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gmoon
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 Wireless 3D-motion game controller
« Thread Started on Sept 25, 2006, 9:52pm »

Adding a transmitter/receiver pair with a couple microcontrollers and an accelerometer, and you've got a homemade wireless game controller:

http://video.google.com/videoplay?docid=-34351659775337089
(thanks to Stefano Tognon for source code to Markanoids, so it could be modified for the userport.)

The prototype really looks ghetto, I know. But it's gonna be a week or two until I have time to make a PCB, etc. So this is just a preview (but a fully functional one.)

Transmitter/receiver: TLP434A & RLP434A matched pair ($15 USD for both)

The transmitter uses an ATmega8 (Using a micro with a real USART really simplified the wireless part, probably change this to an ATmega48) and a LE33 LDO regulator (3.3v) for the AVR and the accelerometer. The transmitter module itself is powered directly off the 9V battery.

Receiver uses an ATmega16 running @ 5V.

I'll add some photos, description, code, etc. tomorrow.
« Last Edit: Sept 25, 2006, 10:11pm by gmoon »Link to Post - Back to Top  IP: Logged
David Murray
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 Re: Wireless 3D-motion game controller
« Reply #1 on Sept 25, 2006, 10:00pm »

You're room is messy. :-)
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Golan Klinger
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 Re: Wireless 3D-motion game controller
« Reply #2 on Sept 25, 2006, 10:04pm »

You just couldn't wait for Nintendo to release the Wii, could you? ;)

Seriously, that's an amzing hack.
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 Re: Wireless 3D-motion game controller
« Reply #3 on Sept 25, 2006, 10:14pm »


Quote:
You're room is messy. :-)

Oh, you have no idea. Be glad I didn't pan around....

And thanks, Golan. :)
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diroga
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 Re: Wireless 3D-motion game controller
« Reply #4 on Sept 26, 2006, 4:08am »

very nice. can it work with any other software?
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gmoon
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 Re: Wireless 3D-motion game controller
« Reply #5 on Sept 26, 2006, 8:04am »


Quote:
very nice. can it work with any other software?

Yes.

The receiver works like a joystick, and sets the direction and firebutton lines. ANY software that uses a joystick should work--there is no driver needed. This mod would work without changes on a DTV with a joystick port. The outputs are open collector compliant.

In fact, I plan to test it on my C128 very soon.

The custom game is for the Hummer, which doesn't have a JS port.

The receiver uses a (relatively expensive) ATmega16 only because:
1) I have a couple, and wanted to see how it worked running at 5V on the Hummer.

2) When I finally encase the Hummer mod, I figure the more IO lines the better.

3) A standard C= JS port has a 5V power tap. Might as well see if it can run without a regulator on the DTV (the transmitter NEEDs a regulator, since the accelerometer is 3.3v, and the transmitter module works much better at a higher voltage. A 9V battery is a nice size for a handheld thingy.)

Any AVR with a USART could work for the receiver--the code is very small.
« Last Edit: Sept 26, 2006, 8:12am by gmoon »Link to Post - Back to Top  IP: Logged
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 Re: Wireless 3D-motion game controller
« Reply #6 on Sept 26, 2006, 8:14am »

How about you have it PWM the output. But pulsing the joystick at a rate depending on how far you tilt it you would get sort-of-proportional control.
Holding it 45' or more would be fully on, but less would pulse the output. Maybe 20' would have a 45% duty cycle if you get what I mean.
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 Re: Wireless 3D-motion game controller
« Reply #7 on Sept 26, 2006, 8:33am »


Quote:
How about you have it PWM the output. But pulsing the joystick at a rate depending on how far you tilt it you would get sort-of-proportional control.
Holding it 45' or more would be fully on, but less would pulse the output. Maybe 20' would have a 45% duty cycle if you get what I mean.

Right. It can definitely be more sophisticated, software-wise.

I was also thinking of having different modes, one with the firebutton PWM for rapid fire, and as you mentioned a 'proportional JS' mode, etc. One mode would be to receive high res tilt info, but that would be for custom software.

The plan is to mount a PSP analog joystick on top. They are cheap and easy to find, and you might get sick of playing games 'tilt style' after awhile. A mode for receiving all five dimensions is possible, too (3x accel, 2x js.)
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 Re: Wireless 3D-motion game controller
« Reply #8 on Sept 26, 2006, 9:34pm »

The prototype's not much to look at:

[image]
If you look closely, you'll find a firebutton and the ISP port. The TO92 (transistor-like) package is the LE33 regulator, and the transmitter module is the small vertical PCB w/the metal cap.

The transmitter/receiver pair are pretty amazing--$15, with a range up to 500 ft (line-of-sight, probably.) 4800 bps, and a 40000 bps version is available--expect this stuff to get better and less expensive....

The yellow alligator clip is the power switch ;). With the regulator, the input voltage for the transmitter board is anything from 4V to 12V.

Here's the schematic for the transmitter. It includes a few things not on the prototype: LED indicator, option button, and a connector for an analog joystick:
http://home.earthlink.net/~dgdtv/images/rf/transmitter1.pdf

Accelerometer is on the bottom:
http://home.earthlink.net/~dgdtv/images/rf/rf_proto2.jpg

The receiver:
http://home.earthlink.net/~dgdtv/images/rf/rf_proto3.jpg
(the blue wire is the receiver module digital data output, connected to the RXD pin (USART) on AVR)

I didn't make a schematic for the receiver, it's so simple. Still to come....
« Last Edit: Sept 26, 2006, 10:49pm by gmoon »Link to Post - Back to Top  IP: Logged
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 Re: Wireless 3D-motion game controller
« Reply #9 on Sept 27, 2006, 3:29am »

I can see your not using the Z axis, or youd notice that the accelerometer is upside down when your holding the unit.
Not a biggie, but will add a 1g offset to Z later on if you use it :P
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 Re: Wireless 3D-motion game controller
« Reply #10 on Sept 27, 2006, 7:03am »


Quote:
I can see your not using the Z axis, or youd notice that the accelerometer is upside down when your holding the unit.
Not a biggie, but will add a 1g offset to Z later on if you use it :P

As a matter of fact, yes, I don't use the Z axis since the first goal is to emulate a joystick. But interpreting the all the dimensions depends on how it's mounted, anyway (X & Y might be switched on the PCB--and if it's mounted at right angle to the PCB, then Z might become X or Y.)

Anyway, I'm glad I got a 3-axis accelerometer, but for playing existing c64 games a 2D accel would work fine.

[Edit]
The Z axis might be used to control the sensitivity of the device, i.e., the speed of the PWM....
« Last Edit: Sept 27, 2006, 7:32am by gmoon »Link to Post - Back to Top  IP: Logged
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