A Lightweight AVR IDE

It’s entirely possible to do your coding in vim or emacs, hammering out hotkeys to drive the interface and bring your code to life. While working in such a way has its charms, it can be confronting to new coders, and that’s before even considering trying to understand command line compiler settings. The greenhorn coder may find themselves more at home in the warm embrace of an IDE, and [morrows_end] has now built one for those working with AVR assembly code.

The IDE goes by the name of Simple AVR IDE, or savr_ide for short. Programmed in C++ with the FLTK widget library, [morrows_end] has tested it on Windows XP, but notes that it should successfully compile for Linux, Unix, and even MacOS too.

All the basic features are there – there’s syntax highlighting, as well as integration with the AVRA assembler and AVRDUDE for programming chips. It’s a tool that could make taking the leap into assembly code just that little bit easier.  For another taste of bare metal coding, check out [Ben Jojo]’s discussion of x86 bootloaders.

Learn ARM Assembly With The Raspberry Pi

We live in a time when you don’t have to know assembly language to successfully work with embedded computers. The typical processor these days has resources that would shame early PCs and some of the larger ones are getting close to what was a powerful desktop machine only a few years ago. Even so, there are some cases where you really want to use assembly language. Maybe you need more speed. Or maybe you need very precise control over timing. Maybe you just like the challenge. [Robert G. Plantz] from Sonoma State University has an excellent book online titled “Introduction to Computer Organization: ARM Assembly Langauge Using the Raspberry Pi.” If you are interested in serious ARM assembly language, you really need to check out this book.

If you are more interested in x86-64 assembly and Linux [Plantz] has you covered there, too. Both books are free to read on the Internet, and you can pick up a printed version of the Linux book for a small payment if you want.

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Ask Hackaday Answered: The Tale Of The Top-Octave Generator

We got a question from [DC Darsen], who apparently has a broken electronic organ from the mid-70s that needs a new top-octave generator. A top-octave generator is essentially an IC with twelve or thirteen logic counters or dividers on-board that produces an octave’s worth of notes for the cheesy organ in question, and then a string of divide-by-two logic counters divide these down to cover the rest of the keyboard. With the sound board making every pitch all the time, the keyboard is just a simple set of switches that let the sound through or not. Easy-peasy, as long as you have a working TOG.

I bravely, and/or naïvely, said that I could whip one up on an AVR-based Arduino, tried, and failed. The timing requirements were just too tight for the obvious approach, so I turned it over to the Hackaday community because I had this nagging feeling that surely someone could rise to the challenge.

The community delivered! Or, particularly, [Ag Primatic]. With a clever approach to the problem, some assembly language programming, and an optional Arduino crystalectomy, [AP]’s solution is rock-solid and glitch-free, and you could build one right now if you wanted to. We expect a proliferation of cheesy synth sounds will result. This is some tight code. Hat tip!

Squeezing Cycles Out of a Microcontroller

Let’s take a look at [AP]’s code. The approach that [AP] used is tremendously useful whenever you have a microcontroller that has to do many things at once, on a rigid schedule, and there’s not enough CPU time between the smallest time increments to do much. Maybe you’d like to control twelve servo motors with no glitching? Or drive many LEDs with binary code modulation instead of primitive pulse-width modulation? Then you’re going to want to read on.

There are two additional tricks that [AP] uses: one to fake cycles with a non-integer number of counts, and one to make the AVR’s ISR timing absolutely jitter-free. Finally, [Ag] ended up writing everything in AVR assembly language to make the timing work out, but was nice enough to also include a C listing. So if you’d like to get your feet wet with assembly, this is a good start.

In short, if you’re doing anything with hard timing requirements on limited microcontroller resources, especially an AVR, read on!

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Kathleen Booth: Assembling Early Computers While Inventing Assembly

Imagine having to program your computer by rewiring it. For a brief period of time around the mid-1940s, the first general-purpose electronic computers worked that way. Computers like ENIAC initially had no internal storage for code. Programming it involved manipulating thousands of switches and cables. The positions of those switches and cables were the program.

Kathleen Booth began working on computers just as the idea of storing the program internally was starting to permeate through the small set of people building computers. As a result, she was one of the first programmers to work on software and is credited with inventing assembly language. But she also got her hands dirty with the hardware, having built a large portion of the computers which she programmed. She also did some early work with natural language processing and neural networks. And this was all before 1962, making her truly a pioneer. This then is her tale.

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Calm Down: It’s Only Assembly Language

Based on [Ben Jojo’s] title — x86 Assembly Doesn’t have to be Scary — we assume that normal programmers fear assembly. Most hackers don’t mind it, but we also don’t often have an excuse to program assembly for desktop computers.

In fact, the post is really well suited for the typical hacker because it focuses the on real mode of an x86 processor after it boots. What makes this tutorial a little more interesting than the usual lecture is that it has interactive areas, where a VM runs your code in the browser after assembling with NASM.

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Unlocking Animal Crossing’s Debug Mode

Originally released on the Nintendo 64 in 2001, Animal Crossing was the first entry into what has become a massively successful franchise. But while the game has appeared on more modern Nintendo consoles, most recently Android and iOS, the version released on the GameCube holds a special place in many fan’s hearts. The GameCube version was the first time those outside of Japan got a taste of the unique community simulation offered by Animal Crossing, and maintains a following nearly 20 years after its release.

[James Chambers] has recently been investigating creating mods for the GameCube version of Animal Crossing, and in the process uncovered some interesting references to a debug mode. That launched a deep dive into the game’s assembly code in an attempt to find what the debug functions did and if they could be enabled without having to patch the game ROM. In the end, he was able to find a push button code that enables debug mode on the retail copy of the game.

[James] starts by using the debugger provided by the Dolphin GameCube emulator to poke around and figure out exactly what flags need to be modified to activate the debug mode. This leads to a few interesting finds, such as being able to pop up a performance monitor graph and some build info. Eventually he finds the proper incantation to bring up a functional debug display in the game, but there was still the mystery of how you do it on the real hardware with a retail copy of the game.

It wouldn’t be unreasonable to think that some special dongle or development version of the GameCube would be required to kick the game into debug mode. But through careful examination of the code path, [James] was able to figure out that hitting a specific combination of buttons on the controller was all that was required to use the debug mode on the stock game. Once the debug mode is started, a controller plugged into the second port allows the user to navigate through options and perform tasks. Not everything is currently understood, but some progress has been made, such as figuring out how to add items to your inventory.

It’s hardly Nintendo’s most popular console, but there’s still a healthy interest in GameCube hacking as the machine approaches its 20th anniversary. We recently saw some impressive work being done to reverse engineer the system’s wireless controllers, though some people are more interested in just cutting the thing in half.

[Thanks to Tim Trzepacz for the tip.]

Writing A New Game For The Game Boy Color

If you’re bored with the Game Boy Color’s offerings, it’s understandable: it’s been around for nearly 20 years, and doesn’t get a lot of new releases these days. [Antonio Niño Díaz] spent over a year coding a game for the GBC: µCity, a Sims City style game. He designed the graphics and even wrote his own music.

[Antonio] did all the programming in Assembly Language, creating modules for managing traffic and the power grid, building creation and destruction, as well as disaster simulations. He has extensive notes in his GitHub page detailing each module and describing how it all works together. He’s given it a GPLv3+ license, so hack away.

The ROM works on emulators, but [Antonio] has verified it works on the original hardware; it just reduces the number of saved cities to accommodate the handheld’s lesser stats.

Hackaday loves our GBC: we’ve written up DIY coprocessors for the GBC, adding an audio amp, and even making a solar-powered Game Boy.

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