Picasso and the Z80 microprocessor are not two things we often think about at the same time. One is a renowned artist born in the 19th century, the other, a popular CPU that helped launch the microcomputer movement. And yet, the latter has come to inspire a computer based on the former. Meet the RC2014 Mini II Picasso!
As [concretedog] tells the story, what you’re fundamentally looking at is an RC2014 Mini II. As we’ve discussed previously, it’s a single-board Z80 retrocomputer that you can use to do fun things like run BASIC, Forth, or CP/M. However, where it gets kind of fun is in the layout. It’s the same fundamental circuitry as the RC2014, but it’s been given a rather artistic flair. The ICs are twisted this way and that, as are the passive components; even some of the resistors are dancing all over the top of one another. The kit is a limited edition, too, with each coming with a unique combination of colors where the silkscreen and sockets and LED are concerned. Kits are available via Z80Kits for those interested.
We love a good artistic PCB design; indeed, we’ve supported the artform heavily at Supercon and beyond. It’s neat to see the RC2014 designers reminding us that components need not live on a rigid grid; they too can dance and sway and flop all over the place like the eyes and or nose on a classic Picasso.
It’s weird, though; in a way, despite the Picasso inspiration, the whole thing ends up looking distinctly of the 1990s. In any case, if you’re cooking up any such kooky builds of your own, modelled after Picasso or any other Spanish master, don’t hesitate to notify the tipsline.
Telescopes are great tools for observing the heavens, or even surrounding landscapes if you have the right vantage point. You don’t have to be a professional to build one though; you can make all kinds of telescopes as an amateur, as this guide from the Springfield Telesfcope Makers demonstrates.
The guide is remarkably deep and rich; no surprise given that the Springfield Telescope Makers club dates back to the early 20th century. It starts out with the basics—how to select a telescope, and how to decide whether to make or buy your desired instrument. It also explains in good detail why you might want to start with a simple Newtonian reflector setup on Dobsonian mounts if you’re crafting your first telescope, in no small part because mirrors are so much easier to craft than lenses for the amateur. From there, the guide gets into the nitty gritty of mirror production, right down to grinding and polishing techniques, as well as how to test your optical components and assemble your final telescope.
It’s hard to imagine a better place to start than here as an amateur telescope builder. It’s a rich mine of experience and practical advice that should give you the best possible chance of success. You might also like to peruse some of the other telescope projects we’ve covered previously. And, if you succeed, you can always tell us of your tales on the tipsline!
Brain-to-speech interfaces have been promising to help paralyzed individuals communicate for years. Unfortunately, many systems have had significant latency that has left them lacking somewhat in the practicality stakes.
A team of researchers across UC Berkeley and UC San Francisco has been working on the problem and made significant strides forward in capability. A new system developed by the team offers near-real-time speech—capturing brain signals and synthesizing intelligible audio faster than ever before.
New Capability
The aim of the work was to create more naturalistic speech using a brain implant and voice synthesizer. While this technology has been pursued previously, it faced serious issues around latency, with delays of around eight seconds to decode signals and produce an audible sentence. New techniques had to be developed to try and speed up the process to slash the delay between a user trying to “speak” and the hardware outputting the synthesized voice.
The implant developed by researchers is used to sample data from the speech sensorimotor cortex of the brain—the area that controls the mechanical hardware that makes speech: the face, vocal chords, and all the other associated body parts that help us vocalize. The implant captures signals via an electrode array surgically implanted into the brain itself. The data captured by the implant is then passed to an AI model which figures out how to turn that signal into the right audio output to create speech. “We are essentially intercepting signals where the thought is translated into articulation and in the middle of that motor control,” said Cheol Jun Cho, a Ph.D student at UC Berkeley. “So what we’re decoding is after a thought has happened, after we’ve decided what to say, after we’ve decided what words to use, and how to move our vocal-tract muscles.”
The AI model had to be trained to perform this role. This was achieved by having a subject, Ann, look at prompts and attempting to “speak ” the phrases. Ann has suffered from paralysis after a stroke which left her unable to speak. However, when she attempts to speak, relevant regions in her brain still lit up with activity, and sampling this enabled the AI to correlate certain brain activity to intended speech. Unfortunately, since Ann could no longer vocalize herself, there was no target audio for the AI to correlate the brain data with. Instead, researchers used a text-to-speech system to generate simulated target audio for the AI to match with the brain data during training. “We also used Ann’s pre-injury voice, so when we decode the output, it sounds more like her,” explains Cho. A recording of Ann speaking at her wedding provided source material to help personalize the speech synthesis to sound more like her original speaking voice.
To measure performance of the new system, the team compared the time it took the system to generate speech to the first indications of speech intent in Ann’s brain signals. “We can see relative to that intent signal, within one second, we are getting the first sound out,” said Gopala Anumanchipalli, one of the researchers involved in the study. “And the device can continuously decode speech, so Ann can keep speaking without interruption.” Crucially, too, this speedier method didn’t compromise accuracy—in this regard, it decoded just as well as previous slower systems.
Pictured is Ann using the system to speak in near-real-time. The system also features a video avatar. Credit: UC Berkeley
The decoding system works in a continuous fashion—rather than waiting for a whole sentence, it processes in small 80-millisecond chunks and synthesizes on the fly. The algorithms used to decode the signals were not dissimilar from those used by smart assistants like Siri and Alexa, Anumanchipalli explains. “Using a similar type of algorithm, we found that we could decode neural data and, for the first time, enable near-synchronous voice streaming,” he says. “The result is more naturalistic, fluent speech synthesis.”
It was also key to determine whether the AI model
was genuinely communicating what Ann was trying to say. To investigate this, Ann was qsked to try and vocalize words outside the original training data set—things like the NATO phonetic alphabet, for example. “We wanted to see if we could generalize to the unseen words and really decode Ann’s patterns of speaking,” said Anumanchipalli. “We found that our model does this well, which shows that it is indeed learning the building blocks of sound or voice.”
For now, this is still groundbreaking research—it’s at the cutting edge of machine learning and brain-computer interfaces. Indeed, it’s the former that seems to be making a huge difference to the latter, with neural networks seemingly the perfect solution for decoding the minute details of what’s happening with our brainwaves. Still, it shows us just what could be possible down the line as the distance between us and our computers continues to get ever smaller.
Featured image: A researcher connects the brain implant to the supporting hardware of the voice synthesis system. Credit: UC Berkeley
Vintage hi-fi gear has a look and feel all its own. [ThunderOwl] happened to be playing in this space, turning a heavily-modified Technics stereo stack into an awesome neo-retro PC case. Meet the “TechnicsPC!”
This is good. We like this.
You have to hunt across BlueSky for the goodies, but it’s well worth it. The main build concerned throwing a PC into an old Technics receiver, along with a pair of LCD displays and a bunch of buttons for control. If the big screens weren’t enough of a tell that you’re looking at an anachronism, the USB ports just below the power switch will tip you off. A later addition saw a former Technics tuner module stripped out and refitted with card readers and a DVD/CD drive. Perhaps the most era-appropriate addition, though, is the scrolling LED display on top. Stuffed inside another tuner module, it’s a super 90s touch that somehow just works.
These days, off-the-shelf computers are so fancy and glowy that DIY casemodding has fallen away from the public consciousness. And yet, every so often, we see a magnificent build like this one that reminds us just how creative modders can really be. Video after the break.
“Live test”. All more or less as planned, as “cons” – it does not interrupt ongoing scroll cycle with new stuff, it puts new content info with next cycle, so, kinda “info delays”:
Typewriters aren’t really made anymore in any major quantity, since the computer kind of rained all over its inky parade. That’s not to say you can’t build one yourself though, as [Toast] did in a very creative fashion.
After being inspired by so many typewriters on YouTube, [Toast] decided they simply had to 3D print one of their own design. They decided to go in a unique direction, eschewing ink ribbons for carbon paper as the source of ink. To create a functional typewriter, they had to develop a typebar mechanism to imprint the paper, as well as a mechanism to move the paper along during typing. The weird thing is the letter selection—the typewriter doesn’t have a traditional keyboard at all. Instead, you select the letter of your choice from a rotary wheel, and then press the key vertically down into the paper. The reasoning isn’t obvious from the outset, but [Toast] explains why this came about after originally hitting a brick wall with a more traditional design.
If you’ve ever wanted to build a typewriter of your own, [Toast]’s example shows that you can have a lot of fun just by having a go and seeing where you end up. We’ve seen some other neat typewriter hacks over the years, too. Video after the break.
[David]’s goal was simple. To take the VESC Telemetry Display created by [Lukas Janky] and add some tweaks of his own. He wanted to add more colors to the display, while changing the format of the displayed data and tweaking how it gets saved to EEPROM. The only problem was that [David] wasn’t experienced in coding at all, let alone for embedded systems like the Arduino Nano. His solution? Hand over the reigns to a large language model. [David] used Gemini 2.5 Pro to make the changes, and by and large, got the tweaks made that he was looking for.
There are risks here, of course. If you’re working on an embedded system, whatever you’re doing could have real world consequences. Meanwhile, if you’re relying on the AI to generate the code and you don’t fully understand it yourself… well, the possibilities are obvious. It pays to know what you’re doing at the end of the day. In this case, it’s hard to imagine much going wrong with a simple telemetry display, but it bears considering the risks whatever you’re doing.
We’ve talked about the advent of vibe coding before, too, with [Jenny List] exploring this nascent phenomenon. Expect it to remain a topic of controversy in coding circles for some time. Video after the break.
[Sean’s] game is called Calculus. It’s about mining asteroids and bartering. You’re playing as a corporation attempting to mine the asteroid against up to three others doing the same. Do a good job of exploiting the space-based resource, and you’ll win the game.
Calculus is played on a board made out of PCBs. A Xiao RP2040 microcontroller board on the small PCB in the center of the playfield is responsible for running the show. It controls a whole ton of seven-segment displays and RGB LEDs across multiple PCBs that make up the gameboard. The lights and displays help players track the game state as they vie for asteroid mining supremacy. Amusingly, by virtue of its geometry and some smart design choices, you can also use [Sean]’s board to play Settlers of Catan. He’s even designed a smaller, cheaper travel version, too.
Classic demos from the demoscene are all about showing off one’s technical prowess, with a common side order of a slick banging soundtrack. That’s precisely what [BUS ERROR Collective] members [DJ_Level_3] and [Marv1994] delivered with their prize-winning Primer demo this week.
This demo is a grand example of so-called “oscilloscope music”—where two channels of audio are used to control an oscilloscope in X-Y mode. The sounds played determine the graphics on the screen, as we’ve explored previously.
The real magic is when you create very cool sounds that also draw very cool graphics on the oscilloscope. The Primer demo achieves this goal perfectly. Indeed, it’s intended as a “primer” on the very artform itself, starting out with some simple waveforms and quickly spiraling into a graphical wonderland of spinning shapes and morphing patterns, all to a sweet electronic soundtrack. It was created with a range of tools, including Osci-Render and apparently Ableton 11, and the recording performed on a gorgeous BK Precision Model 2120 oscilloscope in a nice shade of green.
If you think this demo is fully sick, you’re not alone. It took out first place in the Wild category at the Revision 2025 demo party, as well as the Crowd Favorite award. High praise indeed.
[Tazer] built a small desktop-sized robotic arm, and it was more or less functional. However, he wanted to improve its ability to pick things up, and attaching a pneumatic gripper seemed like the perfect way to achieve that. Thus began the build!
The concept of [Tazer]’s pneumatic gripper is simple enough. When the pliable silicone gripper is filled with air, the back half is free to expand, while the inner section is limited in its expansion thanks to fabric included in the structure. This causes the gripper to deform in such a way that it folds around as it fills with air, which lets it pick up objects. [Tazer] designed the gripper so that that could be cast in silicone using 3D printed molds. It’s paired with a 3D printed manifold which delivers air to open and close the gripper as needed. Mounted on the end of [Tazer]’s robotic arm, it’s capable of lifting small objects quite well.
“TheC64” is a popular recreation of the best selling computer of all time, the original Commodore 64. [10p6] enjoys hacking on this platform, and recently whipped up a new mod — adding a 9-pin Atari joystick connector for convenience.
When it comes to TheC64 units, they ship with joysticks that look retro, but aren’t. These joysticks actually communicate with the hardware over USB. [10p6]’s hack was to add an additional 9-pin Atari joystick connector into the joystick itself. It’s a popular mod amongst owners of TheC64 and the C64 Mini. All one needs to do is hook up a 9-pin connector to the right points on the joystick’s PCB. Then, it effectively acts as a pass-through adapter for hooking up other joysticks to the system.
While this hack could have been achieved by simply chopping away at the plastic housing of the original joystick, [10p6] went a tidier route. Instead, the joystick was granted a new 3D printed base that had a perfect mounting spot for the 9-pin connector. Clean!
When you start building lots of something, you’ll know the value of accurate fixturing. [Chris Borge] learned this the hard way on a recent mass-production project, and decided to solve the problem. How? With a custom fixturing tool! A 3D printed one, of course.
Chris’s build is simple enough. He created 3D-printed workplates covered in a grid of specially-shaped apertures, each of which can hold a single bolt. Plastic fixtures can then be slotted into the grid, and fastened in place with nuts that thread onto the bolts inserted in the base. [Chris] can 3D print all kinds of different plastic fixtures to mount on to the grid, so it’s an incredibly flexible system.
3D printing fixtures might not sound the stoutest way to go, but it’s perfectly cromulent for some tasks. Indeed, for [Chris]’s use case of laser cutting, the 3D printed fixtures are more than strong enough, since the forces involved are minimal. Furthermore, [Chris] aided the stability of the 3D-printed workplate by mounting it on a laser-cut wooden frame filled with concrete. How’s that for completeness?
[Bill Dudley] had a problem. He had an Onkyo AV receiver that did a great job… until it didn’t. A DSP inside failed. When that happened, the main microprocessor running the show decided it wouldn’t play ball without the DSP operational. [Bill] knew the bulk of the audio hardware was still good, it was just the brains that were faulty. Thus started a 4-month operation to resurrect the Onkyo receiver with new intelligence instead.
[Bill’s] concept was simple. Yank the dead DSP, and the useless microprocessor as well. In their place, an ESP32 would be tasked with running things. [Bill] no longer cared if the receiver had DSP abilities or even the ability to pass video—he just wanted to use it as the quality audio receiver that it was.
His project report steps through all the hard work he went through to get things operational again. He had to teach the ESP32 to talk to the front panel display, the keys, and the radio tuner. More challenging was the core audio processor—the obscure Renaisys R2A15218FP. However, by persevering, [Bill] was able to get everything up and running, and even added some new functionality—including Internet radio and Bluetooth streaming.
It’s a heck of a build, and [Bill] ended up with an even more functional audio receiver at the end of it all. Bravo, we say. We love to see older audio gear brought back to life, particularly in creative ways. Meanwhile, if you’ve found your own way to save a piece of vintage audio hardware, don’t hesitate to let us know!
[Chris Cecil] had a problem. He had a Manncorp/Autotronik MC384V2 pick and place, and needed more feeders. The company was reluctant to support an older machine and wanted over $32,000 to supply [Chris] with more feeders. He contemplated the expenditure… but then came across another project which gave him pause. Could he make Siemens feeders work with his machine?
It’s one of those “standing on the shoulders of giants” stories, with [Chris] building on the work from [Bilsef] and the OpenPNP project. He came across SchultzController, which could be used to work with Siemens Siplace feeders for pick-and-place machines. They were never supposed to work with his Manncorp machine, but it seemed possible to knit them together in some kind of unholy production-focused marriage. [Chris] explains how he hooked up the Manncorp hardware to a Smoothieboard and then Bilsef’s controller boards to get everything working, along with all the nitty gritty details on the software hacks required to get everything playing nice.
For an investment of just $2,500, [Chris] has been able to massively expand the number of feeders on his machine. Now, he’s got his pick and place building more Smoothieboards faster than ever, with less manual work on his part.
We feature a lot of one-off projects and home production methods, but it’s nice to also get a look at methods of more serious production in bigger numbers, too. It’s a topic we follow with interest. Video after the break.
[Editor’s note: Siemens is the parent company of Supplyframe, which is Hackaday’s parent company. This has nothing to do with this story.]
A tornado can be an awe-inspiring sight, but it can also flip your car, trash your house, and otherwise injure you with flying debris. If you’d like to look at swirling air currents in a safer context, you might appreciate this tornado tower build from [Gary Boyd].
[Gary]’s build was inspired by museum demonstrations and the tornado machine designs of [Harald Edens]. His build generates a vortex that spans 1 meter tall in a semi-open cylindrical chamber. A fan in the top of the device sucks in air from the chamber, and exhausts it through a vertical column of holes in the wall of the cylinder. This creates a vortex in the air, though it’s not something you can see on its own. To visualize the flow, the cylindrical chamber is also fitted with an ultrasonic mist generator in the base. The vortex in the chamber is able to pick up this mist, and it can be seen swirling upwards as it is sucked towards the fan at the top.
It’s a nice educational build, and one that’s as nice to look at as it is to study. It produces a thick white vortex that we’re sure someone could turn into an admirable lamp or clock or something, this being Hackaday, after all. In any case, vortexes are well worth your study. If you’re cooking up neat projects with this physical principle, you should absolutely let us know!
There’s something cool about the visual design language used in the aviation world. You probably don’t get much exposure to it if you’re not regularly flying a plane, but there are other ways you can bring it into your life. A great example would be building an aviation-themed clock, like this stylish timepiece from [oliverb.]
The electronic heart of the build is an ESP32. This wireless-capable microcontroller is a popular choice for clock builds these days. This is because it can contact network time servers out of the box, which allows you to build an incredibly capable and accurate clock without any additional parts. No real-time-clock needed—just have the ESP32 buzz the Internet for an accurate update on the regular!
As for the display itself, three gauges show hours, minutes, and seconds on aviation-like gauges. They’re 3D-printed, which means you can build them from scratch. That’s a touch easier than having to go out and source actual surplus aviation hardware. Each gauge is driven by a NEMA17 stepper motor. There’s also an ATMEGA328 on hand to drive a 7-segment gauge on the seconds display, and a PIR sensor which shuts the clock down when nobody is around to view it.
Bears! Are they scared of massive arcs that rip through the air, making a lot of noise in the process? [Jay] from the Plasma Channel sure hopes so, because that’s how his bear deterrent works!
[Jay] calls it the Bear Blaster 5000. Right from the drop, this thing looks like some crazy weapon out of Halo. That’s because it throws huge arcs at 280,000 volts. The basic concept behind it is simple enough—a battery drives a circuit which generates (kinda) low voltage AC. This is fed to the two voltage multipliers which are set up with opposite polarity to create the greatest possible potential difference between the two electrodes they feed. The meaty combination is able to arc across electrodes spaced over four inches apart. It’s all wrapped up in a super-cool 3D printed housing that really shows off the voltage multiplier banks.
Given its resemblance to a stun gun, you might think the idea is to jab an attacking bear with it. But the reality is, if the bear is close enough that you could press this device against it, you’re already lunch. [Jay] explains that it’s more about scaring the animal off with the noise and light it produces. We’d certainly take a few steps back if we heard this thing fire off in the woods.
[Jay] does a great job of explaining how the whole setup works, as well as showing off its raw ability to spark. We’ve seen some great builds from [Jay] before, too, like this beefy custom flyback transformer.
The list of countries to achieve their own successful orbital space launch is a short one, almost as small as the exclusive club of states that possess nuclear weapons. The Soviet Union was first off the rank in 1957, with the United States close behind in 1958, and a gaggle of other aerospace-adept states followed in the 1960s, 1970s, and 1980s. Italy, Iran, North Korea and South Korea have all joined the list since the dawn of the new millennium.
Absent from the list stands Australia. The proud island nation has never stood out as a player in the field of space exploration, despite offering ground station assistance to many missions from other nations over the years. However, the country has continued to inch its way to the top of the atmosphere, establishing its own space agency in 2018. Since then, development has continued apace, and the country’s first orbital launch appears to be just around the corner.
Space, Down Under
The Australian Space Agency has played an important role in supporting domestic space projects, like the ELO2 lunar rover (also known as “Roo-ver”). Credit: ASA
The establishment of the Australian Space Agency (ASA) took place relatively recently. The matter was seen to be long overdue from an OECD member country; by 2008, Australia was the only one left without a national space agency since previous state authorities had been disbanded in 1996. This was despite many facilities across the country contributing to international missions, providing critical radio downlink services and even welcoming JAXA’s Hayabusa2 spacecraft back to Earth.
Eventually, a groundswell grew, pressuring the government to put Australia on the right footing to seize growing opportunities in the space arena. Things came to a head in 2018, when the government established ASA to “support the growth and transformation of Australia’s space industry.”
ASA would serve a somewhat different role compared to organizations like NASA (USA) and ESA (EU). Many space agencies in other nations focus on developing launch vehicles and missions in-house, collaborating with international partners and aerospace companies in turn to do so. However, for ASA, the agency is more focused on supporting and developing the local space industry rather than doing the engineering work of getting to space itself.
Orbital Upstarts
Just because the government isn’t building its own rockets, doesn’t mean that Australia isn’t trying to get to orbit. That goal is the diehard mission of Gilmour Space Technologies. The space startup was founded in 2013, and established its rocketry program in 2015, and has been marching towards orbit ever since. As is often the way, the journey has been challenging, but the payoff of genuine space flight is growing ever closer.
Gilmour Space moved fast, launching its first hybrid rocket back in 2016. The successful suborbital launch proved to be a useful demonstration of the company’s efforts to produce a rocket that used 3D-printed fuel. This early milestone aided the company to secure investment that would support its push to grander launches at greater scale. The company’s next major launch was planned for 2019, but frustration struck—when the larger One Vision rocket suffered a failure just 7 seconds prior to liftoff. Undeterred, the company continued development of a larger rocket, taking on further investment and signing contracts to launch payloads to orbit in the ensuing years.
Gilmour Space has worked hard to develop its hybrid rocket engines in-house.
With orbital launches and commercial payload deliveries the ultimate goal, it wasn’t enough to just develop a rocket. Working with the Australian government, Gilmour Space established the Bowen Orbital Spaceport in early 2024—a launchpad suitable for the scale of its intended space missions. Located on Queensland’s Gold Coast, it’s just 20 degrees south of the equator—closer than Cape Canaveral, and useful for accessing low- to mid-inclination equatorial orbits. The hope was to gain approval to launch later that year, but thus far, no test flights have taken place. Licensing issues around the launch have meant the company has had to hold back on shooting for orbit.
The rocket with which Gilmour Space intends to get there is called Eris. In Block 1 configuration, it stands 25 meters tall, and is intended to launch payloads up to 300 kg into low-Earth orbits. It’s a three-stage design. It uses four of Gilmour’s Sirius hybrid rocket motors in the first stage, and just one in the second stage. The third stage has a smaller liquid rocket engine of Gilmour’s design, named Phoenix. The rocket was first staged vertically on the launch pad in early 2024, and a later “dress rehearsal” for launch was performed in September, with the rocket fully fueled. However, flight did not take place, as launch permits were still pending from Australia’s Civil Aviation Safety Authority (CASA).
The Eris rocket was first vertically erected on the launchpad in 2024, but progress towards launch has been slow since then.
After a number of regulatory issues, the company’s first launch of Eris was slated for March 15, 2025. However, that day came and passed, even with CASA approval, as the required approvals were still not available from the Australian Space Agency. Delays have hurt the company’s finances, hampering its ability to raise further funds. As for the rocket itself, hopes for Eris’s performance at this stage remain limited, even if you ask those at Gilmour Space. Earlier this month, founder Adam Gilmour spoke to the Sydney Morning Heraldon his expectations for the initial launch. Realistic about the proposition of hitting orbit on the company first attempt, he expects it to take several launches to achieve, with some teething problems to come. “It’s very hard to test an orbital rocket without just flying it,” he told the Herald. “We don’t have high expectations we’ll get to orbit… I’d personally be happy to get off the pad.”
Despite the trepidation, Eris stands as Australia’s closest shot at hitting the bigtime outside the atmosphere. Government approvals and technical hurdles will still need to be overcome, with the Australian Space Agency noting that the company still has licence conditions to meet before a full launch is approved. Still, before the year is out, Australia might join that vaunted list of nations that have leapt beyond the ground to circle the Earth from above. It will be a proud day when that comes to pass.
Lord Vetinari from the Discworld series is known for many things, but perhaps most of all a clock that doesn’t quite keep continuous time. Instead, it ticks away at random increments to infuriate those that perceive it, whilst keeping regular time over the long term. [iracigt] decided to whip up a real world version of this hilarious fictional timepiece.
The clock itself is an off-the-shelf timepiece purchased from Target for the princely sum of $5. However, it’s been deviously modified with an RP2040 microcontroller hidden away inside. The RP2040 is programmed to tick the clock at an average of once per second. But each tick itself is not so exact. Instead, there’s an erraticness to its beat – some ticks are longer, some shorter, in the classic Vetinari style. [iracigt] explains the nitty gritty of how it all works, from creating chaos with Markov chains to interfacing the RP2040 electronically with the cheap quartz clock movement.
If you’ve ever wanted to build one of these amusements yourself, [iracigt’s] writeup is a great place to start. Even better, it was inspired by an earlier post on these very pages! We love to see the community riff on a theme, and we’d love to see yours, too – so keep the tips coming, yeah? Video after the break.
Microsoft made gaming history when it developed Achievements and released them with the launch of the Xbox 360. They have since become a key component of gaming culture, which similar systems rolling out to the rest of the consoles and even many PC games. [odelot] has the honor of being the one to bring this functionality to an odd home—the original Nintendo Entertainment System!
It’s actually quite functional, and it’s not as far-fetched as it sounds. What [odelot] created is the NES RetroAchievements (RA) Adapter. It contains a Raspberry Pi Pico which sits in between a cartridge and the console and communicates with the NES itself. The cartridge also contains an LCD screen, a buzzer, and an ESP32 which communicates with the Internet.
When a cartridge is loaded, the RA Adapter identifies the game and queries the RetroAchievements platform for relevant achievements for the title. It then monitors the console’s memory to determine if any of those achievements—such as score, progression, etc.—are met. If and when that happens, the TFT screen on the adapter displays the achievement, and a notification is sent to the RetroAchievements platform to record the event for posterity.