It is currently Mon Nov 20, 2017 11:36 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Vaus Test
PostPosted: Fri Nov 08, 2013 4:57 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19237
Location: NE Indiana, USA (NTSC)
I recently won a copy of Arkanoid (loose cart + controller) on eBay. A few days later, I made a test program for the controller. I've only tested it on an NES, but the Famicom mode works in FCEUX.

Vaus Test (updated Sunday 2013-11-10)


Top
 Profile  
 
 Post subject: Re: Vaus Test
PostPosted: Fri Nov 08, 2013 5:06 pm 
Offline
NESICIDE developer
User avatar

Joined: Mon Oct 13, 2008 7:55 pm
Posts: 1049
Location: Minneapolis, MN
tepples wrote:
I recently won a copy of Arkanoid (loose cart + controller) on eBay. A few days later, I made a test program for the controller. I've only tested it on an NES, but the Famicom mode works in FCEUX.

Vaus Test

So the character just moves left or right? No trigger action? What is the significance of the two balls?

As usual: mind if I add this to here?


Top
 Profile  
 
 Post subject: Re: Vaus Test
PostPosted: Fri Nov 08, 2013 5:20 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19237
Location: NE Indiana, USA (NTSC)
cpow wrote:
So the character just moves left or right?

It's a quickie mod of my sprite demo to have the character follow the position of the pot.

Quote:
No trigger action?

A on controller 1 hides the balls, and the trigger shows them again.

Quote:
What is the significance of the two balls?

Top ball and brackets: Raw (inverted) pot readout, with maximum and minimum readings since reset.
Bottom ball: Pot readout normalized to be centered around 128. The character seeks this.

Quote:
As usual: mind if I add this to here?

Go ahead. If I get a chance, I might make this test more thorough to see exactly how long it takes to sample the pot.


Top
 Profile  
 
 Post subject: Re: Vaus Test
PostPosted: Fri Nov 08, 2013 5:47 pm 
Offline
Formerly 65024U

Joined: Sat Mar 27, 2010 12:57 pm
Posts: 2257
I had a vaus test program that displays the value horizontally, a sprite, and an indicator of the button being pressed years ago. It should work on hardware, my game did with the vaus and the code is identical.


Top
 Profile  
 
 Post subject: Re: Vaus Test
PostPosted: Fri Nov 08, 2013 7:37 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19237
Location: NE Indiana, USA (NTSC)
The black outer shell of the cable where the covering met the case had come loose, as the original listing showed, so I duct-taped it up so that the wires inside wouldn't detach even farther. This means I might slip and call the trigger the "A Button".


Attachments:
vaus_taped.jpg
vaus_taped.jpg [ 20.86 KiB | Viewed 2382 times ]
Top
 Profile  
 
 Post subject: Re: Vaus Test
PostPosted: Sun Nov 10, 2013 12:38 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19237
Location: NE Indiana, USA (NTSC)
0.02 is out. It has a greatly expanded manual and two new test screens.

Turns out it takes about 8 ms for the sampling process to complete. So don't try reading it faster than twice per frame, and don't read it twice in a row the way you would to detect DMC bit deletions on a standard controller. However, you can calculate the current acceleration by taking the difference between the value at time t-1 and the average of the values at times t and t-2. If its absolute value exceeds about 10, something glitchy happened.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group