The ESP32 Doesn’t Need Much

For those looking to add wireless connectivity to embedded projects or to build IoT devices, there is perhaps no more popular module than the ESP32. A dual-core option exists for processor intensive applications, the built-in WiFi and Bluetooth simplify designs, and it has plenty of I/O, memory, and interoperability for most applications. With so much built into the chip itself, [atomic14] wondered how much support circuitry it really needed and set about building the most minimalist ESP32 development board possible.

Starting with the recommended schematic for the ESP32, the most obvious things to remove are a number of the interfacing components like the USB to UART chip and the JTAG interface. The ESP32 has USB capabilities built in, so the data lines from a USB port can be directly soldered to the chip instead of using a go-between. A 3.3V regulator eliminates the need for many of the decoupling capacitors, and the external oscillator support circuitry can also be eliminated when using the internal oscillator. The only thing [atomic14] adds that isn’t strictly necessary is an LED connected to one of the GPIO pins, but he figures the bare minimum required to show the dev board can receive and run programs is blinking an LED.

Building the circuit on a breadboard shows that this minimalist design works, but instead of building a tiny PCB to solder the ESP32 module to he attempted to build a sort of dead-bug support circuit on the back of the ESP32. This didn’t work particularly well so a tiny dev board was eventually created to host this small number of components. But with that, the ESP32 is up and running. These modules are small and compact enough that it’s actually possible to build an entire dev board setup inside a USB module for a Framework laptop, too.

Continue reading “The ESP32 Doesn’t Need Much”

Too Much Git? Try Gitless

Git has been a powerful tool for software development and version control since the mid ’00s, gaining widespread popularity since then. Originally built by none other than Linus Torvalds for handling Linux kernel development, it’s branched out for use with all kinds of other projects. That being said, it is not the easiest thing to learn how to use, with tons of options, abstract ideas, and non-linear workflows to keep track of. So if you’re new to the system or don’t need all of its vast swath of features, you might want to try out an alternative like Gitless.

Thanks to the fact that the original Git is open source, it’s free to modify and use as any user sees fit, and there are plenty of options available. This one aims to simplify many of the features found in the original Git, implementing a tracking system which somewhat automates commits. It also includes a simplified branching system, making it easier to switch between branches and keep better track of all that’s happening in a project. The command line interface is simplified as well, and the entire system is backwards-compatible with Git which means that if you find yourself needing some of the more advanced tools it’s possible to switch between them with relative ease.

For those of us keeping track of our own software projects, who don’t necessarily need the full feature set that the original Git has to offer, this could be a powerful tool that decreases the steep learning curve that Git is known for. It’s definitely a system work diving into, though, regardless of whichever implementation you choose. It’s an effective tool for everything from complex, professional projects to small hobby projects on the Arduino.

The Apple Silicon That Never Was

Over Apple’s decades-long history, they have been quick to adapt to new processor technology when they see an opportunity. Their switch from PowerPC to Intel in the early 2000s made Apple machines more accessible to the wider PC world who was already accustomed to using x86 processors, and a decade earlier they moved from Motorola 68000 processors to take advantage of the scalability, power-per-watt, and performance of the PowerPC platform. They’ve recently made the switch to their own in-house silicon, but, as reported by [The Chip Letter], this wasn’t the first time they attempted to design their own chips from the ground up rather than using chips from other companies like Motorola or Intel.

In the mid 1980s, Apple was already looking to move away from the Motorola 68000 for performance reasons, and part of the reason it took so long to make the switch is that in the intervening years they launched Project Aquarius to attempt to design their own silicon. As the article linked above explains, they needed a large amount of computing power to get this done and purchased a Cray X-MP/48 supercomputer to help, as well as assigning a large number of engineers and designers to see the project through to the finish. A critical error was made, though, when they decided to build their design around a stack architecture rather than a RISC. Eventually they switched to a RISC design, though, but the project still had struggled to ever get a prototype working. Eventually the entire project was scrapped and the company eventually moved on to PowerPC, but not without a tremendous loss of time and money.

Interestingly enough, another team were designing their own architecture at about the same time and ended up creating what would eventually become the modern day ARM architecture, which Apple was involved with and currently licenses to build their M1 and M2 chips as well as their mobile processors. It was only by accident that Apple didn’t decide on a RISC design in time for their personal computers. The computing world might look a lot different today if Apple hadn’t languished in the early 00s as the ultimate result of their failure to develop a competitive system in the mid 80s. Apple’s distance from PowerPC now doesn’t mean that architecture has been completely abandoned, though.

Thanks to [Stephen] for the tip!

Arduino IDE v2.0 screen with callout tags to identify features

Arduino IDE 2.0 Is Here

Arduino have released the latest version of their Integrated Development Environment (IDE), Version 2.0 and it is a big step up from the previous release, boasting plenty of new features to help you to develop your code more easily.

As the de-facto way for beginners to get into programming hardware, more experienced users have sometimes complained about what they see as the over-simplistic IDE — even lacking relatively basic features such as autocomplete. The new version provides this, and much more besides. Continue reading “Arduino IDE 2.0 Is Here”

Reverse Engineering The SEGA Mega Drive

With the widespread adoption of emulators, almost anyone can start playing video games from bygone eras. Some systems are even capable of supporting homebrew games, with several having active communities that are still creating new games even decades later. This ease of programming for non-PC platforms wasn’t always so easy, though. If you wanted to develop games on a now-antique console when it was still relatively new, you had to jump through a lot of hoops. [Tore] shows us how it would have been done with his Sega Mega Drive development kit that he built from scratch.

While [Tore] had an Atari ST, he wanted to do something a little more cutting edge and at the time there was nothing better than the Mega Drive (or the Genesis as it was known in North America). It had a number of features that lent the platform to development, namely the Motorola 68000 chip that was very common for the time and as a result had plenty of documentation available. He still needed to do quite a bit of reverse engineering of the system to get a proper dev board running, though, starting with figuring out how the cartridge system worked. He was able to build a memory bank that functioned as a re-writable game cartridge.

With the hard parts out of the way [Tore] set about building the glue logic, the startup firmware which interfaced with his Atari ST, and then of course wiring it all together. He was eventually able to get far enough along to send programs to the Mega Drive that would allow him to control sprites on a screen with the controller, but unfortunately he was interrupted before he could develop any complete games. The amount of research and work to get this far is incredible, though, and there may be some helpful nuggets for anyone in the homebrew Mega Drive community today. If you don’t want to get this deep into the Mega Drive hardware, though, you can build a cartridge that allows for development on native Sega hardware instead.

The Dark Side Of Package Repositories: Ownership Drama And Malware

At their core, package repositories sound like a dream: with a simple command one gains access to countless pieces of software, libraries and more to make using an operating system or developing software a snap. Yet the rather obvious flip side to this is that someone has to maintain all of these packages, and those who make use of the repository have to put their faith in that whatever their package manager fetches from the repository is what they intended to obtain.

How ownership of a package in such a repository is managed depends on the specific software repository, with the especially well-known JavaScript repository NPM having suffered regular PR disasters on account of it playing things loose and fast with package ownership. Quite recently an auto-transfer of ownership feature of NPM was quietly taken out back and erased after Andrew Sampson had a run-in with it painfully backfiring.

In short, who can tell when a package is truly ‘abandoned’, guarantee that a package is free from malware, and how does one begin to provide insurance against a package being pulled and half the internet collapsing along with it?

Continue reading “The Dark Side Of Package Repositories: Ownership Drama And Malware”

Google’s Pigweed For ARM Development Is A Nice Surprise

Setting up an environment for Embedded Development was traditionally a pain and so vendors provide integrated development environments to help bridge the gap. Google has open-sourced their version of an embedded targeted environment designated as embedded-targeted libraries which they trademarked Pigweed.

Google trademarked Pigweed with the U.S. Patent and Trademark Office in February and it popped up on the Google Open Source Blog along with some details.

The repository contains what Google is calling modules but taking a better look reveals that it a little more than that. Packaged in a Python Virtual Environment is a number of tools including an ARM compiler, the clang-format tool and Python 3.8 interpreter which runs more than a few things. The modules that come with Pigweed assist developers by running micro-automations such as the pw_watch module that monitors files for change and triggers a build, test and even flash and debug on hardware. There is also a module that allows pre-submit checks such as linting and formatting.

Google still does not consider this offering production ready though from what we have seen so far, it is a great place for many to start experimenting with for their embedded development automation needs. Anyone tried it out yet?

If you have been inspired with the amazing powers of automation and want to dive in yourself, have a look at Software Development in BASH and Continuous Integration with Python.