NFC Record Player Promotes Intentional Listening

Streaming services have enabled many of us to have easy access to the world’s media library at the touch of a screen, but [Coconauts] thinks we’ve lost something along the way. To bring some intentionality back to the listening experience, they built an NFC record player called Minilos.

Like a normal record player, Minilos requires the user to select an album to play on the machine. These were originally decorative coasters with records printed on them, so they are much smaller than even a 45. Each one features an NFC tag that instructs ESP32 microcontroller hidden in the device to play the requested song. Once placed on the record player, it will then play through that album and come to a stop.

In [Coconauts]’s current setup, the ESP32 is connected to a Home Assistant server which then instructs a Google Speaker to play the requested song via Spotify, although we could easily imagine this being used to play music directly from an SD card or other digital storage device instead.

If you want complete control over your music listening while still keeping that authentic vinyl experience, you could always look into cutting your own records with a laser.

CGA As You Have Never Seen It Before

An old-style graphics system as found on many 8-bit computers and on early PC graphics cards drew its characters by retrieving their bitmaps from a ROM. With a little sideways thinking, [GloriousCow] has exploited this process to make a CGA card perform graphical tricks it was never designed to do.

The CGA card clocks its character ROM continuously across the whole screen, even at the edges where nothing would normally be displayed. By placing the ROM in tandem with a Raspberry Pi Pico 2 they were able to use this ROM clocking as a synchronization signal, and inject whatever pixel data they chose.

The result is a CGA card that can display 60 Hz high-res graphics in text mode, albeit with a very retro one bit color depth. It can overlay the text and the graphics too, because the ROM is still present. One fun result of this is a bouncing DVD logo screensaver, on a DOS PC.

There’s a PCB and a promise of more, meanwhile we suggest you take a look at an impossible feat using a similar technique: NES Doom.

Qualcomm’s New QCC74x Appears To Target The ESP32 MCUs

These days wireless microcontrollers featuring built-in WiFi and Bluetooth are all the rage, with Espressif’s range of ESP32 MCUs being the default option for commercial and hobbyist projects alike. This makes Qualcomm’s recently released QCC74x MCU rather interesting, as specification-wise it would seem to be placed firmly in ESP32 territory.

On the radio side you get 1×1 WiFi 6, Bluetooth 5.4, and IEEE 802.15.4 (e.g. Thread and Zigbee), coupled with a single-core 352 MHz RISC-V CPU with FPU and DSP features and 484 kB of SRAM. The SDK for this MCU is hosted on Codelinaro, featuring the typical FreeRTOS-based stack, though confusingly Bluetooth and Zigbee support are currently marked as ‘not supported’. This might still be in progress.

Where the competition with Espressif feels clear is in the pricing, with the highest-performance evaluation board (QCC748M EVK, pictured above) listed for $13 (before taxes/tariffs). This gets you 8 MB of PSRAM built-in with unspecified link speed, but likely the same QSPI as used for the NOR Flash. USB support is available on this higher-end tier, while absent on the QCC743. Development documentation is also available, and looks fairly complete based on first glance.

Overall the QCC74x looks to be an upgrade to the older and significantly less powerful QCC730 MCU. Depending on software support and final pricing it could make for an interesting competitor to some of Espressif’s modules like its ESP32-C series or ESP32-S2, though the upcoming ESP32-S31 would seem to have it matched or beat on all metrics.

Extract 3D Video Game Content By Firing Up Photo Mode

Here’s a pretty clever method [Dung3onlord] used to capture 3D scenes from a PlayStation 5 without needing any specialized software. All that’s needed is a series of high-resolution screenshots, and a few software tools.

The process is essentially photogrammetry, it just uses screenshots as the input instead of photographs.

Instead of sneakily yanking 3D assets from the runtime, he fires up the game’s photo mode on his PS5. By capturing an orbiting video of a static scene (making sure to hide the game’s user interface, something photo mode in games is good for) he ends up with a video file whose content — essentially a series of screenshots — can be used to reconstruct the original 3D scene. The workflow [Dung3onlord] uses has rather more steps, but conceptually that’s all there is to it.

The whole process is remarkably similar to photogrammetry, a method of turning a bunch of photographs from different angles into a 3D point cloud. We’ve seen photogrammetry used to digitize objects because point clouds can be turned into 3D models, essentially allowing one to 3D scan an object using little more than a digital camera.

Continue reading “Extract 3D Video Game Content By Firing Up Photo Mode”

Running Windows CE On The Nintendo 64

Although Windows CE doesn’t use the NT kernel, it’s similarly designed to run on a wide variety of system architectures. Since the Nintendo 64 uses a MIPS CPU it should basically just run either kernel. You might assume that the N64’s rather limited specs are a bit of a problem, but fortunately Windows CE is designed to run on a digital potato, and requires only a MB of RAM. Since that just so happens to be what the N64 has under the hood, [Throaty Mumbo] was optimistic about getting Windows CE running on the 1990s game console.

The idea for this project came when [Throaty] was tinkering with an IBM Workpad Z50 laptop that uses almost the same CPU as the N64 and also runs Windows CE. Although said laptop is probably a lot more practical of a platform to run Windows on, this didn’t mean that it wouldn’t be a fun challenge.

Since CE was intended to be customized by companies for their own embedded hardware this means that you can use an official SDK, such as Microsoft Windows CE 2.11 Platform Builder. Making Windows CE 2.11 run on an N64 thus involves creating a board-specific configuration and compile that against said SDK.

If you want to give it a shot yourself, the entire project is available on GitHub which is where you find most of the technical details as well. When using a flash cart such as the EverDrive, you can also put applications on the SD card and run them from within the Windows GUI. You’ll still be limited by the N64 hardware, but otherwise the experience is very smooth as the video below demonstrates.

Continue reading “Running Windows CE On The Nintendo 64”

Your Browser Probably Lies To The Big Sites (Blame Chrome)

When you visit certain large sites in Firefox or Safari, the browser may detect your visit and change its behavior. It could be as simple as lying about its identity, or it may totally change how it renders the page. But according to a post by [Den Odel], this isn’t a conspiracy between browsers and big Internet — rather, it is a byproduct of Chrome’s dominance.

Here’s how it goes. Chrome puts out a new feature and everyone rushes to implement it on their site. Maybe the new code breaks other browsers. Maybe the other browser supports the feature, but the website doesn’t detect it correctly or is unaware. Maybe it just relies on some quirk of Chrome. Regardless, Firefox and Safari will change to match the site rather than mess up the user’s experience.

If you want to check it out, Firefox will show you what it does and let you disable specific fixes if you visit the about:compat URL. For Safari, you’ll have to read code from a file named quirks. Bugzilla tracks the fixes for Firefox, if you want more details.

Browsers are huge and complex so even niche browsers, today, usually use one of a handful of rendering engines. It seems that the question isn’t if a big company should control the way the web works. It is more a question of which one is currently dominating.

Asimov Is An Open Source Humanoid Robot For The Rest Of Us

Given that some of the more famous demos were by Honda and Tesla, you might be forgiven for thinking you need pockets as deep as a car company to get into humanoid robotics — and maybe that was true once, but now Asimov v1 is here. It doesn’t have a positronic brain, and you’ll have to code in the Three Laws for yourself, but at least you have the freedom to, because Asimov is open source. 

It’s not exactly cheap: the kit version comes with a target price of $15,000 USD, but they do provide the Bill of Materials on the GitHub repository so you can try and hunt down some deals. Still, compared to the millions poured into these sorts of robots in the early days, we have to consider it accessible. With 25 total degrees of freedom, you’ll have to source a lot of actuators, but at least the onboard compute will be easy to get. Rather than begging CERN for spare positrons, you’ only need a Raspberry 5 and a Radaxa CM5.

No word on if this robot can write a symphony — though we’ve seen software that can — and its 5 kg personal best for squats and 18 kg single-arm lat raises aren’t going to impress the bros at the gym. But hey, at least now you have someone to shake your chair for sim gaming.  If you’re wondering what the deal with these androids is, well, so were we.