Industrial Robot Gets Open-Source Upgrade

Industrial robots are shockingly expensive when new, typically only affordable for those running factories of some sort. Once they’ve gone through their life cycle building widgets, they can be purchased for little more than scrap value, which is essentially free compared to their original sticker price. [Excessive Overkill] explains all of this in a video where he purchased one at this stage to try to revive, but it also shows us how to get some more life out of these robots if you can spend some time hunting for spare parts, installing open-source firmware, and also have the space for a robot that weighs well over a thousand kilograms.

This specific robot is a Fanuc R2000ia with six degrees of freedom and a reach of over two meters. Originally the plan was to patch together a system that could send modern gcode to the Fanuc controller, but this was eventually scrapped when [Excessive Overkill] realized the controller that shipped with this robot was for an entirely different machine and would never work. Attempts to find upgraded firmware were frustrated, and after a few other false starts a solution was found to get the robot working again using LinuxCNC and Mesa FPGA cards, which have built-in support for Fanuc devices like this.

More after the break…

Continue reading “Industrial Robot Gets Open-Source Upgrade”

Soldering Station Designed Around Batteries

Companies now are looking to secure revenue streams by sneakily locking customers into as many recurring services as possible. Subscription software, OS ecosystems, music streaming, and even food delivery companies all want to lock consumers in to these types of services. Battery-operated power tools are no different as there’s often a cycle of buying tools that fit one’s existing batteries, then buying replacement batteries, ad infinitum. As consumers we might prefer a more open standard but since this is not likely to happen any time soon, at least we can build our own tools that work with our power tool brand of choice like this battery-powered soldering station. Continue reading “Soldering Station Designed Around Batteries”

Autopsy Of A Drifting Thumbstick Reveals All

Analog sticks have become a core part of modern video game controllers. They also routinely fail or end up drifting, consigning expensive controllers to the garbage. [sjm4306] recently did a repair job on an Oculus VR gaming controller with drifting analog sticks, and decided to do an autopsy to figure out what actually went wrong.

A microscope reveals gouges in the resistive material, caused by the metal contacts inside the analog stick. This happened via regular use.

The video starts by taking apart the analog joystick itself by prying off the metal case. Inside, we get a look at the many tiny individual components that make up a modern thumbstick. Of most interest, though, are the components that make up the potentiometers within the stick. Investigation revealed that the metal contacts that move with the stick had worn through the resistive coating on the thin plastic membrane in the base of the joystick, creating the frustrating drift problem.

It doesn’t have to be this way. Analog sticks in modern controllers could be manufactured with higher-quality components that don’t wear so easily. After all, it’s hard to imagine a 90s video game controller wearing out as fast as this modern Oculus unit. But everything is built to a price, at the end of the day, and that’s just how it goes. Video after the break.

Continue reading “Autopsy Of A Drifting Thumbstick Reveals All”

Stadia Says Goodbye With Bluetooth And Crap Game

In just a few days time, Google’s Stadia game streaming service will finally shut down for good. But not for any technical reason, mind you. Microsoft has managed to demonstrate that streaming modern games over home and even mobile Internet connections is viable with their immensely popular Game Pass Ultimate service, and NVIDIA is making similar inroads with GeForce Now. No, like so many of Google’s failed experiments, they’ve simply decided they don’t want to play anymore and are taking their proverbial ball home back with them.

But not all is lost for those who shelled out money for Stadia’s wares. Not only will Google be refunding any money players spent on games, but a company representative has also announced they will be releasing a tool to unlock the latent Bluetooth capabilities of the service’s custom controller — hopefully stemming a surge of e-waste before it starts.

Thanks for playing, chumps.

In a forum thread titled “A Gift from the Stadia Team”, Community Manager [DanFromGoogle] explains that information on how you can enable Bluetooth on the controller will be coming next week. In the meantime, he also announced the immediate release of “Worm Game”, a tech demo that staffers apparently used to test out capabilities of the streaming service before its public release.

That this ridiculously simple game, which looks all the world like something a kid would crank out during an after-school programming class, will be the final title to officially release on Stadia is a stunningly insulting epitaph for the fledgling service. But then, Google seems to have developed a special affinity for mistreating their most loyal cattle users over these last few years.

Enabling Bluetooth on a game controller might not seem like such a big deal, but in this case, it will potentially give the piece of hardware a second chance at life. The Stadia controller is unique in that it uses WiFi to communicate directly over the Internet to Google’s streaming service, so once those servers stop responding, the orphaned device will end up being little more than a curiosity. Although it does technically work over USB, being able to use it wirelessly will not only provide a more modern experience, but help justify its internal batteries.

The last time we mentioned the Stadia controller, it was to document one user’s attempt to rid it of an internal microphone they didn’t feel comfortable with. Now that the service is being put to pasture, we wonder if we’ll start to see more hacks involving the admittedly interesting peripheral. We’ll certainly be keeping an eye out for them, but if you see anything we miss, you know where to send it.

Chataigne: An Open-Source Swiss Army Knife

[Ben Kuper] is a developer with a history of working on art installations, and had hit upon a common problem often cited by artists. When creating installations involving light, sound, and motion, they often spend too much time on the nuts and bolts of electronics, programming, and so on. Such matters are a huge time sink with a steep learning curve and oftentimes just a plain distraction from the actual artistic intent they’re trying to focus upon. [Ben] has been working for a few years on a software tool, Chataigne which is designed as the glue between various software tools and hardware interfaces, enabling complex control of the application using simple building blocks. Continue reading “Chataigne: An Open-Source Swiss Army Knife”

Alpakka: A Creative Commons Game Controller

Input Labs’ mission is to produce open-source Creative Commons hardware and software for creating gaming controllers that can be adapted to anyone. Alpakka is their current take on a generic controller, looking similar to a modern Xbox or PlayStation controller but with quite a few differences. The 3D printed casing has a low-poly count, angular feel to it, but if you don’t like that you can tweak that in blender to just how you want it. Alpakka emulates a standard USB-attached keyboard, mouse, and Xinput gamepad in parallel so should just work out of the box for both Linux and Windows PC platforms. The firmware includes some built-in game profiles, which can be selected on the controller.

No special parts here, just 3D prints, a PCB and some nuts and bolts

The dual D-pads, augmented with an analog stick, is not an unusual arrangement, but what is a bit special is the inventive dual-gyro sensor arrangement –which when used in conjunction with a touch-sensitive pad — emulates a mouse input. Rest your thumb on the right-hand directional pad and the mouse moves, or else it stays fixed, kind of like lifting a mouse off the pad to re-center it.

The wired-only controller is based around a Raspberry Pi Pico, which has plenty of resources for this type of application giving a fast 250 Hz update rate. But to handle no fewer than nineteen button inputs, as well as a scroll wheel, directional switch, and that analog stick, the Pico doesn’t have enough I/O, needing a pair of NXP PCAL6416A I2C IO expanders to deal with it.

The PCB design is done with KiCAD, using a simple 3D printed stand to hold the PCB flat and the through-hole components in place while soldering. Other than a few QFN packages which might be a problem for some people, there is nothing tricky about hand-soldering this design.

We’ve been seeing custom game controllers as long as we’ve been hacking, here’s an interesting take on the mouse-integration theme. If you’re comfortable rolling the hardware side of things, but the firmware is a sticking point, then perhaps look no further than this neat RP2040 firmware project.

Continue reading “Alpakka: A Creative Commons Game Controller”

Trombone Controls Virtual Trombone

Guitar Hero was a cultural phenomenon a little over a decade ago, and showed that there was a real fun time to be had playing a virtual instrument on a controller. There are several other similar games available now for different instruments, including one called Trombone Champ that [Hung Truong] is a fan of which replaces the traditional guitar with a trombone. The sliding action of a trombone is significantly different than the frets of a guitar, making it a unique challenge in a video game. But an extra challenge is building a controller for the game that works by playing a real trombone.

Unlike a guitar which can easily map finger positions to buttons, mapping a more analog instrument like a trombone with its continuous slide to a digital space is a little harder. The approach here was to use an ESP32 and program it to send mouse inputs to a computer. First, an air pressure sensor was added to the bell of the trombone, so that when air is passing through it a mouse click is registered, which tells the computer that a note is currently being played. Second, a mouse position is generated by the position of the slide by using a time-of-flight sensor, also mounted to the bell. The ESP32 sends these mouse signals to the computer which are then used as inputs for the game.

While [Hung Truong] found that his sensors were not of the highest quality, he did find the latency of the control interface, and the control interface itself, to be relatively successful. With some tuning of the sensors he figures that this could be a much more effective device than the current prototype. If you’re wondering if the guitar hero equivalent exists or not, take a look at this classic hack from ’09.

Continue reading “Trombone Controls Virtual Trombone”