Just for Fun!
Basically, it would be a keyboard using a straight telegraph key for taping Morse Code.
To make it connect to computer via USB, I prefer using a Arduino Leonardo and some other hardware.
Code:
This project is part of:
Hack Week 15
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Play with esp32 and arduino to create domotics stuff by aginies
Description
got some esp32 board and multiple small periphericals since a while at home, its time to play with them and learn a bit more about this stuff. Connect them to Home assistant.
Goals
learn more about esp32 and creating domotics objets.
Resources
esp32 home
Lawndon - Recycled electric mower converted into a 3D printable and autonomous hill climbing mower. by jordonleach
Description
Lawndon is currently a remote controlled mower built from a recycled electric push mower and modified with 3D printable parts. The main idea is to have a high torque, low power mower to be efficient and powerful enough to climb hills. Previous iterations have progressed the original idea into a 4x4 mower with printable tank tracks.
> Continuation of lawndon project.
Goals
My goal this year is to begin implementing autonomous capabilities that are economical and easily reproducible without the requirement of using GNSS. I plan on utilizing UWB technology to run the triangulation necessary for automatic navigation of the mower.
Update
I successfully built a few mechanisms to triangulate the position of a UWB tag using 3 anchors, along with a node.js backend and Vue.js frontend to display in real-time the position of the tag related to the anchors.
View post here: https://github.com/jordojordo/lawndon/wiki/Videos#nov-22nd-2024
Resources
Visit the Lawndon repository for information.
Port some classic game to Linux by MDoucha
Let's pick some old classic game, reverse engineer the data formats and game rules and write an open source engine for it from scratch. Some games from 1990s are simple enough that we could have a playable prototype by the end of the week.
Write which games you'd like to hack on in the comments. Don't forget to check e.g. on Open Source Game Clones, Github and SourceForge whether the game is ported already.
Hack Week 24 - Master of Orion II: Battle at Antares & Chaos Overlords
Work on Master of Orion II continues but we can hack more than one game. Chaos Overlords is a dystopian, lighthearted, cyberpunk turn-based strategy game originally released in 1996 for Windows 95 and Mac OS. The player takes on the role of a Chaos Overlord, attempting to control a city. Gameplay involves hiring mercenary gangs and deploying them on an 8-by-8 grid of city sectors to generate income, occupy sectors and take over the city.
How to ~~install & play~~ observe the decompilation progress:
- Clone the Git repository
- A playable reimplementation does not exist yet, but when it does, it will be linked in the repository mentioned above.
Further work needed:
- Analyze the remaining unknown data structures, most of which are related to the AI.
- Decompile the AI completely. The strong AI is part of the appeal of the game. It cannot be left out.
- Reimplement the game.
Hack Week 20, 21, 22 & 23 - Master of Orion II: Battle at Antares
Master of Orion II is one of the greatest turn-based 4X games of the 1990s. Explore the galaxy, colonize planets, research new technologies, fight space monsters and alien empires and in the end, become the ruler of the galaxy one way or another.
How to install & play:
- Clone the Git repository
- Run
./bootstrap; ./configure; make && make install
- Copy all *.LBX files from the original Master of Orion II to the installation data directory (
/usr/local/share/openorion2
by default) - Run
openorion2
Further work needed:
- Analyze the rest of the original savegame format and a few remaining data files.
- Implement most of the game. The open source engine currently supports only loading saved games from the original version and viewing the galaxy map, fleet management and list of known planets.
Hack Week 19 - Signus: The Artifact Wars
Signus is a Czech turn-based strategy game similar to Panzer General or Battle Isle series. Originally published in 1998 and open-sourced by the original developers in 2003.
How to install & play:
- Clone the Git repository
- Run
./bootstrap; ./configure; make && make install
in bothsignus
andsignus-data
directories. - Run
signus
Further work needed:
- Create openSUSE package
- Implement full support for original game data (the open source version uses slightly different data file contents but original game data can be converted using a script).
RISC-V emulator in GLSL capable of running Linux by favogt
Description
There are already numerous ways to run Linux and some programs through emulation in a web browser (e.g. x86 and riscv64 on https://bellard.org/jslinux/), but none use WebGL/WebGPU to run the emulation on the GPU.
I already made a PoC of an AArch64 (64-bit Arm) emulator in OpenCL which is unfortunately hindered by a multitude of OpenCL compiler bugs on all platforms (Intel with beignet or the new compute runtime and AMD with Mesa Clover and rusticl). With more widespread and thus less broken GLSL vs. OpenCL and the less complex implementation requirements for RV32 (especially 32bit integers instead of 64bit), that should not be a major problem anymore.
Goals
Write an RISC-V system emulator in GLSL that is capable of booting Linux and run some userspace programs interactively. Ideally it is small enough to work on online test platforms like Shaderoo with a custom texture that contains bootstrap code, kernel and initrd.
Minimum:
riscv32 without FPU (RV32 IMA) and MMU (µClinux), running Linux in M-mode and userspace in U-mode.
Stretch goals:
FPU support, S-Mode support with MMU, SMP. Custom web frontend with more possibilities for I/O (disk image, network?).
Resources
RISC-V ISA Specifications
Shaderoo
OpenGL 4.5 Quick Reference Card
Result as of Hackweek 2024
WebGL turned out to be insufficient, it only supports OpenGL ES 3.0 but imageLoad/imageStore needs ES 3.1. So we switched directions and had to write a native C++ host for the shaders.
As of Hackweek Friday, the kernel attempts to boot and outputs messages, but panics due to missing memory regions.
Since then, some bugs were fixed and enough hardware emulation implemented, so that now Linux boots with framebuffer support and it's possible to log in and run programs!
The repo with a demo video is available at https://github.com/Vogtinator/risky-v
New KDE Plasma notification app/applet by apappas
Description
My memory is terrible so I depend a lot on notifications to carry me through the workday. As a plasma user I am ok with the current applet, but I don't love it. It is too small for the centrality it has in my day. Also I dislike how you can not go back to notifications you have dismissed
Goals
Develop a plasma app that * must gather notifications without disrupting the existing notification app * must offer the ablity to refer to dismissed/archived/seen notification up to some defined point in the past * must allow deletion of notifications
YQPkg - Bringing the Single Package Selection Back to Life by shundhammer
tl;dr
Rip out the high-level YQPackageSelector widget from YaST and make it a standalone Qt program without any YaST dependencies.
See section "Result" at the bottom for the current status after the hack week.
Current Status
See the development status issue at the GitHub repo.
tl;dr: It's usable now with all the key features.
It does real package installation / removal / update with reasonable user feedback.
The Past and the Present
We used to have and still have a powerful software selection with the YaST sw_single module (and the YaST patterns counterpart): You can select software down to the package level, you can easily select one of many available package versions, you can select entire patterns - or just view them and pick individual packages from patterns.
You can search packages based on name, description, "requires" or "provides" level, and many more things.
The Future
YaST is on its way out, to be replaced by the new Agama installer and Cockpit for system administration. Those tools can do many things, but fine-grained package selection is not among them. And there are also no other Open Source tools available for that purpose that even come close to the YaST package selection.
Many aspects of YaST have become obsolete over the years; many subsystems now come with a good default configuration, or they can configure themselves automatically. Just think about sound or X11 configuration; when did you last need to touch them?
For others, the desktops bring their own tools (e.g. printers), or there are FOSS configuration tools (NetworkManager, BlueMan). Most YaST modules are no longer needed, and for many others there is a replacement in tools like Cockpit.
But no longer having a powerful fine-grained package selection like in YaST sw_single will hurt. Big time. At least until there is an adequate replacement, many users will want to keep it.
The Idea
YaST sw_single always revolved around a powerful high-level widget on the abstract UI level. Libyui has low-level widgets like YPushButton, YCheckBox, YInputField, more advanced ones like YTable, YTree; and some few very high-level ones like YPackageSelector and YPatternSelector that do the whole package selection thing alone, working just on the libzypp level and changing the status of packages or patterns there.
For the YaST Qt UI, the YQPackageSelector / YQPatternSelector widgets work purely on the Qt and libzypp level; no other YaST infrastructure involved, in particular no Ruby (or formerly YCP) interpreter, no libyui-level widgets, no bindings between Qt / C++ and Ruby / YaST-core, nothing. So it's not too hard to rip all that part out of YaST and create a standalone program from it.
For the NCurses UI, the NCPackageSelector / NCPatternSelector create a lot of libyui widgets (inheriting YWidget / NCWidget) and use a lot of libyui calls to glue them together; and all that of course still needs a lot of YaST / libyui / libyui-ncurses infrastructure. So NCurses is out of scope here.
Preparatory Work: Initializing the Package Subsystem
To see if this is feasible at all, the existing UI examples needed some fixing to check what is needed on that level. That was the make-or-break decision: Would it be realistically possible to set the needed environment in libzypp up (without being stranded in the middle of that task alone at the end of the hack week)?
Yes, it is: That part is already working:
https://github.com/yast/yast-ycp-ui-bindings/pull/71
SUSE Prague claw machine by anstalker
Project Description
The idea is to build a claw machine similar to e.g. this one:
Why? Well, it could be a lot of fun!
But also it's a great way to dispense SUSE and openSUSE merch like little Geekos at events like conferences, career fairs and open house events.
Goal for this Hackweek
Build an arcade claw machine.
Resources
In French, an article about why you always lose in claw machine games:
We're looking for handy/crafty people in the Prague office:
- woodworking XP or equipment
- arduino/raspi embedded programming knowledge
- Anthony can find a budget for going to GM and buying servos and such ;)
Framework laptop integration by nkrapp
Project Description
Although openSUSE does run on the Framework laptops out-of-the-box, there is still room to improve the experience. The ultimate goal is to get openSUSE on the list of community supported distros
Goal for this Hackweek
The goal this year is to at least package all of the soft- and firmware for accessories like the embedded controller, Framework 16 inputmodule and other tools. I already made some progress by packaging the inputmodule control software, but the firmware is still missing
Resources
As I only have a Framework laptop 16 and not a 13 I'm looking for people with hardware that can help me test
Progress:
Update 1:
The project lives under my home for now until I can get an independent project on OBS: Framework Laptop project
Also, the first package is already done, it's the cli for the led-matrix spacer module on the Framework Laptop 16. I am also testing this myself, but any feedback or questions are welcome.
You can test the package on the Framework 16 by adding this repo and installing the package inputmodule-control
Update 2:
I finished packaging the python cli/gui for the inputmodule. It is using a bit of a hack because one of the dependencies (PySimpleGUI) recently switched to a noncommercial license so I cannot ship it. But now you can actually play the games on the led-matrix (the rust package doesn't include controls for the games). I'm also working on the Framework system tools now, which should be more interesting for Framework 13 users.
You can test the package on the Framework 16 by installing python311-framework16_inputmodule and then running "ledmatrixctl" from the command line.
Update 3:
I packaged the framework_tool, a general application for interacting with the system. You can find it some detailed information what it can do here. On my system everything related to the embedded controller functionality doesn't work though, so some help testing and debugging would be appreciated.
Update 4:
Today I finished the qmk interface, which gives you a cli (and gui) to configure your Framework 16 keyboard. Sadly the Python gui is broken upstream, but I added the qmk_hid package with the cli and from my testing it works well.
Final Update:
All the interesting programs are now done, I decided to exclude the firmware for now since upstream also recommends using fwupd to update it. I will hack on more things related to the Framework Laptops in the future so if there are any ideas to improve the experience (or any bugs to report) feel free to message me about it.
As a final summary/help for everyone using a Framework Laptop who wants to use this software:
The source code for all packages can be found in repositories in the Framework organization on Github
All software can be installed from this repo (Tumbleweed)
The available packages are:
framework-inputmodule-control (FW16) - play with the inputmodules on your Framework 16 (b1-display, led-matrix, c1-minimal)
python-framework16_inputmodule (FW16) - same as inputmodule-control but is needed if you want to play and crontrol the built-in games in the led-matrix (call with ledmatrixctl or ledmatrixgui)
framework_tool (FW13 and FW 16) - use to see and configure general things on your framework system. Commands using the embedded controller might not work, it looks like there are some problems with the kernel module used by the EC. Fixing this is out of scope for this hackweek but I am working on it
qmk_hid (FW16) - a cli to configure the FW16 qmk keyboard. Sadly the gui for this is broken upstream so only the cli is usable for now
Capyboard, ESP32 Development Board for Education by emiler
Description
Capyboard is an ESP32 development board built to accept individual custom-made modules. The board is created primarily for use in education, where you want to focus on embedded programming instead of spending time with connecting cables and parts on a breadboard, as you would with Arduino and other such devices. The board is not limited only to education and it can be used to build, for instance, a very powerful internal meteo-station and so on.
I already have one initial prototype ready and tested. The next iteration addresses several issues the first prototype had. I am planning on finishing up the mainboard and one of the modules this week.
This project is also a part of my master's thesis.
Goals
- Finish testing of a new prototype
- Publish source files
- Documentation completion
- Finish writing thesis
Resources
- github.com/realcharmer/capyboard
- github.com/realcharmer/capyboard-starter
- github.com/realcharmer/capyboard-docs
- docs.capyboard.dev
Build a split keyboard from scratch by mpagot
Description
I'm getting older... this summer I experienced an annoying and persistent tingling in one hand and arm. That was the initial motivation to get more interested in ergonomic work gadgets, and from that to split keyboards. And that was the entrance in a rabbit hole.
Which keyboard I like to create:
- Split keyboard for ergonomic (I'm not primary interested in having it portable)
- I have big hands: I like it to fit as much as possible my hands measures
- Columnar stagger keys position
- Not too few keys (at the moment I'm at 24 + 24)
- One row thumb cluster
- No wireless, not to have batteries and for security reason
- CherryMX, or generally speaking no low profile/corne choc
- Hot swap Socket switches
Goals
- Create PCB design for a split keyboard
- Get it produced
- Mount it
- Evaluate FWs
Resources
- Main project repo: Zenga
- ZKM config for a hand wired 4 keys something: nne
- Blog posts opensuse.hackweek.2024
Progress
Day1
Get the existing Ergogen project working on my TW machine Get Kicad as flatpack Go back to the https://flatfootfox.com/ergogen-part3-pcbs/ Join the #ergogen Discord channel and ask for help about the nets
Day2
Redesign the keyboard matrix on Inkscape Implement it in the Ergogen YAML format Create a Kicad PCB file Start routing it Iterate over the matrix arrangement to try to implement it like 2 layer board and ideally with not vias Get some Kicad tutorials
Day3
Get my hand dirty building a 2x2 key matrix --> welcome to nne
Look at ZKM and how to configure it --> https://github.com/michelepagot/zmk-config-nne Get the FW built by github, try to flash it: get matrix scan pulse but no keys to the PC
Get in contact with ceoloide
, an Ergogen maintainer, about net issue.