For his first project using the TI Launchpad [VOJT4] built a lap timer and counter for slot cars. For us it’s always hardest to come up with the idea of what to build and we think he found a great one here.
Each time a car passes the finish line of the track it trips a reed switch that was hot glued to the underside of the track segment. Both reed switches have a capacitor to smooth out the inputs (is this acting as a hardware debounce?). The time and lap number are then pushed to a graphic LCD by the MSP430G2553.
You must be logged into the forum where [VOJT4] posted the project in order to see the images. Because of this, we’ve embedded them (including the schematic) after the break along with a demo video. But do take a look at his project thread to hear his thoughts and peruse the code he wrote.
Continue reading “Slot Car Lap Timer/counter”
Does the image of the clock above make you shutter with fear because of the math you’d need to use to recreate your own version of the project? We certainly understand that High School geometry is becoming a very distant memory, but it’s really not as hard as you think. [Janw] built this analog clock using a graphic LCD and he’s done a great job of explaining the concepts behind it.
The hardware he’s using is pretty standard for an electronic hobby clock; an ATmega16, graphic LCD, DS1307 real-time clock, and supporting hardware like a potentiometer, resistors, and buttons. The code is written in Bascom, but like we said, [Janw] explains the concepts behind drawing the hands on the clock so you can recreate this with any microcontroller or software language you prefer. We recommend grabbing a calculator and some blank paper. It took us a few tries to brush the cobwebs out and really grasp what he’s doing with each equation.
With more pixels and more objects to track you’re going to need to get that AVR running pretty fast to get the job done. But [Vladutz2000] figured why stop at 16 MHz when you can overclock an ATmega32 to 27 MHz for a faster gaming experience?
This build may not be as colorful as Super Pixel Bros, but choosing a KS0108 graphic LCD certainly brings a lot more definition to the images. You can see in the video after the break that the AVR does an excellent job of generating and animating multiple objects. It doesn’t take much to put this together yourself but if you want the board layout done for you, you’re out of luck. The hardware for the project is installed on a PCB that was hand-drawn with an etch resist marker. Continue reading “Overclocked ATmega32 Gaming”
This is a bench power supply with adjustable voltage and current limiting. [Sylvain’s] creation can regulate 0-25 volts while sourcing 0-5 amps. Current limiting is a nice feature as it will allow you to test your prototypes to ensure the power regulator you choose will not be over or underpowered.
This supply is really a two-in-one. The case has two separate circuits so that you can have different power rails going at the same time. There is a microcontroller involved, but the ATmega32 doesn’t do anything more than measure the voltage and amperage and drive the graphic LCD screen. Two potentiometers are responsible for setting the voltage and limiting the current.