Bonanza Of Keyswitch Datasheets Fills Our Decks With Clack

Mechanical keyboards use switches of a few different types. But even those types include myriad variations. How’s a hacker to know just exactly what equipment is out there?

For example, if you grab a fellow cube-farmer’s mechanical keyboard (possibly because they clacked on their Cherry Blue’s just one too many times) and angrily rip off a few keycaps to show you’re serious, what do you see? In most cases you expect to see the familiar color and stem shape of a Cherry MX switch or one of its various clones. But you may find a square box around it like a Kailh Box switch. Or the entire stem is a box (with no +) like a Matias switch. Or sometimes it looks like a little pig snout, making it a Kailh Choc.

There is a fairly wide variety of companies which make key switches suitable for use in a keyboard. Many hew to the electrical and mechanical standards implicitly created by the dominant Cherry GmbH’s common switches but not all. So if you’re designing a PCB for such a keyboard and want to use odd switches, you need to check out the Keyboardio keyswitch_documentation repo!

The keyswitch_documentation repo is an absolute treasure trove of hard to find keyswitch datasheets. Finding official information on Cherry MX switches isn’t too hard (keyswitch_documentation has 22 data sheets for MX series switches, and four for ML). But those Kailh Choc’s? Good luck (here it is in keyswitch_documentation). Did you know Tai-Hao made Matias-esque switches as well as weird rubber keycaps? Well they do, and here’s the datasheet.

We’re keeping this one handy until the next time we need data sheets for weird switches. Make sure to send a note if you find something interesting in here that’s worth noting!

Hackaday Podcast: 2018 Year In Review

Did you read all 3000+ articles published on Hackaday this year? We did. And to help catch you up, we preset the Hackaday 2018 Year in Review podcast!

Join us for the podcast, available on all major podcasting platforms, as Editors Mike Szczys and Elliot Williams attempt the impossible task of distilling the entire year into a one hour discussion. We’ve included every story mentioned in the podcast, and a few more, in the show notes here. But since we can’t possibly mention every awesome hack, we encourage you to share your favorites, and pat the writers on the back, by leaving a comment below.

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 (60 MB or so.)

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Young Entrepreneurs Learn What Really Goes Into Making A Product

Just to be clear, the primary goal of the Papas Inventeurs (Inventor Dads) was to have the kids make something, have fun, and learn. In that light, they enjoyed a huge success. Four children designed, made, and sold laser-cut napkin rings from a booth at the Ottawa Maker Faire as a fun learning process (English translation, original link in French.) [pepelepoisson] documented the entire thing from beginning to end with plenty of photos. Things started at proof of concept, then design brainstorming, prototyping, manufacture, booth design, and finally sales. While adults were involved, every step was done by the kids themselves.

It all began when the kids were taken to a local fab lab at the École Polytechnique and made some laser-cut napkin holders from plywood for personal use. Later, they decided to design, manufacture, and sell them at the Ottawa Maker Faire. Money for the plywood came from piggy banks, 23 different designs made the cut, and a total of 103 rings were made. A display board and signs made from reclaimed materials rounded out the whole set.

In the end, about 20% of people who visited and showed interest made a purchase, and 60 of the 103 pieces were sold for a profit of $126. Of course, the whole process also involved about 100 hours of combined work between the kids and parents and use of a laser cutter, so it’s not exactly a recipe for easy wealth. But it was an incredibly enriching experience, at least figuratively, for everyone involved.

Possibly the biggest takeaway was the way manufacturing involved much more than just pressing “GO” on a laser cutter. Some pieces needed sanding after laser cutting, and each piece got two coats of varnish. If you missed it, [Bob Baddeley] showed how labor, and not materials, ends up being the most expensive part of a product.

My Oscilloscope Uses Fire

If you want to visualize sound waves, you reach for your oscilloscope, right? That wasn’t an option in 1905 so physicist [Heinrich Rubens] came up with another way involving flames. [Luke Guigliano] and [Will Peterson] built one of these tubes — known as a Rubens’ tube — and will show you how you can, too. You can see a video of their results, below. Just in case a flame oscilloscope isn’t enough to attract your interest, they are driving the thing with a theremin for extra nerd points.

The guys show a short flame run and one with tall flames. The results are surprising, especially with the short flames. Of course, the time base is the length of the tube, so that limits your measurements. The tube has many gas jets along the length and with a sound source, the height of the flames correspond to the air pressure from the sound inside the tube.

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The Evolution Of Wireless Game Controllers

The story goes that Atari was developing a premium model of their popular home video game console, the Atari 2600, for the 1981 fiscal year. Internally known as the Stella RC, this model revision promised touch sensitive game selection toggles, LED indicators, and onboard storage for the controllers. The focus of the project, however, was the “RC” in Stella RC which stood for remote control. Atari engineers wanted to free players from the constraints of the wires that fettered them to their televisions.

Problem with the prototypes was that the RF transmitters in the controllers were powerful enough to send a signal over a 1000 ft. radius, and they interfered with a number of the remote garage door openers on the market. Not to mention that if there were another Stella RC console on the same channel in an apartment building, or simply across the street, you could be playing somebody else’s Pitfall run. The mounting tower of challenges to making a product that the FCC would stamp their approval on were too great. So Atari decided to abandon the pioneering Stella RC project. Physical proof of the first wireless game controllers would have been eliminated at that point if it were created by any other company… but prototypes mysteriously left the office in some peculiar ways.

“Atari had abandoned the project at the time…[an Atari engineer] thought it would be a great idea to give his girlfriend’s son a videogame system to play with…I can’t [comment] about the relationship itself or what happened after 1981, but that’s how this system left Atari…and why it still exists today.”

Joe Cody, Atari2600.com

Atari did eventually get around to releasing some wireless RF 2600 joysticks that the FCC would approve. A couple years after abandoning the Stella RC project they released the Atari 2600 Remote Control Joysticks at a $69.95 MSRP (roughly $180 adjusted for inflation). The gigantic price tag mixed with the video game market “dropping off the cliff” in 1983 saw few ever getting to know the bliss of wire-free video game action. It was obvious that RF game controllers were simply ahead of their time, but there had to be cheaper alternatives on the horizon.

Out of Sight, Out of Control with IR Schemes

Nintendo AVS 1985 Display
Nintendo AVS console deck and IR controller on display.

Video games were a dirty word in America in 1985. While games themselves were still happening on the microcomputer platforms, the home console business was virtually non-existent. Over in Japan, Nintendo was raking in money hand over fist selling video games on their Famicom console. They sought to replicate that success in North America by introducing a revised model of the Famicom, but it had to impress the tech journos that would be attending its reveal at the Consumer Electronics Show (CES).

The prototype system was called the Nintendo Advanced Video System (AVS). It would feature a keyboard, a cassette tape drive, and most importantly two wireless controllers. The controllers used infrared (IR) communication and the receiver was built-into the console deck itself. Each controller featured a square metallic directional pad and four action buttons that gave the impression of brushed aluminum. The advancement in video game controller technology was too good to be true though, because the entire system received a makeover before releasing as the Nintendo Entertainment System (NES) that Christmas. The NES lacked the keyboard, the tape drive, and the IR controllers and its change in materials hardly captured the high-end flash of the AVS. The removal of IR meant the device was cheaper to manufacture. A decision that ultimately helped the NES to become a breakout success that in turn brought back dedicated video game consoles single-handedly.

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GBA Consolizer Kit RetroRGB

GBA On The Big Screen: FPGA Delivers HDMI And Every Feature Imaginable

The concept of creating a gaming portable out of a home console has been around for some time, but it’s hardly seen the other way around. There have been a few devices that dared to straddle the line (i.e., Sega Nomad, Nintendo Switch, etc.), but the two worlds typically remain separate. [Stephen] looked to explore that space by attempting to turn the Game Boy Advance into a “big boy” console. The FPGA-based mod kit he created does just that, and comes complete with controller support and digital video output in 720p over a mini HDMI cable.

The kit itself was designed specifically for the original model GBAs containing the 40-pin LCD ribbon cable. These original models were the early run of non-backlit screens that are also denoted by a motherboard designation that can be seen by peering into the battery compartment. RGB signals are read directly from the GBA LCD socket by removing the handheld’s screen in favor of a fresh flat flex ribbon cable. This method enables a noise-free digital-to-digital solution as opposed to the digital-to-analog output of Nintendo’s own Game Boy Player add-on for the GameCube.

At an astonishing 240×160 native resolution, GBA video is scaled by the FPGA up to 5x within a 720p frame. Of course some of the image is cutoff in the process, so options for 4x and 4.5x scales were included. As a wise man once said, “Leave no pixel behind”. Since Nintendo designed the GBA clock to run at 59.7276 Hz, [Stephen] removed the oscillator crystal in order to sync the refresh rate to a more HDMI friendly 60 Hz. This means that the mod kit overclocks GBA games ever so slightly, though [Stephen] included a GBA cycle accurate mode as an option if your display can handle it.

The video below is [Stephen]’s initial test using a SNES controller. Tests must have gone well, because he decided to incorporate a SNES controller port in the final design. Now all those Super Nintendo ports on the GBA are back home once again thanks to this “consolizer” kit.

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Amazon Creates Distributed Satellite Ground Stations

Here’s an interesting thought: it’s possible to build a cubesat for perhaps ten thousand dollars, and hitch a ride on a launch for free thanks to a NASA outreach program. Tracking that satellite along its entire orbit would require dozens or hundreds of ground stations, all equipped with antennas and a connection to the Internet. Getting your data down from a cubesat actually costs more than building a satellite.

This is the observation someone at Amazon must have made. They’ve developed the AWS Ground Station, a system designed to downlink data from cubesats and other satellites across an entire orbit. Right now, Amazon only has two ground stations attached, but they plan to have a dozen in place by the middle of next year. Each of these ground stations are associated with a particular AWS region (there are a total of sixteen AWS regions, which might limit the orbital coverage of the AWS Ground Station system), and consists of an antenna, an alt-az mount, and a gigantic bank of servers and hard drives to capture data from satellites orbiting overhead.

The Amazon blog post goes over how easy it is to capture data from a satellite, and it’s as easy as getting a NORAD ID, logging into your AWS account, and clicking a few buttons.

It should go without mention that this is the exact same idea behind SatNOGS, an Open Source global network of satellite ground stations and winner of the 2014 Hackaday Prize. One of their ground stations is what’s pictured at the top if this article. Right now, SatNOGS has over seventy ground stations in the network, including a few stations that are in very useful locations like the Canary Islands. The SatNOGS network already has a lot more coverage than the maximum of sixteen locations where Amazon has their data centers — made possible by its open nature. Congrats to the SatNOGS team once again for creating something so useful, and doing it four years before Amazon.