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PSP Gamepad Mod

Posted Jul 16, 2005 at 8:17AM EST by QJ Staff

Listed in: Homebrew Applications, Homebrew Development, Mods Tags: psp homebrews
Ó

Klesk has developed a mod that, at this stage, allows 2 Master System Gamepads on the psp via the IR port. His plans for the future include support for Genesis gamepads and C64 joysticks, as well as 4 gamepad support and better portablilty. Here is what he had to say about the mod and how it was created:

The interface consists of an ATMega8 microcontroller, an IR diode and some resistors. Basically the microcontroller handles any changes of the Button states of the Gamepads and sends them immediatly to the PSP. A basic protocol was developed which can handle a 16 Buttons each for a maximum of 4 Gamepads.

The first step to be done for this Project was to send data to the PSP with the IR diode. Data transmission over infrared is very similar to transmission over the serial port. Each frame has a start- and a stop-bit, and the standard baud rate of the PSP is set to 9200. The difference to the standard serial protocol is that bits are determined as short pulses, and the byte to send has to be inverted.

For more accurate timing, a 16 Mhz crystal oscillator was used as clock source (lower frequencies will work too, you just have to recalculate the software delays. For calculating the delays i used the AVR Delay Generator. The routine for sending Data works like this:

Send start bit
Send the current data bit
Shift right the data byte (goto the step above until the whole byte is sent)
Send the stop bit

These 10 Bytes are called Frame. For a baud rate of 9200 bps, as one Frame contains 10 Bits with only 8 of them containing data, we get a resulting Bandwidth of 920 Bps, the duration of one Frame is therefore 1/920s. The rest of the timing calculations can be found in the assembler source.

The protocol used for updating the button states is fairly simple. Each Byte sent contains the adress of a button register stored in the upper 4 Bytes, with the register data in the lower 4 Bytes. This results in a total of 16 different 4-Bit Registers, 16 Bit for each gamepad.

Klesk has also released the source codes for this mod.

You can get it in our PSP Download section [here].



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Comments 


 
# Guest 2005-07-15 21:08
wow?! did you use a pic for this?

Reply
 

 
# Guest 2005-07-16 10:04
Now this is worthy of PSP news. Good job guys! Keep Up the Good work! Much better then some looser using someone else's source code to re-make a emu.

Reply
 

 
# Guest 2005-07-16 10:39
These guys post everything, not just what they (or anyone else) deem worthy.

Reply
 

 
# Guest 2005-07-16 11:38
man,you are right on that one-EVERYTHING gets a shot here,and it's not always a good thing. (better that than the alternative tho)

Reply
 

 
# Guest 2005-07-16 12:02
eh I don't mind if they post everything.

And I find this to be quite useless. Although IR has alot of potential.

Reply
 

 
# Guest 2005-07-16 13:23
Useless??? This is exactly what I've been waiting for!

Im in the process of building a projector box for my PSP to throw the display up on the wall. I was only gonna use it to watch movies, but now I'll be able to play games as well!

Keep up the good work guys!

Reply
 

 
# Guest 2005-07-16 15:10
Yeah i am waiting for Video out too so i can hook up the projector. The pads are a great start. That means now I will reconsider buying Guilty Gear for PSP. Portable joystick with portable projectors ( http://yahoo.pcworld.com/yahoo/article/0,aid,112180,00.asp or this http://pcworld.about.com/magazine/2204p063id114939.htm ) what would really be sick is a PSP snap on tuny projector 10"-15" Preojections would be good enough. Am i asking for too much?

Reply
 

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