Propeller to simulate playstation 2 controller. SPI 4us clock period 250-500KHz
Hi guys!
I've been looking for a microcontroller to simulate a playstation 2 controller. I've tried 3 other microcontrollers including the Basic Stamp 2px, and they have all been too slow.· The playstation outputs a 250-500KHz clock signal to the playstation controller (or microcontroller in my case), and the controller has to send data back at the same rate.· Here is a logic analyzer screenshot of the playstation and controller communicating i took directly from my ps2 controller: http://www.tinkerjunkies.com/Sample1.html. I need the Propeller to send the Data and ACK signals back to the playstation.
each clock period is 4us and the pause inbetween cycles is 16us. Can the Propeller communicate at this speed? other microcontrollers couldn't get the next data byte in time (it took longer than 16us).
Also I looked throught the Propeller command list and didn't see any SPI serial command, does one exist? Can the Propeller do this?
Thanks a lot for your help!
I've been looking for a microcontroller to simulate a playstation 2 controller. I've tried 3 other microcontrollers including the Basic Stamp 2px, and they have all been too slow.· The playstation outputs a 250-500KHz clock signal to the playstation controller (or microcontroller in my case), and the controller has to send data back at the same rate.· Here is a logic analyzer screenshot of the playstation and controller communicating i took directly from my ps2 controller: http://www.tinkerjunkies.com/Sample1.html. I need the Propeller to send the Data and ACK signals back to the playstation.
each clock period is 4us and the pause inbetween cycles is 16us. Can the Propeller communicate at this speed? other microcontrollers couldn't get the next data byte in time (it took longer than 16us).
Also I looked throught the Propeller command list and didn't see any SPI serial command, does one exist? Can the Propeller do this?
Thanks a lot for your help!
Comments
I thought you were using an AVR:
www.avrfreaks.net/index.php?name=PNphpBB2&file=viewtopic&t=86446&postdays=0&postorder=asc&start=0
Leon
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Amateur radio callsign: G1HSM
Post Edited (Leon) : 11/17/2009 11:34:19 PM GMT
interpretation with say Basic then you are correct an 8 bit PIC would be to slow a Prop in ASM would suite you just fine. But maybe I a missing something ????
I'm not sure I understand your question about programming language? If you've read some of the other posts then you might have seen that i'm using a pc to send that data information.
So i'm using Csharp for PC code, Basic for Picaxe (middle-man controller), and whatever will be the third microcontroller to send the bytes to the playstation 2.
PC --> Picaxe --> AVR, PIC, or Propeller --> Playstation
But you've said either a AVR or PIC should be able to handle these speeds, so I think I have my answer.· The propeller is sold out everywhere [noparse]:([/noparse]
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Computers are microcontrolled.
Robots are microcontrolled.
I am microcontrolled.
But you·can·call me micro.
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Arguably to me, the protoboards are more useful, because it is just a matter of interfacing to the I/O pins, and not have to worry about crystal, decoupling, regulation, loose wires. Additionally, I end up using the demoboard for the video, vga, sound, keyboard, or mouse things sometimes posted on here. Yeah, most of the pins are used up, but they go a long way when just adding in a SD card, sensor, controller, shift register, or whatever, and have everything else in a more or less standard place.
How to simulate isn't the problem, yorue right there are many sites you can reverse engineer. The question is how chip is fast enough to keep up with the playstation. [noparse]:([/noparse]