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Started by eastx, October 13, 2006, 10:58:36 am
Quote from: Lawrence on October 13, 2006, 12:39:42 pmThe schematic is huge, maybe I'll dig it out and post it.
Quote from: Lawrence on June 21, 2008, 07:21:01 pmIt's a hugely complicated circuit, you won't enjoy it.
Quote from: Lawrence on June 21, 2008, 07:21:01 pmWhen I find a scanner, I'll put the schems up.
Quote from: kyuusaku on June 27, 2008, 01:56:36 pmYour S0 should be connected to the neg-edge counter's Q1 since reset doesn't count as a clock.
Quote from: kyuusaku on June 27, 2008, 01:56:36 pmAlso what about D4 and D5 on the 3rd rising edge?
Quote from: kyuusaku on June 28, 2008, 03:16:01 amThe diagram however makes the cycle appear as though the reset (4th rising) is also the same thing as the 1st rising, so that would make it the second falling edge that triggers the first new condition (all buttons low), not the third.
Quote from: kyuusaku on June 29, 2008, 02:07:05 amAsynchronous reset in your circuit isn't useless, it will work, but not great because it has a mild race condition. You can make it synchronous by simply ignoring the high bits.
Quote from: kyuusaku on July 06, 2008, 12:28:11 pmWhat if the counters initialized to 0 and 2?
Quote from: kyuusaku on July 07, 2008, 09:45:41 amGenerally you can't assume a flipflop will initialize to a specific state unless you have a power on reset circuit.
Quote from: kyuusaku on July 07, 2008, 09:45:41 amIf the counters kept resetting at the wrong point, that would be problematic unless the game reads all the postive and negative edges separately, but why would they do this since that's not how the official controller works?
Quote from: kyuusaku on July 07, 2008, 09:45:41 amDo you have a parallel port? They make great free 100kHz+ logic analyzers.
Quote from: TmEE on July 16, 2008, 04:27:37 am6 buttons are disabled only through hardware, by holding Mode down during power up. The TH line of the controller must be pulsed 4 times to get XYZM data, and all other pulses yeld 3 button readings. There is a timeout feature, and about (unknown) time, you can read the 6 button data again. I will need to look up some docs as my memory is probably not too correct.
Quote from: Segasonicfan on May 06, 2019, 06:41:25 pmLawrence, did you ever upload that nasty 10 IC version you had?
Quote from: KillingBeans on June 27, 2008, 02:45:46 amI think this is the circuit I'm going to build as my first prototype. I have just added a manual switch for 6/3-button modes. I don't mind having to flip a switch, when I change games
Quote from: T_O on June 17, 2019, 04:01:51 amQuote from: KillingBeans on June 27, 2008, 02:45:46 amI think this is the circuit I'm going to build as my first prototype. I have just added a manual switch for 6/3-button modes. I don't mind having to flip a switch, when I change games I know this is ridiculously late--11 years after this post--but was there ever a final version (or verdict?) on KillingBeans's circuit? Was SoR3 the only 6-button game that didn't work properly, or were there more?I ask because I'm likely going to build my own circuit based on this design, plus a simple 3-button circuit, with a SPDT switch for the 5v rail between the two circuits. Game doesn't work with 6-button? Power off and switch to 3-button. It increases the pcb size slightly, but is actually probably MORE user-intuitive than remembering to hold a shoulder button down while powering on the console.