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Forum Index : Microcontroller and PC projects : PicoGAME 4 - At last!

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Mixtel90

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Joined: 05/10/2019
Location: United Kingdom
Posts: 6786
Posted: 09:08pm 16 Mar 2024
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I know it's been a while but I kept allowing myself to get distracted. :)
I'd better warn you, this one is hot off the drawing board in some places. It isn't a tested design (yet) although I think all the different items (VS1053, USB, VGA pins, game port etc.) have all been tested individually now.

Once again, it's a pretty flexible board and you have various options that you can use.  It's rather a good idea to read the manual. :)

If you decide to put it in a case then you will have to chop out some of the PCB support pillars to get it to fit. Sorry 'bout that.

PicoGAME 40 gerber.zip

PicoGAME 4 101 circuit.pdf

PicoGAME 4 101 manual.pdf
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4228
Posted: 06:21pm 17 Mar 2024
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Hi Mick,

It will become hard to choose what picomite platform to use. All have benefits and drawbacks. I am beginning to get confused. Peter cranking out boards, and your new introduction. But I guess yours is a superset of the picoGameVGA design, correct?

Volhout
PicomiteVGA PETSCII ROBOTS
 
Mixtel90

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Posted: 06:36pm 17 Mar 2024
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Correct. In fact, it's a development of the PicoGAME, PicoGAME 2 and the unreleased PicoGAME 3, which were all based on the PicoMite VGA. I've taken out some of the less-used options and added the latest USB and VS1053 developments. It's needed a bit of fiddling, but compatibility with the previous version is pretty good if you ignore the loss of Port B.

PicoGAME isn't intended to compete with Peter's CMM 1.5 or the CMM2, it's designed to be a gaming platform in its own right. It doesn't give the user a load of GPIO to play with, it replaces that with a standardised game controller / joystick socket.
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Turbo46

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Joined: 24/12/2017
Location: Australia
Posts: 1611
Posted: 07:00am 18 Mar 2024
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Hi Mick, I seem to recall a board that Volhout sent to the 8 bit guy but I can't seem to find any details. Can you please point me in the right direction?

Sorry, a bit of topic.

Bill
Keep safe. Live long and prosper.
 
Volhout
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Posted: 08:07am 18 Mar 2024
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Hi Bill,

The board is never sent to the 8-bit guy. He lost interest, and if you see his last 3 video's, you know why. See also "TIME RIFT ARCADE" on youtube.

I have shipped one board to LeoNicolas for development of his KnigthMare game.
It is the version V2 (not V1) with the WII controller connection.

Regards,

Volhout
Edited 2024-03-18 18:08 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Mixtel90

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Posted: 09:13am 18 Mar 2024
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That would be the PicoMite VGA Basic. It's a very much cut down system to play games on. I can't remember which thread it was in just at the moment...
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Hawk

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Joined: 15/07/2021
Location: Australia
Posts: 141
Posted: 02:31am 19 Mar 2024
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Hi Mick,

Your latest design certainly looks very flexible.

What sort of controller does it support?

Can the controller port be used as an RS232 serial port?  I guess it would need level convertors to do that.

And I guess a question that might be better directed at Peter, is the USB version of the firmware taking over from the PS/2 version.

I have been working on a case that fits an available small form factor PS/2 keyboard, and now I am just looking at how to fit the PicoMite VGA PCB into the case.

Things like the switch header make it easy to mount a switch wherever I want, and (u)SD extensions likewise.  Even an audio jack can be run from header pins and mounted on the back panel.

The connectors that I need mounted on the same side of the pcb would be the VGA and the power, which I believe this design has.

It's been a long search, but I believe I'm getting closer to my ideal Modern Retro Computer.
Edited 2024-03-19 12:32 by Hawk
 
Mixtel90

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Posted: 09:50am 19 Mar 2024
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The DB9 has GP0, GP1, GP2 and GP3 dedicated to it. They all have 3K3 pullup resistors.

I've shown the controller possibilities in the manual, but basically you can have:
1 or 2 NES/SNES controllers
Atari joystick
Any I2C controller such as the Wii Classic using I2C2.

You could use GP0 and GP1 as COM1 TX and RX but you would need extra hardware, as you say.

Not all at once though. :)
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
Mixtel90

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Posts: 6786
Posted: 01:14pm 23 Mar 2024
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From the revised manual:

  Quote  
There is now a version 1.02 of this PCB. It is identical in every respect to version 1.01 except that 2.54mm pitch connectors can be added for  K5, K6 and S1. This allows the board to be fitted at the rear of a deeper enclosure, with K5 and S1 extended to the front panel and K6 extended to a SD or microSD card breakout board also mounted against the front panel. The K5 extension can use a PC motherboard serial port lead. Note that the connector for the SD card will probably have to be a horizontal type as it is beneath the audio module. It is also possible to fit some microSD card breakout adapters using these holes rather than using the surface mount socket. Note that it will be necessary to remove the ready fitted connector on some of these as they are supplied "upside down". The connectors are not listed in the bill of materials and have no component references.


Gerbers etc. will be sorted out shortly.

========================

EDIT:
Not quite identical now. The order of the pins for the SD card has changed so that it lines up with SPI2. SPI is still used by the VS1053.
.
Edited 2024-03-24 07:50 by Mixtel90
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
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