It isn’t news that [s0lly] likes to do ray tracing using Microsoft Excel. However, he recently updated his set up to use functions in a C XLL — a DLL, really — to accelerate the Excel rendering. Even if ray tracing isn’t your thing, the technique of creating custom high-performance Excel functions might do you some good somewhere else.
We’ve seen [s0lly’s] efforts before, and you can certainly see that the new technique speeds things up and produces a better result, which isn’t especially surprising. In addition to being faster, the new routines produce more detail.
[SSZCZEP] had a tough time understanding ray tracing to create 3D-like objects on a 2D map. So once he figured it out, he wrote a tutorial he hopes will be more accessible for those who may be struggling themselves.
If you’ve ever played Wolfenstein 3D you’ll have seen the technique, although it crops up all over the place. The tutorial borrows an animated graphic from [Lucas Vieira] that really shows off how it works in a simplified way. The explanation is pretty simple. From a point of view — that is a camera or the eyeball of a player — you draw rays out until they strike something. The distance and angle tell you how to render the scene. Instead of a camera, you can also figure out how a ray of light will fall from a light source.
There is a bit of math, but also some cool interactive demos to drive home the points. We wondered if Demos 3 and 4 reminded anyone else of an obscure vector graphics video game from the 1970s? Most of the tutorial is pretty brute force, calculating points that you can know ahead of time won’t be useful. But if you stick with it, there are some concessions to optimization and pointers to more information.
Overall, a lot of good info and cool demos if this is your sort of thing. While it might not be the speediest, you can do ray tracing on our old friend the Arduino. Or, if you prefer, Excel.
These days we expect even the cheapest of burner smartphones to feature a multi-core processor, at least a gigabyte of RAM, and a Linux-based operating system. But obviously those sort of specs are unnecessary for an old school POTS desktop phone. Well, that’s what we thought. Then [Josh Max] wrote in to tell us about his adventures in hacking the CaptionCall, and now we’re eager to see what the community can do with root access on a surprisingly powerful Linux phone.
As the names implies, the CaptionCall is a desk phone with an LCD above the keypad that shows real-time captions. Anyone in the United States with hearing loss can get one of these phones for free from the government, so naturally they sell for peanuts on the second hand market. Well, at least they did. Then [Josh] had to go ahead and crack the root password for the ARMv7 i.MX6 powered phone, started poking around inside of its 4 GB of onboard NAND, and got the thing running DOOM.
If you’re interested in the technical details, [Josh] has done a great job taking us step by step through his process. It’s a story that will be at least somewhat familiar to anyone who’s played around with embedded Linux devices, and unsurprisingly, starts with locating a serial port header on the PCB.
Finding the environment variables to pretty tightly locked down, he took the slow-route and dumped the phone’s firmware 80 characters at a time with U-Boot’s “memory display” command. Passing the recovered firmware image through binwalk and a password cracker got him the root credentials in short order, and from there, that serial port got a whole lot more useful.
[Josh] kicked the phone’s original UI to the curb, set up an ARM Debian Jessie chroot, and started working his way towards a fully functional Linux environment. With audio, video, and even keypad support secured, he was ready to boot up everyone’s favorite 1993 shooter. He’s been kind enough to share his work in a GitHub repository, and while it might not be a turn-key experience, all the pieces are here to fully bend the hardware to your will.
Historically, running DOOM on a new piece of hardware has been the harbinger of bigger and better things to come. With unfettered access to its Linux operating system up for grabs, we predict the CaptionCall is going to become a popular hacking target going forward, and we can’t wait to see it.
Tamagotchi’s relatively simple technical complexity pales in comparison to its huge cultural impact, with over 76 million sold. It has spawned comics, stories, numerous toys, and offshoots such as an anime and two films. [JC] was looking through some of his old stuff and came across a Tamagotchi P1 (the original Tamagotchi) and decided to create a portable emulator for it. The ROM for the P1 has long been dumped and can be run within a MAME emulator. After all, it’s just a 32MHZ E0C6S46 Epson MCU, 32×16 LCD with 8 additional icons, three buttons, and a piezo. The manual for the MCU is even available on Epson’s website. Here at Hackaday, we’ve seen Tamagotchis many times before, such as the infinite matrix of the Tamagotchi Singularity and a ROM dump of the latest generation of Tamagotchi based on a 6502 core.
So what’s different about what [JC] is trying to accomplish? For starters, the tooling. It is divided into two parts: TamaLIB and TamaTool. The first is a hardware-agnostic P1 emulation library that relies on a HAL layer to communicate with the hardware. The second is a frontend for the first, allowing debugging, RAM editing, and modifications to the ROM. In particular, it supports easy modification of images within the ROM and allows for custom eggs and Tamagotchis. The homage to the Jolly Wrencher is nice.
Given that the emulation is platform-agnostic and access to a low-resolution timer is not guaranteed, cycle counts become tricky. The rather clever solution [JC] stumbled upon was synchronizing against input polling, screen updates, and sound output. TamaLIb keeps track of how many CPU cycles have passed and regularly checks if the emulation is going too fast or too slow. Slowing down or speeding up the simulation allows it to seem to run in real-time.
The last goal [JC] had was to run it on embedded hardware. Using an STM32F072 board and a cheap OLED screen had a portable emulated Tamagotchi known as MCUGotchi. The code is available on GitHub and should work on most STM32 MCUs with a few small tweaks. Now that someone has gone through the effort to make it easy to run a Tamagotchi literally anywhere, it might not be long until we see a coffee maker or a smart light acting as a Tamagotchi. Perhaps the new joke will be, can it run Tamagotchi?
Have you ever been looking for a screwdriver, USB stick, or your keys, only to find them right where you left them in plain sight? We have. As many prolific geocachers know, hiding things out in the open is a great way to make sure that people overlook them.
Why hide bookmarks to begin with? A browser’s bookmark collection can give away the habits, interests, and needs of the person who put them there. Bookmarks to gifts, domestic abuse support websites, and other private destinations might be best kept away from prying eyes.
Inspired by port knocking — opening connections to specific network ports in sequence to gain access through a firewall — bookmark knocking requires clicking bookmarks in a specific order to open a link. When the bookmarks are accessed in the proper order, the third bookmark reveals a hidden site. It’s not only a novel approach to hiding things in plain sight, it’s very cool to use!
We especially appreciate [Jacob]’s motivation: Helping those who are vulnerable to protect themselves in any way possible. It’s a solid reminder that technology can be elevated to a higher stature when put to a noble use. Be sure to check out the demonstration so you can try it for yourself!
Last month we featured a project that aimed to recreate the iconic mechanical VU meter with an Arduino and a common OLED display. It was cheap and easy to implement, and promised to bring a little retro style to your otherwise thoroughly modern project.
[sjm4306] liked the idea, but thought it was a tad too stiff. So he’s been experimenting with adding some physics to the meter’s virtual needle to better approximate the distinctive lag and overshoot that’s part and parcel of analog indicators. Obviously it’s something that can only be appreciated in motion, so check out the video below for an up-close look at his quasi-retro indicator.
The result is an interactive diagram that can be viewed in any web browser. Hovering over a pin or pad highlights those signals with a callout for the name, and clicking makes it stay highlighted for easier reference. Further information can be as detailed or as brief as needed.
Interestingly, Pinion isn’t a web service that relies on any kind of backend. The diagrams are static HTML and JavaScript only, easily included in web pages or embedded in GitHub documentation.
If you think Pinion looks a bit familiar, you’re probably remembering that we covered [Jan]’s much earlier PcbDraw tool, which turned KiCad board files into SVG renderings but had no ability to add labels or interactivity. Pinion is an evolution of that earlier idea, and its diagrams are able to act as both documentation and interactive reference, with no reliance on any kind of external service.