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 Post subject: InfinitROB
PostPosted: Thu Jun 07, 2018 3:28 pm 
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Joined: Sat Jun 17, 2017 6:19 pm
Posts: 6
Hello,

I think it is time to share a project that I began a few years ago, shelved, and have recently revisited.

I have always had a special place in my heart for the NES era. Those were special times as a kid. I've often wanted to bring ROB back to life, which led to a significant amount of thought and development towards such. I played with a few different ideas as to what I was looking to achieve, from original functionality to new experiences.

Ultimately, InfinitROB features a completely redesigned logic and interface system that is compatible with classic and custom devices. Although the project is still in development, it is fully functional and opens the possibility for entirely new interactions.


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File comment: InfinitROB v1.1
infinitrob-1.jpg
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Last edited by InfinitR on Mon Aug 13, 2018 11:19 am, edited 2 times in total.
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 Post subject: Re: InfinitROB
PostPosted: Thu Jun 07, 2018 3:59 pm 
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Joined: Sun Apr 13, 2008 11:12 am
Posts: 7380
Location: Seattle
Could you say a few more words about what it is?

A replacement logic board?
Replacement motors?
Communications medium?


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 Post subject: Re: InfinitROB
PostPosted: Thu Jun 07, 2018 5:58 pm 
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Joined: Sat Jun 17, 2017 6:19 pm
Posts: 6
Custom logic board, software, and interface housed inside the original robot, operating original internals as well as additional components. The robot can function manually or autonomously.


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 Post subject: Re: InfinitROB
PostPosted: Fri Aug 10, 2018 12:53 am 
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Joined: Sat Jun 17, 2017 6:19 pm
Posts: 6
Here is a video of the basic operation. This is being controlled with an NES gamepad connected to one of the new inputs on ROB. I could also program logic for ROB to function without assistance.

Image


Last edited by InfinitR on Mon Aug 13, 2018 11:23 am, edited 1 time in total.

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 Post subject: Re: InfinitROB
PostPosted: Mon Aug 13, 2018 11:13 am 
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Joined: Sat Jun 17, 2017 6:19 pm
Posts: 6
Completed features list:

InfinitROB uses a custom circuit board and code based on the Arduino Pro Micro to enable the following features:
- 3 Motor PWM Control (on-board electronics support up to 4)
- Turn and Height Sensors (original equipment)
- RGB LED pixel strip control (WS2812B or similar, see FastLED library for compatible pixels).
- NES Controller interface for direct gamepad control (using NESpad library)
- Servo control (such as HXT500)
- 8 expansion buttons (CD4021BE shift register - additional buttons possible with daisy-chained shift registers)
- TX/RX serial communication (with turn and height sensors on expansion button shift register)
- Additional input/output pin for items such as photosensors, piezos, etc.
- Gyromite support possible on modern monitor (beta feature)
- HID Device emulation (keyboard/mouse)
- USB MIDI Support (with MIDI library)
- Reprogrammability


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 Post subject: Re: InfinitROB
PostPosted: Mon Aug 13, 2018 11:44 am 
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Joined: Sun Apr 13, 2008 11:12 am
Posts: 7380
Location: Seattle
InfinitR wrote:
- Gyromite support possible on modern monitor (beta feature)
How have you achieved this?

Do you just literally listen in on the composite video signal? Or is it optical?


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 Post subject: Re: InfinitROB
PostPosted: Mon Aug 13, 2018 6:30 pm 
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Joined: Sat Jun 17, 2017 6:19 pm
Posts: 6
While OG ROB is dependent on the CRT TV refresh rate, this ROB is not. I was able to create a function that can distinguish the different signals from the game optically when displayed on my PC monitor. It has been consistent, but still needs testing. The functionality is built in, but it's been awhile since I have looked at it because my focus has been on another demo project first.


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