passengers” belong to different groups that split the cost of the launch, each individual operator could be looking at a hundredfold price reduction.

SpaceX has already packed 60 of their small and light Starlink satellites into a single launch, but even those craft are massive compared to what other groups are working on. We’re seeing the dawn of a new era of spacecraft that are even smaller than CubeSats. These tiny spacecraft offer exciting new possibilities, but also introduce unique engineering challenges.

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Divide To Conquer Capacitive Touch Problems

Back in the day, all of your music was on a shelf (or in milk crates) and the act of choosing what to listen to was a tangible one. [Michael Teeuw] appreciates the power of having music on demand, but misses that physical aspect when it comes time to “put something on”. His solution is a hardware controller that he calls MusicCubes.

Music cube makes selection using RFID, and touching to the right raises the volume level

This is a multi-part project, but the most recent rework is what catches our eye. The system uses cubes with RFID tags in them for each album. This part of the controller works like a charm, just set the cube in a recessed part of the controller — like Superman’s crystals in his fortress of solitude — and the system knows you’ve made your decision. But the touch controls for volume didn’t work as well. Occasionally they would read a false touch, which ends up muting the system after an hour or so. His investigations led to the discovery that the capacitive touch plates themselves needed to be smaller.

Before resorting to a hardware fix, [Michael] tried to filter out the false positives in software. This was only somewhat successful so his next attempt was to cut the large touch pads into four plates, and only react when two plates register a press at one time.

He’s using an MPR121 capacitive touch sensor which has inputs for up to 12-keys so it was no problem to make this change work with the existing hardware. Surprisingly, once he had four pads for each sensor the false-positives completely stopped. The system is now rock-solid without the need to filter for two of this sub-pads being activated at once. Has anyone else experienced problems with large plates as the touch sensors? Can this be filtered easily or is [Michael’s] solution the common way to proceed? Share your own capacitive touch sensor tips in the comments below!

Want to get a look at the entire project? Start with step one, which includes a table of contents for the other build logs.

BioSentinel Mission Aims To Put Yeast Into Deep Space

It’s a truly exciting time for space enthusiasts. Humanity is finally shaking itself out of the half-century-long doldrums of deep space exploration and planning a return to the Moon and a push to Mars. Yes, exciting things have happened since the glory days of Apollo. We’ve reached out into the outer planets, drilled holes in asteroids, and made tracks across the face of Mars in an improbably durable rover. We’ve built magnificent space telescopes, created a permanent space station to replace a couple of temporary ones, and put an intricate constellation of satellites into service.

Those are all laudable achievements, but not a single living creature has intentionally achieved approached Earth escape velocity since three astronauts and five mice did it aboard Apollo 17 at 3:46 AM on December 7, 1972. Since then, we’ve all been stuck down here at the bottom of Earth’s gravity well, with only a lucky few of us getting a tease of what space travel is really like with low Earth orbit (LEO) missions.

But if NASA has its way, and certain difficulties with launch vehicles can be ironed out, in 2020 Earthlings will once again slip the surly bonds and make a trip to deep space. Of course those Earthlings will just be cultures of yeast carried into orbit around the Sun on a cubesat, but it’s a start, and it’s a good bet that more complex organisms won’t be far behind.

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