Giving The Amstrad CPC A Voice And A Drum Kit

Back in the ’80s, home computers weren’t capable of much in terms of audio or multimedia as a whole. Arguably, it wasn’t until the advent of 16-bit computers such as the Amiga that musicians could make soundtrack-quality music without having to plug actual studio gear up to their machines. [Michael Wessel] is trying to bring some of that and many more features to the Amstrad CPC with his ambitious LambdaSpeak 3 project, an expansion card built completely up from scratch and jam-packed with features.

First, and likely giving it its name, is the speech synthesizer. [Michael] has made an emulation mode where his card can act just like the original SSA-1 expansion, being able to be controlled by the same software as back then. By default, the card offers this mode with an Epson S1V30120 daughterboard (which is based on DECTalk synthesis), however for further authenticity you also have the option of fitting it with an SP0256-AL2 chip, the same one used in the original Amstrad hardware in 1985.

As for the more musical part of the project, the board supports 4-channel PCM playback, much like the Amiga’s sound offering. This can be used for a drum machine sequencer program, and it has an Amdrum mode, emulating another expansion from the original Amstrad days. Sample playback can also be used alongside the speech synthesis as shown here, with random allophone beats that wouldn’t sound out of place in a Kraftwerk recording. Finally, by using the UART interface included on the LambdaSpeak, you can also turn the CPC itself into a synth by giving it MIDI in/out and interfacing a controller in real time with the computer’s AY-3-8912 sound chip.

If you like modern expansions giving old computers new life, did you know that you can get just about any retro computer online, perhaps a TRS-80, an Amiga and even a Psion Organizer? And if you’re interested in just using old systems’ sound chips with modern USB MIDI controllers, it’s easy to make a microcontroller do all the heavy lifting.

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Why Spacecraft Of The Future Will Be Extruded

It’s been fifty years since man first landed on the Moon, but despite all the incredible advancements in technology since Armstrong made that iconic first small step, we’ve yet to reach any farther into deep space than we did during the Apollo program. The giant leap that many assumed would naturally follow the Moon landing, such as a manned flyby of Venus, never came. We’ve been stuck in low Earth orbit (LEO) ever since, with a return to deep space perpetually promised to be just a few years away.

Falcon Heavy Payload Fairing

But why? The short answer is, of course, that space travel is monstrously expensive. It’s also dangerous and complex, but those issues pale in comparison to the mind-boggling bill that would be incurred by any nation that dares to send humans more than a few hundred kilometers above the surface of the Earth. If we’re going to have any chance of getting off this rock, the cost of putting a kilogram into orbit needs to get dramatically cheaper.

Luckily, we’re finally starting to see some positive development on that front. Commercial launch providers are currently slashing the cost of putting a payload into space. In its heyday, the Space Shuttle could carry 27,500 kg (60,600 lb) to LEO, at a cost of approximately $500 million per launch. Today, SpaceX’s Falcon Heavy can put 63,800 kg (140,700 lb) into the same orbit for less than $100 million. It’s still not pocket change, but you wouldn’t be completely out of line to call it revolutionary, either.

Unfortunately there’s a catch. The rockets being produced by SpaceX and other commercial companies are relatively small. The Falcon Heavy might be able to lift more than twice the mass as the Space Shuttle, but it has considerably less internal volume. That wouldn’t be a problem if we were trying to hurl lead blocks into space, but any spacecraft designed for human occupants will by necessity be fairly large and contain a considerable amount of empty space. As an example, the largest module of the International Space Station would be too long to physically fit inside the Falcon Heavy fairing, and yet it had a mass of only 15,900 kg (35,100 lb) at liftoff.

To maximize the capabilities of volume constrained boosters, there needs to be a paradigm shift in how we approach the design and construction of crewed spacecraft. Especially ones intended for long-duration missions. As it so happens, exciting research is being conducted to do exactly that. Rather than sending an assembled spacecraft into orbit, the hope is that we can eventually just send the raw materials and print it in space.

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A Simple Way To Analyze Guitar Pickups

To the uninitiated an electric guitar seems fairly simple: you pluck a string and the electronics send the corresponding audio signal on the 6.3 mm jack output, all ready for for the amplifier to work its magic. Much of what makes a guitar like that sound good depends on the pickups, however. These are the devices which are placed between the guitar body and the strings. Depending on the guitar there can be one, two, or more of them, of varying types and configurations.

As a Gibson fan who upon getting introduced to a Fender Telecaster just had to replace its pickups with humbucking types, [Ken Willmott] found himself thrown into the wonderful world of pickup design and characterization. After two years of working through a number of designs and approaches, he eventually settled on a preamplifier design featuring a JFET opamp (LT1058) on a custom PCB which amplifies the pickup response from a test signal, acting as a front end signal conditioner.

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Retrotechtacular: The Floppy Disk Orphaned By Linux

About a week ago, Linus Torvalds made a software commit which has an air about it of the end of an era. The code in question contains a few patches to the driver for native floppy disc controllers. What makes it worthy of note is that he remarks that the floppy driver is now orphaned. Its maintainer no longer has working floppy hardware upon which to test the software, and Linus remarks that “I think the driver can be considered pretty much dead from an actual hardware standpoint“, though he does point out that active support remains for USB floppy drives.

It’s a very reasonable view to have arrived at because outside the realm of retrocomputing the physical rather than virtual floppy disk has all but disappeared. It’s well over a decade since they ceased to be fitted to desktop and laptop computers, and where once they were a staple of any office they now exist only in the “save” icon on your wordprocessor. The floppy is dead, and has been for a long time.

The save icon in LibreOffice and other desktop software is probably the last place the floppy exerts a hold over us.
The save icon in LibreOffice and other desktop software is probably the last place the floppy exerts a hold over us.

Still, Linus’ quiet announcement comes as a minor jolt to anyone of A Certain Age for whom the floppy disk and the computer were once inseparable. When your digital life resided not in your phone or on the cloud but in a plastic box of floppies, those disks meant something. There was a social impact to the floppy as well as a technological one, they were a physical token that could contain your treasured ephemeral possessions, a modern-day keepsake locket for the digital age. We may have stopped using them over a decade ago, but somehow they are still a part of our computing DNA.

So while for some of you the Retrotechtacular series is about rare and unusual technology from years past, it’s time to take a look at something ubiquitous that we all think we know. Where did the floppy disk come from, where is it still with us, and aside from that save icon what legacies has it bestowed upon us?

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DIY Teensy Looper Multiplies Music

If you’re into electronic music, chances are good that you like to roll your own. While step one is usually to build something, anything that makes sound, a natural step two is to build a looping device to extend and play with those sounds.

[Cutlasses] has finished version one of his Teensy-based Eurorack-style looper. He plugs in a thing, records some tunes, and the resulting loop gets divvied up into eight equal pieces. He can cut the loop together live using the eight buttons to jump around between sections. It supports unlimited overdubs, although too many will cause clipping. But hey, that just means free derivative sounds.

The looper records its audio to an SD card. Since this is typically a slow endeavor, [Cutlasses] used two circular buffers. One reads audio, and the other writes it. This took a lot of trial and error, which he may have to repeat with future SD cards.

[Cutlasses]’ plans for future versions include a separate audio CODEC for better sound, CV control, and a pedal option for hands-free operation. We’d love to hear some sweet Theremin loopage, wouldn’t you? Jog past the break to watch [Cutlasses] demo his looper with a kalimba and a DIY noise box that uses a string bow to make metal tines sing.

Feeling out of the music-making loop? There are (slightly) easier ways. Check out this LEGO looper or this multiplayer Pi-ano.

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Teardown 2019: A Festival Of Hacking, Art, And FPGAs

As hackers approached the dramatic stone entrance of Portland’s Pacific Northwest College of Arts, a group of acolytes belonging to The Church of Robotron beckoned them over, inviting them to attempt to earn the title of Mutant Saviour. The church uses hazardous environments, religious indoctrination, a 1980s arcade game and some seriously funny low tech hacks to test your abilities to save humanity. This offbeat welcome was a pretty good way to set the tone for Teardown 2019: an annual Crowd Supply event for engineers and artists who love hardware. Teardown is halfway between a conference and a party, with plenty of weird adventures to be had over the course of the weekend. Praise the Mutant! Embrace Futility! Rejoice in Error!

For those of us who failed to become the Mutant Saviour, there were plenty of consolation prizes. Kate Temkin and Mikaela Szekely’s talk on accessible USB tools was spectacular, and I loved following Sophi Kravitz’s journey as she made a remote-controlled blimp. Upstairs in the demo room, we had great fun playing with a pneumatic donut sprinkle pick and place machine from tinkrmind and Russell Senior’s hacked IBM daisywheel typewriter that prints ASCII art and runs a text-based Star Trek adventure game.

It wouldn’t be much of a hardware party if the end of the talks, demos and workshops meant the end of each day’s activities, but the Teardown team organised dinner and an afterparty in a different locations every night: Portland’s hackerspace ^H PDX, the swishy AutoDesk offices, and the vintage arcade game bar Ground Kontrol. There also was a raucous and hotly-contested scavenger hunt across the city, with codes to crack, locks to pick and bartenders to sweet talk into giving you the next clue (tip: tip).

Join me below for my favorite highlights of this three day (and night) festival.

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Game Builder Lets Kids — Even Old Kids — Build Games

One rite of passage back in the good old days of owning a TRS-80, Commodore 64, or similar vintage computer was writing your own game. It probably wouldn’t be very good, but it wouldn’t be much worse than most of the stuff that was out there, either. Today, trying to get a kid interested in “hunt the wumpus” is probably not going to fly and having them create a modern-looking game is out of the question. Or is it? Disguised as a game itself, Game Builder offers an interactive way to create interesting games without having to get too detailed into programming. On the other hand, it supports JavaScript, so you can get to programming if you need to or want to. We could easily see a kid — or even an adult — easing into programming using this game which is free, from Google.

In the old days, hardware was a limiting factor and Basic made it pretty easy to whip out some text or crude graphics. Our favorite was a high low game that guesses your number. But everyone had some little game they’d create so they said they could. Today’s games, though, have good graphics and music and 3D shapes and a host of other things you didn’t have to contend with back then. Game Builder, though, makes it pretty simple. You can work on a game by yourself, or with friends, or with the general public. Everyone involved can play the game, but they can also edit the game. The tool runs under Steam so even though it is marked for PC or Mac, it will also run on Linux if you have Steam installed properly.

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