(Topic ID: 52650)

Reprogramming SWE1

By Compy

10 years ago


Topic Heartbeat

Topic Stats

  • 61 posts
  • 31 Pinsiders participating
  • Latest reply 8 years ago by jorro
  • Topic is favorited by 14 Pinsiders

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There are 61 posts in this topic. You are on page 2 of 2.
#51 9 years ago

Hopefully he will continue this project some day.

I am a software developer myselfs.
Not very good in Linux at hardware or IO level.
But once there is a working framework I would be willing to help.

#52 9 years ago

Bummer it isn't progressing. SWEP1 is a very pretty game with a decent layout, it just needs some tweaks to make it a lot better.

2 months later
#53 8 years ago

any updates?

3 months later
#54 8 years ago

It's a great pity, but it looks like the project is dead.

#55 8 years ago
Quoted from Galaga:

It's a great pity, but it looks like the project is dead.

More or less just on hold for other projects at the moment

One of the barriers was the huge licensing component. Obviously there is no chance of commercial viability of a mod like this, and to avoid licensing costs, we couldn't distribute any star wars related assets, so its a bit of a pain. We'd also have to license through PPS to make sure they're compensated for their efforts and IP, so theres quite a few logistical problems to solve.

Its still something I'm excited about as that game needs a major facelift. (Just my opinion)

#56 8 years ago

Good to see you posting again Compy.

#57 8 years ago
Quoted from Compy:

More or less just on hold for other projects at the moment

Darn too bad....PPS strikes again.

1 month later
#58 8 years ago

Recently got myself an RFM and being an electronics/software engineer I was looking at writing my own software to control the machine. Then I stumbled across this thread and I'm quite impressed you had made such good progress. I'm guessing the PC is running a Linux system to get the polling times down to ms resolution. I was only interested in writing my own original game like a really simple version of breakout or something just for fun. I was thinking of going down the embedded route myself using a PIC32 and even generating the video from the PIC itself. Is your code open source? Do you have the source code available?
Andrew

#59 8 years ago
Quoted from andrewhannay:

Recently got myself an RFM and being an electronics/software engineer I was looking at writing my own software to control the machine. Then I stumbled across this thread and I'm quite impressed you had made such good progress. I'm guessing the PC is running a Linux system to get the polling times down to ms resolution. I was only interested in writing my own original game like a really simple version of breakout or something just for fun. I was thinking of going down the embedded route myself using a PIC32 and even generating the video from the PIC itself. Is your code open source? Do you have the source code available?
Andrew

Hey there! Glad to find another geek thats looking at modding a Pin2k. I've done a few mods on my RFM while tinkering with the low level driver board timing. You pretty much have two options as far as what I can see:

1. Utilizing a host computer running Linux with kernel packages to tweak scheduling to support real time IO control. P2K requires timing almost to 2ms, so use RTLinux and write your low level P2K I/O code as a kernel module (thats what my first demo did).

2. Utilize an interface board to ditch the parallel port requirement on the host machine and implement your P2K I/O code using a microprocessor. From there, use whatever language you want and send your higher level "fire this coil/lamp, read this switch" type events over a USB serial bus.

That is what THIS demo uses.

DISCLAIMER: Any of the work shown here is used for my own personal research and education. There are zero plans to redistribute these works in a commercial fashion or otherwise. Though if you need help in creating your own, I'll gladly assist in any questions regarding the theory of operation or implementation of these concepts.

RE PPS: Nah, actually PPS was supportive of getting modifications out onto the market, it just so happened to be more effort than I wanted to put in at the time since I'm balancing other free-time projects that are non-pinball related. Its those projects and finishing my degree that took time away from this I'd love to get back at it one day.

#60 8 years ago

Ah, so you went down the embedded route, I approve. On closer inspection of the parallel port spec I see I still need to read / write via a matrix so option 2 is the way to go. I'll be doing my development on a PIC with USB. I don't suppose you want to share your embedded code do you just the matrix scanning function to save me having to work it out.
This is what I also get up to project wise.
http://www.instructables.com/id/DIY-Game-Watch
Andrew

2 months later
#61 8 years ago

Any news? Will be great if someone ever finds a way to just run with windows

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