18th Oct 2022, 9:31 pm | #61 |
Octode
Join Date: Mar 2020
Location: Kitchener, Ontario, Canada
Posts: 1,297
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Re: Yet another MK14 vdu card
I’ll just be a spectator for now on this one. I have quite a few things taking up my time for now. Shipping to Canada is an added cost, together with any possible customs issues for a kit and I don’t really want to set up a programmer for a different cpld.
I’m impressed with the progress so far, especially the space invaders. |
18th Oct 2022, 9:46 pm | #62 | |
Hexode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 318
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Re: Yet another MK14 vdu card
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OK, look forward to hearing something once you feel better. |
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18th Oct 2022, 10:57 pm | #63 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
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Re: Yet another MK14 vdu card
Here (attached) is MK14 invaders running on my Slothie-Ortonview, photographed directly off the screen of my Philips Composite/RGB video monitor. On this occasion I didn't connect port B to the VDU control lines - on the Slothie-Ortonview PCB the port B lines from the issue VI don't go any further than a row of holes intended to take a pin-row connector - at the moment I don't have anything in there so I forced the control lines to the required states using the DIL switch on the VDU PCB.
I will need to make some alterations to the 'bridge' board which I use to connect my original SOC VDU to the issue VI - there is currently no provision on that board to use port B as the VDU controlling port, but I will take it to work and make the necessary mods. It's genuinely fun to play - I managed to get through quite a few waves until it killed me off at only one point short of 100. It's quite unforgiving because the bad guys fire on you the instant they are over the top of you. I noticed another (harmless) quirk - sometimes one of the high level baddies will drop a bomb when they have a clear line of sight to you, but then they all move and one of the low level baddies slips in underneath and the bomb lands on top of the low level baddie - it does no harm and disappears a moment later. I'm glad I have good quality low-force tact switches fitted to my issue VI, I don't think I would have done so well with the rubber sandwich keypad which was fitted to my original issue II. Tim, if you are thinking of letting people play this at the show, consider making up a 3-key 'gamepad' box with three tough arcade type switches on it, wired to the keypad edge connector. |
18th Oct 2022, 11:25 pm | #64 |
Octode
Join Date: Mar 2020
Location: Kitchener, Ontario, Canada
Posts: 1,297
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Re: Yet another MK14 vdu card
It looks like the 64 way connector pads on Realtime’s pcb is spaced to suit an a+c connector, but Tim might be using a+b.
Just thought I’d ask for clarification to hopefully avoid a mismatch. |
18th Oct 2022, 11:50 pm | #65 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,364
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Re: Yet another MK14 vdu card
Well spotted Mark - yes I am using an a+b so they will not fit (i.e. as per the original SOC VDU). No problem though - perhaps the best idea would be to have a standard connector fitted and get a small converter PCB made up.
In this instance though as so few connections are made to the top I would probably just bend out the pins slightly and patch them into where needed as I would not want to change out my whole infrastructure of interchange as I have my breadboard set up that way. |
18th Oct 2022, 11:51 pm | #66 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
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Re: Yet another MK14 vdu card
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19th Oct 2022, 12:21 am | #67 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
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Re: Yet another MK14 vdu card
Thinking about it, the keypad 1, 2, 3, keys share a common line on one side so you could take a simple Atari-wired joystick and wire:-
Joystick switch common to the keypad '0-1-2-3-4-5-6-7' line Joytick left-out to the keypad 1-9-B line Joystick Fire-out to the keypad 2-Go-C line Joystick right-out to the keypad 3-Mem-D line However, anyone using a joystick would almost certainly try to fire at the same time as holding the stick left or right - I forgot to notice whether I could fire with one of the direction step keys held down - also with a joystick people will instinctively expect that the 'ship' will keep going left if the joystick is held to the left, and keep going right if the joystick is held to the right. I should have tried holding down L or R to see if the ship would keep moving but my guess would be that it moves one step per key press/release. |
19th Oct 2022, 8:09 am | #68 | |
Hexode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 318
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Re: Yet another MK14 vdu card
Quote:
I bet there's quite a few quirks lurking in there. If anyone makes any improvements to the code then make sure you share them. It would be nice to see it develop further. I love the way this has already spawned potential additional HW in the form of a Games Controller pad/joystick. I had thought the same about external switches but a joystick would be much better. The keypad interface is polled every game cycle (about 80ms I think) so holding down a key will result in a continuous left / right movement. Only one bullet can be on screen at any time and because the keypad is decoded looking for just one data bit to be active I don't think you can drive sideways and fire simultaneously. That may make a joystick less usable perhaps. I'll check that at lunchtime. |
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19th Oct 2022, 5:50 pm | #69 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,364
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Re: Yet another MK14 vdu card
Sirius - that was my idea exactly and I proposed connecting Up and Down to 4 and 6 as well for future game use... Using the idea of the old COMCEN Spectrum joystick I was going to have a header for the 6 rows so that any 0-7 could be wired for anything - e.g. PONG
Then it occurred to me that modifying the software would probably be less hassle moving between games to all use keys in as above. After all this is the first Joystick interface for the MK14 we know about so it is now the "Kempston" of the MK14 world. Looking at the key routine for Invaders it does scan and act on all three keys so should fire and move at the same time. |
19th Oct 2022, 5:55 pm | #70 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
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Re: Yet another MK14 vdu card
Objection!
If we already have 1=Left, 2=Fire, 3=Right, then why wouldn't you use 0 as down and 5 as up? Or were you thinking in more general terms, not just for the Invaders game? Pong (proper Pong) IMO would be unplayable with anything less than analogue controls. |
19th Oct 2022, 6:37 pm | #71 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
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Re: Yet another MK14 vdu card
Actually I was thinking on the fly it was easier to move your left hand up one key for UP and the same for your right for DOWN but, that star layout does seem to make more sense in both contexts of using the keypad or a stick - I will change it before I build it. So changed by the standards committee
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19th Oct 2022, 6:38 pm | #72 |
Octode
Join Date: Mar 2019
Location: Barry, Vale of Glamorgan, Wales, UK.
Posts: 1,364
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Re: Yet another MK14 vdu card
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19th Oct 2022, 7:30 pm | #73 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
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Re: Yet another MK14 vdu card
It needs that finesse of being able to catch the 'ball' at just the right part of the 'bat' because that lets you change / choose the return angle, or so I seem to remember. You can only get that when you are able to whizz to about the right position and then fine-tune just before the ball hits the bat.
At the moment there isn't really a PONG game for the MK14, Milan's game more closely resembles the 'squash' game which was found as one of the options on the classic GIM AY-3-8500 based TV video games. Regarding the 'star' layout for the joystick 'keys' it is true that on a game where you need simultaneous access to both the up and down and left and right keys your fingers would be playing the equivalent of a game of Twister. I still prefer that as a default though. |
19th Oct 2022, 9:06 pm | #74 |
Tetrode
Join Date: Aug 2020
Location: Wallington, Greater London, UK.
Posts: 87
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Re: Yet another MK14 vdu card
Just a couple of photos showing Invaders running on Replica MK14 using Raspberry Pi as the MK14 VDU.
Great game to demo Realtime's new VDU design. |
19th Oct 2022, 9:11 pm | #75 |
Hexode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 318
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Re: Yet another MK14 vdu card
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19th Oct 2022, 9:13 pm | #76 |
Hexode
Join Date: Jan 2021
Location: Ashford, Kent, UK
Posts: 318
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Re: Yet another MK14 vdu card
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19th Oct 2022, 9:32 pm | #77 | |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 11,569
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Re: Yet another MK14 vdu card
Quote:
I still need to mod my issue VI - > original SOC VDU connection (and RAM expansion) card before I can show Invaders running on a genuine SOC VDU. Am I the only person here who has an original SOC VDU in running order, I can't remember? (Tim's is one of the very accurate Czech replicas, of course). Moreover, is there anyone who has a suitably configured original MK14 + VDU + Extra-Extra RAM that they can try to run Invaders on? Mine is issue II, so it doesn't have the memory hole at 0200-07FF and it is far too precious to start hacking about with now - nor does it have the lower side contact fingers on the rear edge connector, they only appeared from issue IV onwards. An issue IV would still need to have the unwanted ROM images removed from 0200-07FF. |
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20th Oct 2022, 10:11 am | #78 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
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Re: Yet another MK14 vdu card
Just remembered, Coolsnaz2 has an original VDU and issue V MK14 and I'm sure he also added a RAM / ROM expansion into the 0200-07FF memory hole as well? - so he may well be the first to be able to run Invaders on an original MK14 and original VDU.
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20th Oct 2022, 8:53 pm | #79 |
Tetrode
Join Date: Aug 2020
Location: Wallington, Greater London, UK.
Posts: 87
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Re: Yet another MK14 vdu card
SiriusHardware
You are correct, but currently my backplane only accepts either the VDU board or my additional memory boards, see attached photos. Also my RAM/ROM expansion currently has the ROM configured at 0200 to 03FF, so Invaders would not work unless I modified the expansion board. I have had a quick look on Amazon to see if I could get a extension ribbon cable with 1 male and 2 female sockets attached, but no luck. |
20th Oct 2022, 9:43 pm | #80 |
Dekatron
Join Date: Aug 2011
Location: Newcastle, Tyne and Wear, UK.
Posts: 11,569
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Re: Yet another MK14 vdu card
I don't think I have ever seen a cable mounted DIN data connector unfortunately - they seem to have been used almost exclusively on card edges and card backplanes.
There obviously would be some advantage in being able to install the VDU and the RAM at the same time - the original VDU is really not much use when it is taking up 512 bytes of a fully expanded MK14's 640 byte memory. Your dual-port RAM board is all RAM isn't it - that black ribbon cable in the 4th picture is what goes to the Pi currently, could you unplug that and plug in a short 40-way IDC female to IDC female lead which would then go to a small converter board with a 40-pin male to 32+32 way DIN data connector converter built on it? In other words, provide for the SOC VDU to be able to be plugged into the secondary port of the dual-port RAM board instead of the Pi? I assume most of the required signals are on the 40-way IDC connector but you would probably have to feed the MK14 clock through to drive the VDU timing chain, or fit a 4-pin 4MHz oscillator module on the converter board. |