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About mozzwald

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    Peoria, IL

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  1. That board looks familiar That's how I got the idea for using the pins soldered to the edge connector. You could use that same "poor mans SIO" connector on a FujiNet board, but I wanted to make this a real peripheral. Genius ideas don't have to come from a genius (for I am not even close). I just saw a problem and found a solution. The Plug side pins are 7-745288-2 and Receptacle pins are 5-745287-4
  2. Actually, no. I went back to using the schottky diode for DATAIN. The transistor were needed with the ESP8266 because the GPIO used for DATAIN would prevent it from booting if pulled HIGH. This isn't a problem on the ESP32 so the schottky diode makes more sense (only one component). All the lines still run through 470 ohm resistors for limiting current. Ahh, LCD. Could be handy, but the goal is to configure the device from the Atari as shown by @tschak909 with the config example sketch (and/or via WiFi) so the LCD would be just an added cost. I deal with SMD on a daily basis so it's no problem for me, but I can see why others stay away from it. In larger qty a custom board makes sense (and have it assembled in a factory). The more difficult parts are the SIO connectors and case. 3D printing them in large numbers isn't time or cost effective (takes me about 1.5-2 hours to make a SIO connector). Injection molding is cheap, except for the mold/setup cost so you gotta get a large number made for it to be feasible. Still exploring options on the plastics. I still think a simple carrier board with through hole parts for a common ESP32/Nodemcu type module would be a good idea for those who want to make it themselves. The schematic really is so simple and basic.
  3. I actually have that board but the one with onboard antenna. Moar LED's are always nice and those multi color ones are handy. WS2812 LED's might be an option too. The board I've designed actually uses the ESP32 module and not a nodemcu type developer board. To keep it as small as possible I made a completely custom board with all necessary components (CP2102 USB/Serial, 3V3 regulator, etc). I'll be using the ESP32-WROOM-32D (onboard antenna & dual core) with the first few boards. If there are signal issues (I expect there not to be, but you never know), I can always swap it with the external antenna module (ESP32-WROOM-32U). Could make a "long range" version with external antenna adapter if there's a need
  4. I ordered PCB's for a prototype ESP32-WROOM-32 based board with SIO Plug and Receptacle. I hope to get them by the end of next week if all goes well. The pinout used is at https://docs.google.com/spreadsheets/d/1qEPPM3-gqzfHsogJYuVXqhbvSSsgxdQMb_KGfpoV9KI/edit?usp=sharing on the ESP32 sheet. @jeffpiep is using a Nodemcu ESP32 for testing already with a reduced version of that pinout. ESP32 has many benefits over the ESP8266 for not much more money. Notably, more GPIO allows MicroSD Card socket, optional Bluetooth, 2 UARTS with no need for pin swapping, faster cpu and optional Dual Core ESP32 chip.
  5. The code is at https://github.com/mozzwald/FujiNet-MIDIMaze but I have not been able to try over the internet. I can test with someone who has the CLKIN line wired to GPIO14 on the Nodemcu. Just need to share IP addresses and open/forward a port on the router.
  6. Finally got all the pieces to test out MIDI Maze with FujiNet and it works with UDP for 2 player games. Code is updated at https://github.com/mozzwald/FujiNet-MIDIMaze and for your viewing pleasure:
  7. Not really sure if there would be a benefit. FujiNet boots before the Atari does, unlike the Raspberry Pi which takes a long time. Wifi connection can take longer (a couple seconds or less) to get going, no where near the time it takes a Raspberry Pi to boot. We can boot from internal SPIFFS first, then load ATR over network by selecting it from the Atari (diskulator example). It's certainly possible to add the supercap, I just don't know if it's worth it. Maybe someone else has an idea or use case for it. You can also power the FujiNet from microusb.
  8. I've been experimenting with MIDI Maze and FujiNet to get networked game play working. My first test will be to pass the raw MIDI bytes back and forth between two machines. The FujiNet is using PWM to generate 31.250khz on the CLOCKIN pin. At this time I can trick the game into thinking it's the master by sending it a 0 and I can see a few bytes of MIDI notes sent before the game errors/times out. When I get another MIDI Maze cart I will test with 2 FujiNet/Atari systems. If this first test works, the next test would be to create a networked MIDI ring by having a MIDI-IN and MIDI-OUT TCP socket on each FujiNet for more than 2 players. Further down the road, I would like to have some kind of server that could tell each FujiNet which IP's to use so you could setup a game from a webpage. Thanks to @Fletch we have some data dumps of MIDI Maze startup and game play. I'm putting them here so they are available if anyone else needs them. MIDIMaze-data-capture.zip
  9. SIO thru doesn't really matter at this point. It's just a bonus hardware feature (if it works; no one has tested it yet since pcbs are not made). If you can build the posted schematic on breadboard or perfboard or deadbug (if you like 🙂 you will be good to go for testing.
  10. It's just spewing out bootloader messages on TX. If the Atari is off, nothing is there to read it so they go into the black hole of nothingness no buffering
  11. I managed to pull the SIO command functions from Thom's tests into my ZIModem Atari Fork and have successfully booted Bobterm from SPIFFS while still allowing the modem to work. The repo is updated here: https://github.com/mozzwald/Zimodem/tree/atari
  12. The only issue with using GPIO 1 & 3 for TX/RX is the esp8266 bootloader messages at startup. If you power up the FujiNet externally before turning on the Atari, it should not be a problem.
  13. I'm working on getting MIDI Maze to talk with the FujiNet so that we can play over the network. So far I have been able to trick MIDI Maze into thinking it's the master by sending it's MIDI data back to it. Does anyone know what commands and data are passed over MIDI for the game to work? Does it use standard midi commands like noteon and data is the position in the map or something different? Anyone have a dump of data passed during a game?
  14. Off the top of my head I dunno. I picked that one based on price and specs. You should be able to find something similar using a parametric search for thru hole. The important specs would be low forward voltage (schottky), capable of 1A or greater, 10V or greater. Same with the NPN's, probably any would work. @jeffpiep used 2N2222 and I only had 2N3904 (lower current limit) available in my parts bin. The signal lines aren't pushing much current. My smd board will use a different NPN.
  15. Thanks to @jeffpiep for figuring out a way to let the nodemcu boot while powered from SIO AND allowing other devices on the chain to work along side it (without a diode) using 2 NPN transistors and 2 resistors. It’s now buffered with an RTL inverter and Open collector inverter to make a buffer. CLOCKIN has been added to GPIO14 in hopes that we can get MIDI over WiFi working at some point (multiplayer MIDI MAZE over the internet anyone? ). CLOCKOUT was added by request. In my schematic there is a solder jumper (SJ1) that can connect CLOCKOUT to GPIO2. GPIO2 is used for debug serial output so the jumper is optional if you want to use CLOCKOUT and not have serial debug. Below is the updated schematic:
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