You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Aug 17, 2021. It is now read-only.
I've concluded we need two joystick inputs, so we can have two player games. It would also be good to support MegaDrive pads (mainly as I have two of those anyway).
A MegaDrive pad has 6 active-low output pins, and a 5V input select signal, giving a total of 12 possible outputs from the pad. These are Up, Down, NC, NC, A, Start, Up, Down, Left, Right, B, C.
We currently have five inputs for the Joystick, plus two unused pins. We have no pins free on the Atmega (actually we have minus 1 free pins). Using an MCP23S17 we can handle the 12 inputs, and two select outputs using our existing I2C bus interface, freeing up 5 I/O pins (one of which is an active-low button on the Launchpad anyway).
Or we could upgrade the Atmega to a 40-pin device.
The text was updated successfully, but these errors were encountered:
I've concluded we need two joystick inputs, so we can have two player games. It would also be good to support MegaDrive pads (mainly as I have two of those anyway).
A MegaDrive pad has 6 active-low output pins, and a 5V input select signal, giving a total of 12 possible outputs from the pad. These are Up, Down, NC, NC, A, Start, Up, Down, Left, Right, B, C.
We currently have five inputs for the Joystick, plus two unused pins. We have no pins free on the Atmega (actually we have minus 1 free pins). Using an MCP23S17 we can handle the 12 inputs, and two select outputs using our existing I2C bus interface, freeing up 5 I/O pins (one of which is an active-low button on the Launchpad anyway).
Or we could upgrade the Atmega to a 40-pin device.
The text was updated successfully, but these errors were encountered: