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About Danjovic

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  1. Hi folks, Reading the datasheet of the pokey chip it occurred me one question. Let me explain: The binary counter inside the Pokey drives the lines K0..K5 that should be connected to some multiplexers then to a matricial keyboard. Whenever a key is pressed, the state of input line /KR1 will go low, and pokey stores the value of the counter K0..K5 and keep counting. "If /KR1 goes low before the next time the binary counter equals the compare latch then there are two keys depressed and both are ignored" (quoting the datasheet) Then my question is: Since Atari 5200 uses only the lines K1 to K4 on the multiplexers/keyboard matrix, there should be at least 4 values for the internal counter that will return zero for the same key pressed; for example key "1" pressed will brought /KR1 down on counter positions 0,1,62 and 63 and Pokey would never detect it as a valid single key. So how do 5200 works? Did the 5200 set the bit "Debounce disable"?
  2. Have you tried to simulate an open collector using a diode? Looking ob the opposite direction, maybe the 10k internal pullups are way too high, letting the 6532 inputs kinda float so they ring; then external pullups like 1k to 2k2 could get you a more solid pullup voltage.
  3. You may Try adding 100 ohm to 220 ohm resistors in series with each input as they will dissipate part of the energy that is causing the ringing of the signals during commutation.
  4. Thanks! I have also built another set of paddles on another box.
  5. The following tutorial might provide you a good starting point on microcontrollers plus piezo sensors: https://www.arduino.cc/en/tutorial/knock
  6. Hi folks, I've been reading this wholly thread, a great reading btw. I have one question: Are the number keys too much used in 5200 games? sorry for my ignorance, as I don't have one 5200, but I've been reading the pokey datasheet and started to wonder that the debouce mechanism of the keyboard offers the possibility to emulate the key presses within the response time of an ordinary microcontroller. If that is true, a Playstation controller adaptor might be built to use a combination of [L2] plus D-pad, /\ O X [ ] START SELECT [L3][R3] to emulate the keyboard presses.
  7. You may try some V-USB projects for instance: http://obruboff.ru/usb-volume-control/ https://github.com/kmwtr/BrushKnob/ https://hackaday.io/project/7941-avercade on the latter, I have a firmware for a dual Atari to USB converter with paddle support https://github.com/Danjovic/AVeRCADE/tree/master/Firmware/DualAtari
  8. A microcontroller might provide you a good and versatile piezoelectric sensor interface.
  9. I have just bought one Hypershot controller model JE506. It looks like they belong to young Wolverine and Sabertooth, lol! I have made some measurements with a multimeter and compared with information available on NesDev Wiki. The schematic of the controller is on the attached picture. There is a small difference from the measurements to the information on NesDev wiki
  10. Open source adapter for playing Atari 2600 with Wii Nunchuck. Can work with or without the accelerometers (link). The same board can receive an alternative firmware to adapt nes/snes controllers to Atari
  11. Diy paddle controllers (link)
  12. DIY track and field controller for Atari 2600. Simple and easy to build (link).
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