Friday, August 26, 2016

Vintage Atari CX22 Trak-Ball with USB interface.

The trackball, or Trak-Ball as Atari dubbed it, was a fascinating controller to me in the arcades. There was a mystery at work under the controller panel transferring the rolling motion of the ball to the character on the screen. They were too expensive to own for my Atari computer, so I played Centipede (not very well) at the arcade. I didn't really understand how trackballs worked until college. That's when I found out the mouse was just an upside down trackball with the optical encoder wheels and all. I recently picked up an Atari CX22 Trak-Ball at a vintage gaming show and turned it into a USB device. I plan on taking it to work to control my Mac just for the sake of irony. In the meantime, it's great for a mean game of Missile Command on the emulator.

Thank-you Dan Kramer for designing this awesome piece of hardware!



Atari made a few Trak-Ball models: the CX22 (for the 2600 and 8-bits) in the classic brown and beige colors, the CX80 with the mid-80's XL motif, and the CX53 for the 5200. The original CX22 only worked as a joystick simulator and a revision included a selector switch to allow true trackball control. This true trackball mode can be used to play Missile Command on the 8-bit computers by pressing control-T. Totally different and much closer to the arcade experience than the joystick. I put some links to trackball history and documentation at the bottom of this post - make sure you check out the concept drawings at the online Atari museum in the last link.

Decoding the Trak-Ball

The CX22 service manual gives a nice theory of operation for the trackball. The ball spins two rollers which rotate optical encoder wheels in each axis. The encoders have two signals in quadrature phase (like a sine and a cosine waves) used to determine the speed and direction. The direction is determine by finding which signal leads the other. To have a joystick mode, the CX22 does this with discrete CMOS logic chips. The quadrature square waves are fed to a CD4013B D-type Flip Flop - one signal acts as clock and the other data. When the data lags the clock, a logic 1 is latched in at the falling clock edge. When the data leads, the result is logic 0. In trackball mode, the clock and direction out are selected by the switch and sent to the controller port. In joystick mode, the clock triggers a one-shot 4538B chip configured for a 9-ms pulse width. The one-shot output gates the direction signal sent to the output. Thus, there's at least one 9-ms joystick direction pulse that is extended for each encoder wheel clock tick occurring before the 9-ms is up.

USB Device

Using the HID-Project library for the Arduino, I configured my Leonardo board to act like a USB mouse. The code is incredibly simple because the direction decoding is already performed by the CX22 hardware. (The Arduino could certainly decode the signals if the clocks were sent directly - here's a tutorial with multiple software approaches to quadrature decoding. Good to keep in your back pocket for building a spinner controller.) The code polls the clock signals and sends incremental mouse movements over USB to the OS. It also polls the digital input for the fire button(s) and sends mouse clicks. For some visual feedback, I blink the on board LED every time motion is detected. 
Here's my sketch:

#include <HID-Project.h>
#include <HID-Settings.h>

const int XINC = 6;
const int YINC = 6;

int xdir = LOW;
int xmot = LOW;
int ydir = LOW;
int ymot = LOW;

void setup() {
  // put your setup code here, to run once:
  for (int i=0; i<6; i++) {
  pinMode(i,INPUT_PULLUP);
  }
  pinMode(13,OUTPUT);
  Mouse.begin();
}

void loop() {
// poll the xmot and ymot looking for state changes
// when state change, increment mouse movement


int xold=xmot;
int yold=ymot;

ydir=digitalRead(0)*2-1;
ymot=digitalRead(1);
xdir=digitalRead(2)*2-1;
xmot=digitalRead(3);

if (xmot!=xold) {
  Mouse.move(xdir*XINC,0);
  digitalWrite(13,1);
}

if (ymot!=yold) {
  Mouse.move(0,ydir*YINC);
  digitalWrite(13,1);
}

int f=!digitalRead(4);
if (f) {
  Mouse.press();
  digitalWrite(13,1);
} else {
  Mouse.release();
  digitalWrite(13,0);
}

//Serial.println(x);
}

Thanks for stopping by!

Trackball Links

Tuesday, August 9, 2016

Playing Kaboom! on an Atari 8-bit Emulator with Real Paddle Controllers

I'm on a quest to educate the Boy about the history of video games with the hope he'll want to learn something about computers other than downloading iOS apps or playing FPS's on Xbox. Potentiometer controllers (paddles) showed up on the earliest home systems like the Odyssey and Pong. We got to play an original Magnavox Odyssey at a Smithsonian event. That was an interesting system with multiple pot's for each player - one for moving the player and one for adding "english" for directing a shot. At another show, we played an original coin-op Pong machine - those controls are sensitive!

I picked up a pair of Atari-style Gemini paddles for $5 at that gaming show and hooked them up to my Windows machine using an Arduino Leonardo running a gamepad HID library. The boy was intrigued because they are so different from an Xbox controller or a mouse; and I got him to play Kaboom! on an Atari 800XL emulator. Definitely different from Breakout or Pong:


Tell me that's not at least as fun as many casual iOS games. I really like the reveal of the 1812 Overture as one advances in the game. Other paddle games are discussed over at AtariAge.

My $5 deal:

Technical Details

The paddles are 1-megaohm linear potentiometers tied to 5V. To measure the resistance, the original Atari system would measure how long it took to charge a capacitor. It actually counted the number of TV scan lines. The higher the resistance, the longer it took. This was a straightforward way to do it with a purely digital readout system and the 8-bits have a custom POKEY chip that does the work. (The POKEY designer Doug Neubauer tells a couple entertaining stories.) This is called an analog-to-digital converter by many - it is, but not in the sense of modern ADC's. It's a current-measuring ADC (with the current source being the potentiometer series resistance biased by +5V) vs. a typical voltage-measuring ADC. Many modern microcontrollers have voltage ADC's built in, so my implementation uses a voltage divider instead of an RC charging circuit. Despite some erroneous circuit diagrams found on the interwebs, the pot in the paddle has one end floating. Thus, the readout circuit needs an external drop resistor to make up the voltage divider. Here's my circuit:
The microcontoller is a Leonardo because it runs an ATmega 32u4 microcontroller with an on board USB interface. Two ADC channels are used to read the voltages from the dividers. Digital inputs D0 and D1 are used to read the trigger buttons. The software relies on the HID Project. I started using the absolute mouse device, but switched to the 16-bit axes on the gamepad device. My method isn't new; however, I added some integer math to compute the resistance value from the voltage that I haven't seen elsewhere. Otherwise, the reading will be highly nonlinear. Atari went out of their way to use linear potentiometers in the design (vs. logarithmic which are used in audio volume controls), so it's only fitting to keep the system linear. The code also includes a startup calibration to find the minimum voltage when the paddle is turned completely counter-clockwise. 

Here's my sketch:

#include <HID-Project.h>
#include <HID-Settings.h>

int oldx;
int x=0;
int calx=0;
int oldy;
int y=0;
int caly=0;

int readpaddle(int p) {
  int a=0;
  for (int x=0; x<32; x++) { 
    a+=analogRead(p);
  }
  return a;
}


int paddlemap(int a) {
 return 65535-uint32_t(uint32_t(1072693248)/uint32_t(a));
}

void setup() {
  // put your setup code here, to run once:
pinMode(0,INPUT_PULLUP);
pinMode(1,INPUT_PULLUP);

delay(2000);
Serial.begin(9600);
Serial.println("calibrating");
for (int i=0; i<10; i++) {
  int temp=paddlemap(readpaddle(0));
  calx=max(temp,calx);
  Serial.println(calx); 
  temp=paddlemap(readpaddle(1));
  caly=max(temp,caly);
  Serial.println(caly);  }
Gamepad.begin();
}

void loop() {

boolean changed=false;

oldx=x;
oldy=y;
int tempx=paddlemap(readpaddle(0));
tempx=max(tempx,calx);
x=map(tempx,calx,32767,-32768,32767);
delay(7); //need to clear residual from ADC and limit update rate
int tempy=paddlemap(readpaddle(1));
tempy=max(tempy,caly);
y=map(tempy,caly,32767,-32768,32767);

if (abs(x-oldx)>63 || abs(y-oldy)>63){
  changed=true;
}

Gamepad.releaseAll();

if (!digitalRead(0)){
  Gamepad.press(1);
  changed=true;
  }
if (!digitalRead(1)){
  Gamepad.press(2);
  changed=true;
  }

if (changed){
  Gamepad.xAxis(x);
  Gamepad.yAxis(y);
  Gamepad.write();
}

//Serial.println(x);
}


I'm pretty happy with the results. My code uses the full range of the paddles, but I've read the 2600 used only a limit motion range. I need to ask the 8-bit community about that. I need to trim it down to act more like the real hardware which uses only about 2/3 of the range. (Thanks to the guys over on the Atari 8-bit Computers FB group!)