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Re: Communicating through a GBA's link port
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You would not be able to compile code on the GBA, but if you wrote some type of script that would be saved in EEPROM on the RC then it is possible you could use the GBA as a terminal to modify the script. If you wanted to do something like that I would recommend creating the script and the PC editor, and then porting an editor to GBA. |
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Re: Communicating through a GBA's link port
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Re: Communicating through a GBA's link port
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I've been thinking about writing a script that generates those menus and the EEPROM code to deal with it, and the idea that the menu could be driven in different ways (serial terminal, GBA, ...) makes it that much more interesting. Also, standard serial cables are wired straight (pin 1 goes to pin 1). All labels in RS-232 specs are relative to the DTE (the computer, or in your case the GBA). Which means that the line that the GBA transmits on is connected to the pin labeled Tx. It seems that "UART" mode would be what you want. If you look at http://www.work.de/nocash/gbatek.htm#siouartmode, you'll notice that there's a CTS mode flag. I recommend setting it to 0 (Send blindly) and wiring GBA SD (GBA pin 4) to the RTS pin. Then you may wire the CTS pin to GBA SC (GBA pin 5). (Pinouts from http://www.hardwarebook.info/Game_Boy_Link.) One thing that has not been described in the documents is how the GBA's "UART" mode relates to RS-232 settings. Specifically baud, parity, data bits, and stop bits. 8 data and 1 stop bit has become something of a de facto standard. Which leaves parity and baud. I can't remember what the RC uses for these, and I can't find what the GBA's settings are. I guess this is an exercise left to the reader! ![]() |
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Re: Communicating through a GBA's link port
Funny you bring this up. I thought I was an original thinker..
I had an idea similar to this a while back. I wanted to make an open source inertial navigation system for FRC with focus on ease of use and availability of parts. INS's are tough, as you need to have pretty custom hardware including the correct sensory and the horse power to process your signals. So, I figured I could "borrow" and hack up hardware thats available in the market place. Also, I wanted this system to be able to handle other robot functions, such as autonomous control, so it needed to have a screen. I stumbled upon this., which gave me means to get pretty accurate 3 axis acceleration and yaw rate readings on the nintendo DS. I looked into the DS linux and homebrew projects, along with how to grab hold of an RS-232 serial connection through the SPI port it uses to read games. Running Linux would be my first choice on this, as I could write all of the software with little overhead and its just plain cool. So, the DS enables you to have an INS with touchscreen for a pretty good price. Unfortunately I haven't had time/money/motivation to follow up on this. Oh well, maybe next year. Last edited by Tom Bottiglieri : 09-04-2007 at 00:58. |
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#5
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Re: Communicating through a GBA's link port
In case anybody is interested, the most recent versions of the Botball controller have been using the GBA for I/O and processing.
https://botballstore.org/catalog/pro...roducts_id=118 |
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