RS485 Sniffer is a system utility to collect data that goes through COM ports of your PC. Essentially, this RS485 communication software performs the following functions – monitors and records data exchanged with a serial port so you can use it for further analysis and, if required, trouble-shooting.
This is of critical importance for development and testing of applications, drivers and serial devices. This RS485 monitor software has a number of additional features, including advanced filtering and search, terminal mode and options to export data in various formats. Clean interface and intuitive navigation make RS485 Sniffer extremely easy-to-use. Highlights of RS485 Sniffer functionality: Monitor a serial port – Professional and Company Editions allow you to connect to a port being in use Monitor multiple ports at a time – add a few of them within one session Record data – in a specified location or copy it to the clipboard Compatibility with Windows 10 (both x32 and x 64) Digital signature of RS485 Sniffer and its internal drivers Support to all types of serial ports - standard on-board ports, extension board ports, software-based virtual COM ports, bluetooth serial ports, USB to SERIAL cradles, etc.
Authored by Francisco Martin and Andrew Smith The Nintendo 64 Controller Interface is an mbed library that allows one or more Nintendo 64 controllers to be used as input devices for the mbed. With this library, one will be able to control games created for an mbed using a Nintendo 64 controller. In addition, the library can easily be used to forward N64 inputs to a computer. Using the N64 Controller executable, one can communicate with multiple controllers.
The N64 Controller executable is it's own stand alone program. It is highly configurable including modifying keybindings to be used with an emulator or changing background colors for streaming and recording. The N64 also allows passive listening. During this setting, one can connect the N64 Controller Interface adapter to an Nintendo 64 and play normally. Connecting the computer simply displays button presses in the GUI. For more information on the N64 Controller program, check its section below.
Hookup Guide The N64 Controller Interface requires the following additional devices:. 1x. 1x.
Gamecube Controller Protocol
1x. 1x 2.2K Ohm Resistor Wire Stripping and Soldering 1. Cut and strip the extension cable closer to the female end. Strip each internal cable on both ends. Solder stripped ends to pin wires.
Hide exposed wires with electrical tape and/or shrink tube. Suggested Hookup The following image is our suggested wiring schematic. Refer to this image when reading the following hookup tables.
Male End Extension Cable Only necessary if you plan to have controller plugged into genuine N64 as well, and passively read inputs from controller instead of actively polling for them (not yet supported by the mbed library). Cable mbed + (red) Vout - (white) GND Signal Parallel to Female End Female End Extension Cable Cable mbed + (red) Vout - (white) GND Signal p25 (pull-up with 2.2K Ohm Resistor) 2.2K Ohm Resistor Set to High parallel to the female end of the extension cable.
The data pin (p25) should be pulled high, and must be set to OpenDrain mode in order transmit low values as well. N64 Controller Interface Library To understand how to interface with an N64 controller, one must first understand the protocol that a genuine N64 uses to interface with the controller. All data is transmitted on a single, half-duplex wire (the signal wire plugged into pin 25 above). When this wire is idle, it is high (hence the pull-up resistor). If a falling edge is detected, it means that bits are being transmitted.
Bits are transmitted in 4μs intervals. For a 0, the wire is low for 3μs and high for 1μs. For a 1, the wire is low for 1μs and high for 3μs. In order to read a bit, you must simply wait for a falling edge, and then read the wire 2μs after the falling edge.
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If the wire is high, the value is a 1, if it is low, the value is a 0. All transmissions end with a 1 bit that is not followed by a falling edge, called the signal bit. The mbed has a built-in waitus(int) function that waits a set number of microseconds. However, a microsecond is the smallest resolution that the built-in clock has, so relying on it to wait exactly 1, 2, or 3 microseconds (as our code requires) is not reliable. Instead, a custom assembly function was written to wait an arbitrary number of microseconds. Because the mbed has a clock frequency of 96 MHz, it was calculated that 96 clock cycles should equal 1 microsecond.
Assuming a throughput of 1 instruction per clock cycle, this corresponds to 96 instructions. The assembly code does bogus add instructions to consume time equal to 1 microsecond. It does this in a loop, with the number of iterations equaling the parameter that was passed in. NOPs are not used, since according to NOP instructions are liable to be optimized away from the processor. To request data from the controller, the mbed must write the byte 0x01 onto the wire.
The controller then responds with 4 bytes, indicating the inputs on the controller. Bit 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Data A B Z S D↑ D↓ D← D→. L R D↑ D↓ D← D→ S = Start, D = D-Pad, C = C-Buttons,. = Unused Bit 16 - 23 24 - 31 Data Analog X Analog Y Each button is indicated by a specific bit of the response. A 0 in that bit means the button is not pressed, a 1 means it is pressed. The analog values are signed 8-bit integers.
For X, negative is left, and positive is right. For Y, negative is down, and positive is up. The mbed library polls for this data 100 times a second (using a Ticker), and stores the result. It has methods that allow client code to check the stored result to see which buttons are currently being pressed, and what the values of the joystick are. The Nintendo 64 Controller Interface is an mbed library that allows one or more Nintendo 64 controllers to be used as input devices for the mbed.
With this library, one will be able to control games created for an mbed using a Nintendo 64 controller. In addition, the library can easily be used to forward N64 inputs to a computer. Using the N64 Controller executable, one can communicate with multiple controllers. Last commit 28 Apr 2016 by N64 Controller GUI Program The source code for the GUI program is available at the link below. It is divided into three main sections:. N64GUI: Takes care of the UI of the program and loading important components.
ControllerListener: Runs on its own thread and listens the serial port for signals. ControllerEventHandler: Takes care of mbed commands and simulates button presses. One can choose which COM port to connect in the Conneciton tool strip.
One can choose the Quit command to close the application. Test Connection is used during debugging and will write to the Output window in Visual Studio if the connection is successful. Layout currently allows to hide/show the controller outline. Future updates will allow new layouts.
Finally, Settings Allows to set key bindings and background color. Under Key Bindings, you turn off or on Emulator Mode. When on, Emulator Mode simulates the key pressed with the corresponding button. Source Code The source code and installer can be found at its GitHub page or the following website: Please to post comments.
Each service object can optionally include a diagnostics object for debugging and diagnostics. Note that the diagnostics object for Modbus sniffer driver is slightly different than that of the Modbus RTU master driver, because the sniffer driver deas not actually transmit any requests itself. The diagnostics information should be interpreted from the prespective of the network master (as if the master were updating the diagnostics information) for example, when the master transmits a request to read a register, the TX Counter is incremented, and when the slave responds, RX Cpunter is incremented.
Complete adapter This is the third generation of my adapter. Why a new version you ask? Because it was possible to do even better.
Just compare: Old version (v1, v2) New version (v3). USB low speed ( 1.5 Mbit/s).
(approx. 14ms worst case).
Firmware updates not possible 1 (or very difficult). USB full speed ( 12 Mbit/s). (approx. 6ms worst case). Firmware updates possible and easy A complete redesign of the electronics is what enables all those improvements. The use of a micro-controller with native USB support simply removes the restrictions imposed by the software-only USB implementation that was formally used, to the benefit of higher performance and opening up of new possibilities.
1Ok, ok, when I say impossible, I mean for the average user who bought a ready made adapter from me. Of course, it will always be possible to upgrade an adapter by cutting open the heat shrink and soldering the AVR programmer wires to the right places.
The adapter:. N64 and Gamecube controllers supported. Gamecube vibration and N64 Rumble supported. 100% functional without installing special drivers.
(Connects as an USB HID joystick with PID force feedback). Works under Linux, Mac OS X and Windows. Configurable controller poll frequency (Maximum 500Hz). Very low USB latency (Polled at 1000Hz). Updateable firmware. Some aspects of the adapter are configurable.
Has support for. Each adapter has its own serial number. Wiring For development and debugging, I use an at90usb1287 version of the firmware which runs on an old STK525 development kit with a few modifications: The crystal must be changed to 16MHz. Controllers are wired to EXPAND 0 pins. Pins 39,40: GND, pin 38: Data PORTD0. Jumpers are configured to supply 5v to the micro-controller.
The controller required 3.3v is obtained from the on-board regulator. 5v output to the Gamecube controller is directly from the USB bus (VBUS). The third picture shows another development setup, but this time it is based. The switch and the extra green wire are there for debugging purposes. They don't normally have a purpose.
If you are updating your adapter, the following firmwares (.hex files) can be programmed using the management tool or using the command-line. If your circuit is new (i.e.
It has never been programmed), dfu-programmer must be used directly. # Programming a new PCB $ dfu-programmer atmega32u2 erase $ dfu-programmer atmega32u2 flash firmware.hex $ dfu-programmer atmega32u2 start Firmware files (.hex) and source-code packages is available below.
The command-line tools and management tool source code is also included and licensed under GPLv3. IMPORTANT: Always use the latest version of the to perform updates. Version 3.5.1 April 10, 2018 (Tuesday).
Fix never-stopping vibration issues (Dolphin) File(s): (38.9 KB) (51.2 KB) Version 3.5.0 November 25, 2017 (Saturday) New features and bugfixes:. Add a triggers as buttons mode for Gamecube controllers.
Add a disable analog triggers mode for Gamecube controllers. Internal changes to workaround a presumed Windows bug (Joystick ID confusion where the second controller stops working or gives an error in the Game controller test dialog). Implement a feature to let the adapter manager query the feature set of the current firmware.
File(s): (41.4 KB) (50.6 KB) Version 3.4.0 January 8, 2017 (Sunday) Performance improvement:. New IO request for even lower latency when using the raphnetraw plugins. Reduced memory footprint. File(s): (39.9 KB) (49.5 KB) Version 3.3.2 November 27, 2016 (Sunday) Minor bugfix:.
Fix the connected-controller display feature in dual controller mode. File(s): (39.2 KB) (48.2 KB) Version 3.3.1 November 2, 2016 (Wednesday) Add dual controller support:. Dual N64 personality. Dual GC personality. Multi-channel raw access File(s): (39.1 KB) (48.6 KB) Version 3.3.0 Version 3.3.x series: Dual controller support. Do not install older versions on dual-controller adapters. File(s): Version 3.2.1 September 22, 2016 (Thursday) Implement N64-only and GC-only personalities (Different USB product ID and device name).
File(s): (33.8 KB) (46.7 KB) Version 3.2.0 May 28, 2016 (Saturday). Fix reconnecting loop in MacOS X. Change gamecube trigger HID usage (Slider became Z). Now it works fine in openEMU.
Version and product string updated. USB product ID changed. Here is a list of tested controllers/adapters: Type Make/Manufacturer Model Status Tested by Gamecube Nintendo Standard (DOL-003) OK raphnet.net Gamecube Nintendo Super Smash Bros edition (DOL-003) OK raphnet.net Gamecube Nintendo Standard (Japan import, extra long cable) OK raphnet.net Gamecube Nintendo Wavebird OK raphnet.net Gamecube Ascii Gamecube keyboard (joystick part) OK raphnet.net Gamecube Intec Wireless OK raphnet.net Gamecube Mad Catz Microcon (item no.
5636) OK raphnet.net Gamecube? Playstation to Gamecube adapter OK raphnet.net Gamecube Hori Hori digital pad for GameCube OK User Gamecube Nyko PS2 to Gamecube adapter Does not work User N64 Nintendo Standard OK raphnet.net N64 Hori Minipad mini 64 OK raphnet.net N64 TTX?
OK raphnet.net N64 Ascii Ascii pad 64 OK User Note that even if a controller is not listed above, it is most likely supported. Please let me know of any additional controllers you had the chance to test. For responsive controls and high performance gaming, high adapter latency is extremely undesirable. Let's look at why and how it happens and what can be done to minimize it. If expressed with words, an adapter works like this:. At a fixed interval, the adapter polls the controller to detect state changes (buttons, axis, etc). When a change is detected, the adapter sends an event to the PC.
But USB devices are also polled by the PC at a fixed interval. This means that to send the event, the adapter actually has to wait until the next USB poll. There are two main contributors to latency:. The controller poll interval: Adapters commonly poll controllers at 16ms intervals. This makes sense as it mimics what most games do in polling the controller once per video frame. But it also means that if you push fire 1ms after the poll, the adapter will only know it at the next poll, 15ms later.
The USB poll interval: For an USB low speed device, the minimum interval is 10ms. Depending on the timing, if the adapter learns about the button press right after the USB poll took place, the computer won't know about it for another 10ms. In the worst case scenario, the 15ms latency from point 1 adds to the 10ms, totalling 25ms. Here is a sequence chart to visualize the above: The chart clearly shows:. Latency source 1: The button press occurs, but the adapter knows about it later when it polls the controller. Latency source 2: The adapter finally knows about the button press but has to wait for the next USB poll to report it to the PC.
Minimizing latency Given the above an obvious solution comes to mind: USB and controller polls both should take place as often as possible. Let's examine both:. USB polls: This is a simple matter of setting the USB endpoint descriptor bInterval field to a low value. For USB Low speed devices, the minimum interval is 10ms. For USB Full speed devices, the minimum is 1ms. This adapter, being a full speed device, uses the minimum value of 1ms. Controller polls: By default, this adapter polls at 5ms intervals.
But this can be changed using the management tool. Setting this to a very low value does not appear to cause problems with standard controllers, but incompatibilities could arise when using third party controllers or adapters. It is worth noting that there is another approach to reducing USB poll induced latency by timing the controller polls such that they take place a few moments before the next USB poll. But with a 1 ms USB poll interval, it's not really necessary. Adapter USB type Controller poll interval USB poll interval Worst case Comments raphnet gcn64usb v3 (The one on this very page) Full speed 5ms default 1ms 6ms If controller poll is configured to the minimum value of 2ms, worst case is only 3ms. Raphnet gc/n64 usb v2 (predecessor) Low speed 4ms 5ms1 14ms Due to the report size, two USB polls are necessary to transmit an event, hence the 14ms worst case instead of 9ms Non-raphnet adapters (for reference) Mayflash dual N64 to USB Low speed 16ms 8ms 24ms 2 bInterval = 8ms, controller poll interval verified using an oscilloscope.
Mayflash GC (4x) to USB (PC mode) Full sped 8ms 1ms 9ms 2 bInterval = 1ms, controller poll interval verified using an oscilloscope. 1 Even though the minimum poll interval for an USB low speed device is 10ms, it is possible to cheat and use a lower value. Because it works.
2 The worst case value given for non-raphnet adapters assumes that no attempt is made to synchronize controller reads with USB polls (i.e. Reading the controller right before the USB poll).
If they are doing synchronisation, then the usb poll interval (or a fraction of it depending on design margins) needs to be subtracted from the worst case value. Personalities and multiplayer modes. Since firmware version 3.2.1, there are several modes (or personalities) allowing a more accurate adapter USB product name to be displayed. For instance, if you built a N64 to USB adapter, the adapter can now appear as 'N64 to USB' instead of 'GC/N64 to USB'. Also, since firmware version 3.3.1, there are also two player modes. Configuring the personality and/or enabling a two payer mode must be done using the gcn64ctl command-line tool.
Instructions:. Install the adapter management tool. It has a graphical user interface, but command-line tools will be installed along with it. There will be an entry in the start menu (or the new equivalent and concept of the day) to open a terminal in the folder where the tool executables are. Connect the adapter to configure. Only one adapter should be connected at the time. Execute the command with the appropriate mode argument.
# Syntax for configuring an adaptater gcn64ctl -f -setmode xx (where xx must be replaced by the appropriate numerical code) Code Name Number of players 0 GC/N64 to USB v?? 1 1 N64 to USB v?? 1 2 Gamecube to USB v?? 1 16 Dual GC/N64 to USB v??
2 17 Dual N64 to USB v?? 2 18 Dual Gamecube to USB v??
2 Disclaimer.
We’ve seen NES, SNES, Sega, and just about every weird controller Atari put out connected to microcontrollers, but connecting the N64 controller to a project has remained one of those seldom-seen, rarely copied endeavors, not often tackled by makers around the globe. Pieter-Jan decided to throw his hat in the ring and give a try, and we’re pleased to report he’s been completely successful. One of the difficulties of reading an N64 controller is simply the speeds involved; with only three pins on the controller port, the N64 controller uses a serial protocol to send 32 bits of controller data at a fairly fast rate.
Armed with a PIC18F ‘micro, Pieter realized that programming in C would be too slow, he needed to go all the way down to the bare metal and program his micro in assembly. Every time the N64 controller data needs to be read, the console sends out a 9-bit polling request. The controller responds in turn with a 32-bit sequence informing the console of the status of all the buttons and joysticks.
Once Pieter got his micro sending the correct polling response, it was only an issue of parsing the data returned from the controller. Right now, Pieter has a small demo board rigged up that flashes a LED whenever the A, B, or Z buttons are pressed. This can be expanded to the remaining buttons and joystick, but for now we’ll just enjoy Pieter’s demo after the break. Posted in, Tagged.
Gabriel Anzziani has just unleashed a newer, more convenient version of his Xprotolab portable oscilloscope, logic analyzer, and function generator. It’s, and the price is actually very nice for a tool of this caliber. We first saw the Xprotolab and at this year’s World Maker Faire in New York.
On both occasions we were impressed with the size and capability of this very, very small OLED-display oscilloscope and general breadboarding Swiss army knife. The Xprotolab features a two-channel, 200 kHz oscilloscope, 8-input logic analyzer, and an arbitrary waveform generator that should be good enough for all your breadboarding adventures. On top of that, the Xprotolab can sniff SPI, I2C, and UART protocols, and even has a small spectrum analyzer tucked away in a device small enough to lose in your pocket.
The updated-for-Kickstarter Xprotolab features an enclosure with a LiPo battery good for 12 hours of use per charge. Sure, it’s not a bench full of old HP and Tektronix gear, but for the budding maker, this seems like a very useful tool indeed.
Posted in, Tagged,. Scott has a pretty nice alarm system at his house – it will give the operator at his alarm company enough information to determine if it’s a fire alarm, burglary, or just a cat walking in front of a sensor.
Scott wanted to cut out the middle man and receive notifications from his alarm system on his phone., with the help of a trusty Arduino and the very cool Electric Imp. Scott’s build began with an to monitor state changes in the alarm system. Because the designers of the alarm system included a very helpful four-wire bus between the alarm panels and the part connected to the phone line, Scott found it fairly easy to tap into these lines and read the current alarm status.
Dedicating a Raspberry Pi to the simple task of polling a few pins and sending data out over WiFi is a bit overkill, so Scott picked up an Arduino shield to transmit data over WiFi. We’ve, and Scott would be hard pressed to come up with a cleaner solution to putting his alarm monitor on the Internet. Now Scott has a very tidy alarm monitor that sends updates straight to his cell phone, no middle man required. A very neat build, and an excellent use of a very cool WiFi device.
Principios de la bioquimica lehninger descargar pdf gratis. 23 On the best control. You whack to dramatically improve and select the device. I already running. Jul 9, 2017 - David L Nelson; Michael M Cox; Albert L Lehninger. De: Lehninger principles of biochemistry, 6th ed. Nelson, Michael M.
Posted in, Tagged. We’ve seen FPGAs used to recreate everything from classic arcade games to ancient computers, but with each of these builds a common problem arises. Once you’ve got the hardware emulated on an FPGA, you’ve also got to get the ROMs into the project as well. In a very interesting hack, Mike figured out that the serial Flash chip that stores the FPGA settings has a lot of space free, so Mike got the idea from seeing a recreation of the classic BombJack arcade game In that build, Alex needed to store 112Kb of game data stored in 16 ROM chips.
Unfortunately, Alex’s FPGA only had space for 40Kb of data. After realizing his FPGA had a 512Kb SRAM chip, Alex decided to put all the sprites, sounds, and levels of BombJack in the SRAM. Impressed with Alex’s build, Mike set to work generalizing the hack to work with other projects. Mike notes that only a few FPGA boards are capable of storing user data next to the configuration bitstream; the hack is impossible on the Digilent Basys2 board, but it works wonderfully on a Papilio One 250K. As a very cool build that makes FPGA-related builds even easier, we’ve got to tip our hat to Mike for writing up a great tutorial. Posted in Tagged. Want mobile power for your Stellaris Launchpad development board?
Philipp was looking to add some. He used an off the shelf single cell LiPo battery and connected it to the 5V rail of the Launchpad board. It didn’t work. So Philipp started looking through the schematics and noticed that the regulator was working fine, but the Stellaris wasn’t starting up.
He tracked down a voltage supervisor connected to the Stellaris reset pin. After some investigation, it was clear that this supervisor was holding the device in reset. The solution is a quick and dirty hack: cut the trace that connects the reset line to the voltage line. With this modification, the device starts up from the LiPo without any issues. Philipp does note that you should be careful about battery under-voltage and over-voltage. This hack doesn’t handle charging the LiPo battery, but we’ve discussed that.
Posted in Tagged. What if we could do away with mice and just wear a thimble as a control interface? That’s the concept behind Magic Finger. Touch screens are great, but what if you want to use any surface as an input?
Then you grab the simplest of today’s standard inputs: a computer mouse. But take that one step further and think of the possibilities of using the mouse as a graphic input device in addition to a positional sensor. This concept allows Magic Finger to distinguish between many different materials. It knows the difference between your desk and a piece of paper. Furthermore, it opens the door to data transfer through a code scheme they call a micro matrix.
It’s like a super small QR code which is read by the camera in the device. The concept video found after the break shows off a lot of cool tricks used by the device. Our favorite is the tablet PC controlled by moving your finger on the back side of the device, instead of interrupting your line of sight and leaving fingerprints by touching the screen. Posted in, Tagged,.