Announcement

Collapse
No announcement yet.

(Kupid 2.0 Announced) Keyboard for PS1 RPG Maker

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Re: (I'm Making it!) Keyboard for PS1 RPG Maker

    I've mostly been over at the Mag for the past couple weeks.

    Lots of progress listed in this thread - http://www.rpgmmag.com/forums/viewtopic.php?f=3&t=8469.

    I won't copy/paste everything, especially since it's lots of small updates.

    Basically I'm making good progress. There's a new vid on my blog (see sig). There are lots of pictures and things at the Mag, too.

    Also, I have a live stream of Kupid up - http://www.ustream.tv/channel/kupid-testing. It's a stream of my PS2 hooked up to the prototype Kupid unit. I'm working on the code now - trying to pin down the correct timings and sequences.

    Here's a pic of my testing set-up - http://rpgmakerxp.us/assets/IMG_0346.JPG.


    Translating RPGT4
    --------------------------------------------
    Thutmose's Workshop: Making Things for RPG Maker

    Comment


      #32
      Re: (Prototype Build In Progress) Keyboard for PS1 RPG Maker

      I know it has been a while since I posted an update. I've had term papers to write, work, etc. You know the story.

      I'm working on Kupid now.

      I think I'm just going to worry about the signal timings/accuracy issues later. I'm really tired of it, so I'm just going to start programming the cursor movement algorithm.

      Live broadcast right now - click on link in my sig to see the live view of Kupid in action.


      Translating RPGT4
      --------------------------------------------
      Thutmose's Workshop: Making Things for RPG Maker

      Comment


        #33
        Re: (Prototype Build In Progress) Keyboard for PS1 RPG Maker

        I have successfully hooked a keyboard up to RPG Maker 1 and typed out a paragraph!

        You can see the saved vid through the link below in my sig (the title of the vid is "Major Progress!").

        There are a few problems with button misses still, but it's working better than I hoped, if a bit slow. Nevertheless, I am optimistic that the Kupid project will reach completion (though it remains to be seen how functional it will be; it may not be possible for me to overcome these button misses).

        I am still working on it, and streaming LIVE. Not the most exciting stuff to watch, probably, but it's there if you want to see it in progress.

        As I reach milestones, I will continue to post updates.


        Last edited by Thutmose; 03-14-2010, 10:11 PM.


        Translating RPGT4
        --------------------------------------------
        Thutmose's Workshop: Making Things for RPG Maker

        Comment


          #34
          Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

          That's really pretty amazing. You've got some mechanical talent there!


          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

          Comment


            #35
            Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

            Originally posted by Wavelength View Post
            That's really pretty amazing. You've got some mechanical talent there!
            Thanks. ^_^

            I'm working on adding numerals and punctuation marks to the Kupid now.


            Translating RPGT4
            --------------------------------------------
            Thutmose's Workshop: Making Things for RPG Maker

            Comment


              #36
              Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

              I miss you posting updates to this.

              I'm definately gonna buy one when you're ready to sell. I used to be fast as hell with RPGM1's keyboard, but going back to it now to work on a small project, it's awkward as hell. I'm used to the PS3's on-screen keyboard, so I keep pressing the wrong buttons for spaces and stuff.



              Comment


                #37
                Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                Originally posted by Valkysas View Post
                I miss you posting updates to this.

                I'm definately gonna buy one when you're ready to sell. I used to be fast as hell with RPGM1's keyboard, but going back to it now to work on a small project, it's awkward as hell. I'm used to the PS3's on-screen keyboard, so I keep pressing the wrong buttons for spaces and stuff.
                I really haven't been working on it much this past month, so I didn't really have anything to add.

                I got some new vids recorded, posted to ustream and on my blog. Both vids show an earlier, slower, keystroke conversion algorithm. I've managed to tighten it up a bit, so it now types faster.

                Since I've recorded the vids, I have also added all the numerals & punctuation in. The special symbols, like the heart, happy face, etc. are probably not going to be mapped to the keyboard, so you would have to use the controller to put those in.

                I am also working on getting a lower-case & capital letter toggle going. Right now, it just types in all caps (though, you could just press triangle on the controller to toggle it, but I want to set something up on the keyboard so it's easier/faster).

                There are still some issues with missed button presses that I would like to fix, but it may not be possible (it's likely some weird glitch having to do with the PS1 controller's embedded MCU - I know that my MCU & program are working perfectly, it's just sometimes the PS1 MCU doesn't pick up a button press).

                Whatever issues there may be, though, the final Kupid unit should still be desirable.

                I can't say yet how long it will be until I'm done. Right now I'm prototyping on the Basic Stamp 2, but the production model of Kupid will use a PICAXE. Migrating over to the PICAXE may pose some problems, and I'd have to rewrite a lot of the code I've already written.

                Then after that, I have to figure out how to cram everything into a PS1 controller case - there isn't a whole lot of space in there.

                So I've gotten about half-way through, I'd say. I really would like to have it finished by the end of the month, but I have finals coming up next week. So we'll see how it goes.
                Last edited by Thutmose; 03-15-2010, 01:45 AM.


                Translating RPGT4
                --------------------------------------------
                Thutmose's Workshop: Making Things for RPG Maker

                Comment


                  #38
                  Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                  I really haven't been working on it much this past month, so I didn't really have anything to add.
                  I know. but I still missed seeing updates to it.

                  keep your priorities straight though. no reason to rush.



                  Comment


                    #39
                    Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                    I'm doing some more work on Kupid atm. Streaming live - click link in sig to watch and/or chat with me in real time.


                    Translating RPGT4
                    --------------------------------------------
                    Thutmose's Workshop: Making Things for RPG Maker

                    Comment


                      #40
                      Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                      I'm done working on Kupid for tonight.

                      I made a lot of good progress today. I managed to fix most of the missed button-press issues. Now typing is faster than ever.

                      There is a new vid recorded on my ustream account - just click on the link in my sig to see the latest vid.

                      The problem happens mostly when the Kupid is moving the cursor a long distance. The problem was that the PS1 MCU has an anti-bounce algorithm (bounce is when letting up on a button causes an unintended second signal to be sent, so usually MCUs have anti-bounce capability to prevent unwanted button presses). So a long string of rapid button presses could be interpreted as the result of button-bounce, which the PS1 MCU would then filter out.

                      The solution to this was to put a short pause in the middle of a long button press sequence. It solved at least part of the problem of missed presses. Of course, the short pause would be much shorter than the time it would take to delete the wrongly typed letter, move the cursor back into the right position, and type out the right letter again.

                      By adding an extra conditional in the cursor movement section of the program, that checks the absolute value of the move-counter, and places a 20 millisecond pause in a long sequence of button presses, that helped.

                      I also increased the button-press duration from 10 milliseconds to 20, that helped some too.
                      Last edited by Thutmose; 03-16-2010, 12:14 AM.


                      Translating RPGT4
                      --------------------------------------------
                      Thutmose's Workshop: Making Things for RPG Maker

                      Comment


                        #41
                        Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                        I worked on Kupid a bit more today. I'm satisfied with the speed & accuracy right now (it's as good as it's ever going to be), so today I focused on doing the research needed for me to build the final prototype unit.

                        With the PICAXE, I will be able to use the Capslock key on the keyboard to control capital letters. I'll also be able to use the function keys (F1, F2, F3, etc.) to perform special functions (like setting F1 to be a special override function that lets you correct a missed button press). And I may be able to differentiate the num-pad number keys from the other number keys, so I can assign those keys to symbols (like heart * smiley face) and also assign functions to other num-pad keys.

                        In order to type the shifted-characters that appear above the number strip, I'll have to set a special toggle button since holding down shift and pressing the number key won't work (i.e. you can't just hold down shift and press the "1/!" key to type in a "!"). The special toggle key will still be either shift key, you just won't hold it down to type in these characters, but will instead use it like a toggle button (with the state of the toggle indicated by one of the three lights on the keyboard).

                        I'm still working out all the details, so the above isn't final yet.

                        Once I get everything soldered together, I'll start working on the program for the PICAXE. Since the PICAXE uses a different language & syntax than the BS2, I'll have to re-write the ~300 line BS2 program from scratch (that's 13 pages of text, single spaced, with a 12 pt. font). I'll be adding other features to the program, so it will probably turn out to be a bit longer than just 300 lines. :P

                        REQUEST: Since it looks like I will have a number of special function keys that I can use, I want to know what kind of special functions you might like to see assigned to these keys.

                        For example: Assign one key that triggers an input allowing you to enter a word into Kupid's memory, and another that types in that previously entered word for you automatically when you press it.

                        Also - any ideas or suggestions for features you would like to see, let me know ASAP.

                        Once I start writing that code, I'm going to be less able to easily add stuff later on. So if you have any suggestions, requests, or questions, let me know now.


                        Translating RPGT4
                        --------------------------------------------
                        Thutmose's Workshop: Making Things for RPG Maker

                        Comment


                          #42
                          Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                          the example idea should definately be in there, since RPGM1 has a copy and paste function. built in. it could be used similar to that. anything you can do to copy the special functions of the controller-driven keyboard to the actual keyboard would be great.



                          Comment


                            #43
                            Originally posted by Valkysas View Post
                            the example idea should definately be in there, since RPGM1 has a copy and paste function. built in. it could be used similar to that.
                            Depending on memory constraints, I was thinking of making it such that you could store up to 10 words/character-strings independently of one another.

                            i.e. Pressing F1 then 0 would let you enter a string of characters into Kupid's memory in Block #0, then pressing F2 then 0 would paste in that string. To store data in block #5 you'd just type F1->5, and to paste it you'd type F2->5. You could store up to 10 strings (in ten different blocks), and paste them in at any time.

                            I'll have to see how much RAM would be available to the program, and test it out, before I can be sure what the specifics of this feature would be.
                            Last edited by Thutmose; 03-22-2010, 03:22 AM.


                            Translating RPGT4
                            --------------------------------------------
                            Thutmose's Workshop: Making Things for RPG Maker

                            Comment


                              #44
                              Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                              I spent several hours today designing & making the final circuit for Kupid. I haven't connected the PS1 Controller, yet. But I tested everything out as best I could. I hit a major stumbling block, though - I don't have a PS\2 keyboard. >_< Well, I'll find one ASAP.

                              Below is a picture of the circuit, in which I have labeled all the parts so you can see what it takes to make Kupid possible. I basically need to cram all that into a PS1 controller. It's going to be a challenge; but that's something to worry about after I finish the circuit (I need to test everything together, it's possible that I've made a mistake or two), then programming the PICAXE MCU, and then finally testing the software & hardware.

                              [This is a big picture with labels:]
                              http://rpgmakerxp.us/assets/Proto_bread_diagram.jpg

                              This is a smaller picture without labels:



                              I've also updated my Project Pages to reflect my progress.
                              Last edited by Thutmose; 03-23-2010, 08:57 AM.


                              Translating RPGT4
                              --------------------------------------------
                              Thutmose's Workshop: Making Things for RPG Maker

                              Comment


                                #45
                                Re: (Prototype Now Functional) Keyboard for PS1 RPG Maker

                                I just tested a PS\2 Keyboard with the circuit I posted yesterday, and it works perfectly. Now I just need to hook up the PS1 controller, write the program, test it out, then cram it all in the PS1 Controller!

                                Check out my blog for a short vid that shows the keyboard working.

                                http://rpgmakerxp.us/blog/

                                UPDATE: I wrote the program for PICAXE. Kupid is no longer just an idea, or a proof-of concept. Kupid LIVES! See the latest vid here: http://www.ustream.tv/channel/kupid-testing

                                I have caps-Lock working. Just press the caps-lock key on your keyboard, and the caps-lock light will turn on or off, indicating to you whether or not you have caps-lock on.

                                Due to memory limitations, as I feared, I won't be able to get that copy/paste function working. It's doable with the addition of a 4KB EEPROM, but that would raise the price and mean a lot more work for me. So I'm just going to focus on making the core Kupid unit.


                                The final circuit (click on image for larger pic):



                                UPDATE: Special characters & symbols are now working. Just press either shift key (don't hold it down), then the "num-lock" light on your keyboard will light up, and then you just type in whatever special character you need. Also, F1 through F5 type in the special symbols (male symbol, smiley face, heart, etc).

                                The PICAXE program is now complete. I may make a few adjustments as I continue to work on Kupid, but for all intents and purposes, the program is done. It clocked in at 428 lines of code.

                                All I need to do now is get everything crammed inside the PS1 controller. I still need to get a few more components, though (I need more resistors before I get started ).

                                It may take me a little bit to figure it all out (as you can see in the pics, it's a lot of stuff to put into the small case of a PS1 controller), but I'll post updates as soon as I make progress.

                                I spent 8 hours working on Kupid today, I'm done for now.

                                The stuff I have photos of posted is going to stay that way, and I'll be making a new unit from scratch. That way I'll be able to see the working circuit and use it as reference while I build the final prototype.

                                I'm going to use this as an opportunity to experiment with some of the controllers I have, and try to figure out the best way of getting the wires soldered securely to the controller PCB. I'll try drilling through the PCB, soldering, and using a special conductive glue, and maybe a combination of those things and more. It will take longer that way, but I want to make sure the wires are secure and that Kupid is functional. I'm going to need to be creative to get everything to fit into the controller.
                                Last edited by Thutmose; 03-24-2010, 10:26 AM.


                                Translating RPGT4
                                --------------------------------------------
                                Thutmose's Workshop: Making Things for RPG Maker

                                Comment

                                Working...
                                X