Homebrew Programming With Diodes

diode

Diode matrices were one of the first methods of implementing some sort of read only memory for the very first electronic computers, and even today they can be found buried deep in the IPs of ASICs and other devices that need some form of write-once memory. For the longest time, [Rick] has wanted to build a ROM out of a few hundred diodes, and he’s finally accomplished his goal. Even better, his diode matrix circuit is actually functional: it’s a 64-byte ROM for an Atari 2600 containing an extremely simple demo program.

[Rick] connected a ton of 1N60 diodes along a grid, corresponding to the data and address lines to the 2600’s CPU. At each intersection, the data lines were either unconnected, or tied together with a diode. Pulling an address line high or low ([Rick] hasn’t posted a schematic) pulls the data line to the same voltage if a diode is connected. Repeat this eight times for each byte, and you have possibly the most primitive form of read only memory.

As for the demo [Rick] coded up with diodes? It displays a rainbow of colors with a black rectangle that can be moved across the screen with the joystick. Video below.

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The Basics Of Frequency Modulation

fm-modulation

[brmarcum] takes us back to analog building block basics with his Frequency Modulation and Demodulation tutorial. Frequency Modulation (FM) sounds simple at first, but understanding the electronics behind modulation and  demodulation of an FM signal can be confusing. We’ve covered the basics before, but FM is so tightly associated with broadcast radio that searches often become muddled with references to RF, stereo, antennas, and transmitters.

[brmarcum] hopes to fill that gap with a simple circuit that modulates an audio signal to FM, then demodulates and amplifies it to be played on a small speaker. He used a Digilent Analog Discovery kit in his experiments, but an oscilloscope (an older analog scope would be perfect here) would work for output. Signal generation duties could easily be handled by a 555 circuit at the low end, and a computer sound card at the higher end.

[brmarcum] obviously put some time into his tutorial, but it’s not a tome of FM modulation. He’s broken down the modulation and demodulation circuits into their basic op-amp stages with examples of what the signal should look like on a scope after each stage. That’s the beauty here. By building and testing each section, anyone new to analog can learn how things work. In places where the theory behind what’s going on gets too in-depth for an Instructable, [brmarcum] gives links to Wikipedia.

Programmable Logic I – PLA/PAL


C64-B

Yeah I am still a little pissed that the competition is still around and we aren’t, and by “we” I mean Commodore Business Machines (CBM). It was Commodore that had the most popular home computer ever in the C64 (27 Million) and it was a team of MOS engineers after all, that had the idea to make a “micro” processor out of a 12 square inch PCB.

MOS Technologies logo and address
MOS Technology in King of Prussia/Norristown

Of course they did work at Motorola at the time and “Mot” did not want anything to do with a reduction of the profit margin on the pie-plate size processor. Of course MOS got sued by Motorola but that was an average Tuesday at MOS/CBM. I absolutely credit CBM with buying the MOS Technologies chip foundry, as together we could make our own processors, graphics chips, sound chips, memory controllers, and programmable logic.

With this arsenal at our call we didn’t have to make compromises the way other companies did such as conforming to the bus spec of an industrial standard 6845 or having to add extra logic when a custom extra pin would work. We could also make sprites.

6502 Design Team
6502 Design Team (EE Times 1975, archive.archaeology.org)

The compromise we did have to make when designing was cost, and I mean the kind of cost reduction where finding a way to save a dollar ($1USD) saved millions in the production run. I knocked $.90USD out of a transformer one day and I couldn’t focus the rest of the day due to elation.

Cost reduction is a harsh mistress however as you can’t just do it a little some of the time or only when you want to. The mental exercise of multiplying anything times a million was always there, it made it hard to buy lunch — I’d be blocking the lunch line while figuring the cost of a million tuna sandwiches FOB Tokyo Continue reading “Programmable Logic I – PLA/PAL”

(Better) Full Motion Video On The First PC

Ladies

Ten years ago, [Trixter] created 8088 Corruption, a demo for the original PC, the IBM 5150, that displayed full motion video using a CGA card and a SoundBlaster. It was hailed as a marvel of the demoscene at the time, garnered tons of hits when it was eventually uploaded to Google Video, and was even picked up by the nascent Hackaday.Now, ten years later, and seven years after [Trixter] said full motion video using the graphics mode of a CGA adapter was impossible, he’s improved on his earlier work. Now, it’s possible to display video at 640×200 resolution at 30 frames per second on a 30-year-old computer.

[Trixter]’s earlier work used the text mode of the CGA adapter, only because the 40×25 character, 16 color mode was the only graphics mode that could be entirely updated every single frame. It’s still one of the high points of the PC demoscene, but from the original video, it’s easy to see the limitations.

A while back, [Trixter] said displaying video using his computer’s graphics mode was impossible. He’s had years to think about this statement, and eventually realized he was wrong. Like the developers of modern video codecs, [Trixter] realized you don’t need to change every pixel for every frame: you only need to change the pixels that are different from frame to frame. Obvious, if you think about it, and all [Trixter] needed to do was encode the video in a format that would only change dissimilar pixels from frame to frame, and manage the disk and memory bandwidth.

After reencoding the 10-year-old demo for graphics mode, [Trixter] turned toward his most ambitious demo to date: playing the ‘Bad Apple’ animation on an 8088. As you can see in the video below, it was a complete success.

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The Sega Mega Drive Dev Kit

segaWhile most homebrew video game development has focused on the original NES, Atari consoles, and has produced a few SNES games, there is another console out there that hasn’t seen much love. Sega’s classic console, the Genesis or Mega Drive, depending on where you’re from, was an extremely capable machine with amazing capabilities for its time. [Chris] figured the Mega Drive would make a good target for an all-in-one development kit, and with a lot of work he managed to put one together.

The standard cartridge for the Genesis or Mega Drive is just a simple ROM chip wired directly into the console’s address space. [Chris] took a cheap FPGA and some dual port ram to create a seamless interface between the modern world and the inside of this ancient console, allowing him to load every Mega Drive game off an SD card, as well as use modern tools to modify old games, or even create new ones.

To demonstrate his dev kit, [Chris] took a copy of Sonic 1, and using the debugger and GDB, gave himself infinite lives. It’s a very cool demonstration, searching through all the commands executed by the Megadrive CPU with the standard Linux debugging tools.Going through the trace, [Chris] found the instruction that decremented that value representing Sonics lives, replaced it with NOPs, in effect giving himself infinite lives. This is a lot like how the Game Genie works, only using much, much better tools.

Of course a USB dev kit wouldn’t be much use if it could only modify existing games. The real power of [Chris]’ work comes from being able to develop your own demos, games, and homebrew apps.

[Chris] needed to write a small homebrew Mega Drive app for the ROM loader portion of his dev kit using SGDK. Disassembling his own code with the dev kit, he was able to take a look at the instructions, and potentially even modify his loader.

It’s a really impressive technical accomplishment, and something that could be a boon to the extremely small homebrew scene for the Mega Drive. All the boards, code, and everything else are available over on [Chris]’ github, with the entire project written up on hackaday.io. Videos below.

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High Voltage Monitor Power Supply Conversion

Repurpose An Old CRT Computer Monitor As A High Voltage Science Project Power Supply

Finally somebody has found a good use for all those old CRT computer monitors finding their way to the landfills. [Steven Dufresne] from Rimstar.org steps us through a very simple conversion of a CRT computer monitor into a high-voltage power supply. Sure you can make a few small sparks but this conversion is also useful for many science projects. [Steve] uses the monitor power supply to demonstrate powering an ionocraft in his video, a classic science experiment using high voltage.

The conversion is just as simple as you would think. You need to safely discharge the TV tube, cut the cup off the high voltage anode cable and reroute it to a mounting bracket outside the monitor. The system needs to be earth grounded so [Steve] connects up a couple of ground cables. One ground cable for the project and one for a safety discharge rod. It’s really that simple and once wired up to a science project you have 25kV volts at your disposal by simply turning on the monitor. You don’t want to produce a lot of large sparks with this conversion because it will destroy the parts inside the monitor. The 240K Ohm 2 watt resistor [Steve] added will help keep those discharges to a minimum and protect the monitor from being destroyed.

Yes this is dangerous but when you’re working with high-voltage science experiments danger is something you deal with correctly. This isn’t the safest way to get high-voltage but if you have to hack something together for a project this will get you there and [Steve] is quite cautious including warning people of the dangers and how to safely discharge your experiment and the power supply after every use. This isn’t the first high-voltage power supply that [Steve] has constructed; we featured his home-built 30kV power supply in the past, which is a more conventional way to build a HV power supply using a doubler or tripler circuit. Join us after the break to watch the video.

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Digital Pinball With Force Feedback

pinball Hang around Hackaday long enough and you’ll hear about MAME, and all the other ways to emulate vintage arcade machines on a computer. The builds are usually fantastic, with real arcade buttons, MDF cabinets, and side graphics with just the right retro flair to make any connoisseur of ancient video games happy. MAME is only emulating old video games, though, and not physical systems like the digital pinball system [ronnied] put up on the Projects site.

[ronnied] was inspired by a real life, full-size White Water pinball machine at his previous job, and decided it was high time for him to acquire – somehow – a pinball machine of his own. He had a spare computer sitting around, an old 16:9 monitor for the main playfield, and was donated a smaller 4:3 monitor for the backglass. With an MDF cabinet, PinMAME, and a little bit of work, [ronnied] had his own machine capable of recreating hundreds of classic machines.

The build didn’t stop at just a few arcade buttons and a screen; [ronnied] added a 3-axis accelerometer for a tilt mechanism, solenoids and a plunger torn from a real pinball machine for a more realistic interface, and a Williams knocker for a very loud bit of haptic feedback. We’ve seen solenoids, buzzers, and knockers in pinball emulators before, and the vibrations and buzzing that comes with these electromechanical add ons make all the difference; without them, it’s pretty much the same as playing a pinball emulator on a computer. With them, it’s pretty easy to convince yourself you’re playing a real machine.

Videos of the mechanisms below.

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