Post in 2002 due to screenshot .. dont know when i build it, some years before.
Using 24 pushbuttons and a IO expander, i could count the bottles in a crate. Probably used something like a hef4067 ?? UPDATE: Nope I used 74138 and 74573, see new found schematic
Now i probably use a weight sensor or a beer cap counter using a webcam image.
Notification to email and shopping list printer.
Web Interface
Every bottle had to be placed back upside down so the opening of the bottle would not press down on the button. Later i used springs which could hold a empty bottle elevated above the button. The weight of a full bottle would press on the button.
Cobra from the Icecrew got his hands on some Led scrollers.
But they only had a windows program to controll these, so we started some reverse-engineering.
First we had to make a serial cable. (Now we could easily use a logic analyser with protocol decoding)
Next i made a sniffer .. because we only had a windows program to control the display. So we used a windows machine to control the display by serial, and using a read line to a linux machine to stiff the serial traffic
After some tinkering .. we got this
So we wrote some software to control it using Linux
Somewhere start 2002, i made a tool for playing darts. Well … keeping score and history
I was multiuser, multigame with statistics and undo. You could click on the little dartboard what your have thrown on a real board. It just kept score and told you best finish options.
Screenshot below was a digitized picture, no way accurate. Versions later the board was realtime drawn with GDlib and pixelperfect. It even showed you previous throws.
At the end of the game it should give you the hotspots you have thrown.
Using a steppermotor controller with two motors. A video capturing device (videoblaster) and a mini B/W camera.
Web interface with glassbuttons effects which i rendered using Bryce.
Up/down/left/right and diagonal
Red double speed green single speed
Reset view
2 Presets with save and recall
Setup with parallel cable
Written software in html and some CGI scripts. Perl and C.
#include <asm/io.h>
# C Code for moving left
int main(int agrc,char agrv[])
{
int i,wachten;
int richting1[8]={0x27,0x2d,0x1c,0x0d,0x03,0x09,0x38,0x29};
int richting2[8]={0x29,0x38,0x09,0x03,0x0d,0x1c,0x2d,0x27};
ioperm(0x378,3,1);
ioperm(0x37a,3,1);
wachten=100;
for (i=0; i<=7; i=i+1)
{
outb(richting2[i], 0x378);
outb(1, 0x37a);
usleep(wachten);
outb(0, 0x37a);
usleep(wachten);
outb(1, 0x37a);
usleep(wachten);
}
return(0);
}
#!/usr/bin/perl
# Perl CGI script
# Uses 204 no content trick to stay on same page
use LWP::Simple;
my $img = get ('http://10.1.0.1/cgi-bin/left.cgi');
print "Status: 204 No content\n\n";
Streaming video was done using progressive JPG push. Later i used the capturing command in the loop below.
#!/bin/sh
# push jpg, and update after 1sec
# output mime header
echo Content-type: multipart/x-mixed-replace;boundary=--WebcamRules\n
echo
echo --WebcamRules
# create stream
while true; do
echo Content-type: image/jpeg
echo
cat /var/lib/httpd/htdocs/webcam.jpg
echo
echo --WebcamRules
sleep 1
done
This year i’ve been really into assembly on Intel x86 machines. With EDK we made some demo’s and generally trying to find the limits of the machines we had.
Funny story, edk made a program which changed the palette every scanline (if memory serves me right), while running the program and looking at the screen the colors faded to grayscale. (Something with run-away tables) We look at eachother and said: We must have been using up all colors, we need to refill the graphics card.
I previously made a copperbar alike thingy on a hercules system. (Have not seen them before on a pc back then ) But with below program, i could display pictures which removed the borders.
Below a nsfw video example (pass protected), but a simplified example in pictures below that.
Test image i’ve used on a 320×200 screen resolution
name split_screen
.286
parm_vert equ 0
data segment
intmsk db ?
oldvidtab db 18h dup (?) ;actuele video-parameters
newvidtab label byte
;HORIZONTAAL
db 0
db 12
db 12
db 0
;VERTIKAAL
db 0
db 5
db 5
db 0;-40
;
db 0
db 0
db 0
db 0
db 0
db 0
db 0
db 0
db 0
db 0
db 0
; REGISTER 13H (OFFSET)
db 0
;
db 18h dup (0)
data ends
stack segment stack
dw 128 dup (?)
stack ends
code segment
assume cs:code,ds:data
cols label byte
set_scrparms:
mov dx,3d4h
mov al,11h
out dx,al
inc dx
in al,dx
and al,7fh ;clear bit 7: enable writes to vga reg 0..7
out dx,al
dec dx
mov al,13h ;offset register
out dx,al
inc dx
in al,dx ;get actual value
add al,4
out dx,al
ret
;
; RE-INIT DISPLAY ROUTINE
;
get_oldvidparms:
mov dx,3d4h
mov cx,18h ;18h registers
mov di,offset oldvidtab
mov bl,0 ;begin met register 0
govp1:
mov al,bl ;register index
out dx,al
inc dx ;3d5
in al,dx ;get actual register content
dec dx
mov [di],al
inc di
inc bl ;volgend register
loop govp1
mov si,offset oldvidtab
mov di,offset newvidtab
mov cx,18h
donewparms:
mov al,[si]
add al,[di]
mov [di],al
inc si
inc di
loop donewparms
ret
set_newvidparms:
mov dx,3d4h
mov cx,18h ;18h registers
mov si,offset newvidtab
mov bl,0 ;begin met register 0
snvp1:
mov al,bl ;register index
out dx,al
inc dx ;3d5
mov al,[si]
inc si
out dx,al ;set register value
dec dx
inc bl ;volgend register
loop snvp1
ret
;
; MAIN ENTRY POINT
;
init:
mov ax,data
mov ds,ax
in al,21h
mov intmsk,al
cli
mov al,11111101b
out 21h,al
sti
mov ax,13h
int 10h
;extend video-memory to 256kb or more
mov dx,3ceh
mov al,06h
out dx,al
inc dx
in al,dx
and al,0f3h
out dx,al
;
mov ax,0a000h
mov es,ax
call set_scrparms
call get_oldvidparms
call set_newvidparms
mov dx,3cch
in al,dx
and al,03fh
mov ah,parm_vert
ror ah,2
or al,ah
mov dx,3c2h
out dx,al
;
;
push ds
mov ax,5000h
mov ds,ax
;
; pallet
;
setpal:
mov dx,3c8h
xor al,al
out dx,al
inc dx
mov cx,256*3
mov si,100h
cld
rep outsb
;disp picture routine
mov ax,6000h
mov ds,ax
mov si,0
mov di,0
mov ax,0
mov cx,352*8
cld
rep stosw
mov si,di
mov cx,8
cld
rep stosw
mov bp,170
mov si,di
hiero:
mov cx,320
cld
rep movsb
mov ax,0
mov cx,16
cld
rep stosw
mov si,di
dec bp
jnz hiero
xor si,si
xor di,di
mov ax,0b000h
mov es,ax
mov ax,07000h
mov ds,ax
mov cx,3000
cld
mov ax,0
rep stosw
mov ax,0a000h
mov es,ax
mov ax,6000h
mov ds,ax
mov di,0
mov si,di
rhiero:
push ax
mov ah,8
int 21h
pop ax
std
mov cx,-1
rep movsb
xor si,si
xor di,di
mov ax,0b000h
mov es,ax
mov ax,07000h
mov ds,ax
mov cx,3000
cld
rep movsw
mov ax,0a000h
mov es,ax
pop ds
;
mloop:
mov dx,3dah
wtv1:
in al,dx
test al,8
jnz wtv1
wtv2:
in al,dx
test al,8
jz wtv2
mov ah,1
int 16h
jz mloop
xor ah,ah
int 16h
exit:
mov ax,3
int 10h
cli
mov al,intmsk
out 21h,al
sti
mov ax,4c00h
int 21h
code ends
end init
I think i started programming in assembly on PC around 1992. I learned a lot from my friend Edk. Who was a assembly wizard just like Sepp. Reverse engineering routines, writing emulators etc.
We made several demo’s like the one below. It must have been around 1994.
Dos emulator running our demo from 1994
Just after this one, we started a demo which could run from a 5.25″ boot disk. No dos operating system. When starting your pc, booting from a floppy you would get a starfield, with some text (from a bootsector) ,after that it would load the next sectors, wich contained the rest of the demo. Due to directly programming soundcard and graphics card, this was hard to pull off on different kinds of hardware.
Demo gfx
Example of assembly code for a effect.
NAME plasma
.model small
.386
.data
colshades db +001h, 001h,+001h
db -001h,-001h,-000h
db +000h,-000h,-001h
db -000h,-000h,+000h
rgb_cols db 256*3 dup (?)
cosptr dw 0
sinptr dw 30
.code
demo proc near
show proc near
xor di,di
mov bp,200
show1:
mov cx,320
mov si,0
mov dx,0
show0:
; push ds
; mov ax,7000h
; mov ds,ax
; lodsb
; pop ds
call getsincos
add cosptr,1
stosb
loop show0
; add dx,1
add sinptr,1
dec bp
jnz show1
ret
show endp
effect proc near
; add cosptr,1
; add sinptr,0
ret
effect endp
getsincos proc near
push di
push ds
mov si,cosptr
mov di,sinptr
mov ax,7000h
mov ds,ax
lodsb ;get cos value
cmp si,320 ;einde costab?
jb cosok
xor si,si
lodsb
cosok:
mov ah,al
xchg si,di
lodsb ;get cos value
cmp si,320 ;einde costab?
jb sinok
xor si,si
lodsb
sinok:
xchg si,di
pop ds
mov cosptr,si
mov sinptr,di
mov dx,0
mov dl,al
add dl,ah
adc dh,0
shr dx,1
mov al,dl
; xor al,ah
; add al,ah
pop di
ret
getsincos endp
setcols proc near
push es
push ds
pop es
mov di,offset rgb_cols
mov si,offset colshades
mov dl,0 ;start with black
mov bh,0
mov bl,0
mov bp,4
set_rgball:
mov cx,64-1
set_rgb:
mov al,dl
stosb
mov al,bh
stosb
mov al,bl
stosb
mov al,[si]
add dl,al
mov al,[si+1]
add bh,al
mov al,[si+2]
add bl,al
loop set_rgb
add si,3
dec bp
jnz set_rgball
pop es
ret
setcols endp
setrgb proc near
mov dx,3c8h
xor al,al ;start with colour 00h
out dx,al
inc dx
mov si,offset rgb_cols
mov cx,256*3
rep outsb ;set 256 RGB values
ret
setrgb endp
wvtr proc near
mov dx,3dah
wtv:
in al,dx
test al,8
jz wtv
ret
wvtr endp
start:
cld
mov ax,@data
mov ds,ax
mov ax,0a000h
mov es,ax
mov ax,13h
int 10h ;screen 320x200 256 colours
call setcols
call setrgb
call show
mov al,11111101b
out 21h,al ;disable int
mloop:
call wvtr
; call show
call effect
mov ah,1
int 16h
jz mloop
xor ah,ah
int 16h
exit:
xor al,al
out 21h,al ;enable int
mov ax,3
int 10h ;screen 80x25 text
mov ax,4c00h
int 21h ;back to DOS
demo endp
end start
Somewhere in 1992 i got hold of a Oscilloscope, probably borrowed from someone. I don’t know what happend to it. I got the idea to generate drawings on the scope, because it had two inputs with you could switch to x and y inputs.
Example oscilloscope
My friend Sepp got into it also, we both wrote some software to do funky stuff with this. I found some software today (20220516), and having bought a old skool scope 2 years ago …
So i found source machine code, no executables. Now i needed to get a assembler running again.
Sidenote: I recently fixed a Amiga 500 and got a disk switch installed on the even cia.
Disk df0 df1 switch print at the center of the image
Booting some old seka disks and starting MasterSeka again in a looong time.
ESC - open editor
r (read file)
v (directory)
a + enter + enter (no options assemble)
g (go running the program)
FIrst part of machine code .. at the bottom part are arrays of coordinates to draw things
Some programs on the disk: (some are made by Sepp, who is a far better coder than i am)
Funny triangles
Lissajous figures
Moving square
House
House with door
Draw with mouse
Lissajous figures are simple sine and cosine functions to get:
So how does this work, well a amiga has stereo outputs. These are controlled by two DAC outputs on the 8364 (Paula) chip. (DAC – Digital Analog Convertor) ( Paula has 4 DMA controlled DACs !! )
Looking at the schematics of the audio part, we see a lot going on concering audio filters. The tests i’ve done today (2022) are on a amiga with unmodified audio filters. (Low on my prio list) So frequencies are not direct what you get directly converted from digital values. Besides that, syncronisation between left and right channel, even using DMA can be an issue. (DMA – Direct Memory Access, this means that it can be controlled without using the CPU)
Running the house draw code:
A little house
Note: Due to different hardware not a good working example .. yet
More examples .. hard to capture a still image
I tried a few years after we did this, to modify a generic monitor to display things using two inputs, not using scanlines. But to no avail. Only flipping the screen and colors using relais (more on this later)
Bonus part: Above did remind me of a Vectrex, a game console which utilises same display technic. So no raster lines and pixels, but line drawing by controlling the beam.
Two games on a borrowed Vectrex – You can see the continuous line – faint to see, even harder IRLMovie from 2017 .. Vectrex was made in 1982-1983
"If something is worth doing, it's worth overdoing."