Modern DSLR cameras are incredible pieces of technology that can take excellent high-quality photos as well as record video and audio. However, as they become jacks of all trades they risk being masters of none, and the audio quality in modern DSLRs certainly reflects that old cliche. To get true high-quality audio while recording with a camera like this Canon 80d, you’ll either need a secondary audio recording device or you’ll need to interface one directly into the camera itself.
This build from [Tony] aka [Carnivore] goes into the inner workings of the camera to add an audio mixer to the camera’s audio input, allowing for multiple audio streams to be recorded at once. First, he removed the plastic around the microphone port and attached a wire to it that extends out of the camera to a 1/8″ plug. While he had the case open he also wired a second shutter, added a record button to a custom location on the front of the camera, and bypassed a switch which prevents the camera from operating if the battery door isn’t closed.
With those modifications in place, he removed the internal flash from the camera before closing the body. A custom 3D printed mount was placed in the vacant space which now houses the audio mixer, a SR-AX100 from Saramonic. This plugs in to the new microphone wire from earlier in the build, allowing the camera to have an expanded capacity for recording audio.
While [Tony] has a fairly unique use case for all of these modifications to an already $1000 camera, getting into the inner workings of DSLRs isn’t something to shy away from if you need something similar done. We’ve even seen modifications to cameras like these to allow for watercooling during video recording.
Continue reading “Extensive Modification Of DSLR Includes High Quality Audio”
Flash is all but gone already, but as we approach the official Adobe end-of-life date on December 31st, it’s picking up traction one last time as people reminisce about the days of Internet past. Back in July, [Jonas Richner] created an impressive website that catalogs not only almost 20 years of Flash games, but also testimonials for the software from dozens of developers who began their careers with it.
Flash started in 1996 with the intention of being a standard for animations and vector graphics on the early Web. With the release of Flash Player 5 in August of 2000, Macromedia (later acquired by Adobe) presented the first version of ActionScript, an object-oriented scripting language meant to bring interactivity to animated Flash movies. Since then, thousands of games made with the platform were released online through websites like Newgrounds and shared all over the world, with the most popular games easily reaching tens of millions of plays.
These games became popular in part thanks to how quickly they could be created with the Flash authoring tools, but also because it was so easy for players to run them. With a single plugin for your web browser of choice, the barrier of entry was extremely low. Most home computers from the mid-2000s were able to run Flash software without needing dedicated graphics hardware. This prompted a “creative chaos” as [Richner] puts it, spawning millions of games and animations which started genres and careers lasting to this day.
Unfortunately, browsers have been dropping support for the plugin due to vulnerabilities in the most recent iterations of its scripting engine and Google no longer indexes Flash files. It would seem this particularly creative era of the Internet is coming to an end. However, you can still relive old games and animations made with plugins such as Flash and Shockwave with [BlueMaxima]’s Flashpoint, and like [Richner], we also hope that the people building today’s platforms and technologies keep the lessons from Flash in mind.
Flash storage was a pretty big deal back in the mid ’00s, although the storage sizes that were available at the time seem laughable by today’s standards. For example, having an iPod that didn’t have a spinning, unreliable hard drive was huge even if the size was measured in single-digit gigabytes, since iPods tended to not be treated with the same amount of care as something like a laptop. Sadly, these small iPods aren’t available anymore, and if you want one with more than 8GB of storage you’ll have to upgrade an old one yourself.
This build comes to us from [Hugo] who made the painstaking effort of removing the old NAND flash storage chip from an iPod Nano by hand, soldering 0.15mm enameled magnet wire to an 0.5mm pitch footprint to attach a breakout board. Once the delicate work was done, he set about trying to figure out the software. In theory the iPod should have a maximum addressable space of 64 GB but trying to get custom firmware on this specific iPod is more of a challenge and the drives don’t simply plug-and-play. He is currently using the rig for testing a new 8GB and new 16GB chip though but it shows promise and hopefully he’ll be able to expand to that maximum drive size soon.
The build is really worth a look if you’re into breathing new life into old media players. Sometimes, though all these old iPods really need to get working again is just to be thrown into a refrigerator, as some genius engineer showed us many years ago.
Hackaday editors Mike Szczys and Elliot Williams are deep in the hacks this week. What if making your own display matrix meant a microcontroller board for every pixel? That’s the gist of this incredible neon display. There’s a lot of dark art poured into the slivers of microSD cards and this week saw multiple hacks digging into the hidden test pads of these devices. You’ve heard of Folding@Home, but what about Minecraft@Home, the effort to find world seeds from screenshots. And when USB chargers have exposed and rewritable firmware, what could possibly go wrong?
Take a look at the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!
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Continue reading “Hackaday Podcast 077: Secret Life Of SD Cards, Mining Minecraft’s Secret Seed, BadPower Is Bad, And Sailing A Sea Of Neon”
Many a hacker has dug an old flash drive out of the bottom of a backpack, and peeled apart the damaged plastic case to look inside. More often then not, you’d expect to see some SMD chips on a PCB along with a few passives, an LED and a USB port. [Gough] found something else entirely, and documented it for the interested public.
Inside the Comsol 8GB USB stick, [Gough] found an entire microSD card. One might be led to think this is a card reader and microSD masquerading as a normal flash drive, but the reality is far different. Instead, the drive contains a Flash memory controller which addresses the microSD card as raw NAND, through test points normally covered up on consumer-grade cards. The drive appears to be manufactured from factory second microSD cards that don’t pass the normal tests to be onsold to the public.
Armed with software obtained through spurious channels, [Gough] is able to dive deeper into the guts of the flash drive. The engineering tools allow the card to be optimised for capacity or speed, and different levels of error correction. It’s even possible to have the flash drive emulate a U3 CD ROM drive for OS installs and other purposes.
It’s a great dive into how USB drives work on a low level, and how the firmware and hardware work together. We’ve seen other flash drive hacks before too – like this simple recovery trick!
Do you even snarf?
If not, it might be because you haven’t mastered the basics of JTAG and learned how to dump, or snarf, the firmware of an embedded device. This JTAG primer will get you up to snuff on snarfing, and help you build your reverse engineering skills.
Whatever your motivation for diving into reverse engineering devices with microcontrollers, JTAG skills are a must, and [Sergio Prado]’s guide will get you going. He starts with a description and brief history of the Joint Test Action Group interface, from its humble beginnings as a PCB testing standard to the de facto standard for testing, debugging, and flashing firmware onto devices. He covers how to locate the JTAG pads – even when they’ve been purposely obfuscated – including the use of brute-force tools like the JTAGulator. Once you’ve got a connection, his tutorial helps you find the firmware in flash memory and snarf it up to a file for inspection, modification, or whatever else you have planned.
We always appreciate guides like these that cover the basics, since not everyone is in the same place in their hardware hacking journey. This puts us in the mood to crack something open and start looking for pins, if for no other reason than to get some practice.
[Thumbnail image source: LufSec]
You’ve probably seen a few of these miniature arcade games online or in big box retailers: for $20 USD or so you get scaled-down version of a classic arcade cabinet, perfect for a desk toy or to throw up on a shelf as part of your gaming collection. Like any good Hackaday reader, you were probably curious about what makes them tick. Thanks to [wrongbaud], we don’t have to wonder anymore.
Over the course of several blog posts, [wrongbaud] walks readers through the hardware and software used in a few of these miniature games. For example, the Rampage cabinet is using a so-called “NES on a Chip” along with a SPI flash chip to hold the ROM, while Mortal Kombat is using a Genesis emulation solution and parallel flash. It wouldn’t be interesting if they didn’t throw you a few curves now and again, right?
But these are more than simple teardowns. Once [wrongbaud] gives an overview of the hardware, the next step is reading the respective flash storage and trying to make sense of the dumped data. These sort of games generally reuse the hardware among a number of titles, so by isolating where the game ROM is and replacing it, they can be made to play other games without hardware modification. Here, this capability is demonstrated by replacing the ROM data for Rampage with Yoshi’s Cookie. Naturally it’s one of those things that’s easier said than done, but it’s an interesting proof of concept.
The Mortal Kombat cabinet is a newer addition to the collection, so [wrongbaud] hasn’t progressed quite as far with that one. The parallel flash chip has been dumped with the help of an ESP32 and a MCP23017 I/O expander, and some Genesis ROM headers are identifiable in the data, but there’s still some sifting to be done before the firmware structure can be fully understood.
Even if you’re not in the market for a diminutive arcade experience, the information that [wrongbaud] has collected here is really phenomenal. From understanding protocols such as I2C and SPI to navigating firmware dumps with a hex editor, these posts are an invaluable resource for anyone looking to get started with reverse engineering.