Sega Genesis Controllers On The Philips CD-i

The Philips CD-i was not popular upon its launch in 1991, and is barely acknowledged today. In the opinion of [MattKC], it had a particularly poor selection of controllers, too, and it’s often hard to find used examples anyway. To rectify this situation, he whipped up an adapter to let him use Sega Genesis controllers instead.

The benefit of the Genesis controller is that it uses DB-9 connectors that are readily available, and it’s got a simple pinout that is compatible with the Atari joystick port, too. It makes interfacing the controllers supremely easy. Converting the controllers required using a Arduino Pro Micro to read the Genesis pad and translate it into something suitable for the CD-i.

On the Sega controller side, the microcontroller just has to strobe one pin while reading the state of others to determine what all the buttons are doing. The CD-i, however, expects a serial data stream from the original Philips controllers. Thus, the microcontroller is set up to poll the Genesis controller, and then translate this into the serial commands for the CD-i. It gets a little complicated, because the CD-i wasn’t really built for game controllers, but mouse-like inputs instead. But it’s not too hard to get things working once you understand what the weird Philips console is looking for.

There aren’t really any good games on the CD-i, so this isn’t a project that the retro gaming masses will be flocking to. Still, if you have a CD-i and you want to hook up some controllers on the cheap, this might come in handy. Alternatively, you could also try the BlueRetro project.

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TAKTO, Open Source Hand-Tracking Built Like LEGO

Hand tracking in VR/AR can add a substantial amount of immersion and added interactivity. Unfortunately, most camera based tracking suffers when fingers get covered, intertwined, or simply out of view of the headset’s camera. What’s even less common are methods of giving feedback to the user’s hands. [Sebastian Molano] saw these issues and decided if anyone was going to make an open-source solution, it was going to be him with his thesis on TAKTO.

Clear visuals show step-by-step assembly.

TAKTO aims to remove the prior issues mentioned with visual tracking by using magnetic encoders to tell where the device is and the finger’s position inside it. Actuators are able to pull on the fingers themselves to add even further information to the user. Of course, none of this is too crazy, as we have seen similar projects before. Where TAKTO stands out is the extent of the support outside of a one-off hand tracker.

TAKTO.one not only holds general information about the project itself, but also an entire digital twin of the live device. This console can give you a visual of using the glove and general status information. Documentation on how to assemble one for yourself is presented in clean visuals, which should make the build process painless.

Everything else about how to make the hand for yourself can be found on the project’s GitHub. The price tag is steep for the actuated version, though there is a sensing-only version for hand tracking, and most of the cost comes from the quality actuators used. If you want to look into implementing some usability into existing VR hardware, make sure to look at what Valve has released publicly!

DIY Force Sensing Joysticks Are A Cheap Way To Go

Traditional joysticks typically use potentiometers or hall effect sensors to determine the displacement of the stick itself when moved by the operator. Force-sensing joysticks are considered more desirable for certain purposes like side-stick flight simulators, because they measure the force applied instead, as per the name. They can be expensive to buy off-the-shelf, but you can build a cheap set on your own if you know what you’re doing, as [tekasza] demonstrates.

The build that [tekasza] put together is based around the Teensy 4.0 microcontroller. It’s set up to read a series of load cells that determine the force applied to the stick in the X and Y axes. The cells are wired up to HX711 load cell amplifiers so they can be easily read by the microcontroller. The Teensy does the work to take the load cell readings and convert them into axis outputs for a USB HID game controller, allowing the stick to be used with just about any game or simulator on the market. [tekasza] has the stick integrated with pedals as well as a whole bunch of buttons and switches to control other simulator features, built up into a full seated sim setup.

If you’ve ever wanted to use a force-sensitive stick like modern fighter pilots do, this build could be very relevant to your interests. We’ve also seen plenty of other great sim hardware builds in recent years, too.

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Slim Type For Small Screens, With PixelFonts

Small displays are affordable and easy to use, but their size can present a challenge. To help address this, [mcer12] created PixelFonts, a family of condensed fonts designed specifically for low-resolution displays, making sure every line holds as much text as it can fit.

PixelFonts works alongside either the AdafruitGFX or U8g2 libraries; one writes to the display using the common syntax of the chosen library, and the font itself comes from PixelFonts. Text can be displayed in regular and 3D shadowed versions, as well as in a wide variety of heights and weights. There’s support for accented letters, albeit only in lowercase due to space constraints. Want to make some changes? Every font comes with a BDF file to make alterations as widely accessible as possible.

Making the most of every pixel is important with small displays, but there’s more than one way to do so. For example, when it comes to color LCDs, subpixel rendering can improve legibility of small fonts; another way to get the most out of limited display sizes.

Two-Component H-shifter For Racing Sims

Flying and driving simulators can go as far as money will take you, and at some point it might end up being cheaper to buy a plane or race car than to keep adding capabilities to some of the sim rigs we’ve seen. But it can also be a fairly affordable hobby as well, with entry-level components being within reach for many. The price can drop precipitously from there too, provided some parts can be sourced and a 3D printer is made available, and [Jason] is demonstrating one of the lowest-cost H-shifters we’ve seen which only uses two parts at its core.

The two components only cover the electronics for the build, but this gets almost everything needed for the shifter squared away. A joystick like those found inside many game controllers is paired with an Arduino Pro Micro, with a very straightforward wiring configuration between them. These components are paired with a prototype 3D printed case and shift knob which provides the H pattern of choice. From there it’s as simple as uploading some readily-available firmware, which [Jason] also demonstrates, and which has many options for various configurations of shifters.

Although this was just a prototype, it shows was just a few off-the-shelf components and a 3D printer can provide to an affordable driving sim setup. Even then a 3D printer is not always necessary, like this three-pedal setup using extruded aluminum frame as a base. From there, all kinds of other features can be added like force feedback on the steering wheel.

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Conveyor Belt GBoard Brings The Keys To You

It must be April in October again, because Google Japan has a new, hilariously impractical reimagining of the keyboard: a conveyor belt. This time it’s on GitHub with firmware, STLs, and a full build guide if you, too, want to wait a full cycle to get the ‘backspace’ key whenever you make a typo, or to write such fun words as “ooid” or “princesship”.

You can watch it in action in the video embedded below, but just the photo probably gives you the idea: the four staggered rows of keys are each 3D-printed chains holding mechanical key switches, driven from a motor in the base. Each row also has a flexible PCB to keep everything wired together, though it’s unclear how those electrical impulses from the key presses get off the conveyor belt and into your computer. That part of the build guide is “TBD” and the source code doesn’t appear to be complete.

Those details may be forthcoming, or it might never be revealed because this is obviously a joke, but now that they’ve gone to the effort of providing STLs, we’re now invested in figuring out how to actually make it work. A BLE-equipped microcontroller in each belt? RFID tags on each key, with readers in the base? SMD LEDs on the flex PCB that flash out the ASCII code of each pressed key as they whiz past a sensor? In theory, any of those should work, but which should we use? You decide!

We like Google Japan and their weird keyboards, and we have to say that compared to the hat from a few years ago, this one is almost practical, though the rotary-phone one wins on style points. In some ways, it occurs to us that this is the exact inverse of the chain printers of yesteryear.

Thanks to [CityZen] for the tip! If October for you is more “spooky” than “silly”, we still want to know about it. Or if you build any of the Gboards. Either way, let us know on the tips line what you’re up to.

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A Modular Macro Keypad

The introduction of the ATmega32U4 microcontroller, with its integrated USB controller, made a lot of hardware tasks much simpler than they were before. One of the arenas it revolutionized was custom keyboards, making it much easier to build not only standard mechanical keyboards, but keyboards of all kinds of shapes and layouts and custom macro keyboards as well. This trend has continued on for the better part of the past decade with other microcontrollers beyond the 32U4 now available as well, but this modular macro keypad takes it to a new level by keeping that simplicity but also keeping costs down.

The suutari20, as it is called by its creator [Squalius] is able to achieve these aims by using 3.5 mm jacks commonly found in audio equipment. Each jack can support up to three keys, with the hub ultimately able to support 18 different keys. Those can include analog devices as well, such as volume knobs or jog controllers. The macro pad is powered by an RP2040 microcontroller from a Raspberry Pi Pico and uses QMK firmware, so those already familiar with custom keyboard programming will have no problem getting started.

From there, all that’s needed is a case, in this example a 3D printed one, and the commodity audio hardware to plug everything in to. It enables whatever functions can be thought of in a macro pad, and although the design focuses on simplicity and cost, this macro pad takes the concept to the extreme with modular keys that each have their own microcontroller built-in.

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