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NEW: Ethernet Module for Propeller Platform — Parallax Forums

NEW: Ethernet Module for Propeller Platform

Nick McClickNick McClick Posts: 1,003
edited 2010-08-05 17:13 in Propeller 1
Just put up the E-Net Module for the Propeller Platform;
4854005960_9984e2309f.jpg
Project Page

It uses the ENC28J60 (compatible with Harrison Pham's PropTCP). A few nice extras on top of a generic implementation;
  • Includes 25Mhz Xtal so you don't have to use a prop pin generating a clock
  • Ethernet pins are broken out so you can connect it directly to a cable (There's a hole for stress relief, too)
  • Space for 2 LEDs at P9 and P10 to add additional feedback to your project
  • Advanced users can cut the traces at P4..P7 & connect the top jumpers to use the ENC28J60 on P16..P19.
  • On a fullboard so you can stack other modules (protoplus, El Jugador, VGA, etc.) on top without interfering with the Ethernet jack)
You can download the schematic, pcb layout, parts list, sample code, or get a kit on the project page! Let me know if you have any questions.

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Comments

  • RaymanRayman Posts: 14,889
    edited 2010-08-02 23:50
    This looks like a very useful "shield" for the Prop Platform. I'm trying to guess how you decide which pins to use for the SPI interface...

    I think people have just touched the surface of what can be done very easily with the ENC28J60...

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-08-03 01:12
    @Nick,

    Darn you! Just what I need another distraction to keep me from those articles I'm soooo behind on!! [noparse]:)[/noparse]

    My order will be placed soon! Project also posted to Propellerpowered!

    Excellent add-on!

    OBC

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  • jazzedjazzed Posts: 11,803
    edited 2010-08-03 01:55
    Nice work Nick.

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  • HollyMinkowskiHollyMinkowski Posts: 1,398
    edited 2010-08-03 04:54
    Nick

    You keep turning out such great stuff!

    I'm sooo jealous smile.gif

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  • Nick McClickNick McClick Posts: 1,003
    edited 2010-08-03 16:38
    @holly & jazzed - Thanks!

    @rayman - I picked the pins by considering what other modules would be nice to use with it. P4..P7 lets you use SD cards, the LCDUI, El Jugador, ProtoPlus and DMX IO. I added the second set of jumpers to accommodate RAM expansions by moving SPI to P16..P19

    I really like the ENC28J60 - It's cheap, through-hole, and PropTCP makes it easy to use. I'm cooking up a few demos to show it off, too.

    @OBC - here's a picture of it with an El Jugador;
    4854005020_92d050246e.jpg
    It fits perfectly. I really want to do online multiplayer, but I still have to figure out the code.

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-08-03 16:52
    @Nick

    What we need is a little windows app which will accept multiple incoming connections from PropTCP based connections
    that will coordinate the traffic between Propellers. I read you were working on a Carwars game for the Propeller.

    How about a network version? [noparse]:)[/noparse] Heck, I'll bet we could even use an empty IRC room for this.

    OBC

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-08-03 17:51
    BTW,

    If you want a cheap way to convert these to wireless, this Linksys device doubles as
    an Ethernet bridge. (It's the cheapest Wireless to Ethernet bridge you'll purchase.)

    OBC

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  • Nick McClickNick McClick Posts: 1,003
    edited 2010-08-04 18:33
    I've definitely been thinking of El Jugador LIVE. My thought was to track presence, game status, and do matchmaking on a remote server. Integrating with EJL would based on get requests. For instance, when the game started, it would announce that the user is online by making a page request to http://www.url.com?user=obc&gameid=123&status=3. Game updates would work the same way - http://www.url.com?gameid=1234&time=1000&posx=123&posy=123. The server would return an OK response, or the value of the variable requested. There would also probably be a 'game lobby' program that would tell the server when the user is online, what games they have, and tell the user what other users are online. Matchmaking and presence would be documented requests, but games would otherwise be able to pass whatever values the developer sees fit.

    EJL would be open, too - anyone could use it. the hardware requirements would probably be a 64k eeprom, SD card, and ENC28J60.

    I'm stuck at step 1, though - making requests to remote servers and bringing the server response back into the program. The other challenge is memory - the ENC28J60 driver probably takes 10k, which would make it difficult to integrate with current games. I had two thoughts on that - either use a second Prop to manage online interaction, or just go as-is. Also, I'm not sure what latency will be like - not a big deal for some games, but action games might have problems.

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  • jazzedjazzed Posts: 11,803
    edited 2010-08-04 19:01
    Nick McClick said...
    The other challenge is memory ...
    Sadly, this is a recurring theme. A second Propeller or some other device just for handling the network is probably better than rewriting a bunch of software though. Not a big problem for the dedicated Propeller hobbyist.

    But doesn't this seem like the wrong course for the horse? The value of the Ethernet board is probably better realized in an embedded control solution, as a connected web service, or part of a more capable hardware/software configuration.

    Hopefully you can put together a solution that demonstrates a really good fit for your web-site. All the pieces are there, it's just a matter of packaging and purpose.

    Cheers.
    --Steve

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  • trodosstrodoss Posts: 577
    edited 2010-08-05 15:17
    Nick McClick said...

    ...
    I'm stuck at step 1, though - making requests to remote servers and bringing the server response back into the program. The other challenge is memory - the ENC28J60 driver probably takes 10k, which would make it difficult to integrate with current games. I had two thoughts on that - either use a second Prop to manage online interaction, or just go as-is. Also, I'm not sure what latency will be like - not a big deal for some games, but action games might have problems.
    "EJL" sounds like a neat idea!·

    If memory is tight and latency might be an issue--maybe set up a MUD server and write a MUD (text) client,·or a client for even·"older skool" BBS door-style games (SRE/BRE/TW2002)?· Just a thought.





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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-08-05 15:22
    Put more weight on the server side for the game processes.. I like this. it's a working solution.

    Then the game becomes a client.

    Trodoss, bet Fantasy Fighter could be adapted to multiplayer with something like this... [noparse]:)[/noparse]

    OBC

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  • trodosstrodoss Posts: 577
    edited 2010-08-05 16:23
    @OBC,
    Yes, it could. I actually ended up with "memory to spare" in that game.
    I guess I have an excuse to get my old PropNIC out and see what can be done [noparse];)[/noparse]

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    Game(s)
    Mythic Flight
    Fantasy Fighter

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2010-08-05 16:29
    I'm picturing basic movement for two players in cooperative play.

    Bet you could even expand to include custom avatars...

    Something like Quantum Link's Habitat would be very doable here as well.

    (I see Nick has already mailed mine out.. [noparse]:)[/noparse]

    OBC

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  • RaymanRayman Posts: 14,889
    edited 2010-08-05 16:40
    Oldbitcollector said...
    If you want a cheap way to convert these to wireless, this Linksys device doubles as
    an Ethernet bridge. (It's the cheapest Wireless to Ethernet bridge you'll purchase.
    That does look like a very cost effective solution!· Thanks, OBC.


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  • Nick McClickNick McClick Posts: 1,003
    edited 2010-08-05 17:13
    @jazzed - For action games, I think there will be too much latency - the code would have to be re-worked significantly. If you just dropped in a GET request for the 2nd player controls in dodgy kong, I think it would be unplayable. My other concern on memory is whether there's enough left to make a fun graphical game.

    @trodos - MUD's and the like (chess games, turn-by-turn games) would be a perfect fit. Remember, you'll also have an SD card to grab data from.

    @obc - that's the idea. It would also be easy setup for the user. Heck, the game picker could also have a downloader so the user could download a game they don't already have.

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