GNSS Reception With Clone SDR Board

We love seeing the incredible work many RF enthusiasts manage to pull off — they make it look so easy! Though RF can be tricky, it’s not quite the voodoo black art that it’s often made out to be. Many radio protocols are relatively simple and with tools like gnuradio and PocketSDR you can quickly put together a small system to receive and decode just about anything.

[Jean-Michel] wanted to learn more about GNSS and USB communication. Whenever you start a project like this, it’s a good idea to take a look around at existing projects for designs or code you can reuse, and in this case, the main RF front-end board is taken from the PocketSDR project. This is then paired with a Cypress FX2 development board, and he re-wrote almost all of the PocketSDR code so that it would compile using sdcc instead of the proprietary Keil compiler. Testing involved slowly porting the code while learning about using Python 3 to receive data over USB, and using other equipment to simulate antenna diversity (using multiple antennas to increase the signal-to-noise ratio): Continue reading “GNSS Reception With Clone SDR Board”

New Release Of Vision Basic: Hot New Features!

As the Commodore 64 ages, it seems to be taking on a second life. Case in point: Vision BASIC is a customized, special version of the BASIC programming language with a ton of features to enable Commodore 64 programs to be written more easily and with all sorts of optimizations. We’ve tested out both the original 1.0 version of Vision BASIC, and now with version 1.1 being released there are a whole host of tweaks and updates to make the experience even better!

One of the only limitation of Vision BASIC is the requirement for expanded RAM. It will not run on an unexpanded C64 — but the compiled programs will, so you can easily distribute software made using Vision on any C64. A feature introduced in version 1.1 is support for GeoRAM, a different RAM expansion cartridge, and modern versions of GeoRAM like the NeoRAM which has battery-backed RAM. This allows almost instantaneous booting into the Vision BASIC development environment.

Some of the standout features include a doubling of compilation speed, which is huge for large programs that take up many REU segments in source form. There are new commands, including ALLMOBS for setting up all sprites with a single command; POLL to set up which joystick port is in use; CATCH to wait for a particular scanline; and plenty more! Many existing commands have been improved as well. As in the original version of Vision BASIC, you can freely mix 6510 assembly and BASIC wherever you want. You can use the built-in commands for bitmaps, including panning, collision detection, etc., or you can handle it in assembly if you want! And of course, it comes with a full manual — yes, a real, printed book!

One of the nice features of Vision BASIC is the customization of the development environment. On the first run, after agreeing to the software terms, you enter your name and it gets saved to the Vision BASIC disk. Then, every time you start the software up, it greets you by name! You can also set up a custom colour scheme, which also gets saved. It’s a very pleasant environment to work in. Depending on how much additional RAM you have, you can hold multiple program segments in different RAM banks. For example, you could have all your source code in one bank, all your bitmaps and sprites in another, and your SID tunes in yet another. The compiler handles all this for you when you go to compile the program to disk, so it’s easy to keep large programs organized and easy to follow.

If you’ve always wanted to write a game or application for the C64 but just didn’t know how to get started, or you felt daunted at having to learn assembly to do sprites and music, Vision BASIC is a great option. You will be blown away at the number of commands available, and as you become more experienced you can start to sprinkle in assembly to optimize certain parts of your code if desired.

IBM’s 1969 Educational Computing

IBM got their PCs and PS/2 computers into schools in the 1980s and 1990s. We fondly remember educational games like Super Solvers: Treasure Mountain. However, IBM had been trying to get into the educational market long before the PC. In 1969, the IBM Schools Computer System Unit was developed. Though it never reached commercial release, ten were made, and they were deployed to pilot schools. One remained in use for almost a decade! And now, there’s a new one — well, a replica of IBM’s experimental school computer by [Menadue], at least. You can check it out in the video below.

The internals were based somewhat on the IBM System/360’s technology. Interestingly, it used a touch-sensitive keypad instead of a traditional keyboard. From what we’ve read, it seems this system had a lot of firsts: the first system to use a domestic TV as an output device, the first system to use a cassette deck as a storage medium, and the first purpose-built educational computer. It was developed at IBM Hursley in the UK and used magnetic core memory. It used BCD for numerical display instead of hexadecimal or octal, with floating point numbers as a basic type. It also used 32-bit registers, though they stored BCD digits and not binary. In short, this thing was way ahead of its time.

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CCFL Scanner Bulb Makes A Cool Desk Lamp

The bulbs inside scanners (before transitioning to LED, anyway) were cold cathode fluorescent tubes that emit a fairly wide bandwidth of light. They were purpose-built to produce a very specific type and shape of light, but [Julius Curt] has taken this in a new, upcycled direction. Instead of just producing light, the light itself is also part of the aesthetic. A very cool 3D printed case houses the bulb and power supply and smartly hides the connecting wires to achieve a very clean look.

Part of the design involves adding a DC-DC converter before the lamp driver, allowing fading of the light. This isn’t anything new in lamps, but [Julius] noticed an interesting effect when dimming the vertically oriented lamp: as the power was reduced, the column of light would start to extinguish from one end, leading to an elongated teardrop-shaped light source.

This leads to a very interesting look, and the neat case design leads to an extremely unique lamp! The emitted light’s color temperature seems to vary a bit as the voltage drops, going from what appears to be a pretty cold white to a slightly warmer tone.

The design process is detailed on the project page, with a quick look at the CAD design process for the case. A neat touch was using a greeble (part of a coffee grinder) to add some different textures and break up the plastic-only look. That’s one we’ll have to note in our design books!

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The Long, Slow Demise Of DVD-RAM

While CDs were still fighting for market share against cassettes, and gaming consoles were just starting to switch over to CD from cartridge storage, optical media companies were already thinking ahead. Only two years after the introduction of the original PlayStation, the DVD Forum had introduced the DVD-RAM standard: 2.58 GB per side of a disc in a protective caddy. The killer feature? Essentially unlimited re-writeability. In a DVD drive that supports DVD-RAM, they act more like removable hard drive platters. You can even see hard sectors etched into the media at the time of manufacture, giving DVD-RAM its very recognizable pattern.

At the time, floppy drives were still popular, and CD-ROM drives were increasingly available pre-installed in new computers. Having what amounted to a hard drive platter with a total of 5 GB per disc should have been a killer feature for consumers. Magneto-optical drives were still very expensive, and by 1998 were only 1.3 GB in size. DVD-RAM had the same verify-after-write data integrity feature that magneto-optical drives were known for, but with larger capacity, and after the introduction of 4.7 GB size discs, no caddy was required.

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Hydrogen Generation With Seawater, Aluminum, And… Coffee?

A team at MIT led by [Professor Douglas Hart] has discovered a new, potentially revelatory method for the generation of hydrogen. Using seawater, pure aluminum, and components from coffee grounds, the team was able to generate hydrogen at a not insignificant rate, getting the vast majority of the theoretical yield of hydrogen from the seawater/aluminum mixture. Though the process does use indium and gallium, rare and expensive materials, the process is so far able to recover 90% of the indium-gallium used which can then be recycled into the next batch. Aluminum holds twice as much energy as diesel, and 40x that of Li-Ion batteries. So finding a way to harness that energy could have a huge impact on the amount of fossil fuels burned by humans!

Pure, unoxidized aluminum reacts directly with water to create hydrogen, as well as aluminum oxyhydroxide and aluminum hydroxide. However, any aluminum that has had contact with atmospheric air immediately gets a coating of hard, unreactive aluminum oxide, which does not react in the same way. Another issue is that seawater significantly slows the reaction with pure aluminum. The researchers found that the indium-gallium mix was able to not only allow the reaction to proceed by creating an interface for the water and pure aluminum to react but also coating the aluminum pellets to prevent further oxidization. This worked well, but the resulting reaction was very slow.

Apparently “on a lark” they added coffee grounds. Caffeine had already been known to act as a chelating agent for both aluminum and gallium, and the addition of coffee grounds increased the reaction rate by a huge margin, to the point where it matched the reaction rate of pure aluminum in deionized, pure water. Even with wildly varying concentrations of caffeine, the reaction rate stayed high, and the researchers wanted to find out specifically which part of the caffeine molecule was responsible. It turned out to be imidazole, which is a readily available organic compound. The issue was balancing the amount of caffeine or imidazole added versus the gallium-indium recovery rate — too much caffeine or imidazole would drastically reduce the recoverable amount of gallium-indium.

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Video Game Preservation – Stop Killing Games!

It’s been an ongoing issue for years now. People who buy video games, especially physical copies, expect to be able to play that game at their leisure, no matter how old their console gets. This used to be a no-brainer: think about the SNES or Genesis/Mega Drive from the late 80s and early 90s. You can still buy one today and play the games without any issues. Not so with many modern, internet-connected games that rely on communication with servers the publishers own, whether or not the online features are necessary for gameplay. Stop Killing Games is a new initiative in the EU and worldwide to get enough valid petition signatures to force the issue to be brought up in parliaments all over the world, including the EU Parliament.

An increasing number of videogames are sold as goods, but designed to be completely unplayable for everyone as soon as support ends. The legality of this practice is untested worldwide, and many governments do not have clear laws regarding these actions. It is our goal to have authorities examine this behavior and hopefully end it, as it is an assault on both consumer rights and preservation of media.

StopKillingGames.com

Why now? Well, Ubisoft recently killed a popular videogame called The Crew by taking down the servers that support the game. Without these servers, the game is completely useless. France and many other European countries have strong consumer protection laws which, in theory, should prevent companies from pulling stunts like this, but this particular situation has never been tested in court. Besides this, the group are also petitioning governments around the world, including France (where Ubisoft is based), Germany, Canada, the UK, the US, Australia, and Brazil, and also options for anywhere else in the EU/world.

If you’re a gamer, and especially if you play video games which use online components, it’s definitely worth reading through their website. The FAQ section in particular answers a lot of questions. In any case, we wish them luck as the preservation of media is a very important topic!

[Thanks to Jori for the tip!]