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gmoon
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 dtvii
« Thread Started on Nov 21, 2006, 6:00pm »

Just a preview:
It's functional (accel, firebutton, anyway. Still uncompleted: analogjoystick code, mode selector code & switch, on/off switch, LED code)

[image]
[image]
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pyrofer
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 Re: dtvii
« Reply #1 on Nov 22, 2006, 5:13am »

Love the joystick! Where did you get it?

Is that a wireless transmitter I see before me?

Looks like its all very profesional. Nice work!
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expertsetup
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 Re: dtvii
« Reply #2 on Nov 22, 2006, 6:08am »

Yes I think it looks pro status all the way. I love the joy stick tip and the shell is the tops.
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gmoon
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 Re: dtvii
« Reply #3 on Nov 22, 2006, 8:51am »

Thanks, guys :). Yeah, it's a wireless controller, which will have the option of accelerometer and/or joystick control.

An iPod case is the shell, and it's pretty beefy. The rubber 'boot' surrounding the joystick is from a 'Saltek' PC joystick, which I picked up cheap and gutted. It's really just cosmetic, but fits the hole in the case perfectly.

The joystick is from a PS2 controller by 'Game Hawk', which was new but only cost $9 USD--and there were two joysticks. It's also got a push-for-firebutton switch built in (activated by the shaft at the bottom.)


Quote:
I love the joy stick tip
The pencil eraser? :D Funny thing--it works better than the manuf one!
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bigo
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 Re: dtvii
« Reply #4 on Nov 24, 2006, 2:40am »

WHOA! that's the sweetest diy thing I've seen ever! Nice touch with the pencil eraser.
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gmoon
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 Re: dtvii
« Reply #5 on Nov 27, 2006, 8:14am »

Thanks, bigo.

Hope to post more this week. Still a few bugs to work out. I'm getting more false firebutton signals than I did on the breadboard.

I think it's a combination of board layout and lower signal strength (transmitter had 9V during test, 6V in case.) But I have other inputs broken out and will try one of those for fireb.

Wrapping foil around the case also seem to eliminate false signals, so shielding looks like a must.
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gmoon
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 Re: dtvii
« Reply #6 on Nov 27, 2006, 5:03pm »


Quote:
I'm getting more false firebutton signals than I did on the breadboard.

OK, scratch all that.

:-[ :-[ I forgot to enable the pull-up resistor on the firebutton input, so the pin was floating hi-Z and triggering at random. :-[ :-[

It works fine now. I hardly used the firebutton at all on the breadboard prototype, just the directional input. (Good thing I found the bonehead mistake, as I was about to rewrite the manchester encoding scheme...)
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jpilkinton
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 Re: dtvii
« Reply #7 on Nov 28, 2006, 3:20am »

That is neat as heck. Will you be able to use it with your DTV?
Looks very professional by the way!
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gmoon
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 Re: dtvii
« Reply #8 on Nov 28, 2006, 8:33am »


Quote:
That is neat as heck. Will you be able to use it with your DTV?
Looks very professional by the way!
Thanks!

Yes, it works with the DTV. The RF receiver is connected to an ATmega16, which decodes and sets or unsets 5 outputs, acting as open-collector by toggling between input and output.

During initial testing I only had the high bits of the userport [7-3] connected, so I was using a custom-modified game. But with all the new Hummer-modded games (expertsetup) it's set for the standard JS bits.

The DTVs' (Hummer) userport is 5v tolerant, so the 5V version of the ATmega16 works fine (since it's 5V, I should also be able to hook it up to my C=128, too. :) )
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 Re: dtvii
« Reply #9 on Nov 28, 2006, 1:09pm »

have you done any sort of PWM on the analogue outputs to simulate analogue on the digital controls?
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gmoon
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 Re: dtvii
« Reply #10 on Nov 28, 2006, 8:47pm »


Quote:
have you done any sort of PWM on the analogue outputs to simulate analogue on the digital controls?
Nope.

Haven't even written code to read the JS (analog joystick) yet, even though it's quite simple. I want to finalize the hardware first (I need to add a switch or two, and design an internal antenna.)

The transmit/receive scheme is quite basic now. Certain design decisions--should the transmitter handle all the pulsing or instruct the receiver to do so--are not clear cut, and would need some exploration.

The data is all manchester encoded, and currently all info is handled by only two bytes: one representing the JS position (from the accel), and the other representing firebutton up/down. A manchester encoded byte holds only 4 bits of info, and for speed currently there's no 'framing' (beyond the normal serial framing imposed by the USART.) Luckly only 9 out of 16 possible values represent the JS. No framing for sync is needed, as the byte is either one of the 9 positions, or it's firebutton info.

Also, this type of rf module needs to maintain a regular stream of valid data, or the receiver will 'loose the thread' (also the reason for manchester encoding, as several consecutive zero bits can also throw off the sync.)

The trans/recev are fast enough (theoretically about 280/sec for a 'packet' of two bytes) for a longer packet, but I haven't had enough time to delve more deeply....
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shadyman
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 Re: dtvii
« Reply #11 on Dec 13, 2006, 3:53pm »

Cool beans. Accelerometer and transmitter look like they're straight from Spark Fun Electronics ;)
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gmoon
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 Re: dtvii
« Reply #12 on Dec 13, 2006, 10:30pm »


Quote:
Cool beans. Accelerometer and transmitter look like they're straight from Spark Fun Electronics ;)

Good eye ;). They are an excellent supplier--I can't say enough good things about them (they replaced the first accelerometer board no charge, no hassle when I discovered that only 2-out-of-3 dimensions worked. I documented the problem well, of course, and sent them a photo showing that the ADXL330 was soldered off-center, but still--how many companies would do that?)

Both the accelerometer & the Laipac transmitter module are easily removed, if I want to. There's a right-angle header soldered to accel board, which slots into female header socket.

Just took a couple new photos today:

The unit with a power switch (left) and a firebutton separate from the JS shaft button:

[image]

A big surprise to me is how much better the controller operates with the firebutton removed from the PCB and mounted on the case. There's enough of a shock from pressing the JS shaft switch to trigger the accelerometer spuriously (not to mention that the JS switch is hard to activate when holding at an angle.)

And the 'high tech' antenna:
[image]
The antenna is a piece of aluminum foil sandwiched between layers of packing tape.


Sometime in the next two weeks I hope to slap together a webpage with in-use video, source code, schematic, etc.
« Last Edit: Dec 13, 2006, 10:44pm by gmoon »Link to Post - Back to Top  IP: Logged
expertsetup
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 Re: dtvii
« Reply #13 on Dec 15, 2006, 5:43am »

Sooweet Gmoon, looks like it just gets better and better!
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gmoon
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 Re: dtvii
« Reply #14 on Dec 21, 2006, 1:48pm »


Quote:
Sooweet Gmoon, looks like it just gets better and better!
:)

Just a quick note:

Sparkfun is selling 'ding & dent' 3D accelerometer boards for $3 USD. These aren't guaranteed to work, but if you're ordering other components, $3 is a reasonable gamble for a $25-35 part.

Remember, the 3d board I returned to Sparkfun was fully functional in 2 dimensions--plenty for the 'digital joystick' mode of this project. And other mis-connected boards might be revived with the 'skillet method...'

http://www.sparkfun.com/commerce/product_info.php?products_id=8218

I still plan to have all the 'stuff' (files) for this project online by Jan 1.
« Last Edit: Dec 21, 2006, 2:03pm by gmoon »Link to Post - Back to Top  IP: Logged
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