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- #MICROSOFT SIDEWINDER USB OVERDRIVE UPDATE#
- #MICROSOFT SIDEWINDER USB OVERDRIVE DRIVER#
- #MICROSOFT SIDEWINDER USB OVERDRIVE PRO#
- #MICROSOFT SIDEWINDER USB OVERDRIVE SOFTWARE#
Use the following picture as a guide to build that thing, note the wires in the upper left corner (circled in the pic). Very cool ! I got myself one of those DB15F adapters, so here is the most-easy-to-copy-yet version, it's even almost kid & pet save The digital resolution of the X and Y axis is quite high (10bit each), creating jitter at rest that translates to the mid point of he R chain MS used for the analog emulation. You definately want to check the patent out, as for code reference I would suggest to take a look at the 3DP-Vert source code (the current r3 code is here).
#MICROSOFT SIDEWINDER USB OVERDRIVE DRIVER#
I used two references for development: Vojtech Pavlik's 3DP Linux driver (Sidewinder.c) and Microsofts Overdrive patent, Patent #5628686 - Apperatus and Method for Bidirectional Data Communication in a Gameport. This can be done by connecting the RC element to an I/O pin, so I got rid of the timer The analog part of the interface is needed to switch the 3DP into digital mode and to trigger it to send the data - the stick detects the beginning of the RC charge when the 555 is triggered.
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I never bothered w/ the analog emulation since both modes reduce the functionality of the stick considerably (CH: no simultanous button actuations, TM: no slider nor base buttons available) and require calibration. How stable was the output for you?Įdit: taking a deeper look i realised you have been using the digital out from the begining.
#MICROSOFT SIDEWINDER USB OVERDRIVE SOFTWARE#
I assumed a software bug, but I checked the code a million times, and it all seems ok. Did you reverse engineer a little to find out how the interface works or do you have a good source of information that you could share?Īlso, when I read out the emulated analog output from the stick, it seems to be very jittery.
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On that newer (2009) prototype I cannot see any 555/556/558 IC, and I assume you are reading the digital output on the button pins.
#MICROSOFT SIDEWINDER USB OVERDRIVE PRO#
I found this forum and this thread while searching for more info concerning the Sidewinder 3D Pro Seems that in the first converter you have proposed you are using the conventional 555-Timer method with pulse widths representing the axis position.
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Last week I started playing around with my old 3D PRO and a PIC micro, not knowing that there actually was quite some activity around the topic on the web.
#MICROSOFT SIDEWINDER USB OVERDRIVE UPDATE#
I'll update this thread as more info becomes available. Then connect it to your PC (using a USB A-miniB cable, everyone has them right ?), hit the reset button on the board and use the Teensy loader to program the 3DP-Vert image. I don't have a schematic for this one yet, so you'll have to use the following pictures as a guide to build that thing: Meanwhile, PM me for a copy if you need one. The program for the microcontroller - I'm still working on that, as soon it's finished I'll publish it. Now I have a 3DP-Vert rev3 design that I'm planning to use in a possible 2nd run of the converterĪ side effect is that this prototype version is probably the most easy to copy, unfortunately also the most expensive.ġ Breadboard w/ wires, $13.44 (got mine at RadioShack tho) Great job !Ī week ago I stumbled over the Teensy development board (silly name, I agree.), got one, and poked at it a bit. Note: For native FF support, see this thread. It's too much work trying to reverse engineer the commands, add a MIDI interface to the 3DP-Vert and modify its USB code to have a fully featured FF device. M$ added pin 12 to the FFP (MIDI TxD) and uses MIDI channel 6 to issue FF commands. Most gameports back in the day were located on a sound card sharing some pins with the cards MIDI interface. Grendel wrote:Just to clear this - the converter in the current state does not support force feedback effects for the FFP and probably never will.