> https://github.com/DJm00n/ControllersInfo: HID profiles for Xbox 360, Xbox One, PS4, PS5, Stadia, and Switch
> "HID over GATT Profile (HOGP) 1.0" https://www.bluetooth.org/docman/handlers/downloaddoc.ashx?d...
- [ ] MicroPython: wrap the Bluetooth HID over GATT Profile events and buttons
Perhaps your Dreamcast controller could do BLE and VMU wireless.
We’re (Pimoroni) closing on shipping a dual RP2040 HDMI board (PicoVision) that’s great for bedroom coder style games, but lack of full fat Bluetooth support or USB HID host in MicroPython - and the relative pain of making and supporting a build that includes these features - make adding controllers… tricky.
Now I wish I’d kept the Dreamcast controller I modded with a custom cable to poke Maple bus. Hindsight!
(I'm lead software dev on it)
I’m kinda burned out from always having to replace and hunt for parts for my gc controller because of my almost 22years addiction for SSBM.
Considering getting a phob soon :)
I once tried putting an Arduino in an arcade stick, for reading controller inputs and sending keyboard presses via USB, but the lag was horrible. It's been on my to-do list to eventually dive enough into AVR-C to try to improve on it.
There is/was a premade board for this (don't remember what it was called), but it was quite expensive, and I didn't want to keep moving it between controllers.
The cycle accurate assembly language has enabled a number of timing sensitive FIFO data processes. What had to be done with FPGA's before has some limited support with PIO. I hope RPI increases the number of instructions and simultaneous running PIO machines in the future.
33000 LUTs and 90 DSP48s are more than enough to do 10+ RISC-V cores, I don't understand the niche this product fills.
I remember reading that the Maple bus used by Dreamcast's peripherals was pretty similar to USB in a lot of ways, and wondering why they didn't just use USB?
I definitely would not say this about all of Sega's hardware engineering efforts (I'm staring at you, Saturn) but the Dreamcast seemed like such a nicely engineered piece of equipment that I have always given Sega the benefit of the doubt. I assume there was an adequate reason: lower latency, cost, profits, quality control, licensing, etc. Or perhaps USB just wasn't mature enough - it was released in 1996 and Dreamcast design was probably already underway.
But, I've never seen an official explanation.
Much, much faster than USB.
If you think about plugging a USB device into a desktop OS, the OS has to check security settings, find and load a driver for the device, etc.
But as far as the protocol itself is concerned but I don't see any intrinsic reason why enumeration can't be nearly instant, for something like a console that only needs to recognize a few possible devices, each with minimal drivers that can be preloaded.
How is it modded? I recall that certain models, identified by some number on the bottom of the console, allowed burned discs to be played. What extra can you do with a modded system?
That said, look them up on ebay, you'd be able to sell it for a few hundred within a week early.
Also, if you every want to use light gun games on a CRT, they don't work easily with emulation.
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The DC's VMU is a fascinating evolutionary dead end.