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milestag
14-07-2005, 11:41 PM
Here's the latest.... It now looks like I'll be using the 14-pin PIC16F684 (not to be confused with the 16F648A) for the Mini MT (2.xx). I had intended to use the PIC16F636, but my compiler does not support that chip until I get the latest upgrade (2.46). And it turns out the '684 has a hardware PWM port so it WILL be able to support interrupt-based input processing. That will make a big difference down the road.

I have completed the new schematics and initial PCB design and parts are on order so I can start building prototypes in a week or so. The PCB allows for a fair bit of expansion including: connections for an add-on ISD2560 sound module; space for an additional FET to drive "hit" LEDs; two generic I/O expansion ports; pads for a standard voltage regulator (78L05).

The add-on sound board PCB design is also complete, and I expect to have both PCBs available for sale in another 6 to 8 weeks. As for pricing, I haven't decided whether to sell bare PCBs or only as completed modules. For reference, "my" cost on the prototype run is $5.00 USD per board.

The add-on sound board can also be used with V4.XX. And having separate boards allows you to build a working system very inexpensively while leaving an easy path to a number of upgrades.

Xenon
15-07-2005, 10:01 PM
Sounds like a very flexible and well thought out system there, and at $5.00 cost price it will surely make a great system where the additional functionality of later editions isn't needed.
I like the availability of the additional I/O ports for customizations too.

Might I suggest that once the system is verified and in production, you place a ZIP file containing multiple team/player HEX file configurations in the downloads section for easy reprogramming for those without PICBasic?

Any hints for what the interrupt-based input processing is going to be used for?

milestag
16-07-2005, 12:33 AM
The main function you won't see later is LCD support.

Yes, the multiple builds is possible.

Using interrupt-based processing of the input data allows full-duplex operation. This means the system can shoot and receive hits simultaneously. Right now, there are small periods of time where the system will not detect an incoming signal (hit). In most game play situations this delay in receiving hits is negligible, but it is possible that some hits will be missed particularly while firing full-auto. (Also known as the "Rambo effect"). In practice I think the effect in MilesTag circuits is minimal, but using interrupts is the ideal way to do it.

KrashKing405
18-07-2005, 08:48 AM
When will the updates be on the web page? The schematic I see was last updated in Aug 2004.

milestag
18-07-2005, 03:16 PM
Unfortunately I'm having problems uploading files to my web site. I think it's a problem with the firewall or ISP on the computer I'm using (not mine). My own computer is still in shipment from Germany to the US. As soon as I can sort it out, you'll see some updates.

KrashKing405
19-07-2005, 02:46 AM
Thanks for the info :)