X-Ray A PCB Virtually

If you want to reverse engineer a PC board, you could do worse than X-ray it.  But thanks to [Philip Giacalone], you could just take a photo, load it into PCB Tracer, and annotate the images. You can see a few of a series of videos about the system below.

The tracer runs in your browser. It can let you mark traces, vias, components, and pads. You can annotate everything as you document it, and it can even call an AI model to help generate a schematic from the net list.

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New Tool Makes 3D Printed PCBs, Fast

Getting PCBs made is often the key step in taking a dodgy lab experiment and turning it into a functional piece of equipment. However, it can be tedious to wait for PCBs to ship, and that can really slow down the iterative development process. If you’ve got a 3D printer, though, there’s a neat way to make your own custom PCBs. Enter PCB Forge from [castpixel].

The online tool.

The concept involves producing a base and a companion mold on your 3D printer. You then stick copper tape all over the base part, using the type that comes with conductive adhesive. This allows the construction of a fully conductive copper surface across the whole base. The companion mold is then pressed on top, pushing copper tape into all the recessed traces on the base part. You can then remove the companion mold, quickly sand off any exposed copper, and you’re left with a base with conductive traces that are ready for you to start soldering on parts. No etching, no chemicals, no routing—just 3D printed parts and a bit of copper tape. It rarely gets easier than this.

You can design your PCB traces in any vector editor, and then export a SVG. Upload that into the tool, and it will generate the 3D printable PCB for you, automatically including the right clearances and alignment features to make it a simple press-together job to pump out a basic PCB. It bears noting that you’re probably not going to produce a four-layer FPGA board doing advanced high-speed signal processing using this technique. However, for quickly prototyping something or lacing together a few modules and other components, this could really come in handy.

The work was inspired by a recent technique demonstrated by [QZW Labs], which we featured earlier this year. If you’ve got your own hacks to speed up PCB production time, or simply work around it, we’d love to know on the tipsline! Video after the break.

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Using 3D Printing And Copper Tape To Make PCBs

In a recent video [QWZ Labs] demonstrates an interesting technique to use 3D printing to make creating custom PCBs rather straightforward even if all you have is a 3D printer and a roll of copper tape.

The PCB itself is designed as usual in KiCad or equivalent EDA program, after which it is exported as a 3D model. This model is then loaded into a CAD program – here Autodesk Fusion – which is used to extrude the traces by 0.6 mm before passing the resulting model to the 3D printer’s slicer.

By extruding the traces, you can subsequently put copper tape onto the printed PCB and use a cutting tool of your choice to trace these raised lines. After removing the rest of the copper foil, you are left with copper traces that you can poke holes in for the components and subsequently solder onto.

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Production KiCad Template Covers All Your Bases

Ever think about all the moving parts involving a big KiCad project going into production? You need to provide manufacturer documentation, assembly instructions and renders for them to reference, every output file they could want, and all of it has to always stay up to date. [Vincent Nguyen] has a software pipeline to create all the files and documentation you could ever want upon release – with an extensive installation and usage guide, helping you turn your KiCad projects truly production-grade.

This KiBot-based project template has no shortage of features. It generates assembly documents with custom processing for a number of production scenarios like DNPs, stackup and drill tables, fab notes, it adds features like table of contents and 3D renders into KiCad-produced documents as compared to KiCad’s spartan defaults, and it autogenerates all the outputs you could want – from Gerbers, .step and BOM files, to ERC/DRC reports and visual diffs.

This pipeline is Github-tailored, but it can also be run locally, and it works wonderfully for those moments when you need to release a PCB into the wild, while making sure that the least amount of things possible can go wrong during production. With all the features, it might take a bit to get used to. Don’t need fully-featured, just some GitHub page images? Use this simple plugin to auto-add render images in your KiCad repositories, then.

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PCB Design Review: TinySparrow, A Module For CAN Hacking, V2

A year ago, I’ve design reviewed an MCU module for CAN hacking, called TinySparrow. Modules are plenty cool, and even more so when they’re intended for remaking car ECUs. For a while now, every car has heavily depended on a computer to control the operation of everything inside it – the engine and its infrastructure, the lights, and  Sadly, ECUs are quite non-hackable, so building your own ECUs only makes sense – which is why it’s heartwarming to see modules intended to make this easier on the budding ECU designer!

Last time we saw this module, it was quite a bit simpler. We talked about fixing a number of things – the linear regulator, the unprotected CAN transceiver, and the pinout; we also made the board cheaper to produce by reducing the layer count and instead pushing the clearance/track width limits. This time, we’re seeing TinySparrow v2 , redesigned accounting for the feedback and upgraded with a new MCU – it’s quite a bit more powerful!

For a start, it’s got ESD diodes, a switching-linear regulator chain for clean but efficient power supply, and most importantly, an upgraded MCU, now with USB and one more CAN channel for a total of two! There’s a lot more GPIOs to go around, too, so the PCB now uses all four of its sides for breakout out power, programming, and GPIO pads. Only a tiny bit bigger than its v1, this module packs a fair bit of punch.

Let’s revisit the design, and try to find anything still left to improve – there’s a few noteworthy things I found.

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An Online Repository For KiCad Schematics

In the desktop 3D printing world, we’re fortunate to have multiple online repositories of models that anyone can load up on their machine. Looking to create a similar experience but for electronic projects, [Mike Ayles] created CircuitSnips — a searchable database of ready-to-use KiCad schematics available under open source licenses.

Looking for reference designs for LiPo chargers? CircuitSnips has you covered. Want to upload your own design so others can utilize it? Even better. Currently, there are over four thousand circuits on CircuitSnips, although not all have been put there purposely. To get the project off the ground, [Mike] scraped GitHub for open source KiCad projects. While this doesn’t run afoul of the licensing, there’s a mechanism in place for anyone who wants to have their project removed from  the repository.

To scrape the depths of GitHub, [Mike] had to simplify the text expression for the KiCad projects using a tool he’s since released. For anyone so inclined, he’s even put the entire site on GitHub for anyone who wants to try their hand at running it locally.

CircuitSnaps fills a very specific space to post your circuit diagrams, but if you’re looking for somewhere to host your complete designs, we can’t fail to mention Hackaday’s own repository for hardware projects and hacks!

KiDoom Brings Classic Shooter To KiCad

As the saying goes: if it has a processor and a display, it can run DOOM. The corollary here is that if some software displays things, someone will figure out a way to make it render the iconic shooter. Case in point KiDoom by [Mike Ayles], which happily renders DOOM in KiCad at a sedate 10 to 25 frames per second as you blast away at your PCB routing demons.

Obviously, the game isn’t running directly in KiCad, but it does use the doomgeneric DOOM engine in a separate process, with KiCad’s PCB editor handling the rendering. As noted by [Mike], he could have used a Python version of DOOM to target KiCad’s Python API, but that’s left as an exercise for the reader.

Rather than having the engine render directly to a display, [Mike] wrote code to extract the position of sprites and wall segments, which is then sent to KiCad via its Python interface, updating the view and refreshing the ‘PCB’. Controls are as usual, though you’ll be looking at QFP-64 package footprints for enemies, SOIC-8 for decorations and SOT-23-3 packages for health, ammo and keys.

If you’re itching to give it a try, the GitHub project can be found right here. Maybe it’ll bring some relief after a particularly frustrating PCB routing session.