Archive for the 'Shredz64' Category

Shredz64 - Thanks For All the Positive Feedback!

First off, I want to thank everyone who has sent me letters through this site, SynthDreams.com and YouTube comments. It's always exciting to know there are other people out there who appreciate having fun with older computers (especially the C64!).

Also, just a heads up, don't be upset if I don't respond to you quickly this week - I am extremely sick right now with a bad fever and am pretty much in bed all day except when I work up enough energy to sit at the computer for a few minutes. Once my brain clears up I'll be sure to respond to everyone that I haven't already.

Thanks guys!

Shredz64 - YouTube Video, EGM Interview, Updates

First off, as you can see, I've moved the Shredz64 project to ToniWestbrook.com, along with my other projects. I'm not quite sure why I didn't use blogging software in the first place, but no matter now. I've tried to make sure everything on the old site is here on the new, along with all the new items (mentioned below). The website for my development business Synthetic Dreams is done as well, and linked at the top (www.synthdreams.com). Special thanks to Leah Shaver for a great job on the website.

From SynthDreams.com, users can download both the NTSC and PAL versions of Shredz64, as well as look for user uploaded songs. The PSX64 interface is available for preorder from the site as well. Schematics and firmware will be up within the next week.

Other big updates - I was fortunate enough to be interviewed by Michael Donahoe from Electronic Gaming Monthly (EGM) about Shredz64 a while back - the interview is in April's issue (now out). Check it out, page 16. Just a quick interview, but very exciting none-the-less!

Also, want to actually see Shredz64 in action? Check out two YouTube videos I uploaded, one with the Zelda Overworld Theme SID by Sascha Zeidler, and the continuation with "Ex State of Mind" by Michal Hoffmann

Shredz64 in Action - Part 1
Shredz64 in Action - Part 2

Shredz64 - All Songs Done, PSX64 Updates

More updates - things are moving along nicely. All the songs are done now, and any bugs that I can find have been fixed up, so Shredz64 is good to go now. I made an image of the NTSC version of it, I need to make a PAL version as well, but I need to test out the PAL values a little more before thats ready.

Additionally, I uploaded a new version of firmware to the PSX64 that has a couple fixes in it. First, I put the lines out to the C64 into a high impedence state now when they're not active, which allows you to type on the keyboard when the joystick is plugged on (before it would keep the lines high in a low-impedence state, which would block most keyboard input due to the way the CIAs work). It was irritating as you'd have to unplug the adapter while typing, then plug it back in when it was time to use it. No more of that. Also, I moved the encoding of the lift-up sensor from the pot that handles the strumming to the pot that handles the whammy bar. This allows the user to strum while lifting the guitar up, which wasn't possible before. This is pretty necessary, as when you activate shred mode, you want to be able to play while the guitar is still lifted up, lest you miss some buttons coming quickly. This is much more important than being able to lift the guitar up while using the whammy bar, especially since the whammy bar is only used in edit mode.

So two things left to do with the next PSX64 prototype - I need to add diodes in on both the DC plug so people can't plug an adapter with reverse polarity in, and also add diodes to the power on the digital pots. For some reason, it appears that the adapter still works when you don't have it plugged into DC power. The only power is coming from the C64 5v line (and logic lines). The logic lines go directly into the MCU, so I don't think that is the issue, but the 5v line goes into the digital pots to drive the pot pins on the C64. I think the digital pots are leaking this power up through their Vdd line into the rest of the circuit, which is bad - most 9 pin joystick ports put out max 50 mA, and the total power consumpution of the interface (and any playstation adapters plugged in) is more than this. If someone accidentally forgot to plug in dc power, it would work fine and they wouldn't realize it, but there would be a chance of damaging the device/computer. Hopefully by blocking current in the opposite direction of the power pin of the digital pots it will fix this. We'll see, I have an order in for more playstation extender cables to build another prototype. Once that design checks out, I'll put the schematics up and get PCBs printed.

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