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Yesterday — 28 October 2026Main stream

C64 Keycaps For Everybody

28 October 2026 at 14:30

If you’ve got an MX-style keyboard and want some retro charm, you might like a recent project from [Levente Szabadkai]. It’s a set of C64-style keycaps that you can print yourself at home!

The project started as an attempt to produce a set of C64 keycaps for an Ajazz 75% keyboard layout, but [Levente] kept pushing until it developed into a universal set. The keys have C64 legends, plain legends, or blank, and work for ANSI boards from 60% to full size. There are a few ways they can be printed. — you can do two-color printing with an FDM machine, or you can print the caps alone and fill the legends with paint, either in FDM or resin.

As a part of this work, [Levente] had to obviously create the glyphs to print upon all the keycaps. He thus decided to release that as the C64 keyboard font, in fact. It’s available in TTF and OTF formats, and you can preview the font in your browser, if so desired. It includes the function key labels, the 63 PETSCII graphic font legends, and various symbols, punctuation, and selected accented letters, too.

We’ve seen lots of vintage C64 parts recreated from scratch. It’s been at the point for a while where you can build a new machine with what’s available off the shelf. They said Amiga would never die, but it’s the earlier Commodore that really lives on today…

Before yesterdayMain stream

Where Did Your Mouse Come From?

27 October 2026 at 13:00

Many readers will be familiar with Douglas Englebart’s 1968 so-called “Mother of All Demos”, in which he described many of the devices and technologies we would be using two or three decades later. Among these was a primitive computer mouse, but while famous it was by no means the earliest pointing device. At the recent Vintage Computer Festival Berlin, [Dmitriy Kostiuk] delivered a fascinating lecture of the history of the pointing device.

It’s a long video that we’ve placed below, and it’s an exhaustive examination of the topic from the earliest examples to the 1990s when mice became commoditized. It’s a surprise to find that the first pointing device was a trackball built for a 1950s Canadian warship, with a surprisingly modern-looking optical encoder. Englebart’s 1966 wooden block with its pair of wheels and potentiometers had a less-well-known and much more stylish competitor in the same year from Telefunken.

We visit the various design iterations as the form of what we’d call a mouse today took shape. It’s unexpected to find that those Sun mice with the spotty mouse pad weren’t from Sun at all, they were from Mouse Systems. The first mice from Microsoft and Apple make an appearance, as do some awful designs for 8-bit computrs. Remembering those in particular perhaps it’s as well we didn’t have the cash to buy such a disappointing product for ourselves.

The video is long, but interesting. Give it a watch.


Header image, Douglas Englebart’s prototype, Michael Hicks, CC BY 2.0.

Running a Philips CD-i Off USB-C

23 October 2026 at 14:30

The Philips CD-i is a console with many shortcomings, and those include the power supply. For whatever reason, the engineering team decided it should use an 8P8C connector just like Ethernet. Thus, just like your Ethernet cables, it has that annoying problem of the tab snapping off all the time. [MattKC] wondered if the CD-i could benefit from a USB power upgrade instead, and set about making it a reality.

The plan was simple enough—get the CD-i running off of USB-C instead of the ungainly original power supply that shipped with the unit. Given the console runs almost exclusively off of 5 V power, it should have been pretty easy. Only, the original spec adds one little detail that makes things a bit harder. The console is designed to draw up to 3 A from the 5 V line, while also having a -5 V line at 0.2 A. If not for that negative supply, it would have been easy to run the unit off any old 15 W USB-C charger spitting out 5 V. That extra negative line complicates things, because while the negative line could be created with some supporting electronics, it’s hard to find that extra watt from most chargers. While there are plenty of higher-wattage USB-C chargers, the majority tend to use higher voltages to deliver the additional power, capping the 5 V output at 3 amps.

Thus, it was necessary to work a little harder. [MattKC] decided to build a board that would negotiate with a USB-C charger for 9 V operation to get the power budget necessary. This would then be stepped down to 5 V, while there would also be an inversion step to supply the -5 V line, too. A CH221K chip does the job of negotiating a 9 V USB-C power supply, while a TPSM84538 steps the voltage down to 5 V with the capacity to supply up to 5 A. An LT3580 chip then inverts this voltage for the 5 V line. There’s also a power switching circuit on board because the CD-i included some of that functionality in the original power brick.

If you’ve got a CD-i and you’re sick of fussing with the original power supply, this could be a great upgrade. We’ve also explored USB Power Delivery in detail before, if you need a primer.

Sega Genesis Controllers on the Philips CD-i

21 October 2026 at 16:00

The Philips CD-i was not popular upon its launch in 1991, and is barely acknowledged today. In the opinion of [MattKC], it had a particularly poor selection of controllers, too, and it’s often hard to find used examples anyway. To rectify this situation, he whipped up an adapter to let him use Sega Genesis controllers instead.

The benefit of the Genesis controller is that it uses DB-9 connectors that are readily available, and it’s got a simple pinout that is compatible with the Atari joystick port, too. It makes interfacing the controllers supremely easy. Converting the controllers required using a Arduino Pro Micro to read the Genesis pad and translate it into something suitable for the CD-i.

On the Sega controller side, the microcontroller just has to strobe one pin while reading the state of others to determine what all the buttons are doing. The CD-i, however, expects a serial data stream from the original Philips controllers. Thus, the microcontroller is set up to poll the Genesis controller, and then translate this into the serial commands for the CD-i. It gets a little complicated, because the CD-i wasn’t really built for game controllers, but mouse-like inputs instead. But it’s not too hard to get things working once you understand what the weird Philips console is looking for.

There aren’t really any good games on the CD-i, so this isn’t a project that the retro gaming masses will be flocking to. Still, if you have a CD-i and you want to hook up some controllers on the cheap, this might come in handy. Alternatively, you could also try the BlueRetro project.

TAKTO, Open Source Hand-Tracking Built Like LEGO

By: Ian Bos
17 October 2026 at 01:00

Hand tracking in VR/AR can add a substantial amount of immersion and added interactivity. Unfortunately, most camera based tracking suffers when fingers get covered, intertwined, or simply out of view of the headset’s camera. What’s even less common are methods of giving feedback to the user’s hands. [Sebastian Molano] saw these issues and decided if anyone was going to make an open-source solution, it was going to be him with his thesis on TAKTO.

Clear visuals show step-by-step assembly.

TAKTO aims to remove the prior issues mentioned with visual tracking by using magnetic encoders to tell where the device is and the finger’s position inside it. Actuators are able to pull on the fingers themselves to add even further information to the user. Of course, none of this is too crazy, as we have seen similar projects before. Where TAKTO stands out is the extent of the support outside of a one-off hand tracker.

TAKTO.one not only holds general information about the project itself, but also an entire digital twin of the live device. This console can give you a visual of using the glove and general status information. Documentation on how to assemble one for yourself is presented in clean visuals, which should make the build process painless.

Everything else about how to make the hand for yourself can be found on the project’s GitHub. The price tag is steep for the actuated version, though there is a sensing-only version for hand tracking, and most of the cost comes from the quality actuators used. If you want to look into implementing some usability into existing VR hardware, make sure to look at what Valve has released publicly!

DIY Force Sensing Joysticks are a Cheap Way To Go

14 October 2026 at 11:30

Traditional joysticks typically use potentiometers or hall effect sensors to determine the displacement of the stick itself when moved by the operator. Force-sensing joysticks are considered more desirable for certain purposes like side-stick flight simulators, because they measure the force applied instead, as per the name. They can be expensive to buy off-the-shelf, but you can build a cheap set on your own if you know what you’re doing, as [tekasza] demonstrates.

The build that [tekasza] put together is based around the Teensy 4.0 microcontroller. It’s set up to read a series of load cells that determine the force applied to the stick in the X and Y axes. The cells are wired up to HX711 load cell amplifiers so they can be easily read by the microcontroller. The Teensy does the work to take the load cell readings and convert them into axis outputs for a USB HID game controller, allowing the stick to be used with just about any game or simulator on the market. [tekasza] has the stick integrated with pedals as well as a whole bunch of buttons and switches to control other simulator features, built up into a full seated sim setup.

If you’ve ever wanted to use a force-sensitive stick like modern fighter pilots do, this build could be very relevant to your interests. We’ve also seen plenty of other great sim hardware builds in recent years, too.

[Thanks to John for the tip!]

Slim Type for Small Screens, with PixelFonts

11 October 2026 at 01:00

Small displays are affordable and easy to use, but their size can present a challenge. To help address this, [mcer12] created PixelFonts, a family of condensed fonts designed specifically for low-resolution displays, making sure every line holds as much text as it can fit.

PixelFonts works alongside either the AdafruitGFX or U8g2 libraries; one writes to the display using the common syntax of the chosen library, and the font itself comes from PixelFonts. Text can be displayed in regular and 3D shadowed versions, as well as in a wide variety of heights and weights. There’s support for accented letters, albeit only in lowercase due to space constraints. Want to make some changes? Every font comes with a BDF file to make alterations as widely accessible as possible.

Making the most of every pixel is important with small displays, but there’s more than one way to do so. For example, when it comes to color LCDs, subpixel rendering can improve legibility of small fonts; another way to get the most out of limited display sizes.

Two-Component H-shifter for Racing Sims

9 October 2026 at 16:00

Flying and driving simulators can go as far as money will take you, and at some point it might end up being cheaper to buy a plane or race car than to keep adding capabilities to some of the sim rigs we’ve seen. But it can also be a fairly affordable hobby as well, with entry-level components being within reach for many. The price can drop precipitously from there too, provided some parts can be sourced and a 3D printer is made available, and [Jason] is demonstrating one of the lowest-cost H-shifters we’ve seen which only uses two parts at its core.

The two components only cover the electronics for the build, but this gets almost everything needed for the shifter squared away. A joystick like those found inside many game controllers is paired with an Arduino Pro Micro, with a very straightforward wiring configuration between them. These components are paired with a prototype 3D printed case and shift knob which provides the H pattern of choice. From there it’s as simple as uploading some readily-available firmware, which [Jason] also demonstrates, and which has many options for various configurations of shifters.

Although this was just a prototype, it shows was just a few off-the-shelf components and a 3D printer can provide to an affordable driving sim setup. Even then a 3D printer is not always necessary, like this three-pedal setup using extruded aluminum frame as a base. From there, all kinds of other features can be added like force feedback on the steering wheel.

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