Author Topic: concept how to make psptouch screen  (Read 65410 times)

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #30 on: January 21, 2011, 02:46:28 PM »
yeah the pin assignments have to be changed. but yes it will work

Post Merge: January 21, 2011, 02:49:07 PM
one more thing it seems this may give to transmition signals not tottally sure but I know the are going to usb which has D+ and D- but we need one output T(x) for rs232

Post Merge: January 21, 2011, 03:15:32 PM
the neo flash thing doesnt work with slim because the ports alittle different ,but I cant imagine that and updating it for current firmware would be too hard. yes it does have a config file easily edited

Post Merge: January 21, 2011, 03:29:26 PM

I know these schematics are ghetto ,but what the hell its the best I could do. I have no engineering software what so ever so let me know what you think.

Post Merge: January 21, 2011, 03:33:26 PM


Post Merge: January 21, 2011, 03:34:43 PM





Post Merge: January 21, 2011, 03:37:17 PM
the for wires that go to the right go to the touch screen as
going down
X2
Y2
Y1
X1
« Last Edit: January 21, 2011, 03:37:17 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #31 on: January 21, 2011, 04:16:38 PM »
if you can clean it up a lil ill run it through cadd electrical. and post something more professional and easier to read. Dont get me wrong, awesome job. I got together a team of modders that are local to me, and a friend who is good w c++ . and we are ready for mass production. well kinda. its not like we have 200 lil Korean kids to do the work for us. The first of the month Im going to order all the hardware we need. I want to have a working prototype modded into a psp by the end of the month.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #32 on: January 21, 2011, 04:29:44 PM »
awsome man I will clean it up and post it up though with the camera I am using I will probably draw it on a poster. the picture is going to be huge! so I will try to down size it.
gotta be nice to have a network of people to work with.

Post Merge: January 21, 2011, 04:36:26 PM
useing this schematic the voltage supplied to the touch screen in sent through the microcontroller.

Post Merge: January 21, 2011, 05:27:49 PM
progress progress  :hifive:
« Last Edit: January 21, 2011, 05:27:49 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #33 on: January 21, 2011, 05:29:19 PM »
If i can Ill try to get a single sided pcb designed from what you come up with. I have my own etching kit so creating a prototype pcb for this is not far away. If you can, plaese give me a list of everything needed hardware wise. from the schematic i can see a cap and some resistors and the attiny but what else? If you give me a list Ill find a good supplier.
question: what can we do about creating our own plug for the psp's sio? Having to cut a remote control seems like a waste of money and time. I think I came across someone who connected some device through the sio that made his own plug. Ill see if I can find it again.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #34 on: January 21, 2011, 06:01:36 PM »
3x2 ICSP conector
12k resistor
C 0.1uf
C 1uf TAG
and you can make the SIO plug from scratch saw it once. on the psp 2000 I still dont know the exact pin outs, but I asume its the same plus 6 for the video ports. although it could always be rearanged weird but check this page for phat pin outs. "http://mc.pp.se/psp/phones.xhtml"

Post Merge: January 21, 2011, 06:02:58 PM
all the rest of the circuit is inside the attiny84 and how its programmed.
programming ( very important)
« Last Edit: January 21, 2011, 06:02:58 PM by galaxy3arth »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #35 on: January 22, 2011, 03:39:38 AM »
As for 2k pinout: http://forums.ps2dev.org/viewtopic.php?p=65070#65070
are you sure u can solder that avr? (hot air soldering!).
MLF is 4x4mm in size
use PA5 and 6 for UART pls (can use hardware usi then)
dont use a 6pin connector for ISP but just some testpads (if u want to fit the whole thing into a psp)
u can probably make this single sided
I doubt u need the electrolytic capacitor if u use 5v from the psps hardware
reset pullup could become a problem for signle sided pcb
use assembler for programming, not C++ (can optimize more)
use external clock for stable uart (smd oscillator is almost as big as the avr but probably the smallest u can get)

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #36 on: January 22, 2011, 06:13:07 AM »
Thanks Tokyo, the 2000 pin out looks great, thanks so much for that.
As for the soldering of the avr , I thought I seen a socket to accept the chip. I was thinking the chip could be flashed on the programmer and just popped into the socket?
Also Im thinking that we should include a usb adapter to add a usb device like a mouse or keyboard. So maybe if we use the design found here...
We then adapt usb to serial on our board. the back to usb for extra peripheral? I dont know the power requirements for ATMega168 but the replacement the ATMega328 says 1.8V to 5V operating voltage. I think this is the rout to take instead of the attiny?

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #37 on: January 22, 2011, 06:29:30 AM »
Forget about USB. No way to implement a software usb host.
Sockets/DIP are for losers, use MLF for a tiny PCB
PSP should provide stable 5V (internal), no need for low volate avrs or boost converters
maybe u should use a resistor for SIO AVR TX line though
you dont have to use a remote cable if u want to make it internal

if u want usb host use arm (stm32 perhaps?)

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #38 on: January 22, 2011, 12:18:07 PM »
As far as using internal 5v I already thought of that, but the the idea was to make this as easy as a case swap with everything pre-installed on a replacement shell. plug into the sio port and install needed files onto memory stick. Run a configuration setup (so users can define presets or load database logged pre-installed presets). and the person is good to go and now can use the touch screen in anyway they want. This way its pretty much plug'n'play for retail users. But I will do an internal permanent mod. Probably with one of my fats. Go back to 1.5 too. But if we make it easy and self contained one could always cut our sio plug and install internal . and we maybe can put a 5v on the board to do internal power. We can drop the usb thing, i was just brainstorming. but I think a host is possible and the idea is touch screen usb code is already written. and if we have a usb port maybe we can make it so users could reflash they'r avr's ?

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #39 on: January 22, 2011, 12:41:46 PM »
software usb host is more or less impossible on an avr
usb client is possible
sw usb bootloaders are existing but rare i guess
if u make it external user cant hear sound anymore and cant use headphones, awesome
make it internal and everythings fine

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #40 on: January 22, 2011, 02:04:46 PM »
for the case swap idea we need to ad an internalized plug to make it pretty to keep the functionality of the SIO port and so we can still take apart psp for other mods easily.

Post Merge: January 22, 2011, 02:12:29 PM
thanks well use a 16mhz crystal then and I will make the changes to the schematic.
oh yeah thanks for the slim pin out

Post Merge: January 22, 2011, 02:22:36 PM
sourdering simple (just have skills).
« Last Edit: January 22, 2011, 02:22:36 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #41 on: January 22, 2011, 03:05:21 PM »
I thought i posted a reply but it must not have went through. So Ill say again.... We cant just add this
to this ?
 

Post Merge: January 22, 2011, 03:10:06 PM
And Tokyo in regards to loosing audio the psp remote puts audio out why cant we?

Post Merge: January 22, 2011, 03:15:48 PM
Sorry for the double post but I just remembered with some prx or app you can still have audio with something plugged into the audio port.
« Last Edit: January 22, 2011, 03:15:50 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #42 on: January 22, 2011, 03:17:07 PM »
I already thought of this ,but this can be simplified which is what we were trying to do.
 I geuss if you want to do this to se if it works first ,but I thought that was only meant to connect to a computer where you have to send the request to transmit signals yourself.
go ahead and try it if you want, I have no qualms just thought we could make it smaller.
I am still going to get the other schematics done just in case. are you familier with uart?
I am not I have never used one.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #43 on: January 22, 2011, 03:52:04 PM »
my reason for going with the usb idea was so other devices could be programed to work with this design. But its not needed. I know where to get lib for usb touch code. this might speed up the process. because the code is already written for both sides.

Post Merge: January 22, 2011, 03:53:49 PM
this set up is also good for debugging and dev. for prototyping this might do then simplify. prove it works then make it smaller.

Post Merge: January 22, 2011, 04:19:00 PM
quick question about pin outs on slim. Why would a simple component cable need all 12 pins? im going to crack open the lil box on the cable and see whats up.
« Last Edit: January 22, 2011, 04:19:00 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #44 on: January 22, 2011, 05:38:02 PM »
good idea let me know whats in it. cause I never had the cable for slim. only thing I got was the datel tiltfx (sadly disappointed) it doesnt work with cfw. I agree making it this way is good for prototyping ,and support for multiple devices would be great. I think the SIO is the gate way to things unknown as far as modding goes. even though its slow all HIDs should work.

Post Merge: January 22, 2011, 05:40:09 PM
as for the usb touch code it does have to be proted to psp first then made to work with rs232 protocol

Post Merge: January 22, 2011, 06:00:13 PM
this mod could nicely replace the dual analog situation I would much rather have a variable speed touchscreen than a second analog

Post Merge: January 22, 2011, 06:02:42 PM
the cable probably doesnt use all the pins
« Last Edit: January 22, 2011, 06:02:42 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #45 on: January 22, 2011, 06:36:25 PM »
I came across this b4 and now I have a better understanding of it check it out. and an interesting point is brought up at the end. -thanks to "mc" at ps2dev
Ok, now I can't keep my soldering iron out of the remote any longer.

I built a snooping device using an EZ-USB microcontroller, and logged all the traffic between the PSP and the remote control.

First of all, forget what I said about pin 3 and 6. Looking at the logs, it is clear that pin 3 is the PSP talking, and pin 6 is the remote.

Without further ado, here are the logs I captured:

Cold start
=======

Pin6 00:00:00.557 : f0
Pin6 00:00:00.617 : f0
Pin6 00:00:00.677 : f0
Pin6 00:00:00.737 : f0
Pin6 00:00:00.796 : f0

Pin6 00:00:00.856 : f0
Pin3 00:00:00.870 : f8
Pin6 00:00:00.876 : fd 80 01 01 01 81 fe
Pin3 00:00:00.906 : fa
Pin6 00:00:00.911 : f0
Pin3 00:00:00.916 : f8
Pin6 00:00:00.921 : fd 83 01 a8 00 47 6d fe
Pin6 00:00:01.001 : f0
Pin6 00:00:01.061 : f0
Pin3 00:00:01.080 : f0

Pin3 00:00:02.430 Framing error (BRK?)
Pin6 00:00:02.430 Framing error (BRK?)

Pin6 00:00:02.555 : f0
Pin3 00:00:02.567 : f8
Pin6 00:00:02.571 : fd 80 01 01 01 81 fe
Pin3 00:00:02.600 : fa
Pin6 00:00:02.605 : f0
Pin3 00:00:02.617 : f8
Pin6 00:00:02.620 : fd 83 01 a8 00 47 6d fe
Pin3 00:00:02.650 : fb f0
Pin6 00:00:02.655 : f8
Pin3 00:00:02.667 : fd 03 01 02 fe
Pin6 00:00:02.680 : fb
Pin3 00:00:02.683 : f0
Pin6 00:00:02.685 : f0
Pin3 00:00:02.700 : f8
Pin6 00:00:02.705 : fd 84 00 00 84 fe
Pin3 00:00:02.719 : fa f0
Pin6 00:00:02.725 : f8
Pin3 00:00:02.733 : fd 02 00 02 fe
Pin6 00:00:02.745 : fa

*

Pin3 00:00:03.749 : f0
Pin6 00:00:03.757 : f8
Pin3 00:00:03.767 : fd 03 00 03 fe
Pin6 00:00:03.782 : fb

Pin3 00:00:04.800 : f0
Pin6 00:00:04.807 : f8
Pin3 00:00:04.817 : fd 02 00 02 fe
Pin6 00:00:04.832 : fa

repeat from *

As I already had seen on the oscilloscope, the last exchanges are repeated every second indefinitely. By pressing the button, I can get other exchanges:

Play/Pause Pressed
=============

Pin6 00:00:38.302 : f0
Pin3 00:00:38.317 : f8
Pin6 00:00:38.322 : fd 85 01 00 84 fe
Pin3 00:00:38.351 : fb f0
Pin6 00:00:38.357 : f8
Pin3 00:00:38.368 : fd 03 00 03 fe
Pin6 00:00:38.382 : fb

Play/Pause Released
==============

Pin6 00:00:42.250 : f0
Pin3 00:00:42.268 : f8
Pin6 00:00:42.275 : fd 84 00 00 84 fe
Pin3 00:00:42.301 : fa f0
Pin6 00:00:42.310 : f8
Pin3 00:00:42.334 : fd 03 00 03 fe
Pin6 00:00:42.350 : fb

(these logs show both one key even and one periodic event each.)

From studying this, much of the protocol becomes clear.

Control characters
============
F0 : I want to speak
F8 : Go ahead and speak
FD: Message begins
FE: Message ends
FA: Message received ok (phase 0)
FB: Message received ok (phase 1)

If a message is not acknowledged with FA/FB in due time, F0 is sent again to initiate a retransmission. If three F0's go unanswered after a connection has already been established, some kind of BREAK seems to be used to reset the communication (it's a low pulse longer than 9 bit lengths, but I haven't measured the exact length).

The actual messages begin with one command byte, the least significant bit of which is the phase bit, which is not part of the command itself. The phase is inverted for each successfully acknowledged command, so that you can tell a new command from a retransmission of an old one. This is also why there are two acknowledge codes.

After the command comes zero or more data bytes, depending on the command, and finaly a checksum, which is XOR of the command byte and all data bytes.

The periodic command, which is sent by the PSP, has command code 0x02, and one data byte which seems to be always zero.

The remote uses commands 0x80 and 0x82 during the init phase (presumably all commands that go from the peripheral to the PSP have the MSB set), probably to identify itself and perhaps set some parameters.

When keys on the remote are pressed or released, the command 0x84 is sent (this is also sent during the init phase, to tell which keys were already pressed when the remote was plugged in). It has two bytes of data, which is a 16 bit (little endian) bitfield of which keys are pressed. The keys are

0x0001: Play/Pause
0x0004: Fast Forward
0x0008: Rewind
0x0010: Vol +
0x0020: Vol -
0x0080: Hold

The remaining 10 bits do not correspond to any key on the remote, but the jumps in the codes suggest that they might be assigned to keys present on more feature-rich remotes.

Post Merge: January 22, 2011, 06:38:05 PM
could this be the extra controls we need? hmmm "The remaining 10 bits do not correspond to any key on the remote, but the jumps in the codes suggest that they might be assigned to keys present on more feature-rich remotes. "

Post Merge: January 22, 2011, 06:41:42 PM
Oh and the cable thing was kinda weird. it doesnt use all of the sio pins only the wires needed but there is something in the box. probably sends a signal back to the psp saying this is not a composite cable, its component. but i would like to find some more data on the slim only remotes and see what kind of info is going through the sio on the slim.
« Last Edit: January 22, 2011, 06:41:42 PM by denali31004 »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #46 on: January 23, 2011, 01:49:07 AM »
What are you guys talking about? The problem about software usb is not the usb plug but the software. A simple avr is just not powerfull enough to make a software usb host.
THE TOUCHSCREEN IS NOT USB!!!
it's just a regular resistive touchscreen interface
what's wrong with you guys?

Also forget about the remote thing, we can just switch that off and replace it with our own protocoll
why don't u just make everything internal but presolder the SIO lines to the SIO plug (internal), then the user could just swap that part too when he installs the new faceplate

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #47 on: January 23, 2011, 05:48:50 AM »
I can't believe I didn't see that. The design "psp sio2usb" is designed to work with the pc as usb host. Sorry Tokyo.
I appreciate your input Tokyo but I would really like this device to as easy to install as possible. This way you dont need a modder to complete the install. I think if we use a device similar in design to the skype phone, and replace the face plate only , now thats simple. and will look very sleek. A face plate switch is very simple, no need to go any further into the psp. I like the idea of replacing the sio port with our kit but we need the whole board then not just the sio plug because the plug then needs to be soldered to the board. But i can't find replacement sio boards. I can find sio plugs for fat and slim but not whole boards. I like the idea of it completely internal. for guys like us thats fine but for the 10 year old kid down the street , who's dad has the money but no electrical skills he can just fork over the bucks to have it plug 'n play . And like i said b4 how hard would it be to take apart what we make and If your a capable modder , install it internal yourself. think of the masses not the guys who are modding. look at most of the question and requests for help around here, not everyone is as quite as skilled as you or some of the modders out there.

Post Merge: January 23, 2011, 05:54:51 AM
As far as sio boards if anyone knows where to find them I need one for one of my slims. If I find one Ill try the modd your way .

Post Merge: January 23, 2011, 06:24:02 AM
came across this thought i would share it here all thanks to Tyranid . (this is the guy to talk to about psp code dev.)
http://www.docstoc.com/docs/28752025/psp
this page has a ton of info. most of it is over my head. but there is some interesting code regarding the controls of the psp.

Post Merge: January 23, 2011, 08:27:44 AM
update: downloaded neo demo src code. going to see if I can do a lil reverse engineering. The datel unit gets uppdates from sony i guess , 5.03+ofw only?
so inside the demo package is a few files one i opened in note and this is what i find "a goldmine of code"
All thanks go to the neo team.
TARGET = rolling_ball
OBJS = main.o graphics.o framebuffer.o

CFLAGS = -O2 -G0 -Wall
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)

LIBDIR =
LIBS = -lpspgu -lpng -lz -lm
LDFLAGS =

EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = Rolling Ball
PSP_EBOOT_ICON = NEO_logo_small.png

PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak

LIBS += -lpsphprm_driver

Post Merge: January 23, 2011, 08:29:51 AM
-----edit wrong code sorry grrr.
here yah go....
/*          NeoTeam 2007        */
/*        www.NEOFLASH.com        */
#include <pspdisplay.h>
#include <pspctrl.h>
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspsdk.h>
#include <pspgu.h>
#include <png.h>
#include <stdio.h>
#include "graphics.h"

#define printf pspDebugScreenPrintf

#define PSP_UART4_FIFO 0xBE500000
#define PSP_UART4_STAT 0xBE500018
#define PSP_UART_TXFULL  0x20
#define PSP_UART_RXEMPTY 0x10

unsigned int i = 0;

int pspDebugSioWaitGetchar(void)
{
   i = 0;
   while((i < 100000) && (_lw(PSP_UART4_STAT) & PSP_UART_RXEMPTY)) i++; // loop until rx buffer full

   return _lw(PSP_UART4_FIFO);
}

PSP_MODULE_INFO("Rolling Ball Demo",  0x1000, 1, 1);
PSP_MAIN_THREAD_ATTR(0);

/* Exit callback */
int exit_callback(int arg1, int arg2, void *common) {
          sceKernelExitGame();
          return 0;
}

/* Callback thread */
int CallbackThread(SceSize args, void *argp) {
          int cbid;

          cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
          sceKernelRegisterExitCallback(cbid);

          sceKernelSleepThreadCB();

          return 0;
}

/* Sets up the callback thread and returns its thread id */
int SetupCallbacks(void) {
          int thid = 0;

          thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
          if(thid >= 0) {
                    sceKernelStartThread(thid, 0, 0);
          }

          return thid;
}

unsigned long int Xaccel = 0;
unsigned long int Yaccel = 0;

int main() {

          char buffer[200];
          Image* ball;
        //SetupCallbacks();
        pspDebugScreenInit();
         

         /* Initialise SIO*/
         printf("starting..");
      pspDebugSioInit();
      pspDebugSioSetBaud(510416);   
      printf(" initialized");

          initGraphics();
       
      sceCtrlSetSamplingCycle(0);
      sceCtrlSetSamplingMode(PSP_CTRL_MODE_ANALOG);
      

       
        sprintf(buffer, "ball.png");
          ball = loadImage(buffer);
         float x = 480/2-16;
         float y = 272/2-16;   
         int xvel = 0;
         int yvel = 0;
    
        if (!ball) {
                    //Image load failed
                    printf("Image load failed!\n");
          } else {
       

            sceDisplayWaitVblankStart();
         
         blitAlphaImageToScreen(0 ,0 ,32 , 32, ball, x, y);

         flipScreen();
          }
        int i = 0; // used for averaging
        while(1)
        {
         SceCtrlData pad;
         sceCtrlReadBufferPositive(&pad, 1);
         
         Xaccel = 0;
         Yaccel = 0;
         for(i=0;i<10;i++)
         {
            pspDebugSioPutchar(0x31);
            Xaccel += pspDebugSioWaitGetchar();
            pspDebugSioPutchar(0x32);
            Yaccel += pspDebugSioWaitGetchar();
         }
         Xaccel = Xaccel/10;
         Yaccel = Yaccel/10;
         
         xvel -= ( (int)Xaccel-128 );
         yvel += ( (int)Yaccel-128 );
         
         x += (float)xvel/100;
         y += (float)yvel/100;
         
   
         if(pad.Buttons & PSP_CTRL_CROSS)
         {
            break;
         }
         
         
         if(pad.Buttons & PSP_CTRL_LEFT) x--;
         if(pad.Buttons & PSP_CTRL_RIGHT) x++;
         if(pad.Buttons & PSP_CTRL_UP) y--;
         if(pad.Buttons & PSP_CTRL_DOWN) y++;
         if(x<0) { x = 0; xvel = xvel*-.8; }
         if(x>480-32) { x = 480-32; xvel = xvel*-.8; }
         if(y<0) { y = 0; yvel = yvel*-.8; }
         if(y>272-32) { y = 272-32; yvel = yvel*-.8; }
         
         
         clearScreen(0);
         blitAlphaImageToScreen(0 ,0 ,32 , 32, ball, (int)(x+.5), (int)(y+.5));
         sceDisplayWaitVblankStart();
         flipScreen();
      }
       
        //sceKernelSleepThread();
        sceKernelExitGame();
          return 0;
}
« Last Edit: January 23, 2011, 08:29:51 AM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #48 on: January 23, 2011, 08:36:22 AM »
page has alot of in depth information. so as far as the touch screen goes are we going back to attiny84 and all? 

Post Merge: January 23, 2011, 08:38:54 AM
so we just set it up to work with touch screen. ok

Post Merge: January 23, 2011, 08:41:07 AM
as for the schematic with the attiny84 I need help with the implementation of the UART I have never used one. :help:
« Last Edit: January 23, 2011, 08:41:07 AM by galaxy3arth »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #49 on: January 23, 2011, 10:24:58 AM »
DebugSio didn't seem to work for me on any FW other than 1.5
use tyranids sio lib from pspLink, it works for 3.xx (kernel prx though)
as for uart just use the hardware uart pins (usi is actually no uart but can be used as one)
maybe a voltage divider for avr tx

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #50 on: January 23, 2011, 10:35:13 AM »
design prototype what do you guys think?

and yes that is a second analog nub.

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #51 on: January 23, 2011, 10:44:28 AM »
need a boost converter if u want to use psps 1.9V
probably use attiny84 low power then, 3.3V operation, if the touchscreen works with 3v3
didn't get a boost converter to work with psps sio though, cant draw too much current (at once? diode? no clue)

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #52 on: January 23, 2011, 10:52:52 AM »
easier solution, external power through rechargable battery pack hidden inside our stuff. the touch screen needs 5v - 5v charges psp also. so from the design i just posted we can fit a lot in the bottom part. Then we can have more options for power. Not to mention extra battery life.

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #53 on: January 23, 2011, 10:56:42 AM »
still needs boost converter if u want acceptable battery life
possible but doesn't seem like u guess would be experienced

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #54 on: January 23, 2011, 11:01:58 AM »
With the amount of space inside the part on the bottom of the picture, we could include the programmer and a serial port also. just a thought. I like keeping things open sourced and freeware to the public. So people could improve upon they'r machines.

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #55 on: January 23, 2011, 11:14:56 AM »
have u ever heard of bootloaders?
where would u integrate a rs232 jack?

Offline HiddenVenom

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Re: concept how to make psptouch screen
« Reply #56 on: January 23, 2011, 11:54:19 AM »
How are you planning to use the touchscreen?

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #57 on: January 23, 2011, 11:57:53 AM »

use this to connect to the avr board.

Post Merge: January 23, 2011, 12:03:26 PM
HiddenVenom - The idea is to have the touch screen programed to send out marco's and remaps for buttons . So with a simple user interface one could use a preset or set they're own macro's and maps. Ie full use, in game, xmb, or homebrew. on screen keyboard could really help to. this could also be used for a simpler addon 2nd analog.
« Last Edit: January 23, 2011, 12:03:26 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #58 on: January 23, 2011, 12:16:29 PM »
I like the idea but what about the start and select buttons they are blocked. maybe for convenience purposes we could flip the screen around and take a cord from the back. lastly move the analog stick up a little the asymmetrical look is kinda unattractive.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #59 on: January 23, 2011, 12:25:50 PM »
Sorry I didnt explain the picture the ribbon cable goes under the buttons bar and comes out at the very bottom of the psp faceplate.

Post Merge: January 23, 2011, 12:27:07 PM
As far as the analog only a demo but think xbox.

Post Merge: January 23, 2011, 12:29:14 PM
external power could power the psp and our device. So increased battery life for the psp and we dont need to bump the psp's 1.9 v sio on the slim. keep 5v.
« Last Edit: January 23, 2011, 12:29:14 PM by denali31004 »

 

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