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For the printer project I'm working on, most of the software behind it runs "in the cloud", but there's some software that needs to run beside each printer, to check for new things to print and manage the process of downloading and sending those things to the printer component itself. In the current incarnation of the project, this "on the desk" software runs on a small Raspberry Pi computer, which acts as a simple bridge between your Wi-Fi and the printer, funnelling data from our servers to thing that will actually print it out. Raspberry Pis are fully-fledged little computers in their own right, but they don't typically have any of the peripherals of a computer -- a screen, a keyboard, a mouse -- that would allow you interact with them and do important things like, say, tell it your Wi-Fi network and password. Even the files the Pi uses when its running, stored on a removable SD card, aren't easy to access unless you've got another Linux computer kicking around. Yes, you can SSH...
a year ago

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More from Good Enough

Prettier Email Headers

As we’re building Jelly, we have found ourselves looking at lots of raw emails. In particular, we’ve spent a lot of time with email headers. If you’ve ever had cause to do the same, you know it can lead to lots of scanning and squinting. There’s got to be a better way! And here it is: Prettier Email Headers. With the help of AI, I threw together this tool that accepts a raw email paste. Then it shows those headers and header values in a format that is easier on the eyes. I also asked AI to do some research into the definition of each header and include citations. As always, I practiced the “don’t trust and verify” method when working with AI. If you ever find yourself staring at email headers, I think you should give Prettier Email Headers a try! If you liked this post, maybe you’ll like Jelly, our new email collaboration app for small teams!

2 months ago 10 votes
How LRUG uses Jelly to remove confusion and simplify organisation

The London Ruby User Group is one of the longest-running technology user groups in the world, having held a monthly meeting almost every single month since late 2006. It’s no small feat to have kept a local community running for so long, especially since everyone involved is a volunteer. Jelly is the foundational tool that helps LRUG’s organisers keep things running smoothly. The beating heart of LRUG is the mailing list, and the team regularly puts out a call for members to give presentations at the monthly LRUG meet-up. Those submissions are sent to an email address which forwards directly into Jelly. All of the volunteer organisational team can see each talk proposal conversation, and can respond directly or privately discuss the talk right in that thread. And, most importantly, anyone can quickly get up to speed with where a talk proposal is because the whole history of the conversation is right there. This is particularly important for a volunteer-led organisation like LRUG, because at any time one of the organisation team might be on vacation or busy with life and work; but because any other member can jump in and seamlessly pick up a conversation, LRUG never stumbles. Jelly helps the LRUG team make sure that no conversation is accidentally ignored, because it’s always clear who’s got what. As well as talk proposals, LRUG uses Jelly to coordinate with venues, to field questions from community members and attendees, and to coordinate with other user groups. Jelly acts as a shared inbox for all of LRUG’s communication, with specific email addresses for sponsors, job posting to the mailing list, and general organisational matters. Jelly handles everything. LRUG’s longest-running organiser, Murray Steele, says: We looked at other more "complete" support tools like ZenDesk and HelpScout, but they are way more expensive (you have to pay per user) and more complex than we need. Jelly presents email just like email, and there's a flat cost which means we don't get penalised whenever someone new joins our team. If you liked this post, maybe you’ll like Jelly, our new email collaboration app for small teams!

2 months ago 10 votes
You Need Customers to Succeed in Small Business

For your small business to survive, you need customers. Not just to buy once. You need them to come back, tell their friends, and trust you over time. And yet, too many small businesses make it weirdly hard to talk to them. Well, duh, right? I agree, yet I see small businesses fumbling this over and over. All the attention when discussing business is about giant corporations. Whether they’re selling servers or vehicles or every product under the sun, millions of dollars pass through their doors every day. Yet it is folly to apply the methodologies of giant companies to our small businesses. It sounds obvious, but I constantly see small businesses making it hard for customers to get in touch. If a customer does get through the “contact us” gauntlet, that small business often uses needlessly complicated enterprise software to talk with customers. Small businesses don’t get the spotlight, but they are the engine of the economy. To wit, in the United States: 99.9% of businesses are small Nearly half the private workforce is employed by small businesses They generate over 43% of the country’s GDP And beyond the stats, small businesses are who we turn to every day: your corner coffee shop, your local cleaner, your neighborhood software team. And don’t forget that every big business started small. Small businesses are the genesis of innovation. We all need small businesses to succeed. Most small teams aren’t trying to become giant corporations. They want to make a living doing work for a fair return. Many of them work hard in hopes of moving the needle from a fair return to a comfortable life, and maybe even some riches down the road. Yet it’s amazing how often it’s forgotten: you need customers to succeed. Success in small business starts with human conversation. While talking effectively with your customers does not guarantee success, it is certainly a requirement. Here’s what that looks like: a customer has a question and your team responds kindly, clearly, and quickly. Or sometimes your team wants to reach out with a question for a customer. It’s a simple, human interaction that cannot be done effectively by automation or AI. It’s the air your small business is breathing. Starve that air, and everything else suffers. Your product or service is almost secondary to building a healthy relationship with each of your customers. Big business doesn’t operate this way. We shouldn’t expect it to show us how to build real relationships. We’re doing our best here at Good Enough to build healthy, happy customer relationships. Whenever you write to us about any of our products, someone on the team is going to reply to offer help or an explanation or an alternative. Fact is, if you write to us about anything, we’re going to reply to offer help or an explanation or an alternative. As an online business, we’re talking with customers primarily over email. For us, Jelly makes those conversations easy to have—human, not hectic. Actual customer support is remarkable. Actual, healthy human relationships are important. Actual customer conversations are a key to small business success. Choose your actions and tools accordingly. If you liked this post, maybe you’ll like Jelly, our new email collaboration app for small teams!

2 months ago 32 votes
James is Good Enough

We put a lot of ourselves into our work, and it occurs to us that you, dear reader, might not know much about us. So we’re descending deeper, ever deeper, into the Q&A column introduce ourselves, one-at-a-time. Desperate to keep things interesting, James tried to spice up the interview format... https://lazyatom.com https://interblah.net https://goodenough.us https://goodenough.us/blog Once you've done that, I want you to conduct a question-by-question interview with me, to form the basis of a "James is Good Enough" post. Ask me one question at a time, and then use my answer to evolve the interview. We should aim for about 8 questions in total. Don't be boring. Use the existing posts as inspiration, but I want the post about me to be unique. I'd be cool if it went in a strange tangent. Q1: If your inner monologue were a programming language, what would it be, and why? E_WHAT_THE_HELL_ARE_YOU_TALKING_ABOUT_THIS_IS_NONSENSE Fantastic. You’ve got a reflective meta-loop keeping everything in check. Let’s follow that thought deeper: Q2: What’s one recurring loop or thought-process that’s currently being tagged by your inner supervisor as E_WHAT_THE_HELL_ARE_YOU_TALKING_ABOUT_THIS_IS_NONSENSE? Fair enough—let’s rewind a bit and start from a more grounded place. Q3: OK James, tell me a bit about who you are, what you’re doing these days, and how you fit into the Good Enough story? How do I fit into the Good Enough story? My friend Patrick, who I met when we both lived in Austin, TX, had always been trying to persuade me to work with him. A few jobs later, he succeeded! I was the 6th person to join the team, in mid 2023, and I love being a part of this team. It's long been my dream to build great products with love, and at Good Enough we are lucky to have that opportunity. That’s perfect; let’s build on that a bit. Q4: You mentioned it’s long been your dream to build great products with love. What does “building with love” mean for you personally—especially after two decades of programming? Great! Let’s push into this tension a bit more: Q5: Loving your users is admirable, but what’s a memorable example of when loving users conflicted with practical realities—like deadlines, budgets, or even your team’s sanity? How did you navigate that? Alright, let’s throw practicalities aside and pivot into something more colorful. Q5 (take two): If Good Enough were secretly a front for a mysterious cult, what strange rituals or beliefs would you and your teammates secretly adhere to, and why would you be tempted to join in? Q6: If Tony the Pony, Zalgo, and Y2K emerged through your DVD player at midnight and demanded you justify your existence in precisely one feature you’ve built or contributed to, which one would you pick, and how would you convince them to spare humanity based on it? Jelly -- it's an idea I've wanted to develop properly for a very long time. That, and an unreleased application I made called Chicken. Excellent—Jelly and Chicken it is. Clearly, we’ve entered culinary territory now. Q7: If Jelly and Chicken were literally dishes on a menu at the Good Enough café (the front for the aforementioned cult, obviously), how would you describe their flavors and textures to customers who wander in, unsuspecting of their metaphysical implications? Q7 (revised): What is it about Jelly, as an idea, that resonated with you deeply enough that it stuck around in your mind until you could finally build it at Good Enough? It should be a simple thing! But all these big software products make it complicated, smother it in bells and whistles -- and now AI, no offence GPT. There should be a "no-brainer" answer for a group that wants to use email together. I think Jelly can be that answer. Let’s wrap this up neatly: Final Question (Q8): You’ve spent your career advocating for simplicity in software. Do you think there’s a deeper personal philosophy beneath that, something you’re trying to express beyond just “good software design”? At this point ChatGPT tried to summarise the whole thing into a coherent post and, to be honest, it was garbage. So, instead, you get the raw interview. Judge me harshly, for I deserve it. If you liked this post, maybe you’ll like Jelly, our new email collaboration app for small teams!

2 months ago 22 votes
Barry is Good Enough

We put a lot of ourselves into our work, and it occurs to us that you, dear reader, might not know much about us. So we’re continuing our Q&A column to introduce ourselves, one-at-a-time. Today, we’re meeting the biggest Pika fan, Barry Hess… Who are you? (Who, who, who, who?) My name is Barry Hess. I grew up in a rural part of Minnesota where the population of the entire county is less than 10,000 people. After getting a college degree in Computer Science, I moved to a metropolis of 25,000 people in southern Minnesota. I live here with my wife and three daughters, though our children are actively growing and slowly moving out into the world to create their own lives. 😭 I’ve been coding off and on for nearly thirty years now, though there was a bit of a dalliance in management for a while. What do you do at Good Enough? I started Good Enough with Shawn. For the past year my primary work has been Pika, which is near and dear to my heart. An illustration of me even sits on the Pika homepage, yet somehow Pika still keeps attracting new customers. Baffling! To accomplish my work, I mostly code Ruby on Rails while sometimes talking to AIs to help me write JavaScript. I also try to do some marketing work as best I can, write a bit, and help out with our other products. What are the tools of your trade? Ruby, Rails, JavaScript, repeat. I’ve been using RubyMine as my editor for the past year, along with Cody as my AI assistant. I’m thinking of taking a month to try using Cursor as a more integrated AI partner. While AI is more of a sounding board for my Rails work, it has become key for me to be able to accomplish anything at all in the JavaScript world. Aside from that, it’s my trusty MacBook Pro, a browser, Terminal, and reading the docs. What’s your origin story? I entered college as a Physics major, but knew enough about myself to take a Computer Science class in my first semester. I think I changed my major within a week. Though I loved computers, there wasn’t much programming in my life before college. My coding through college was primarily C++ for class, and I loved iterating on the little projects to make them more and more user friendly. From there I got into web development of the basic sort: HTML, CSS, SSI, and eventually PHP. My career started at an insurance company, which onboarded new employees with an intensive, three-month COBOL training class. So, yes, I spent a couple of years being paid to code COBOL before transitioning to a Java team. After about six years, I had an early-life crisis and left that job for parts unknown. (Literally, I had no new job lined up, and my wife was pregnant with our second child. Do not try this at home!) I was very fortunate to run into the Harvest founders, and was able to start working with them from (nearly) the beginning of that product. It was there that I was able to experience the tiny, scrappy startup; the growing, scrappy startup; and eventually the medium-sized company, established in its niche. I went from coding many of the original features to helping build a team to managing the entire technical team. Eventually, it was time to move on to a new experience, and here I am at Good Enough, trying something rather different! Me and my family overlooking Florence What’s new? How are things going? Oh, you know, life keeps barreling on! As I mentioned above, our children continue to grow. We have a tight-knit family and love to hang out together. We also love to travel together! We just got back from visiting our oldest while she was studying abroad in Florence, Italy. It was fantastic. Our middle child is heading to college in the fall, and we’ll continue to adapt. As you can imagine, this is all bittersweet, but we are doing our best to cherish the moments and enjoy watching our children grow into lovely adults. What’s your drink of choice? In the past few years, I’ve gotten into making cocktails. I don’t make a cocktail often, but I really enjoy the variety of flavors that exist out there—I had no idea until I started making them! I love a good Negroni. Paper Planes are awesome, as are Last Words and Enzonis. If I’m being honest, though, the most frequently drunk cocktail in the Hess household is the Gin & Tonic. Any parting words of wisdom for our dear readers? It’s okay to be mildly addicted to Fortnite if you take care to play with family and friends. It’s a fun game that’s always changing. The fun is enhanced by planning together and succeeding (or more likely failing) together. When you play too much alone, and spend all of your “content viewing time” watching YouTube videos about how to play better (even though you never really get that good because you can’t put that much time into training), then perhaps you’ve went too far. I may or may not be giving this speech to myself. Don’t worry, I have a totally balanced Fortnite life these days! Where can you be found on the internet? This blog, Pika’s blog, and my blog on Pika. I’m also haltingly involved in various social sites @bjhess: Want to know other things about our team? Let us know what really interests you!

2 months ago 27 votes

More in technology

A slept on upscaling tool for macOS

I uploaded YouTube videos from time to time, and a fun comment I often get is “Whoa, this is in 8K!”. Even better, I’ve had comments from the like, seven people with 8K TVs that the video looks awesome on their TV. And you guessed it, I don’t record my videos in 8K! I record them in 4K and upscale them to 8K after the fact. There’s no shortage of AI video upscaling tools today, but they’re of varying quality, and some are great but quite expensive. The legendary Finn Voorhees created a really cool too though, called fx-upscale, that smartly leverages Apple’s built-in MetalFX framework. For the unfamiliar, this library is an extensive of Apple’s Metal graphics library, and adds functionality similar to NVIDIA’s DLSS where it intelligently upscales video using machine learning (AI), so rather than just stretching an image, it uses a model to try to infer what the frame would look like at a higher resolution. It’s primarily geared toward video game use, but Finn’s library shows it does an excellent job for video too. I think this is a really killer utility, and use it for all my videos. I even have a license for Topaz Video AI, which arguably works better, but takes an order of magnitude longer. For instance my recent 38 minute, 4K video took about an hour to render to 8K via fx-upscale on my M1 Pro MacBook Pro, but would take over 24 hours with Topaz Video AI. # Install with homebrew brew install finnvoor/tools/fx-upscale # Outputs a file named my-video Upscaled.mov fx-upscale my-video.mov --width 7680 --codec h265 Anyway, just wanted to give a tip toward a really cool tool! Finn’s even got a [version in the Mac App Store called Unsqueeze](https://apps.apple.com/ca/app/unsqueeze/id6475134617 Unsqueeze) with an actual GUI that’s even easier to use, but I really like the command line version because you get a bit more control over the output. 8K is kinda overkill for most use cases, so to be clear you can go from like, 1080p to 4K as well if you’re so inclined. I just really like 8K for the future proofing of it all, in however many years when 8K TVs are more common I’ll be able to have some of my videos already able to take advantage of that. And it takes long enough to upscale that I’d be surprised to see TVs or YouTube offering that upscaling natively in a way that looks as good given the amount of compute required currently. Obviously very zoomed in to show the difference easier If you ask me, for indie creators, even when 8K displays are more common, the future of recording still probably won’t be in native 8K. 4K recording gives so much detail still that have more than enough details to allow AI to do a compelling upscale to 8K. I think for my next camera I’m going to aim for recording in 6K (so I can still reframe in post), and then continue to output the final result in 4K to be AI upscaled. I’m coming for you, Lumix S1ii.

8 hours ago 2 votes
Computer Games mag Interviews Don Bluth (1984)

Talks about the famous Dragon's Lair

yesterday 3 votes
Refurb weekend: Gremlin Blasto arcade board

totally unreasonable price for a completely untested item, as-was, no returns, with no power supply, no wiring harness and no auxiliary daughterboards. At the end of this article, we'll have it fully playable and wired up to a standard ATX power supply, a composite monitor and off-the-shelf Atari joysticks, and because this board was used for other related games from that era, the process should work with only minor changes on other contemporary Gremlin arcade classics like Blockade, Hustle and Comotion [sic]. It's time for a Refurb Weekend. a July 1982 San Diego Reader article, the locally famous alternative paper I always snitched a copy of when I was downtown, and of which I found a marginally better copy to make these scans. There's also an exceptional multipart history of Gremlin you can read but for now we'll just hit the highlights as they pertain to today's project. ported to V1 Unix and has a simpler three-digit variant Bagels which was even ported to the KIM-1. Unfortunately his friends didn't have minicomputers of their own, so Hauck painstakingly put together a complete re-creation from discrete logic so they could play too, later licensed to Milton Bradley as their COMP IV handheld. Hauck had also been experimenting with processor-controlled video games, developing a simple homebrew unit based around the then-new Intel 8080 CPU that could connect to his television set and play blackjack. Fogleman met Hauck by chance at a component vendor's office and hired him on to enhance the wall game line, but Hauck persisted in his experiments, and additionally presented Fogleman with a new and different machine: a two-player game played with buttons on a video TV display, where each player left a boxy solid trail in an attempt to crowd out the other. To run the fast action on its relatively slow ~2MHz CPU and small amount of RAM, a character generator circuit made from logic chips painted a 256x224 display from 32 8x8 tiles in ROM specified by a 32x28 screen matrix, allowing for more sophisticated shapes and relieving the processor of having to draw the screen itself. (Does this sound like an early 8-bit computer? Hold that thought.) patent application was too late and too slow to stop the ripoffs. (For the record, Atari programmer Dennis Koble was adamant he didn't steal the idea from Gremlin, saying he had seen similar "snake" games on CompuServe and ARPANET, but Nolan Bushnell nevertheless later offered Gremlin $100,000 in "consolation" which the company refused.) Meanwhile, Blockade orders evaporated and Gremlin's attempts to ramp up production couldn't save it, leaving the company with thousands of unused circuit boards, game cabinets and video monitors. While lawsuits against the copycats slowly lumbered forward, Hauck decided to reprogram the existing Blockade hardware to play new games, starting with converting the Comotion board into Hustle in 1977 where players could also nab targets for additional points. The company ensured they had a thousand units ready to ship before even announcing it and sales were enough to recoup at least some of the lost investment. Hauck subsequently created a reworked version of the board with the same CPU for the more advanced game Depthcharge, initially testing poorly with players until the controls were simplified. This game was licensed to Taito as Sub Hunter and the board reworked again for the target shooter Safari, also in 1977, and also licensed by Taito. For 1978, Gremlin made one last release using the Hustle-Comotion board. This game was Blasto. present world record is 8,730), but in two player mode the players can also shoot each other for an even bigger point award. This means two-player games rapidly turn into active hunts, with a smaller bonus awarded to a player as well if the other gets nailed by a mine. shown above with a screenshot of the interactive on-board assembler. Noval also produced an education-targeted system called the Telemath, based on the 760 hardware, which was briefly deployed in a few San Diego Unified elementary schools. Alas, they were long gone before we arrived. Industry observers were impressed by the specs and baffled by the desk. Although the base price of $2995 [about $16,300] was quite reasonable considering its capabilities, you couldn't buy it without its hulking enclosure, which made it a home computer only to the sort of people who would buy a home PDP-8. (Raises hand.) Later upgrades with a Z80 and a full 32K didn't make it any more attractive to buyers and Noval barely sold about a dozen. Some of the rest remained at Gremlin as development systems (since they practically were already), and an intact upgraded unit with aftermarket floppy drives lives at the Computer History Museum. The failure of Noval didn't kill Gremlin outright, but Fogleman was concerned the company lacked sufficient capital to compete more strongly in the rapidly expanding video game market, and Noval didn't provide it. With wall game sales fading fast and cash flow crunched, the company was slowly approaching bankruptcy by the time Blasto hit arcades. At the same time, Sega Enterprises, Inc., then owned by conglomerate Gulf + Western (who also then owned Paramount Pictures), was looking for a quick way to revive its failing North American division which was only surviving on the strength of its aggressively promoted mall arcades. Sega needed development resources to bring out new games States-side, and Gremlin needed money. In September 1978 Fogleman agreed to make Gremlin a Sega subsidiary in return for an undisclosed number of shares, and became a vice chairman. Sega was willing to do just about anything to achieve supremacy on this side of the Pacific. In addition to infusing cash into Gremlin to make new games (as Gremlin/Sega) and distribute others from their Japanese peers and partners (as Sega/Gremlin), Sega also perceived a market opportunity in licensing arcade ports to the growing home computer segment. Texas Instruments' 99/4 had just hit the market in 1979 to howls there was hardly any software, and their close partner Milton Bradley was looking for marketable concepts for cartridge games. Blasto had simple fast action and a good name in the arcades, required only character graphics (well within the 9918 video chip's capabilities) and worked for both one or two players, and Sega had no problem blessing a home port of an older property for cheap. Milton Bradley picked up the license to Hustle as well. Bob Harris for completion, and TI house programmer Kevin Kenney wrote some additional features. 1 to 40 (obviously some thought was given to using the same PCB as much as possible). The power header is also a 10-pin block and the audio and video headers are 4-pin. Oddly, the manual doesn't say anywhere what the measurements are, so I checked them with calipers and got a pitch of around 0.15", which sounds very much like a common 0.156" header. I ordered a small pack of those as an experiment. 0002 because of the control changes: if you have an 814-0001, then you have a prototype. The MAME driver makes reference to an Amutech Mine Sweeper which is a direct and compatible ripoff of this board — despite the game type, it's not based on Depthcharge.) listed with the part numbers for the cocktail, but the ROM contents expected in the hashes actually correspond to the upright. Bipolar ROMs and PROMs are, as the name suggests, built with NPN bipolar junction transistors instead of today's far more common MOSFETs ("MOS transistors"). This makes them lower density but also faster: these particular bipolar PROMs have access times of 55-60ns as opposed to EPROMs or flash ROMs of similar capacity which may be multiple times slower depending on the chip and process. For many applications this doesn't matter much, but in some tightly-timed systems the speed difference can make it difficult to replace bipolar PROMs with more convenient EPROMs, and most modern-day chip programmers can't generate the higher voltage needed to program them (you're basically blowing a whole bunch of microscopic Nichrome metal fuses). Although modern CMOS PROMs are available at comparable speeds, bipolars were once very common, including in military environments where they could be manufactured to tolerate unusually harsh operating conditions. The incomparable Ken Shirriff has a die photo and article on the MMI 5300, an open-collector chip which is one of the military-spec parts from this line. Model 745 KSR and bubble memory Model 763 ASR, use AMD 8080s! The Intel 8080A is a refined version of the original Intel 8080 that works properly with more standard TTL devices (the original could only handle low-power TTL); the "NL" tag is TI's designation for a plastic regular-duty DIP. Its clock source is a 20.79MHz crystal at Y1 which is divided down by ten to yield the nominal clock rate of 2.079MHz, slightly above its maximum rating of 2MHz but stable enough at that speed. The later Intel 8080A-1 could be clocked up to 3.125MHz and of course the successor Intel 8085 and Zilog Z80 processors could run faster still. An interesting absence on this board is an Intel 8224 or equivalent to generate the 8080A's two-phase clock: that's done directly off the crystal oscillator with discrete logic, an elegant (and likely cheaper) design by Hauck. The video output also uses the same crystal. Next to the CPU are pads for the RAM chips. You saw six of them in the last picture under the second character ROM (316-0100M), all 2102 (1Kbit) static RAM. These were the chips I was most expecting to fail, having seen bad SRAM in other systems like my KIM-1. The ones here are 450ns Fairchild 21021 SRAMs in the 21021PC plastic case and "commercial" temperature range, and six of them adds up to 768 bytes of memory. NOS examples and equivalents are fortunately not difficult to find. Closer to the CPU in this picture, however, are two more RAM chip pads that are empty except for tiny factory-installed jumpers. On the Hustle and Blasto boards (both), they remain otherwise unpopulated, and there is an additional jumper between E4 and E5 also visible in the last picture. The Comotion board, however, has an additional 256 bytes of RAM here (as two more 1024x1 SRAMs). On that board these pads have RAM, there are no jumpers on the pads, and the jumper is now between E3 (ground) and E5. This jumper is also on Blockade, even though it has only five 2102s and three dummy jumpers on the other pads. That said, the games don't seem to care how much RAM is present as long as the minimum is: the current MAME driver gives all of them the full 1K. this 8080 system which uses a regulator). Tracing the schematic out further, the -12V line is also used with the +5V and +12V lines to run the video circuit. These are all part of the 10-pin power header. almost this exact sequence of voltages? An AT power supply connector! If we're clever about how we put the two halves on, we can get nearly the right lines in the right places. The six-pin AT P9 connector reversed is +5V, +5V, +5V, -5V, ground, ground, so we can cut the -5V to be the key. The six-pin AT P8 connector not reversed is power-good, +5V (or NC), +12V, -12V, ground, ground, so we cut the +5V to be the key, and cut the power-good line and one of the dangling grounds and wire ground to the power-good pin. Fortunately I had a couple spare AT-to-ATX converter cables from when we redid the AT power supply on the Alpha Micro Eagle 300. connectors since we're going to modify them anyway. A quick couple drops of light-cured cyanoacrylate into the key hole ... Something's alive! An LED glows! Time now for the video connector to see if we can get a picture! a nice 6502 reset circuit). The board does have its own reset circuit, of a sort. You'll notice here that the coin start is wired to the same line, and the manual even makes reference to this ("The circuitry in this game has been arranged so that the insertion of a quarter through the coin mechanism will reset the restart [sic] in the system. This clears up temporary problems caused by power line disturbances, static, etc."). We'll of course be dealing with the coin mechanism a little later, but that doesn't solve the problem of bringing the machine into the attract mode when powered on. I also have doubts that people would have blithely put coins into a machine that was obviously on the fritz. pair is up and down, or left and right, but not which one is exactly which because that depends on the joystick construction. We'll come back to this. Enterprises) to emphasize the brand name more strongly. The company entered a rapid decline with the video game crash of 1983 and the manufacturing assets were sold to Bally Midway with certain publishing rights, but the original Gremlin IP and game development teams stayed with Sega Electronics and remained part of Gulf+Western until they were disbanded. The brand is still retained as part of CBS Media Ventures today though modern Paramount Global doesn't currently use the label for its original purpose. In 1987 the old wall game line was briefly reincarnated under license, also called Gremlin Industries and with some former Gremlin employees, but only released a small number of new machines before folding. Meanwhile, Sega Enterprises separated from Gulf+Western in a 1984 management buyout by original founder David Rosen, Japanese executive Hayao Nakayama and their backers. This Sega is what people consider Sega today, now part of Sega Sammy Holdings, and the rights to the original Gremlin games — including Blasto — are under it. Lane Hauck's last recorded game at Gremlin/Sega was the classic Carnival in 1980 (I played this first on the Intellivision). After leaving the company, he held positions at various companies including San Diego-based projector manufacturer Proxima (notoriously later merging with InFocus), Cypress Semiconductor and its AgigA Tech subsidiary (both now part of Infineon), and Maxim Integrated Products (now part of Analog Devices), and works as a consultant today. I'm not done with Blasto. While I still enjoy playing the TI-99/4A port, there are ... improvements to be made, particularly the fact it's single fire, and it was never ported to anything else. I have ideas, I've been working on it off and on for a year or so and all the main gameplay code is written, so I just have to finish the graphics and music. You'll get to play it. And the arcade board? Well, we have a working game and a working harness that I can build off. I need a better sound amplifier, the "boom" circuit deserves a proper subwoofer, and I should fake up a little circuit using the power-good line from the ATX power supply to substitute for the power interrupt board. Most of all, though, we really need to get it a proper display and cabinet. That's naturally going to need a budget rather larger than my typical projects and I'm already saving up for it. Suggestions for a nice upright cab with display, buttons and joysticks that I can rewire — and afford! — are solicited. On both those counts, to be continued.

yesterday 4 votes
This machine automatically scans books from cover to cover

Hard data is hard to find, but roughly 100 million books were published prior to the 21st century. Of those, a significant portion were never available in a digital format and haven’t yet been digitized, which means their content is effectively inaccessible to most people today. To bring that content into the digital world, Redditor […] The post This machine automatically scans books from cover to cover appeared first on Arduino Blog.

3 days ago 5 votes
MBP's Visual COBOL

Because Productivity Is The Key To Your Future

5 days ago 6 votes