Automated Balcony Shade Uses NFC

[Udi] lives in an apartment with a pleasant balcony. He also has three kids who are home most of the time now, so he finds himself spending a little more time out on the balcony than he used to. To upgrade his experience, he installed a completely custom shade controller to automatically open and close his sunshade as the day progresses.

Automatic motors for blinds and other shades are available for purchase, but [Udi]’s shade is too big for any of these small motors to work. Finding a large servo with a 2:1 gear ration was the first step, as well as creating a custom mount for it to attach to the sunshade. Once the mechanical situation was solved, he programmed an ESP32 to control the servo. The ESP32 originally had control buttons wired to it, but [Udi] eventually transitioned to NFC for limit switch capabilities and also implemented voice control for the build as well.

While not the first shade controller we’ve ever seen, this build does make excellent use of appropriate hardware and its built-in features and although we suppose it’s possible this could have been done with a 555 timer, the project came together very well, especially for [Ubi]’s first Arduino-compatible build. If you decide to replicate this build, though, make sure that your shade controller is rental-friendly if it needs to be.

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Rhythm Game Controller Can’t Be Beat

There’s this whole class of vertically scrolling rhythm games that take both hands and look really fun to play, albeit hard on the joints. You can buy specialized controllers for them, but they’re ridiculously expensive for what they are — just a handful of switches and two knobs. It’s exactly the kind of thing you should build to your taste for far less money.

Inspired by a pocket version of the Voltex controller that is also pretty darned expensive, [OmniSaiRen] set out to make their own on the cheap by building an awesome little macro keyboard that’s smaller and easier to use than the specialized controller. Inside there’s an Arduino Pro Micro taking input from eight Cherry MX switches and two optical encoders. The game treats the encoders as vertical and horizontal mouse movements, so [OmniSaiRen]’s code scans the encoders for their positions.

[OmniSaiRen] wrote their own matrix code and says it’s ugly, but it works well enough to play the game. What more can you ask for? A cool sticker to go on the top? Done. It’s too cold outside to paint, anyway. If it’s a one-handed game pad you need, check out this sweet little thing.

Via r/duino

Building A Smash Bros. Controller With Keyswitches

When it comes to competitive fighting games, having the right controller in your hands can make the difference between victory and defeat. Many tournaments have strict rules around controllers for this very reason. [Akaki Kuumeri] has recently put together a custom controller, aimed at maximising performance in Super Smash Brothers: Ultimate on the Nintendo Switch. (Video, embedded below.)

The build is assembled in an attractive 3D-printed body, made to be reminiscent of the original Nintendo Entertainment System controller. Inside, a cheap third-party Gamecube controller is used to interface with the console. Mechanical keyboard switches are used to replace the buttons and even the analog sticks, with a special modifier key that enables walking and running across the stage. This is pulled off with a handful of resistors emulating the intermediate position of the analog sticks, and makes pulling off advanced combos easier.

It’s a fun build, and we can imagine the precise digital key inputs having some benefits over analog controls. It also pays to note that such a build wouldn’t be as easy without the ready supply of mechanical key switches thanks to the custom keyboard subculture. We’ve seen these satisfying switches cropping up in many controller builds in recent times.

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Console Controller Mod Gets Amputee Back In The Game

No matter how it happens, losing one or more fingers is going to change one’s life in thousands of ways. We’re a manipulative species, very much accustomed to interacting with the world through the amazing appendages at the ends of our arms. Finding ways around the problems that result from amputations is serious business, of course, even when it’s just modifying a game console controller for use with a prosthetic hand.

We’ve gotten to know [Ian Davis] quite well around these parts, at least from his videos and Instagram posts. [Ian]’s hard to miss — he’s in the “Missing Parts Club” as he puts it, consisting of those who’ve lost all or part of a limb, which he has addressed through his completely mechanical partial-hand prosthetic. As amazing as the mechanical linkages of that prosthetic are, he hasn’t regained full function, at least not to the degree required to fully use a modern game console controller, so he put a couple of servos and a Trinket to work to help.

An array of three buttons lies within easy reach of [Ian]’s OEM thumb. Button presses there are translated into servo movements that depress the original bumper buttons, which are especially unfriendly to his after-market anatomy. Everything rides in an SLA-printed case that’s glued atop the Playstation controller. [Ian] went through several design iterations and even played with the idea of supporting rapid fire at one point before settling on the final design shown in the video below.

It may not make him competitive again, but the system does let him get back in the game. And he’s quite open about his goal of getting his designs seen by people in a position to make them widely available to other amputees. Here’s hoping this helps.

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Mouse-Controller Hybrid Aims To Dominate In First-Person Shooters

The first person shooter genre found its feet in the PC world, relying on the holy combination of the keyboard and mouse for input. Over time, consoles have refined their own version of the experience, and the gamepad has become familiar territory for many FPS fans. [Tech Yesterday] was a die hard controller player, but after trying out  a mouse, didn’t want to go back. Instead, he built a truly impressive hybrid device.

The build begins with a standard Xbox 360 wired controller, somewhat of a defacto standard for PC gamepads. The left analog stick and triggers remain untouched, however the face buttons are all relocated using mechanical keyboard switches. The D-pad has been relocated to the left hand side with tactile switches, and the right analog stick removed entirely. In its place, a cut-down optical mouse is used on a flat 4″x4″ mousepad attached to the controller, strapped to the player’s thumb.

The resulting controller combines the benefit of analog stick movement and the precision aiming of a mouse. We’re amazed at how comfortable the controller looks to use, particularly in the improved second revision. While currently only used on PC, we can imagine such controllers shaking up the console FPS scene in a serious way.

We see some great controller hacks around these parts; the force-feedback mouse is a particularly amusing example. Video after the break.

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Open Source Lego Controller

A mechanical and manufacturing engineer by day, [Tyler Collins] taught himself electronics and firmware development in his spare time and created an open source Lego controller called Evlōno One. It is based on the STM32 and Arduino ecosystems, and compatible with a impressive variety of existing Lego controllers, sensors and actuators. [Tyler] encountered Lego Mindstorms while helping in an after-school program, and got to wondering whether he could make a more flexible controller. We’d have to say he succeeded, and it’s amazing how much he has packed into this 4 x 4 single-height brick format.

The Evlōno One is based on an ESP32 dual-core MCU, and has WiFi, Bluetooth, and an IR transmitter for wireless connectivity. It also boasts USB-C power delivery, three motor controllers, speakers, LEDs and a button. Dig through the Kickstarted page for more details on these interfaces and specifications. Both the firmware and the hardware will be published as open source on GitHub.

Although [Tyler] has the prototypes all running, he notes this is his first big production effort. FCC certification testing and production mold tooling are the two biggest items driving the scheduled Feb 2021 shipments. If computer driven Lego modeling is one of your hobbies, definitely check out [Tyler]’s project. And if you missed our [Daniel Pikora]’s FOSSCON 2018 presentation about the intersection (collision) of Legos and Open Source, our article must-read for you folks in the Adult Fan of Lego (AFOL) community.

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Cube64 Puts The Good Controllers On The GoldenEye Console

The Nintendo 64 was lauded for bringing quality 3D graphics and analog stick controls to the console realm, way back in 1996. Unfortunately, those analog sticks were never very good; if you’ve ever played four player Mario Kart 64, you know how it feels to be stuck with that controller. For a superior experience, consider building an adapter and upgrading to the GameCube controller instead.

Cube64 is a project that allows GameCube controllers to work with the original Nintendo 64 hardware. Using a PIC18F14K22 in its DIY version, or a PIC18F24Q10 in the SMD version, it’s the product of much work by [scanlime] and [darthcloud] to reverse engineer the N64 and GC controller protocols. The GameCube’s many buttons and sticks allow for easy mapping to the N64’s original button layout, and the hardware provides plenty of calibration options and maps to get things working exactly the way you like for the game you’re playing.

Given that original N64 controllers are getting hard to come by, a GameCube upgrade is a great way to go. They’ll likely be in production for years yet, thanks to the commercial influence of Super Smash Bros. Of course, the two consoles have been fine friends for years, as evidenced by this mashup console we featured back in the distant, peaceful past of 2013.