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http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?num=1234397529 Message started by techie_alison on 12.02.09 at 00:12:09 |
Title: Hello Post by techie_alison on 12.02.09 at 00:12:09
So what happens here then?? :D
Aly ps. guess I better set my profile up and put a picture on. |
Title: Re: Hello Post by Christos on 12.02.09 at 00:29:01
Hi Aly,
Welcome. :) |
Title: Re: Hello Post by techie_alison on 12.02.09 at 00:34:45
Christos!!! Heyo!! :)
Thank you. Are you same Christos that I know already? I know CJ, GGN, and a few others on here from my travels. Aly x ps. some computer pictures on flickr; http://www.flickr.com/photos/old_computers/ . hint. the monitor plinths are handy, easy and cheap to build too. :) |
Title: Re: Hello Post by CJ on 12.02.09 at 00:43:27 techie_alison wrote on 12.02.09 at 00:12:09:
We patch games, talk trash and set the world to rights. More of (a) and (c) tho :) Welcome aboard. |
Title: Re: Hello Post by Christos on 12.02.09 at 00:50:42
Yep, the same one!
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Title: Re: Hello Post by techie_alison on 12.02.09 at 00:58:24 Christos wrote on 12.02.09 at 00:50:42:
OH NO!!! ;) Hi CJ. |
Title: Re: Hello Post by Christos on 12.02.09 at 01:08:55 techie_alison wrote on 12.02.09 at 00:58:24:
I am everywhere. For your convenience. |
Title: Re: Hello Post by techie_alison on 12.02.09 at 01:11:47 Christos wrote on 12.02.09 at 01:08:55:
PMSL. I see. So shall I start posting some pictures then? ::) |
Title: Re: Hello Post by Christos on 12.02.09 at 01:18:50 techie_alison wrote on 12.02.09 at 01:11:47:
Just to note that the previous phrase was am obligatory babylon 5 reference. ;) |
Title: Re: Hello Post by techie_alison on 12.02.09 at 01:21:23 Christos wrote on 12.02.09 at 01:18:50:
And so it begins. :) |
Title: Re: Hello Post by CJ on 12.02.09 at 01:25:16 techie_alison wrote on 12.02.09 at 01:11:47:
Gentlemen, this is your wake up call. |
Title: Re: Hello Post by techie_alison on 12.02.09 at 01:27:49 CJ wrote on 12.02.09 at 01:25:16:
I can't. I'm fright. I have a reputation to keep you know. |
Title: Re: Hello Post by CJ on 12.02.09 at 01:34:31
All I can say is that enthusiasm, sincerity, genuine compassion, and humor can carry you through any .. lack of .. prior experience with .. high numerical value.
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Title: Re: Hello Post by Christos on 12.02.09 at 01:38:45 CJ wrote on 12.02.09 at 01:34:31:
Huh? Is that an exercise? Do we have to fill in the missing words? |
Title: Re: Hello Post by techie_alison on 12.02.09 at 01:41:20
Hey I just program chips in binary and hexadecimal, none of this decimal stuff.
I'd love someone to write me a little ST program though, which displays the current joystick inputs/variable on screen, along with the mouse inputs/variables. That'd be quite handy. ;) |
Title: Re: Hello Post by CJ on 12.02.09 at 01:41:39
Aww the other picture in the chair was better :P
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Title: Re: Hello Post by techie_alison on 12.02.09 at 01:44:39 CJ wrote on 12.02.09 at 01:41:39:
You reckon. Mmmm, ok. I'll put it back. I want a program by the morning though. ::) |
Title: Re: Hello Post by CJ on 12.02.09 at 01:50:27
[code]10 print "hello world ";
20 goto 10[/code] There ya go :) |
Title: Re: Hello Post by techie_alison on 12.02.09 at 01:58:52
how about this one. you'll like this. it'll speed up the Internet. :)
[code] xor ax, ax mov ah, 00000110b xor cx,cx xor dx,dx int 13h [/code] |
Title: Re: Hello Post by CJ on 12.02.09 at 02:05:28
ewww x86... thats kinky stuff!
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Title: Re: Hello Post by techie_alison on 12.02.09 at 02:14:38
Time for sleep. nn x
Thanks lads. :) |
Title: Re: Hello Post by aktiv8 on 12.02.09 at 10:22:57
Welcome over here Ali :) :-*
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Title: Re: Hello Post by techie_alison on 12.02.09 at 14:51:01
Yayyyyy. Hi Aktiv :-)
Aly xx :) |
Title: Re: Hello Post by ggn on 12.02.09 at 17:34:27 techie_alison wrote on 12.02.09 at 01:41:20:
Hi Aly, so you want the raw IKBD data, or will the usual UP/DOWN/LEFT/RIGHT/FIRE status suffice? |
Title: Re: Hello Post by techie_alison on 13.02.09 at 01:11:25
Heyoo,
Actually I think I may take you up on that you know. Ideally I want a certain person to do it. It'd be handy if I could see the source too, and how it's compiled so that I can create my own in future. I've never really got into ST coding, and there's not too much to go on. JOY0 UP/DOWN/LEFT/RIGHT/FIRE JOY1 UP/DOWN/LEFT/RIGHT/FIRE MOUSE0 STATUS/COUNTERS I'm developing JeST at the moment (the PSX joypad interface) and it has the facility for 2 fire buttons on the ST? (Heavy Stylus asked for that) I'm not sure how that's interpreted by the ST? It maps it over onto the other joystick doesn't it? I could just load up a game to do all of this, but a program to do it would be more analytical for testing. Also useful to get out into the scene too. Aly x |
Title: Re: Hello Post by CJ on 13.02.09 at 11:20:43
Well, that was fun :-)
F1 - set stick1 (mouse port) monitoring F2 - set mouse monitoring (Can't be in both modes at same time) Mouse data not currently shown, except in the "last 4 bytes" stream. [code] ;; ;; Joystick / Keyboard Data display ;; pea code(pc) ; Run in Supervisor move.w #$26,-(a7) trap #14 lea 6(a7),a7 clr.l -(a7) ; Exit to Desktop trap #1 code movem.l $ffff8240.w,d0-7 ; save pallette movem.l d0-7,old_pall move.b $ffff8260.w,old_res ; save resolution move.b $ffff8201.w,old_screen+1 ; save screen-base move.b $ffff8203.w,old_screen+2 move.l $118.w,-(a7) clr.b $ffff8260.w ; set low res bsr info_init ; init text plot routine move.b #$80,d0 bsr s_ikbd move.b #1,d0 bsr s_ikbd ; reset IKBD to POWER ON move.b #$14,d0 bsr s_ikbd ; enable joystick events move.b #$8,d0 bsr s_ikbd ; enable mouse events move.l #my_key,$118.w ; install my ACIA interupt lea screen_memory,a0 ; allocate 32k screen memory in BSS move.l a0,d0 clr.b d0 ; on page boundary move.l d0,screen move.l screen,a0 ; clear the screen move.l a0,a1 add.l #32000,a1 .wiper clr.l (a0)+ cmp.l a0,a1 bne.s .wiper move.b screen+1,$ffff8201.w ; set screen address move.b screen+2,$ffff8203.w .loop tst.w update_flag ; check if screen update required? beq.s .nope bsr update ; yes, so update it .nope cmp.b #$bb,key bne .not_f1 bsr setjoy0 .not_f1 cmp.b #$bc,key bne .not_f2 bsr setmous .not_f2 cmp.b #$39,key bne.s .loop ; wait for SPACE move.w #$2700,sr ; all stop! move.l (a7)+,$118.w move.l #$8080000,$ffff8800.w ; volume to zero on move.l #$9090000,$ffff8800.w ; all 3 channels move.l #$a0a0000,$ffff8800.w move.b #$80,d0 ; restore ikbd bsr s_ikbd move.b #$1,d0 ; to power up status bsr s_ikbd movem.l old_pall,d0-7 movem.l d0-7,$ffff8240.w ; restore pallette move.b old_res,$ffff8260.w ; restore resolution move.b old_screen+1,$ffff8201.w move.b old_screen+2,$ffff8203.w move.w #$2300,sr ; restore interupts rts setjoy0 move.b #$14,d0 bsr s_ikbd ; enable joystick events rts setmous move.b #$8,d0 bsr s_ikbd ; enable mouse events rts update_flag dc.w 0 ; flip flop for screen update required update clr.w update_flag ; we're updating! lea keyboard_text(pc),a1 bsr info ; display last 4 bytes from ACIA clr.w stick ; stick0 is being read move.b stick0,d0 btst #1,d0 bne down btst #0,d0 bne up btst #7,d0 bne fire btst #2,d0 bne left btst #3,d0 bne right lea stick0_null,a1 bsr info test2 move.b stick1,d0 ; stick1 is being read btst #1,d0 bne down1 btst #0,d0 bne up1 btst #7,d0 bne fire1 btst #2,d0 bne left1 btst #3,d0 bne right1 lea stick1_null,a1 bra info down lea stick0_down,a1 bsr info bra test2 up lea stick0_up,a1 bsr info bra test2 left lea stick0_left,a1 bsr info bra test2 right lea stick0_right,a1 bsr info bra test2 fire lea stick0_fire,a1 bsr info bra test2 down1 lea stick1_down,a1 bra info up1 lea stick1_up,a1 bra info left1 lea stick1_left,a1 bra info right1 lea stick1_right,a1 bra info fire1 lea stick1_fire,a1 bra info my_key movem.l d0-a6,-(a7) move.b $fffffc02.w,d1 ; get ACIA data move.b d1,key ; and store it bsr hashing ; covert it to ASCII lea last4,a0 rept 6 ; shift the buffer up a byte move.b 1(a0),(a0)+ endr lea hexad+6,a1 move.b (a1)+,(a0)+ ; and store the last byte move.b (a1),(a0) ; (2 ascii digits=1 byte) move.b key,d1 ; get the current key cmp.w #-1,stick ; was last event stick0? beq .stick0 cmp.w #-2,stick ; was last event stick1? beq .stick1 cmp.b #$ff,d1 ; is this event stick0? bne .notstick0 move.w #-1,stick ; next event is data bra .exitikbd .notstick0 cmp.b #$fe,d1 ; is this event stick1? bne .exitikbd move.w #-2,stick ; next event is data bra .exitikbd .stick1 move.b d1,stick1 ; store stick1 data clr.w stick ; clear stick detect flag bra .exitikbd .stick0 move.b d1,stick0 ; store stick1 data clr.w stick ; clear stick detect flag .exitikbd move.w #1,update_flag ; ACIA data received flipflop movem.l (a7)+,d0-a6 bclr.b #6,$fffffa11.W ; clear ACIA interupt in service rte key dc.l 0 stick dc.w 0 stick0 dc.w 0 stick1 dc.w 0 mouse0 dc.w 0 s_ikbd btst #1,$fffffc00.w beq.s s_ikbd move.b d0,$fffffc02.w rts keyboard_text dc.l 010*160 dc.b "LAST 4 BYTES: " last4 dc.b "00000000",-1 even stick0_null dc.l 020*160 dc.b "STICK0 NULL ",-1 even stick0_up dc.l 020*160 dc.b "STICK0 UP ",-1 even stick0_down dc.l 020*160 dc.b "STICK0 DOWN ",-1 even stick0_left dc.l 020*160 dc.b "STICK0 LEFT ",-1 even stick0_right dc.l 020*160 dc.b "STICK0 RIGHT ",-1 even stick0_fire dc.l 020*160 dc.b "STICK0 FIRE ",-1 even stick1_null dc.l 030*160 dc.b "STICK1 NULL ",-1 even stick1_up dc.l 030*160 dc.b "STICK1 UP ",-1 even stick1_down dc.l 030*160 dc.b "STICK1 DOWN ",-1 even stick1_left dc.l 030*160 dc.b "STICK1 LEFT ",-1 even stick1_right dc.l 030*160 dc.b "STICK1 RIGHT ",-1 even stick1_fire dc.l 030*160 dc.b "STICK1 FIRE ",-1 even ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; ;; call with long to convert in d1 ;; string placed at hexad ;; hashing moveq #0,d0 lea .table(pc),a0 lea hexad+8(pc),a2 bsr.s .first moveq.w #5,d3 .loop bsr.s .next dbra d3,.loop .next ror.l #4,d1 .first move.b d1,d0 and #$f,d0 move.b (a0,d0),-(a2) rts .table dc.b "0123456789ABCDEF" hexad ds.l 2 dc.l $ffffffff even font_x DC.B $00,$38,$66,$00,$00,$00,$00,$18 ; the debug screen font DC.B $1E,$78,$00,$00,$00,$00,$00,$00 DC.B $7C,$38,$7C,$FE,$1C,$FE,$7E,$FE DC.B $7C,$7C,$00,$00,$00,$00,$00,$7C DC.B $00,$7C,$FC,$7E,$FC,$FE,$FE,$7E DC.B $00,$38,$EE,$00,$00,$00,$00,$18 DC.B $3E,$7C,$00,$00,$00,$00,$00,$00 DC.B $FE,$78,$FE,$FC,$3C,$FE,$FE,$FE DC.B $FE,$FE,$00,$00,$00,$00,$00,$EE DC.B $00,$FE,$FE,$FE,$FE,$FE,$FE,$FE DC.B $00,$38,$CC,$00,$00,$00,$00,$30 DC.B $38,$1C,$00,$00,$00,$00,$FC,$00 DC.B $0E,$00,$00,$00,$0C,$00,$00,$00 DC.B $06,$86,$60,$30,$00,$00,$00,$0E DC.B $00,$06,$0E,$00,$06,$00,$00,$00 DC.B $00,$38,$00,$00,$00,$00,$00,$30 DC.B $38,$1C,$00,$00,$00,$00,$FC,$00 DC.B $C6,$38,$1C,$1C,$CC,$FC,$FC,$38 DC.B $7C,$7E,$60,$30,$00,$00,$00,$1C DC.B $00,$FE,$FC,$C0,$E6,$FC,$FC,$EE DCB.W 4,0 DC.B $38,$1C,$00,$00,$30,$00,$00,$00 DC.B $E6,$38,$38,$0E,$FE,$0E,$EE,$70 DC.B $C6,$0E,$00,$00,$00,$00,$00,$30 DC.B $00,$FE,$C6,$C0,$E6,$E0,$E0,$E6 DC.B $00,$38,$00,$00,$00,$00,$00,$00 DC.B $3E,$7C,$00,$00,$60,$30,$00,$00 DC.B $FE,$FE,$7E,$EE,$1C,$EE,$EE,$70 DC.B $FE,$1C,$60,$30,$00,$00,$00,$00 DC.B $00,$EE,$FE,$FE,$FE,$FE,$E0,$FE DC.B $00,$38,$00,$00,$00,$00,$00,$00 DC.B $1E,$78,$00,$00,$00,$30,$00,$00 DC.B $7C,$FE,$FE,$FC,$1C,$FC,$7C,$70 DC.B $7C,$78,$60,$60,$00,$00,$00,$30 DC.B $00,$EE,$FC,$7E,$FC,$FE,$E0,$7E DCB.W 20,0 DC.B $EE,$7C,$0E,$EE,$E0,$EE,$C6,$7C DC.B $FC,$7C,$FC,$7E,$FE,$EE,$EE,$C6 DC.B $C6,$EE,$FE,$00,$00,$00,$00,$00 DCB.W 8,0 DC.B $EE,$7C,$0E,$FE,$E0,$FE,$E6,$FE DC.B $FE,$FE,$FE,$FE,$FE,$EE,$EE,$C6 DC.B $EE,$EE,$FE,$00,$00,$00,$00,$00 DCB.W 10,0 DC.B $E0,$7E,$76,$0E,$0E,$0E,$0E,$00 DC.B $00,$EE,$00,$D6,$7C,$00,$00,$00 DCB.W 10,0 DC.B $FE,$38,$0E,$FC,$E0,$BE,$BE,$EE DC.B $FE,$EE,$FC,$7C,$38,$EE,$EE,$BE DC.B $38,$7C,$38,$00,$00,$00,$00,$00 DCB.W 8,0 DC.B $EE,$38,$EE,$FE,$00,$D6,$DE,$EE DC.B $FC,$EE,$FC,$0E,$38,$00,$EE,$7E DC.B $7C,$38,$70,$00,$00,$00,$00,$00 DCB.W 8,0 DC.B $EE,$7C,$EE,$EE,$FE,$C6,$CE,$FE DC.B $E0,$FC,$EE,$FE,$38,$FE,$7C,$FE DC.B $EE,$38,$FE,$00,$00,$00,$00,$00 DCB.W 8,0 DC.B $EE,$7C,$7C,$E6,$FE,$C6,$C6,$7C DC.B $E0,$7E,$EE,$FC,$38,$7E,$38,$EE DC.B $C6,$38,$FE,$00,$00,$00,$00,$00 DCB.W 48,0 even info_init lea font_x(pc),a0 ; Font offsets for plotter move.l a0,d0 move.l d0,d1 add.l #40*8,d1 lea ascii(pc),a1 move.w #39,d2 .adder move.l d0,(a1) move.l d1,160(a1) addq.l #1,d0 addq.l #1,d1 lea 4(a1),a1 dbra d2,.adder rts ascii ds.l 80 next_add dc.l 0 n1 dc.l 1 n2 dc.l 7 old_pal ds.w 16 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; ;; Text plotting routine ;; ;; call with a1 pointing at text ;; info lea screen(pc),a0 move.l (a0),a0 add.l (a1)+,a0 lea next_add(pc),a3 move.l a0,(a3) move.l #1,4(a3) ; n1 move.l #7,8(a3) ; n2 .loop moveq.l #0,d0 move.b (a1)+,d0 bpl.s .write cmp.b #-1,d0 beq.s .wrap .nextline move.l #1,4(a3) ; n1 move.l #7,8(a3) ; n2 move.l (a3),a0 add.l #160*9,a0 move.l a0,(a3) bra.s .loop .wrap rts .write cmp.b #'.',d0 ; '.' and '-' are swapped in the font. cheap hack :P bne.s .nodot move.b #'-',d0 bra.s .ch_ok .nodot cmp.b #'-',d0 bne.s .ch_ok move.b #'.',d0 .ch_ok sub.b #' ',d0 add d0,d0 add d0,d0 lea ascii(pc),a2 move.l (a2,d0),a2 bsr.s .plotit bra .loop .plotit x set 0 y set 0 rept 8 move.b x(a2),y(a0) x set x+40 y set y+160 endr add.l 4(a3),a0 move.l 4(a3),-(a7) move.l 8(a3),4(a3) move.l (a7)+,8(a3) rts SECTION BSS screen ds.l 1 xa07 ds.b 1 xa09 ds.b 1 xa15 ds.b 1 xa1b ds.b 1 old_res ds.w 1 ; entry resolution old_screen ds.l 1 ; entry screen address old_pall ds.w 16 ; entry pallette buffer_of_crap ds.b 1024 screen_memory ds.b 32000 [/code] http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?action=downloadfile;file=KEYCODE.TOS ( 2 KB | Downloads )
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Title: Re: Hello Post by Heavy Stylus on 13.02.09 at 11:52:40
Hi Alison
A game that supports two buttons (FYI) is Renegade/Graftgold's Fire and Ice. I have an HD-friendly version at home IIRC. |
Title: Re: Hello Post by techie_alison on 13.02.09 at 16:50:22
Oooohhhhhhhhhhhhhh
WOW, thanks CJ. That's bloody brilliant!! What can I compile this with please, that's available on one of the FTP sites, like it's obviously assembler? HS, ok noted. Just waiting on the PCBs, should be about another week. I'm slowly stocking up on PSX controllers too, ...which aren't the easiest things to buy new now either. |
Title: Re: Hello Post by ggn on 13.02.09 at 17:48:33
Aly,
http://dhs.nu/files_code.php has all the tools to get you started! Shw and CJ use Devpac, I myself use Turbo assembler! Also, there's recently VBCC which can cross-assemble stuff from the console (see the DHS bbs posts for more info!) Good luck :) |
Title: Re: Hello Post by CJ on 13.02.09 at 21:32:47
Its Devpac2 code (Can't stand Devpac3 - it's what happens when you sell the code to someone else and ignore the original authors... Paint Shop Pro anyone? That turned into an over complicated useless mess of random buttons)
I can change it so it displays diagonals as well if thats usefull (It'll display UP RIGHT, etc) by moving the display address of the text over on the screen. If I get chance I'll add mouse tracking in there as well. Seems you can't use the ALINE reading trick without using the original ACIA interupt. Oh, and some of the things in the BSS section aren't needed, I just grabbed an old intro along with a chunk of a Defender game I started years ago and hacked them around. Glad you like it :) |
Title: Re: Hello Post by techie_alison on 13.02.09 at 21:36:42 CJ wrote on 13.02.09 at 21:32:47:
Yes. I have PSP4 here, ...all 4MB of it. GIMP (Linux) for everything else. Can't stand Windows now having used it on and off, it's so bloated and laggy. PSP4 also does the Amiga format, .IFF I think it is. So you can easily convert graphics and alias on a modern PC to the ST. :) |
Title: Re: Hello Post by CJ on 13.02.09 at 21:42:36 techie_alison wrote on 13.02.09 at 21:36:42:
It's just like me! must be why I get along OK with it :) |
Title: Re: Hello Post by techie_alison on 13.02.09 at 22:25:14 CJ wrote on 13.02.09 at 21:42:36:
Noooo!! You're 6-feet tall and with a washboard stomach. You all are. |
Title: Re: Hello Post by CJ on 13.02.09 at 22:54:51
Only in your mind ;-)
So, do you need the diagonals and the mouse x/y as well or was that ok? |
Title: Re: Hello Post by techie_alison on 14.02.09 at 00:31:11
Yes that's fine. I can't complain can I, you wrote it for me in your own time!! :)
Ultimately I intend to use it as a template and recompile it. That's where I'll go next. It's main purpose for me is to hook up these JeSTs when the PCBs arrive. At the moment with PeST, I use sysinfo which recognises right clicks and brings up the help menu. I'll likely put a counter in there too, hooked up to the clock timer, which counts how fast the autofire is running. Then there will be another which counts how fast the left right left right (joystick waggling) is running. I can go upto about 50-times a second, but if the ST falls over at 20-times a second.. The mouse for example will go all over the place if you clock it too fast. Just to pull out as much conceivable information about the port. But that's for another day when I have all of these other jobs out of the way. :) |
Title: Re: Hello Post by CJ on 14.02.09 at 01:26:03
Sure you can complain! What makes you different from everyone else on the internet? :P
"This has been a cut and paste software production" - didn't take long, so it wasn't a problem. I guess you can tell the mouse works by watching the packet data in the "last 4 bytes" field. |
Title: Re: Hello Post by techie_alison on 14.02.09 at 02:13:00
The 4-bytes, yes. I'm used to viewing data like this when working with a scope.
God no, I'm not complaining. You know I once used to and was really volatile, but you just kind of reach a point where it achieves nothing. Far far easier and less stressful to just get on with everyone and fit in. :) The attached file, ...when I find it... The first one is of the Atari joystick interface itself, with the first top 4 being the directions, and the remaining 2 being the fire buttons. Where they start oscillating is the autofire. The traces at the very bottom are detailed in the next paragraph. The 2nd one is the PSX packet itself. It's a slight variation of the duplex SPI method. D0 is CSEL, D1 is clock, D2 is CMD, D3 is DATA, D4 is ACK. There's enough clocks there for 5-bytes. Which is a single PSX digital packet, taking about 600uS where JeST is concerned. All totally irrelevant stuff, but hey I like looking at them. That thing cost me £500!!!! :) JeST sits in the middle of those two running at about 1MIPS dependent on instructions and jumps. Some of the decision making is a bit cumbersome as with only 35 RISC instructions there's no branching commands like IF. It's all done with the overflow flags and shifting bits left and right and checking them. All bit banged. [code] ;------------------------------------------------------------------------------ ;Subroutine : PSX_RW_BYTE ;------------------------------------------------------------------------------ ;Passed : W contains byte to be transmitted ;Valid : N/A ;Uses : psx_tx_byte_ , psx_rx_byte_ , loop1_ ;Returns : Byte received in W and psx_rx_byte_ ;Error Code : N/A ;Error Trapping : N/A ;Outline : SPI style byte transfer ;------------------------------------------------------------------------------ PSX_RW_BYTE MOVWF psx_tx_byte_ MOVLW 8d ;we will be transferring 8 bits MOVWF loop1_ Psx_rw_byte_next_bit: BCF PORTB, PSX_CLK_PORTB_O_ ;bring clock low RRF psx_tx_byte_, F ;put transmitted data on bus BTFSS STATUS, C BCF PORTB, PSX_CMD_PORTB_O_ BTFSC STATUS, C BSF PORTB, PSX_CMD_PORTB_O_ BSF PORTB, PSX_CLK_PORTB_O_ ;bring clock high BCF STATUS, C BTFSC PORTB, PSX_DAT_PORTB_I_ ;get received data from bus BSF STATUS, C RRF psx_rx_byte_, F DECFSZ loop1_, F GOTO Psx_rw_byte_next_bit ;next bit BSF PORTB, PSX_CMD_PORTB_O_ ;set COMMAND high MOVF psx_rx_byte_, W ;value returned to caller RETURN [/code] |
Title: Re: Hello Post by CJ on 14.02.09 at 03:07:37 techie_alison wrote on 14.02.09 at 02:13:00:
Very nice, but can it play Geometry Wars? Gotta go out for the rest of the day, but if I get a chance I'll bash up one that shows the last 16 or so bytes and does diagonals. If I get more than a chance, maybe mouse packet data as well. |
Title: Re: Hello Post by techie_alison on 14.02.09 at 03:35:11
Oh wow!! Almost as good as Omega Race. :)
I thought you meant; http://www.youtube.com/watch?v=s1eNjUgaB-g No worries on timing. I really appreciate it whenever. I'm pretty much on hold at the moment until the PCBs arrive next week, as that'll be when I start getting the timing variables right for the ST and Sinclair. Might have to rework the PCBs I found out the other day too, should have put a pull-up resistor on there.. :) |
Title: Re: Hello Post by techie_alison on 14.02.09 at 03:40:25
YAYYYYYYYYYyyyyyyyyyyyyy
YOU are just going to LOVE THIS!!! Mario on Tesla Coils; http://www.youtube.com/watch?v=B1O2jcfOylU This is the external link if your browser blocks it : http://www.youtube.com/watch?v=B1O2jcfOylU And some of the comments... Quote:
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Title: Re: Hello Post by remowilliams on 14.02.09 at 04:38:54 techie_alison wrote on 13.02.09 at 22:25:14:
Actually, I'm 6'2" http://www.atariage.com/forums/index.php?showtopic=2671&view=findpost&p=1097248 but who's counting? ;D techie_alison wrote on 14.02.09 at 02:13:00:
Getting a scope is something that keeps banging around the fringes of my thoughts. I barely know what to do with one, but I've had occasions where it would have been might handy. Oh, and welcome aboard. The fellows tell me that I must get a PeST interface... ;) |
Title: Re: Hello Post by Shw on 14.02.09 at 07:43:07
Version 4?! that's so cutting edge Ali !
I still use 3.14, it's the nearest thing to Neochrome on the PC apart from maybe Dpaint :) Shw |
Title: Re: Hello Post by techie_alison on 15.02.09 at 00:45:21
Right where were we.
Shw? You want PSP4? :) And Remo, you want an oscilloscope. :) It depends what you want to do with it really, as to which one you get. There's 4 main flavours, that being an analogue scope which is literally volts over time, basically a CRT connected to a timebase. A digital scope, which is almost the same but has a computer in it and can store things and go back and forth. An MSO (Mixed Signal) which is digital and has additional LA (Logic Analyser lines in a scope type fashion). That's what I have. And finally an LA (Logic Analyser) which is much more advanced than the MSO, but doesn't have the analogue aspect. Each has their uses depending on what you want to do. The Velleman scopes are pretty basic digital scopes with a tiny memory, but are fine for single line fault diagnosis and automotive stuff. http://i31.twenga.com/3/tp/46/55/6046238802527484655vb.png . £50 is about the going rate for those 2nd hand. I almost always buy new though (about £90) unless it's silly cheap. £80 at Maplin right now; http://www.maplin.co.uk/Module.aspx?ModuleNo=32611&doy=15m2&C=SO&U=strat15 . They're pretty rubbish though except for anything other than audio signals and basic digital. It's says 10Mhz but aliasing takes that down to about 2Mhz max. |
Title: Re: Hello Post by Shw on 16.02.09 at 11:39:31 techie_alison wrote on 15.02.09 at 00:45:21:
Naah thanks Ali but I'll keep with the old school 3.14. Like CJ I never got to grips with the newer bloatware versions. Shw |
Title: Re: Hello Post by remowilliams on 18.02.09 at 02:51:39 techie_alison wrote on 15.02.09 at 00:45:21:
Thanks Aly, that does give me a bit more to think about. I definitely want a digital scope, and there are times where a simple logic analyzer might be beneficial too. I remember seeing a PC based setup that looked interesting as well. |
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