A couple of years ago I picked up an inexpensive sustain pedal for an electric piano at a garage sale. The piano itself wasn’t much to look at, but the pedal intrigued me… it’s a basic on/off switch, but the pedal itself feels fairly robust and I thought it would be a handy switch to have around. This past week I finally got around to doing something with it! I built a small box that converts the signal from the pedal into a keypress, allowing me to use this pedal as a foot-controlled hotkey for my PC.
I’ve been trying to teach myself a little Python, and here’s what I came up with for my first small project. Using their respective APIs, I’ve built a plugin for the Prismatik ambilight software that maps live data from the iRacing simulator. A video demonstrates the end result far better than I can explain it: The plugin itself is open source and hosted on GitHub. Click here to download the latest version.
The McCree controller is so close to being done! There’s one last change to make: swapping out the DDR dance pad for a faster controller. That ‘faster controller’ is going to be a Wii Nunchuk, the one-handed extension controller for Nintendo’s 7th generation console.
When the Nintendo Wii was released in 2006, there was a lot of talk about their new weird control system. In place of a typical control pad, players would use a one-handed “remote” with infrared sensors and accelerometers in place of a joystick. For those games that required additional controls, players would use an accessory controller in their off-hand. This ‘accessory’ controller is the Nunchuk. A strange, bean-shaped attachment with a joystick, two buttons, and a three-axis accelerometer. Although the Nunchuk had a lukewarm response when it was first released, it’s the perfect controller for makers who want to add some fine…
Although the controller is now operational, it has a few bugs that need to be ironed out and a couple of controls that need to be tweaked to make the game more playable. I learned a lot from the playtests so now it’s time to make some changes. There are three problems with the controller that need to be fixed: the flashbang, the aiming accuracy, and the aiming speed.
The hardware is done and the Nerf gun is assembled, so all that’s left is to write the code to drive the controller!
With the LED characters in-hand, the next step is to write an embedded program to display integers and strings on the time circuit displays. The goal is to be able to set the characters for each display group based on simple variables, so doing something like displaying the time returned from a real-time clock (RTC) becomes trivial.
Now that all of the time circuit display electronics are in the mail it’s time to talk about programming the display. This starts with learning how to control LEDs with the Holtek HT16K33 integrated circuit (IC), which I’m using as the display’s matrix driver.