the dongle developed by Marcel, with a USB-A plug on one end and an SMD antenna on the other

Hackaday Prize 2022: House Ventilation Reverse-Engineered And Automated

[Marcel] thought – what if he had more control over his house ventilation system? You could add some nifty features, such as automatically ventilating your house in the mornings when everyone’s away, only creating noise when nobody’s around to hear it. Sadly, most ventilation systems are not automation-friendly at all – he was lucky, however, as his system came with a wireless remote. [Marcel] reverse-engineered this remote, created a USB dongle speaking the same protocol, and tied it into his Home Assistant setup!

The remote in question is Orcon R15, with an Atmel MCU talking to a CC1101 chip through SPI. He sniffed the SPI communications when pressing different buttons, figured out the protocol by comparing the recordings, and built a test setup with a spare Arduino and CC1101 module. It worked, and he set out to design a separate dongle, using an ATMega32U4. The dongle looks pretty neat, and fits a Hammond enclosure – what’s not to like?

Then he set out to develop the firmware, and didn’t disappoint on that front either. His code doesn’t just imitate the original remote perfectly in terms of control, it also has user-friendly pairing flow, keeps track of the system’s current state, and still lets the original remote be used in parallel. Eagle files for the PCB are available on the project page, with the code and a PDF schematic available in the GitHub repo. This entire journey is described in the Hackaday.io page, and we would recommend you check it out for all the insights it provides!

Ventilation systems don’t tend to be designed for automation, and it’s endearing to see hackers working on conquering this frontier. Last time we’ve seen a ventilation system hack, it had the additional challenge of being landlord-friendly, and we think the hacker nailed it!

The threeboard simulator running

Threeboard: Short On Keys, Long On Documentation

As peripherals go, few are hacked on more than keyboards. The layouts, the shapes, the sizes, materials, and even the question of what a keyboard is are all on the table for tinkering. In that vein, [TaylorConor] released his simplified keyboard called the threeboard on GitHub, having only three keys and replicating a full keyboard.

We’ve covered keyboards built with chording in mind, wrapped around coffee cups, and keyboards with joysticks for added speed. So why cover this one? What makes it different? The execution is superb and is a great example to look at next time you’re making a project you want to show off. The keyboard is just three mechanical switches, two 8-bit binary displays (16 LEDs total), three status LEDs, and three LEDs showing the current layer (four layers). The detailed user’s manual explains it all. There is a reliable Atmega32U4 microcontroller and two EEPROM chips at its heart.

Where this project shows off is the testing. It has unit tests, simulated integration tests, and simulated property tests. Since all the code is in C++, unit testing is relatively straightforward. The integration and property tests are via a simulator. Rather than recompiling the code with some new flags, he uses the simavr AVR simulator, which means it simulates the same binary file that gets flashed onto the microcontroller. This approach means the design is tested and debugged via GDB. It’s an incredible technique we’d love to see more of in hobby projects. Marketing speak might call this a “digital twin” but the idea is that you have a virtual version that’s easier to work on and has a tighter iteration loop while being as close as possible to the physical version.

[TaylorConor’s] goal was to create a from-scratch microcontroller project with easy-to-read code, fantastic documentation, and best practices. We think he nailed it. So feel free to run the simulator or jump right into building one for yourself. All the hardware is under a CERN-OHL-P license, and the firmware is under GPLv3.

Play Doom Or GTA V With Your Own Custom Controller And Xbox Emulator

[Arnov] is bringing his own custom-made controller to the party and it is sure to impress. The design appears to have been inspired by the Xbox controller layout. Two joysticks for fine control of game characters, 4 face buttons, and two shoulder buttons. He opted for all through-hole components to make the assembly easier. No messing with tiny surface mount components here. We really appreciate the detail given to the silkscreen and the homage paid to a staple of retro gaming.

We were pretty impressed with how smoothly the controller translated to the game. He mentioned that was a huge improvement over his previous design. His original design had buttons instead of joysticks, but switching to joysticks gave him much better in-game control. That could also have a lot to do with the Xbox controller emulator running the background, but still.

Given that gift-giving season is upon us, you could really impress the video game enthusiast in your life with this as a custom gift. You could even run Retro games like Doom if you hook it up to a RetroPie. That ought to get a few people’s attention.

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Inside the making of a cylindrical keyboard that doubles as a tea cup.

Can’t Spill Coffee On Your Keyboard If It’s Already Inside

No matter where you live in the world or what beverage you enjoy, it’s too easy to spill it on the keyboard. Obviously, the solution is to combine the two. That’s exactly what Google Japan did this past April Fool’s Day when they released the Gboard — a cylindrical keyboard wrapped around a removable cup. But is it still a joke once you’ve open-sourced it and made a build guide, more or less?

Here’s where it gets weird: each kanji on the keyboard represents a different kind of fish, and they’re laid out in Japanese phonetic order. You’re not stuck with the fish, though — one of the 60 keys switches between fish input and regular Hiragana (the basic Japanese phonetic alphabet). Underneath all those fish are low-profile Kailh chocs hooked up to an ATMega32u4. We only wish it were wireless.

We love that they open-sourced this keyboard, and it even makes sense in a way. In order to produce a good April Fool’s video, you actually have to make the fake product. The better it is (i.e. weird but plausible), the more people will like it and probably want one. So if you’re going to go to all that trouble, why not set it free on GitHub? Note that the second line of the readme is “this is not an officially-supported Google product”, which we suppose goes without saying.

Be sure to check out the short video after the break. If you don’t understand Japanese, you’ll want to turn on the closed captions.

You know, now that Raspberry Pi have made their answer to the Arduino, it’s about time that Apple made their answer to the Raspberry Pi.

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Custom Num Pad Does Double Duty As Macro Pad

Why buy a num pad or a macropad when you can build something new and beautiful, open source that bad boy, and be a hero to the community? We think that should be all the justification you ever need to build instead of buy, even if you think your thing is Just Another Keypad [JAnK] as [Clewsy] claims.

At first glance, JAnK appears to be a standard number pad with four macro keys across the top. But when you roll your own ‘board, all the keys are programmable. [Clewsy] took advantage of this by adding a second layer that’s accessible with (what else?) the Num Lock key. This switches JAnK over to 21-key macro pad mode.

[Clewsy] rolled their own PCB for this and used the venerable ATMega32u4 because of its HID and USB host capabilities. Every key is backlit, and these LEDs are driven by an MP3202 LED driver and PWM from the AVR. [Clewsy] was able to build a prototype by sawing the num pad off of a stainless steel key switch plate from another build, but eventually ordered JAnK its own custom, laser-cut, stainless steel plate. The lovely enclosure is made of spotted gum wood and an acrylic base.

Putting it all together proved to be a bit problematic. [Clewsy] soldered up the minimum viable components for testing and discovered that the ATMega’s VCC and GND pins were both shorted. This killed the AVR programmer, but not the chip itself, and [Clewsy] happened to have a spare. To add insult to injury, the Num Lock light didn’t work, but [Clewsy] was able to simply reverse the LED instead of ordering a new pile of boards. Check out the detailed write-up with code and tons of pictures over on [Clewsy]’s personal site.

One of the awesome things about this build is that [Clewsy] was able to re-use the code from macr0, which began life as a proof of concept for scanning key matrices, and retired to become a music and media controller.

Arduino Micro Pushes Animal Crossing’s Buttons

Repetitive tasks in video games often find a way of pushing our buttons. [Facelesstech] got tired of mashing “A” while catching shooting stars in Animal Crossing, so he set out to automate his problem away. After briefly considering rigging up a servo to do the work for him, he recalled a previous effort that used an Arduino Teensy to automate a bowling mini-game in Zelda: Breath of the Wild and decided to use a microcontroller to catch stars for him.

[Facelesstech] programmed an Arduino Pro Micro to fake controller button presses. It starts with a couple of presses to identify itself to the Switch, before generating an endless stream of button presses that automatically catch every shooting star. Hooking it up is easy—an on-the-go adapter allows the Switch’s USB-C port to connect directly to the Arduino’s Micro-USB port, even supplying power!

[Facelesstech] also designed a compact 3D-printed case that packages up the Arduino Pro Micro along with an ISP header for easy updating. The case even lets the Arduino’s power LED shine through so you know that it’s working!

If you, too, need to automate video game button-pushing, [Facelesstech] has kindly uploaded the source code and 3D designs for you to try. If you’d prefer something a little more low-tech, perhaps you might try a mechanical button pusher.

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Arduboy Gets Even Smaller With New Nano Edition

One of the selling points of the Arduboy is how slim [Kevin Bates] was able to get the Arduino-compatible game system, which is perhaps less surprising when you realize that it originally started out as a design for an electronic business card. But compared to the recently unveiled Nano version, it might as well be the old school “brick” Game Boy.

Now to be clear, [Kevin] isn’t looking to put these into official production. Though it does sound like the bare PCBs might be going up for sale in the near future. This was simply an experiment to see how far he could shrink the core Arduboy hardware while still keeping it not only playable but also code-compatible with the full-size version. While “playable” might be a tad subjective in this case, the video after the break clearly demonstrates that it’s fully functional.

Inside the 3D printed case is the same ATmega32U4 that powers the Arduboy, a 64×32 0.49″ OLED display, and a tiny 25 mAh pouch battery. There’s even a miniature piezo speaker for the bleeps and bloops. All of the pinouts have remained the same so existing code can be moved right over, though the screen is now connected over I2C. [Kevin] has released the schematics for the board in keeping with the general open nature of the Arduboy project, though for now he’s decided to hold onto the board files until it’s clear whether or not there’s a commercial future for the Nano.

We’ve seen attempts to shrink the Arduboy down before, most notably down to the point it could fit inside of a Dreamcast Visual Memory Unit, but the Nano certainly raises (or is that lowers?) the bar considerably.

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