VMusic2 - USB for the 83+

Monday, 21st May 2007

The TI-83+ lacks something the 84+ series has - a USB port.

VMusic2.jpg

Enter the VMusic2. This low-cost (£25) module offers a USB host controller with a simple serial interface that can be used to read/write FAT-formatted USB mass storage devices. It can also play MP3 files straight from the drive!

PICAXE-28X1.jpg

This is all very well, but the TI doesn't have a standard serial port either. To handle communications between the two, therefore, is a PICAXE-28X1 microcontroller.

The TI can then run a program that communicates using its standard linking protocol.

Browser.gif

I've posted a thread on MaxCoderz with more information about the project. For those interested in the VMusic2 device, here's a datasheet and here are the commands.

Yes, I know I should probably get a life. I blame the solder fumes.

SonyIR

Monday, 30th April 2007

I take a strange enjoyment in reading format and protocol documentation, and I find it to be one of the most rewarding tasks. Hence the Sega emulator project, the DOOM project, the Vgm2Midi project and so on.

Photo.jpg

This project is more hardware related - it's an infrared remote control library for the TI-83 series calculators. It supports the SIRCS (Sony) protocol, with command words of 12, 15 and 20 bits.

Video of the library in action (960KB WMV).

The hardware is very simple if you just want to transmit, and a single-package infrared receiver/amplifier/demodulator makes the receiving circuit not that much more complex.

Schematic.gif

The library also comes with a program that can be used to turn an 83+ into a programmable remote control. It supports multiple device profiles, and editing is easy - press the key (on the calculator) you wish to customise, point your remote at the receiver and press the button you want change to and the details are automatically saved.

New.gif Edit.gif

SonyIR download page and documentation.

TI Emulation, Functions in Brass and Gemini on the Sega Game Gear

Tuesday, 13th February 2007

This post got me wondering about a TI emulator. I'd rather finish the SMS one first, but so as to provide some pictures for this journal I wrote a T6A04 emulator (to you and me, that's the LCD display driver chip in the TI-82/83 series calculators). In all, it's less than a hundred lines of code.

The problem with TI emulation is that one needs to emulate the TIOS to be able to do anything meaningful. Alas, I had zero documentation on the memory layout of the TI calculators, and couldn't really shoe-horn the ROM dump into a 64KB RAM, so left it out entirely. That limits my options as to what I can show, but here's my Microhertz demo -

tunnel.png cylinder.png flip.png lens.png blobs.png

I've added native support for functions in Brass.

The old Brass could do some function-type things using directives; for example, compare the two source files here:

.fopen fhnd, "test.txt"          ; Opens 'test.txt' and stores a handle in fhnd
.fsize fhnd, test_size           ; Stores the size of the file in test_size

.for i, 1, test_size
    .fread fhnd, chr             ; Read a byte and store it as "chr"
    .if chr >= 'a' && chr <= 'z' ; Is it a lowercase character?
        .db chr + 'A' - 'a'
    .else
        .db chr
    .endif
.loop

.fclose fhnd                      ; Close our file handle.

I personally find that rather messy. Here's the new version, using a variety of functions from the 'File Operations' plugin I've been writing:

fhnd = fopen("test.txt", r)

#while !feof(fhnd)
    chr = freadbyte(fhnd)
    .if chr >= 'a' && data <= 'z'
        .db chr + 'A' - 'a'
    .else
        .db chr
    .endif
#loop

fclose(fhnd)

I find that a lot more readable.

An extreme example is the generation of trig tables. Brass 1 uses a series of directives to try and make this easier.

.dbsin angles_in_circle, amplitude_of_wave, start_angle, end_angle, angle_step, DC_offset

Remembering that is not exactly what I'd call easy. If you saw the line of code:

.dbsin 256, 127, 0, 63, 1, 32

...what would you think it did? You'd have to consult the manual, something I'm strongly opposed to. However, this code, which compiles under Brass 2, should be much clearer:

#for theta = 0, theta < 360, ++theta
    .db min(127, round(128 * sin(deg2rad(theta))))
#loop

By registering new plugins at runtime, you can construct an elaborate pair of directives - in this case .function and .endfunction - to allow users to declare their own.

_PutS = $450A

.function bcall(label)
    rst $28
    .dw label 
.endfunction

bcall(_PutS)

You can return values the BASIC way;

.function slow_mul(op1, op2)
    slow_mul = 0
    .rept abs(op1)
        .if sign(op1) == 1
            slow_mul += op2 
        .else
            slow_mul -= op2
        .endif
    .loop
.endfunction

.echo slow_mul(log(100, 10), slow_mul(5, 4))

I had a thought (as you do) that it would be interesting to see how well a TI game would run on the Sega Master System. After all, they share the CPU, albeit at ~3.5MHz on the SMS.

However, there are some other differences...

  • Completely different video hardware.
  • Completely different input hardware.
  • 8KB RAM rather than 32KB RAM.
  • No TIOS.

The first problem was the easiest to conquer. The SMS has a background layer, broken up into 8×8 tiles. If I wrote a 12×8 pattern of tiles onto the SMS background layer, and modified the tile data in my own implementation of _grBufCpy routine, I could simulate the TI's bitmapped LCD display (programs using direct LCD control would not be possible).

You can only dump so much data to the VRAM during the active display - it is much safer to only write to the VRAM outside of the active display period. I can give myself a lot more of this by switching off the display above and below the small 96×64 window I'll be rendering to; it's enough to perform two blocks, the left half of the display in one frame, the right in the next.

As for the input, that's not so bad. Writing my own _getK which returned TI-like codes for the 6 SMS buttons (Up, Down, Left, Right, 1 and 2) was fine, but games that used direct input were a bit stuck. I resolved this by writing an Out1 and In1 function that has to be called and simulates the TI keypad hardware, mapping Up/Down/Left/Right/2nd/Alpha to Up/Down/Left/Right/1/2.

The RAM issue can't be resolved easily. Copying some chunks of code to RAM (for self-modifying reasons) was necessary in some cases. As for the lack of the TIOS, there's no option but to write my own implementation of missing functions or dummy functions that don't do anything.

Even with the above, it's still not perfect. If I leave the object code in Gemini, the graphics are corrupted after a couple of seconds of play. I think the stack is overwriting some of the code I've copied to RAM.

No enemies make it a pretty bad 'game', but I thought it was an entertaining experiment.

Sega Tween

Thursday, 1st February 2007

No updates for a while, I'm afraid - things have been pretty hectic.

sega_tween_3d_stereo_pair.png

I packaged up and released the Sega Tween demo I'd been working on. As you can see, I added an SMS and a 3D mode - this works with the SMS 3D glasses. The extra 3D is quite cheap to calculate - shift the rotated X coordinates one way for one eye, then the other way for the other eye. After projection to the screen they need to be shifted back a little way to re-centre, but it works quite well.

sega_tween_3d_anaglyph.png

However, I had neglected the fact that the SMS1 (which has the card slot, and hence the model that supports the 3D glasses) had a bug in the VDP and as such only supports four zoomed sprites per scanline. I added this glitch to the emulator;


In other news, I've done a small amount of work on Brass. It's quite embarrassing, really, how slow the old version is. Assembling this file:

.rept 9000
	ld a,1
.unsquish
	ld a,2
.squish
	ret
.loop

...produces this in old Brass:

Brass Z80 Assembler 1.0.4.9 - Ben Ryves 2005-2006
-------------------------------------------------
Assembling...
Pass 1 complete. (2093ms).
Pass 2 complete. (22062ms).
Writing output file...
Errors: 0, Warnings: 0.
Done!

Nearly half a minute! New Brass does a much better job of syntax parsing and caching...

Brass Assembler - Copyright © Bee Development 2005-2007
-------------------------------------------------------
ZiLOG Z80 - Copyright © Bee Development 2005-2006
TI Program Files - Copyright © Bee Development 2005-2006
Core Plugins - Copyright © Bee Development 2005-2006

Parsing source...
Building...
Writing output...
Time taken: 484.38ms.
Done!

Down to just under half a second. That's almost a 50× speed increase!

Parallel-Port SMS Control Pad

Monday, 15th January 2007

I've been wanting to attach an SMS control pad to my PC (and be able to use it to play games with) for a while, so put in an order from those excellent chaps at Rapid for the parts needed.

The joypad (as I've now learned from disassembly) is very primitive - 6 normally-open switches, each connected between a pin on the DE-9 connector and ground. The accepted layout adapter uses the 25-pin parallel port, connecting ground to pin 18, power to pin 1 (not that the control pad uses this pin) and 7 further connections from D0 to D6 for the buttons.

sms_pad.jpg
Master System Control Pad and a poorly-soldered DB-25 to DE-9 adapter.

I had been assured that the data lines on parallel ports (D0..D7) were pulled up, and so the layout seemed easy enough - D0..D6 will return highs normally, and when a button is pressed it is connected to ground.

Unfortunately, for whatever reason the data lines on the parallel port on my PC are not pulled up, at least not in any way that I can find to control. However, if you set the lines to be outputs (using bit 5 of the control register), set them all high, then flip them to inputs, they'll read as highs for a while until they float (slowly) back low again. I've used this to my advantage, and so have this:

/// <summary>Flags corresponding to which buttons are pressed.</summary>
[Flags]
public enum Buttons {
    None = 0x00,
    Up = 0x01,
    Down = 0x02,
    Left = 0x04,
    Right = 0x08,
    Button1 = 0x10,
    Button2 = 0x20,
    All = 0x3F,
}   

// Retrieve the status of the port.
private Buttons GetRawStatus() {
    // Set D0..D7 as outputs.
    Output(this.BaseAddress + 2, 0x00);
    // Set them high:
    Output(this.BaseAddress + 0, 0xFF);
    // Set D0..D7 as inputs.
    Output(this.BaseAddress + 2, 0x20);
    // Retrieve, invert and mask the data lines.
    return (Buttons)(~(Input(this.BaseAddress + 0)) & (int)Buttons.All);
}

This works very well, with one small problem: nothing is debounced, so pressing any button causes 10 or so press/release actions to be detected until the contacts settle. Therefore, the exposed method for retrieving the status is this:

/// <summary>Gets the status of the buttons from the connected SMS joypad.</summary>
/// <returns>The status of the buttons.</returns>
public Buttons GetStatus() {
    if (!this.Debounced) {
        return GetRawStatus();
    } else {
        Buttons Last = GetRawStatus();
        Buttons Current;
        int MaximumIterations = 100;
        while (((Current = GetRawStatus()) != Last) && (MaximumIterations-- > 0)) {
            Last = Current;
            Thread.Sleep(0);
        }
        return Current;
    }
}

For some strange reason, this doesn't quite work; after a while (or rebooting, or reading/writing the EPP registers) the port starts reading nothing but zeroes again. Running another piece of software that uses the parallel port fixes it.

One missing feature of the emulator was support for the SMS pause button. This button is attached to the Z80's non-maskable interrupt line, so pressing it results in the CPU pushing the program counter to the stack then jumping to $0066.

For most games the pause button just pauses the game, but for some others it will display a menu - such as in Psycho Fox, which lets you use the items you have collected to change animal or use a power-up.

psycho_fox_menu.png
Psycho Fox's in-game menu

One major long-standing bug in the emulator has been interrupt handling by the CPU. I think I've (finally!) got it, though it's still not entirely perfect. How I've set it up now is that a flag is set - IntPending or NmiPending, depending on whether the maskable or non-maskable interrupt pin has been modified - when the interrupt is requested, and cleared when it's been handled.

japanese_bios_1.gif
japanese_bios_2.gif
Japanese Master System BIOS

I have updated the memory emulation to better support BIOS ROMs. Initially, the "Majesco" Game Gear BIOS and some of the "Snail Maze" SMS BIOS worked (though the SMS BIOS would display "Software Error" on several games). I've tested a few of them and they seem to work pretty well.

hang_on_safari_hunt.png
Hang On and Safari Hunt

Whilst the Japanese BIOS has (in my opinion) the best final effect, it's the M404 prototype BIOS that has the best effect overall:

prototype_bios.gif

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