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  • Jonathan Demarks
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    Post count: 8
    in reply to: My Playstation Mod #1960

    On my ipad right now, so I may not be of super great help…

    There’s a guide on the pet rock blog that explains how to permanently have a kernel module loaded (add a line to a file).

    There’s also a file in your home directory to delete and emulationstation will ask you to remap the controls (it’s on the forum here as well).

    I wish you success!

    Jonathan Demarks
    Participant
    Post count: 8
    in reply to: My Playstation Mod #1905

    I did a clone for a friend of mine. He had the original Playstation controllers and I was not able to get them to work. Plugged in my DualShock controllers and it worked immediately. DualShock and DualShock 2 work, but the original controllers don’t seem to. Not sure why and since I don’t have any I haven’t investigated it.

    Jonathan Demarks
    Participant
    Post count: 8
    in reply to: My Playstation Mod #1687

    Sorry Karl, I’ve been busy with work lately. The Playstation has a momentary switch (like jbaker1225 mentioned) and my code changes to the main.c file are just there to make it compatible with that switch (which drives the pin to ground) so it needed to have the pull up resistor activated. I maintained the GPIO pin 17 (1-11) as there was no reason to change it in my mind.

    Additionally there’s a bug which initializes the GPIO pins to the SNES configuration and I needed them to be setup for PSX controllers, so I moved that code further down.

    Jonathan Demarks
    Participant
    Post count: 8
    in reply to: My Playstation Mod #1674

    I cut a notch in the HDMI extender so that it’s held in by a friction lock when the case is closed. It’s actually a really solid connection and easily withstood my 5 year old son tripping over the controller wires and bringing the unit crashing down. The Pi popped out of the HDMI extender and I just needed to plug it back in. The extender is worth the $2 it would cost on Amazon.

    Jonathan Demarks
    Participant
    Post count: 8

    Extremely nice build. I love that it camouflages as furniture and has pull-out controls. Well done, sir.

    Jonathan Demarks
    Participant
    Post count: 8
    in reply to: RetroPie Cave Story #1657

    This has to do with the sound not running on a separate thread. As noted above there’s a fix for it but I have not been able to locate it and every time I recompile Cave Story on the RPi my audio gets messed up.

    Sorry it doesn’t help, I just wanted to add extra detail.

    Jonathan Demarks
    Participant
    Post count: 8
    in reply to: My Playstation Mod #1655

    [quote=1654]Hi, really nice build/idea, I am currently working on my own little project, will share when done. could you please link me to the process of resetting the games via the GPIO pins please?

    Thanks

    Karl
    [/quote]

    I’m using the SNESDev-Rpi (also PetRockBlog) to handle that. The link is here and it describes how to download build and install it as a service so you no longer need a keyboard: https://github.com/petrockblog/SNESDev-RPi.

      Here are a few extras though to use it with the PS button:

    1. Move line 331 in src/main.c (initializePads( &pads );) to under line 340 (if (pollPads) {) to squash a bug.
    2. Add these two lines under line 333 (if (pollButton) {)
      1. bcm2835_gpio_fsel(buttonPin, BCM2835_GPIO_FSEL_INPT);
      2. bcm2835_gpio_set_pud(buttonPin, BCM2835_GPIO_PUD_UP);
    3. Make sure the SNESDev-Rpi is set to start up in mode 2 (poll button only).

    I have attached my main.c for reference, but it does a couple other things (changes esc to one button press and shutdown to 3).

Viewing 7 posts - 1 through 7 (of 7 total)