Author Archives: Flo

Mini Car Racing Game Really Shows Off Multicolor Printing

estimated reading time: 1 min

Quality 3D printing is a common hobbyist tool nowadays, and [wontonnn]’s mini arcade car racing game really shows off how 3D printing can bring parts from functional to fantastic. There are quite a few details we like in [wontonn]’s design, so let’s take a closer look.

The mini mechanical game is one of those treadmill-based car racing games in which the player navigates a little car between an onslaught of belt-borne obstacles. A little DC motor spins things up in a modular side assembly, and a hand-cranked option is available. The player’s car attaches via a magnet to a steering arm; if the player’s car gets knocked off the magnet, game over.

Treadmill belt segments print as large pre-assembled pieces, with ends that snap together without connectors. Belts like this are sometimes tricky, so this is worth keeping in mind should one ever need a similar part. Since there are no external fasteners or hardware to depend on, one could resize it easily to suit their own project purposes.

The finishing touches on the whole assembly look great. It used to be that the sort of colors and lettering seen here would come from a sticker or label, but [wontonn] gets clean lines and colors by raising (or sinking) different parts of the design. The checkerboard pattern, for example, has the light squares raised for printing in a different color.

Electromechanical arcade games have an appeal all their own, being a fusion of both mechanical and electric design that comes together in a special way. Want to make your own? Get inspired by the classic Lunar Lander reimagined, or check out this LEGO treadmill racer that takes an entirely different approach to the concept.

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Deepnest – open source nesting software

estimated reading time: < 1 minDeepnest – open source nesting software

Automatic line merging

Deepnest packs your parts into a compact area to save material and time. It automatically merges common lines so the laser doesn’t cut the same path twice.

This not only saves time but improves part quality by avoiding heat warping from multiple laser passes.

A robust nesting engine

Deepnest employs a state of the art part layout engine with part-in-part placement and the ability to nest bitmap images for laser engraving

It can read

  • DXF files
  • SVG files
  • Corel CDR files

It can write

  • DXF files
  • SVG files
quickstart 1

1. Import your file

quickstart 2

2. Mark the largest part as your sheet, then hit start

quickstart 3

3. Deepnest will continue to search for better solutions until you hit stop

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PIC Burnout: Dumping Protected OTP Memory In Microchip PIC MCUs

estimated reading time: 1 min

Normally you can’t read out the One Time Programming (OTP) memory in Microchip’s PIC MCUs that have code protection enabled, but an exploit has been found that gets around the copy protection in a range of PIC12, PIC14 and PIC16 MCUs.

This exploit is called PIC Burnout, and was developed by [Prehistoricman], with the cautious note that although this process is non-invasive, it does damage the memory contents. This means that you likely will only get one shot at dumping the OTP data before the memory is ‘burned out’.

The copy protection normally returns scrambled OTP data, with an example of PIC Burnout provided for the PIC16LC63A. After entering programming mode by setting the ICSP CLK pin high, excessively high programming voltage and duration is used repeatedly while checking that an area that normally reads as zero now reads back proper data. After this the OTP should be read out repeatedly to ensure that the scrambling has been circumvented.

The trick appears to be that while there’s over-voltage and similar protections on much of the Flash, this approach can still be used to affect the entire flash bit column. Suffice it to say that this method isn’t very kind to the Flash memory cells and can take hours to get a good dump. Even after this you need to know the exact scrambling method used, which is fortunately often documented by Microchip datasheets.

Thanks to [DjBiohazard] for the tip.

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Reliving VHS Memories With NFC And ESPHome

estimated reading time: 1 min

Like many of us of a certain vintage, [Dillan Stock] at The Stock Pot is nostalgic for VHS tapes. It’s not so much the fuzzy picture or the tracking issues we miss, but the physical experience the physical medium brought to movie night. To recreate that magic, [Dillan] made a Modern VHS with NFC and ESPHome.

NFC tags are contained in handsomely designed 3D printed cartridges. You can tell [Dillan] put quite a bit of thought into the industrial design of these: there’s something delightfully Atari-like about them, but they have the correct aspect ratio to hold a miniaturized movie poster as a label. They’re designed to print in two pieces (no plastic wasted on supports) and snap together without glue. The printed reader is equally well thought out, with print-in-place springs for that all important analog clunk.

Electronically, the reader is almost as simple as the cartridge: it holds the NFC reader board and an ESP32. This is very similar to NFC-based audio players we’ve featured before, but it differs in the programming. Here, the ESP32 does nothing related directly to playing media: it is simply programmed to forward the NFC tag id to ESPHome. Based on that tag ID, ESPHome can turn on the TV, cue the appropriate media from a Plex server (or elsewhere), or do… well, literally anything. It’s ESPHome; if you wanted to make this and have a cartridge to start your coffee maker, you could.

If this tickles your nostalgia bone, [Dillan] has links to all the code, 3D files and even the label templates on his site. If you’re not sold yet, check out the video below and you might just change your mind. We’ve seen hacks from The Stock Pot before, everything from a rebuilt lamp to an elegant downspout and a universal remote.

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Whack-A-Disk

estimated reading time: 1 min

By now most floppy disks have been relegated to the dustbin of history, with a few exceptions for obscure industrial applications using legacy hardware and, of course, much of the world’s nuclear weapons arsenals. In fact, they’re so rare to see in the world anymore that many below a certain age don’t recognize the “save” symbol commonly used in application user interfaces. Without a use case, and with plenty of old floppies still laying around, [Rob] took a pile of them and built this Whack-a-Mole-style game.

The game has a number of floppy-disk-specific features compared to the arcade classic, though. First, there’s no mallet, so the player must push the floppy disks into the drive manually. Second, [Rob] went to somewhat exceptional lengths to customize the drives to that sometimes the disks jump out of the drive, forcing the player to grab them and put them back in to score points in the game. He did this without needing to install high-powered solenoids in the drives too. As for the game software itself, it all runs on an Amiga 600 and even includes a custom-made soundtrack for the 30-second game.

Getting the drives just right did take a number of prototypes, but after a few versions [Rob] has a working game that looks fun to play and is a clever use of aging hardware, not to mention the fact that it runs on a retro computer as well. Of course, for the true retro feel, you’ll want to make sure you find a CRT for the display somewhere, even though they’re getting harder to find now than old floppy disk drives.

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Pong In Discrete Components

estimated reading time: 1 min

The choice between hardware and software for electronics projects is generally a straighforward one. For simple tasks we might build dedicated hardware circuits out of discrete components for reliability and low cost, but for more complex tasks it could be easier and cheaper to program a general purpose microcontroller than to build the equivalent circuit in hardware. Every now and then we’ll see a project that blurs the lines between these two choices like this Pong game built entirely out of discrete components.

The project begins with a somewhat low-quality image of the original Pong circuit found online, which [atkelar] used to model the circuit in KiCad. Because the image wasn’t the highest resolution some guesses needed to be made, but it was enough to eventually produce a PCB and bill of material. From there [atkelar] could start piecing the circuit together, starting with the clock and eventually working through all the other components of the game, troubleshooting as he went. There were of course a few bugs to work out, as with any hardware project of this complexity, but in the end the bugs in the first PCB were found and used to create a second PCB with the issues solved.

With a wood, and metal case rounding out the build to showcase the circuit, nothing is left but to plug this in to a monitor and start playing this recreation of the first mass-produced video game ever made. Pong is a fairly popular build since, at least compared to modern games, it’s simple enough to build completely in hardware. This version from a few years ago goes even beyond [atkelar]’s integrated circuit design and instead built a recreation out of transistors and diodes directly.

Thanks to [irdc] for the tip!

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Flick-Out!! Is a Tiny Arcade-Style Test of Finger Strength

estimated reading time: 2 min

We see quite a lot of projects that recreate arcade game machines on a smaller scale, including most of the classics, like Pac-Man and Tempest. But some of the machines you find at arcades just don’t work at anything but their normal size. You would think that would be the case with those machines that test punching force by challenging players to hit a speed bag as hard as they can. However, you’d be wrong, because Guillaume Loquin found a way to do it and this adorable Flick-Out!! machine is the result.

The name is, of course, a reference to the Punch-Out!! series, which started as an arcade game back in 1984. It had conventional arcade controls, but Loquin’s Flick-Out!! is more like a miniaturized version of those punching game machines where you physically hit a target and receive a score based on the force. Because it is tiny, Flick-Out!! wouldn’t be suitable for a punch from an adult fist. Instead, the player flicks the little cherry-sized speed bag and gets a force score for that.

Like its full-sized cousins, Flick-Out!! has a mechanism to drop the speed bag down when the game starts — wouldn’t want someone punching it before paying! And after the flick, the score shows up on a full-color screen. That also displays nifty graphics to entice potential players. There are NeoPixel RGB LEDs for nice lighting effects and an audio board for sound effects. The entire thing is battery-powered and portable.

Loquin 3D-printed the machine’s enclosure, using multi-color printing to great effect. The most important component is a LilyGO T-Display S3, which is an ESP32-S3 development board with a built-in display that acts as the scoreboard. The ESP32 handles the game logic and monitors an FSR (force-sensitive resistor) to detect the flicking force. A mechanical latch, released by a push button, drops the speed bag to start gameplay. The sound effects play through a DFRobot DFPlayer Mini MP3 player.

If you want to build your own Flick-Out!! machine, Loquin published all of the necessary files and a nice tutorial over on GitHub. FSRs aren’t very accurate and so this isn’t any kind of reliable measure of flicking force, which might be a disappointment to the finger boxers out there. But it is good enough for a fun game and that’s what matters.

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Flappy Bird Now Exists in Real Life and Is Fully Playable

estimated reading time: 2 min

Flappy Bird is one of the most interesting titles in video game history. Not because of the gameplay, which is pretty basic and wasn’t at all groundbreaking at the time of release in 2013, but because of the subsequent controversies. By 2014, it had become the most downloaded free game on both the iOS and Android app stores. But its creator, Dong Nguyen, ended up removing the game from those stores, because he felt that it was too addictive and that it was a detriment to society. Now Engineezy has brought it back in the form of a real-life Flappy Bird game.

It didn’t take Nguyen very long to create Flappy Bird—reportedly just a handful of days. But Engineezy’s real-life version is much, much more complicated and took a lot more time. It is a physical game, in which the player controls an actual, tangible bird that flies between endless pipes on a revolving mechanism. As the bird goes further and further without a collision, the score continues to increase. There are even sound effects!

To make that all happen, Engineezy had to come up with several subsystems: something to move the bird, something to move the pipes around and around, something to adjust the heights of the pipes, something to detect collisions, and something to keep score.

The pipes ride on a chain mechanism, similar to a chainsaw, driven by a stepper motor. Conductive traces on that mechanism’s track send power to each pipe carrier, so servo motors can raise and lower the pipes. Each has its own “EEZYmoove” control board with a dedicated microcontroller development board. It uses a rotary encoder to monitor the position of each pipe and can set a new height before the pipe enters the “game screen” area.

The bird moves up and down on another servo-driven mechanism, which Engineezy designed specifically to be a bit unwieldy to match how the bird flies in the Flappy Bird game. It has a spring and an extended arm to create “floppiness” in the motion. The bird and the pipes move across a printed “screen” with the familiar cloudy backdrop.

In the center of that screen is a split-flap display for showing the score. To determine the score, Engineezy had to find a way for the game to check if the bird passes a pipe or collides with it. He achieved that in a very fun and clever way: by making the bird physically fall of its mount in the event of a collision. Magnets lightly hold it in place and if it falls off, a pogo pin circuit breaks and signals to the controller that the game is over.

The final trick was sound effects and instead of playing audio files, Engineezy added actual chimes. As the bird passes a pipe, a striker taps the chimes and produces a great sound effect.

All that was left was for Engineezy to challenge a friend to a gaming contest. We’ll let you watch the video to see who won.