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Danjovic

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Everything posted by Danjovic

  1. That won't be a problem anymore.. alternatives are being worked on... lol!!!
  2. Danjovic

    The Wolf

    Forgot to mention. I have measured the current consumption with the SNES controller plugged in: 20mA! The Jaguar controller should add something between 20mA to 40mA.
  3. Danjovic

    The Wolf

    As mentioned before I am doing my own Jaguar controller equivalent, because the real ones are very expensive in local prices ($146,00). I may never build a case for it, but it was designed to fit under a (broken) dualshock controller case. Out of curiosity, the board is single sided and it was necessary to workaround the limits of free version of eagle cad, by severing the right side of the board and placing the components on the free area under the left side (below the directional buttons). I have built a cable to interconnect the wolf to this board. BTW here's the schematic
  4. Danjovic

    The Wolf

    I haven't done this calculation yet, but the main cost items are The PCB (prices vary with the supplier - oshpark , jlcpcb, pcbway, etc) The Box (can be found for ease in Digikey) The Arduino Nano ( the cheaper version with mega168 will do) The extension cords (or replacement cables) The remaining components can be found for cheap in digikey, mouser, newark, etc...
  5. Danjovic

    The Wolf

    I don't have plans to produce it now, that's why the project was born with a full open source license (software and hardware).
  6. Danjovic

    Fallpit!

    Cool game. Thanks for sharing! I like the concept of an energy bar for the life of the character.
  7. That´s great. I should pick a new value every screen then, but I should only use the random value when I press a button.
  8. Nice way to graphically assess the randomness of an given algorithm! The batari basic's embedded rand16 should fit nicely for me. I understand that the rand16 runs in background, right? Then If I pick a value whenever I press a button It will never repeat a sequence, right?
  9. Thanks! I think that even the worst case this is plainly acceptable for what I have in mind.
  10. Thanks Andrew! I will try that! I wonder if I discard the numbers above N (picking another in this case), will the probability for numbers below N still equal to each other?
  11. Does anybody know a good function to generate a random number withing a range delimited by 1 to N being N not a power of two? for instance between 1 and 75 or maybe between 1 and 100 ? Thanks
  12. This function will set a bit within an array of elements, from msbit to lsbit. Examples: ; array = 00 00 00 00 00 00 00 ... ; ; a = 0 ; after run... ; array = 80 00 00 00 00 00 00 ... ; ; again, now with a = 1 ; after run... ; array = c0 00 00 00 00 00 00 ... ; ; again, now with a = 8 ; after run... ; array = c0 80 00 00 00 00 00 ... ; ; again, now with a = 7 ; after run... ; array = c1 80 00 00 00 00 00 ... ; Here's the code: define _a $d7 ; address of first element of array lda #8 ; nth bit of array elements setnthbit: ldx #0 a1: sec ; divide by 8, x = quocient, a = reminder-8 sbc #8 bcc a2 inx jmp a1 a2: clc ; rotate the mask 'a' times adc #9 ; 8 + 1 due to compensate first dey tay ; y is the counter used to rotate the mask lda #$80 ; mask = 1000.0000 a3: dey ; mask rotate loop beq a4 lsr jmp a3 a4: ora _a,x ; set the nth bit sta _a,x rts
  13. River Raid by Robby Game Front Rear Up Label The game is hacked to 'credit' Robby Game
  14. Danjovic

    The Wolf

    Oh, I am also working on an alternative design, with DB-9 cables soldered directly to the board (same for optional SNES extension cord). It should use a smaller and cheaper case ( Hammond 1593j). The circuit is the same.
  15. Danjovic

    The Wolf

    After a bit more of debugging the keyboard emulation is working fine. So far I have only tested the adapter with a SNES controller (and a custom ROM) I don't have a Jaguar controller but it should not be difficult to build one.
  16. Digivision cartridge transistor inverter schematic
  17. Megamania by CCE Hacked logo (Nevermind the weird colors. My videomod is lousy)
  18. "Cobra" label in terrible shape. The game is decathlon
  19. Videomac cartridge. Rear There is no label on the top but the game is boxing
  20. Ok... a bit of context.... "not working" was a reference to a previous post where I used the "rol a" instruction on the inline assembly code to shift in the data sent by the SNES controller, but Mike pointed me out that Batari Basic will take the "a" as the predefined variable and therefore I should use the implicit form of the rotation instruction "rol". After doing that I was able to visualize on the emulator that the bits have been properly shifted in, by press "F" to emulate the 2nd trigger line on Stella. I have then burned a EPROM and started to test the code on the real hardware, but plugged the cable by mistake on the left port instead of the right port and it looked like the code was not reading the button line. To use the program press START and the program will read the difficulty keys as well as the Black/White switch to decide which combination of keyboard and controller should be tested. With the color mode switch on position COLOR: Difficulty A means Joystick, B means Keyboard controller. While the color mode switch set to B/W you enter the SNES test mode on right port, regardless of the state of Difficulty switches. Some screenshots and more info here: https://hackaday.io/project/183582-wolf/log/204102-custom-atari-2600-test-cart I am using a standard kernel plus an inline routine on the vblank to scan the keyboard controllers. I can't tell if the extra scanlines are being caused by such routine. I suppose we should have 263 scanlines, right ? Can you point me a clue to fix that ? Thanks!
  21. In fact I was dumb enough to plug the cable in the left port instead of the right port! On the go, I have captured some insteresting waveforms: The SNES reading pulses, followed by two of the row selection pulses to read the keyboard Yellow is CLOCK (UP) and blue is LATCH (DOWN) The whole SNES sampling time, marked by LATCH signal low, takes 426us. There are 17 rising edges on the clock signal, 12 for the buttons and the last 5 for reading the ID of the controller (to allow its detection) The keyboard is read every frame (16.7ms, rounded to 17 by the resolution of the scope cursor) One thing that makes me wonder. As the duration of the LATCH signal coincides with the waiting required to read the POT lines (~400us) it should be possible to use some optimization to gain some machine cycles by using the following algorithm: ROW123 LOW Wait400us read FIRE, POT1, POT2 ROW123 HIGH ROW456 ->LOW SAMPLE SNES CONTROLLER read FIRE, POT1, POT2 ROW456 ->HIGH ROW789 LOW Wait400us read FIRE, POT1, POT2 ROW789 HIGH ROW*0# LOW Wait400us read FIRE, POT1, POT2 ROW*0# HIGH @Andrew Davie, here follows the source code and the binary. I am still working on the detection logic. JK2tester.basJK2tester.bas.binkeyread.asm
  22. Danjovic

    The Wolf

    Two options for connecting to the console - Build a cable from a replacement cord and a DB-9 connector - Use a cable extension plus a "socket saver" adapter
  23. Digivision Enduro/Tennis. The game switch stands at the side of the cartridge. Uses a transistor inverter instead of a 74LS04. There is a 1nf capacitor in parallel with the base resistor to speed up the commutation. The transistor is a BC548.
  24. Hi @RevEng, I have tested the code with rol and it worked fine on emulator, thanks! On the other hand, it did not worked on the real console either with the assembly code or with the Basic code. I should investigate it further with the aid of an oscilloscope.
  25. Danjovic

    The Wolf

    Finally got the SNES connector. In the meanwhile I have developed a test application cart for the Adapter. That shall be able to test other combinations of Joysticks and keyboards SNES controllers but also should allow to test an SNES controller
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