OSMC is a very extensiable media centre operating system for the raspberry pi. Getting nVidia Game stream up and running is now much easier with the LUNA package by wackerl91. Installation requires a few packages and a little bit of configuration.
1.0 Install Moonlight-embedded
For steps 1 and 2, logging into OSMC using ssh is recommended in order to run the following commands.
1.1: Add the repositiory with the moonlight-embedded package to your sources file, you’ll need your password for this:
sudo echo 'deb http://archive.itimmer.nl/raspbian/moonlight jessie main' | sudo tee --append /etc/apt/sources.list > /dev/null
1.2 Update and install the moonlight-embedded package
The following two commands update your package list now that we have added a new repository, and install the moonlight-embedded package
sudo apt update
sudo apt install moonlight-embedded
Continue reading Raspberry Pi 2 Nvidia Game Stream with OSMC + LUNA
I recommending using the LUNA interface for new installs, as described here:
- Install OSMC to SD card
- Verify that OSMC works
- SSH into OSMC (Host osmc, Username osmc, Password osmc).
- Open Your Sources File
sudo nano /etc/apt/sources.list
Add the following repository to the bottom of the list.
deb http://archive.itimmer.nl/raspbian/moonlight jessie main
Press Ctrl+X and hit enter to save
Now update your OSMC instllation
apt-get install moonlight-embedded
Now Install Moonlight-embedded
sudo apt-get install moonlight-embedded
Now lets install the kodi(GUI) interface.
Developing embedded projects with USB requires host side software support.
Most of my projects use the USB HID (Human Interface Device) class driver. To be able to comunicate with the device in my C/C++ programs I use the hidapi developed by signal11.
You can find all of the files you need here: Github: hidapi
After you download the software, you can read the various instructions on how to build the shared libraries as necessary. However, if you don’t mind linking directly into your program (Making it larger) then the process is much simpler.
You only need the two files below!
Continue reading USB HID API + TDM32/64 + CodeBlocks + Windows 7
To determine the load value for timer0 to generate a certain interrupt frequency, use the following equation:
Using the SDCC (Small Device C Compiler) is a greate way to fit more code into smaller Microchip PIC parts (Such as the PIC12F/PIC16F series) of microcontrollers.
Having used the XC8 compiler for these parts in free mode, taking a look at the generated assembly will reveal alot of wasted moving of variables to the w register. This is simply to encourage people to upgrade and purchase the compiler. Having used the Pro version of the compiler at work it does indeed optimise these wasted statements away, and further optimises the code in some often interesting ways.
By using SDCC however you always get clean and consistent code that is a pleasure to work with.
Continue reading PIC + SDCC + CodeBlocks + Windows 7
In the past, when I’ve done surface mount soldering, I’ve either used a hot air gun or my soldering iron on parts that I had access to, and avoided designing circuits that required QFN, DFN, LGA, BGA and etc.
A few years back I invested in a 2000W cooking hot plate to allow me to use solder paste for those parts with no access underneath. I have yet to get my solder paste out of its’ tube and stumbled on a YouTube video showing how you can tin your pads with normal solder and re-flow in the same manner. This requires a very thin layer of solder , just enough to make a solid connection but not too much lift the parts away from the PCB. After this add a little no-clean flux and away you go.
Continue reading Surface Mount Technology Soldering
In order to make the WearWare: G-Force Data Logger as small as possible, home etching or milling was out of the question. I’ve wanted to have my own PCBs made by a fab house for quite a while, and although I have used Spirit Circuits Go-Naked service to make two layer PCBs before, they don’t come with a solder mask or silkscreen.
I’ve looked at services such as Fusion PCB, Gold Phoenix and OSH Park in the past but never took the plunge before. To aid in the development of the WearWare: G-Force data logger it was decided that a ‘development platform’, with just a PIC, support circuitry and some I/O headers was needed!
Continue reading WareWare: OSHPark First Impressions
The Wearware: G-Force data logger project has moved on since the last post, both in specification and status. It was envisaged that a PIC12F, and SD card and SPI Accelerometer would be used but after a few revisions and a little bit of software work it was decided to drop the FAT filesystem for the first prototype.
This then left the method of getting data from the logger to a PC of some description up for debate. Should a simple UART be used with a UART -> USB cable which can be picked up on ebay for less than £2.00, should an integrated USB / MCU be used to reduce the amount of objects needed? How about a Bluetooth -> UART adapter that I was using on my 3D printing?
Continue reading Wearware: G-Force data logger: Update 1
For a long time now, there have been discussions (read: heated-discussions) about the claims certain theme parks and manufacturers make about the forces riders will be put through on their rides and attractions.
Having come to the point where real captured data is required, the Wearware: G-Force data logger project aims to address this by being simple and usable, allowing this ultimate discussion to be finally resolved.
Continue reading Wearware: G-Force data logger
What is with the generic template I hear you ask? I think it is time I focus more on what is on my site rather than worry about how it looks.
So I’ve gone back to an oldie whilst I focus on more exciting projects and articles.
See you soon!