Author Topic: concept how to make psptouch screen  (Read 72306 times)

Offline FOOKz™

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Re: concept how to make psptouch screen
« Reply #150 on: January 25, 2011, 06:06:15 PM »
lol i design you guys a PCB. Just show me schematics and datasheets and I'll go from that.

There are two types of PCBs:
*flex circuits PCBs
typical PCBs

I can design for ether (through hole) / (surface mount); I'll draw the PCBs and send you a 1:1 scale jpeg or i can post the AutoCAD file that can be sent to a PCB manufacture.

Follow my Instagram and subscribe to my YouTube

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #151 on: January 25, 2011, 06:07:39 PM »
thanks a lot. will do
I will send you those at about noon tomorrow
« Last Edit: January 25, 2011, 06:14:55 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #152 on: January 25, 2011, 07:15:59 PM »
I'd like a sample in cadd. Thanks for your input Fookz.
Great work so far. I wouldnt worry about getting boards printed yet , we still need to run everything on breadboard and get the coding done. Once we have the breadboard version working, then we can worry about the pcb board.
« Last Edit: January 25, 2011, 09:52:25 PM by denali31004 »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #153 on: January 25, 2011, 10:33:32 PM »
7805 is not a boost converter but a linear voltage regukator
this is totally the wrong part
boost converter is def. needed if we want to run everything from a

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #154 on: January 25, 2011, 10:42:26 PM »
Hey Tokyo If we use a battery pack with a step up built in, dc to 5v dc,
do we still need a booster? Also on same note. will it run on 1xAA? we barely have the room for 2xAA.
Will this work?
http://www.sparkfun.com/products/8248
also if its internalized, do we need a booster?
what about a charging circuit? I would like to use psp charging cable to charge and/or power psptouch, and pass the charge onto the psp. this way no dead batteries while flashing. maybe somehow make it so it wont flash unless power supply is plugged in. this way people can't mess up the flash if they'r battery goes dead during the flash.
what about these 2 products?
http://www.sparkfun.com/products/341
 combined with
http://www.sparkfun.com/products/726

Post Merge: January 26, 2011, 06:07:20 AM
As far as programing the prx for vsh. Vsh need to be able to have user setting also, having them linked to theme somehow. because some custom themes change the position of of the icons.  Unless it is written to work with a certain cxmb or xmb. plain xmb can be written quite easily.
a custom theme designed to be touch screen perhaps.
Also thinking about in game controls. back to right/left side touch functions. Can we display an image over the game? I think we can. If so , then lets put simulated buttons on the screen for left side controls. a simple control pad and/or analog nub. Maybe if you touch that area in the screen during game play it brings up the fake buttons/nub. Idea being having full control in game and not need real buttons. They could still be used.
One more thing, I know we can hold/sleep/wakeup the psp through sio, it would be nice to have a combo in touch that wakes up or puts the psp to sleep.
Lastly , anyone know of an American pcb maker.?
Can we get a location check in for everyone who is involved? Nothing to specific, like Country of origin or if in the states, what state? I ask for shipping and assembly purposes . Example , I have a team of assemblers ready to start work on this. But if the pcb's are all sent to germany then they have to be sent over here to the states. Centralize the dev. I dont mind coming up with funds for pbc making but I would want them shipped to me. My team could then assemble them, I would flash them and test them. And then ship them to who needs them.
We're going to have to start thinking about this from a business point of view. This will make money. With money comes problems. I believe everyone involved deserves an equal share. I didnt start doing this to make money, I wanted to improve on the psp but if it does make money the people involved should be compensated.
I hope this doesn't sound like sell out. Im just looking to where this is heading.

Post Merge: January 26, 2011, 06:34:35 AM
New idea: complete mod. strip the psp down to basic funtions. mb, power, sio , wifi, and of course the touch. no buttons. take that slimmed down psp put it in a small case.
« Last Edit: January 26, 2011, 06:34:35 AM by denali31004 »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #155 on: January 26, 2011, 06:50:50 AM »
I'm from germany
this won't make money, just saying...
we don't need a booster if it's internal bc the psp provides 5V or something I think
maybe we should try using the psps 1.9V, this has to work somehow
we'd still need a boost converter but it'd make it more perfect
flash thing is not a problem, bootloader stays in the flash whenever you use it to programm the chip, if flashing failed you can just try again

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #156 on: January 26, 2011, 07:58:27 AM »
yeah I agree I like buttons just think the extra functionality is nice. lets keep buttons.
those parts will work for booster and all I didnt add booster,because I assumed that we would use a 5v battery but its fine.


Post Merge: January 26, 2011, 09:10:02 AM
yeah I think rather than an external battery if we use the VCC and GND from the SIO port it would be awsome. It would help us keep almost a no profile add on. the extra part shouldnt really use that much power. it wont really affect battery life.

either way we need a booster.

Post Merge: January 26, 2011, 09:43:22 AM
the booster would stay the same the one from sparkfun will work it changes a single double a to 5v
double As give out around 1.5v ,and the psp SIO gives out 1.5v. great.
 any power source higher than 5v will work too ,because the 7805 will limit it to 5v.
 thus the power source is any thing between 1.5v and some where around 9v.


Post Merge: January 26, 2011, 09:53:01 AM
we may also want to add another 7805 to limit the amps supplied.

Post Merge: January 26, 2011, 09:58:36 AM
for a model with an external battery the battery and charger listed will work too. thank alot denali.

Post Merge: January 26, 2011, 10:01:53 AM
if thers going to be on screen buttons please make them optional I dont want those.
 :sadno:

Post Merge: January 26, 2011, 10:06:49 AM
Denali you are right
when I started the thread I just wanted touchscreen on psp ,but its developed into a sellable product. I think we need to check legal standing but thats it. the share should be equal because we split it into clear cut groups with different purposes code hardware production testing and all

I say equal shares. :yess:
« Last Edit: January 26, 2011, 10:06:49 AM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #157 on: January 26, 2011, 10:34:04 AM »
Who wouldn't want touch on they're psp and if your more of a traditional gamer we give you a second nub. Keep in mind I designed this do be for the masses, your average joes. People who might be a lil nervous about soldering inside their psp. And if your a modder this gives you so much to work with. Why wouldn't you want it. granted Im not going to drop $100 for it. BUt if we can keep the price down this could take off.
The idea about the no button psp was just an idea for a mod.
I love the idea about the power from the psp. Fats do supply more power than slims. I was only saying external battery to make it easier. And Ive seen the way extrenal batteries for the psp works and thought why not power our device like that. then we get more power to your psp. External battery can be used as a power source to power the psp through 5v charge port. If we can use the io for power cool , Im not worried about it.
Had a broken fat psp remote given to me today.
note fat psp face is all one piece. modification required to faceplate to install touch.
I think its also time to think about 2 dev groups, 1 fat and 1 slim.
slim features might include external battery (lower sio v out), and video pass through.
Maybe on fats use psp to power . extra space ideas? The space between the sio and power is wider on fats. sound led bar mod? I would love to include a camera somehow but that connects through usb.
update fixed fat psp remote. hold switch was off track. works fine. only works when at mp3 playing menu, have not tried movies. Irshell lets me control my music from menu.
« Last Edit: January 26, 2011, 11:29:16 AM by denali31004 »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #158 on: January 26, 2011, 11:26:28 AM »
forget the money
you won't earn anything, this is gonna cost about 200$ (estimated) but you won't earn a single dollar. not one.
make sure you know that before starting the project
don't use a 7805 btw, that's not usefull, boost converter to 5V is enough.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #159 on: January 26, 2011, 11:48:33 AM »
I dont care about the money, I just want to see it come into action.
But i think your cost estimate is way high.
« Last Edit: January 26, 2011, 11:51:02 AM by denali31004 »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #160 on: January 26, 2011, 11:56:30 AM »
lol
that's what you think
alone some PCB prototypes without components (not even talking about having them soldered profesionally) is about 60$ (and that's probably not even enough)
you have to order some components that are not available everwhere, shipping for the FFC and the avr is probably 20$ (without components)
calculate about 20$ for components (incl. more shipping)
another 20 for the touchscreen incl shipping
you have to buy the faceplate, the skype thing (as a case), the analog stick, it all costs money
you have to get an avr programmer, that's another 25$ (at least, without shipping)
apart from that I highly doubt you can order everything at once, you have to order components for breadboarding, more (other) components for the prototype
and the best thing is, if there's just a tiny mistake in the PCB (layout), it'll cost another 60$ ;)

Offline Modded Matt

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Re: concept how to make psptouch screen
« Reply #161 on: January 26, 2011, 11:59:20 AM »
acidmods is not really here to make products. generally what is developed as opensource. you guys are welcome to try whatever you like though. but the only way to legally sell this is to sell it /the idea to sony...good luck. or to legally do it and paten it you would have to build the psp from the ground up. good luck with that also.

i suggest from one modder to the next, forget the money, enjoy building somthing for yourself. then deal with sony or whatever u choose. dont let hopes money cloud your ambition to create something great.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #162 on: January 26, 2011, 12:13:24 PM »
it does seem kinda high cause the parts are relatively cheap. i think as long as we make on a by order basis we can sell it for like $45. ordering parts how ever is a different matter if we order what we can from mouser.com it is much cheaper to buy in bulk. effectively raising profit margins. this would sell in US       i think the best plan though would be to give it to the AM forum to help our benifactors

Post Merge: January 26, 2011, 12:19:34 PM
my bad double after post their price is probably accurate         so nevermind
« Last Edit: January 26, 2011, 12:19:34 PM by galaxy3arth »

Offline TokyoDrift

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Re: concept how to make psptouch screen
« Reply #163 on: January 26, 2011, 12:38:31 PM »
YOU CAN NOT SELL THIS
live with it
you can't sell it
200$ is the overall cost for the parts until you have a working prototype...if we make mistakes it's a lot more.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #164 on: January 26, 2011, 01:09:56 PM »
Yeah lets get back to dev.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #165 on: January 26, 2011, 01:14:08 PM »
so are we all good If we just use the parts denali listed I am not worried about the price not of concern just do it right the first time.  lets get this done hey tokyo when do you think you will be done with your school project? I want to get a general time line of how long it will be.
 And I want to know who is making the actual psp side of things ,because this is highly important?

this mod has to be done
  :drunk: :drunk: :drunk: :drunk:


Post Merge: January 26, 2011, 01:17:26 PM
btw doesn't the slim give 1.5v too?

Post Merge: January 26, 2011, 01:20:20 PM
it would be nice to have all versions of psp able to use this with out an external battery
if the voltage is lower just use a different booster. duh this way the mod will be perfect
cause then the stuff will only have to be as big as the chip.
« Last Edit: January 26, 2011, 01:20:20 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #166 on: January 26, 2011, 01:40:28 PM »
The psp side of things is already started.
I broke it down into steps.
1. VSH
    a. Map out locations of standard xmb "highlighted" icons.(see video)
          a1. take these locations make the touch zones for selecting "highlighted" icon. scecntl this action as "x" but put constraints on this.
          a2. movement in xmb controlled by dpad. directly mapped as slides or 4 touch zones.
     b. this plug in works very similar to cxmb.
2. music controlls. this might be as simple as using the same hex as the remote. we could add some features like slides etc. again more touch zones.
3.keyboard. working with someone with the chatpad mod about this . waiting on more info.
4.user interface to remap .
5.GAME. i saved this for last because by the time we get to this hopefully we will have learned lessons and worked out bugs. Also this is fairly intense. It uses most of the other pluggins too.
I'll reveal more on this later.
----------so right now im working on the vsh stuff.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #167 on: January 26, 2011, 01:50:23 PM »
alright. sounds good hopefully tokyo will give us an update soon.


Post Merge: January 26, 2011, 01:52:01 PM
I couldn't get f00ks the data sheets and schematics earlier so I will send him those some time with in the next 2 days. hard to find it all I am not very organized.
« Last Edit: January 26, 2011, 01:52:01 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #168 on: January 26, 2011, 04:01:36 PM »
I was shopping around started looking at this ...
http://www.dealextreme.com/p/multimedia-charging-stand-for-psp-6577
It has remote and audio pass through. the sio can be passed through.

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #169 on: January 27, 2011, 10:02:51 AM »
I think I can make a custom case for the setup thats just the right size
I have axis to a lave that reads the auto cad files and can "print" a prototype case just have to ask the teacher about it. as for the pass through we would have to some how alternate the signals from the tx so that if another device was plugged in the pass through it the tx would not interfere with each other. the rx can just be split. I suppose that we could just send the pass throughs tx to the avr and let the avr do it. if we are to do this it is extra. no garuntee that we put this in okay.

I have begun making designs for the case as well the way I see it we go for a modern look. so I was thinking we make it like 4mm high and the length of the psp. then for the 2nd analog to be held in place use a low profile suction cup. like 2 mm in hieght 3mm at most  use flexable cord to connect the analog to the rest. for the touch screen use a similar set up. have a 2-3mm suction cup that is the same size and profile as the screen. have a flexible cord go around the back of the psp to connect to the rest of it. to insure the touch screen is in the same place every time have it screw in to the top where the go cam screws in.
for the external one.
for internal use the  avr to pass through tx too.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #170 on: January 27, 2011, 11:40:07 AM »
I really dislike the suction cup idea. I guess if you have to have your analogs to line up.
I got most of the vsh stuff figured out.
it kinda works like this.
Im building individual rco's to create plugins for certain things. At the same time Im making a cxmb just for touch screen.
top menu plugin handles most of menu operations.
Content browser plugin handles music control and photo slide show.
theres a whole bunch . post preview soon.
Creating our own xmb will add a nice touch" lol. There is a lot of images to prep yet but at least i know how Im mapping out the conrols now.
Direct scecntl is a must in VSH. This must be done on avr or uart w/e. this can be mapped in hex. I have most of the controls mapped out in hex already. Another good thing about hex is there is a code for hold and wake.so you could turn on the psp by a touch combo programed into the avr.
« Last Edit: January 27, 2011, 11:58:40 AM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #171 on: January 27, 2011, 12:33:51 PM »
draw a power button like on a computer for stand by. XD   we can make suction cups optional. have a hard mount version.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #172 on: January 27, 2011, 12:56:56 PM »
The best way i can see to make this work as a proof of concept first is to directly map out control zones/sliders for dpad and or analog ,o,[],^x . A virtual dual nub idea also. But only one virtual and one real. since we can't read two places at once we use real analogs for all movement, and short cut touch motions and or zones to Direct control over ,o,[],^x buttons . This way we can have simple controls whether we are on game or at vsh or using irshell. Irshell lets you launch apps on shortcuts, this could be worked in easily. Example analog up launches app1. touch zone 1 (shortcut to app1) takes priority in touch over analog.
dual nub and most nub control is done during game anyways. so just dont use nub in xmb.
« Last Edit: January 27, 2011, 05:07:09 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #173 on: January 27, 2011, 06:58:38 PM »
 sounds good the schematics are set. but right now we really need someone to code the AVR.

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #174 on: January 27, 2011, 07:35:56 PM »
Ill keep going on my end, if all goes well VSH will be ready tomorrow. Once VSH is ready and i mark out the touch zones you'll see how easy IM making it for the code. slide across the y holds the opposite dpad direction, while a simple touch zone moves 1 space. 4 touch zones for movement and 2 slide parameters. double tap near your selection and that is x . double tap back icon = o . might add 1 slide for vol also.
Music/ photo control stuff next because its part of vsh plugins. but Thats just 1 slide for vol and a few touch zones. I also figured out a way to skin the media player in regular xmb music player. the psptouch interface in vsh looks sweet. preview video coming up soon.
 Im having trouble uploading video.
Here is my question to you guys. Can we hook to the icon locations in the vsh for the touch zones? Every cxmb has a different setup with the icons. If we hook the touch zones to these icons then the zone would change with the new icon set. Every control for the xmb has a icon that goes with it. What do you guys think? Anyone with ideas on this code I would love for some help about now. I'm starting to think more and more that this has to be writen with the avr .  Meaning the codes are going to have to be combined .
Its kinda funny. I can see this easily working with an internal mod and direct button control via hardware mod and avr touch input. Example just programing the avr to receive touch analog and convert that signal into digital switched outputs , hard wire this to the controls. only need to program the avr. no psp programing needed. What do you guys think?

Post Merge: January 29, 2011, 11:54:05 AM
Found this: in regards to txd ,rxd and audio jack power and psp standby .
this whole article is out dated but , If you throw in the knowledge we've already learned . the way an external deviec is designed to work w the psp becomes clear.
">NIL:



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PostPosted: Sun Jun 12, 2005 11:01 am    Post subject:    Reply with quote
As I had a little time and I am still waiting for some low voltage components to build a proper serial line driver, I played a little with the remote port and the remote and tried to identify a few more things.
First of all, the pinout I use is based on mc's description from this page
Also, all the voltages below were measured using a (low budget) digital multimeter => only mean DC voltage was measured and I was unable to observe quick transitions or signal data, if any occured.

My interest has been in completing the identification of the remote port pins and their potential usage, following up on the good work that has already been achieved in this thread. My findings are as follows:

o Pins 1 and 4 are completely unused by the remote - This I could prove by cutting them both out of standard remote operations using a little bit of cello tape (never understimate the power of low budget technology!) As a matter of fact, further reference in this post to "cutting" or disconnecting pins simply mean that cello tape was applied on the relevant pin before the remote was plugged back in.
These are most likely Microphone Input (pin 1) and Microphone Bias (pin 4) and we can presume that the headset thingy will use an electret condenser microphone (this is a very common type of microphone these days since it generates a much better signal/noise ratio than other types of microphones, but it must be powered through a Bias output in order to do so).
I could measure voltage on pin 4, which is constant at about 2.25V. This tends to indicates that this pin most likely comes out of the MICBIAS output of the WM8750L audio chip (datasheet) rather than from the CPU, as it was previously identified that the CPU I/O pins will deliver a 2.5V voltage, not 2.25V.
When disconnecting pins 1 & 4, the remote works just as usual, so those pins are definitely optional when not using a microphone.

o Pin 2 is most definitely digital ground - no question about that. This is the reference ground I used for all the voltage measurements (eventhough I suspect that the jack ground would have been better suited to measure the microphone bias)

o Pin 5 is most certainly a +2.5V Vcc output meant to power any digital external device, as all the tests I have done would tend to prove. I was actually able to power a +3.3V RS232 line driver (which is obviously not really meant to work at that low a voltage) and even retreived some garbage serial data from it. I therefore don't really buy the idea that this +2.5V line is unable to power anything or that TxD has to be hijacked for power.
Now, the first thing to note is that to get pin 5 to provide voltage, you need to have an audio jack plugged in. It looks like, logically, the HPDETECT pin of the WM8750L is being used to indicate the presence of a connector and control the delivery of power:
1) If no jack is plugged in, the 2.5V output is inactive => external devices are left unpowered, regardless of whether the PSP is on or standby
2) If a jack is plugged in and the PSP is on standby, the 2.5V output is always active, regardless of whether the external device replies to potential PSP queries or not (see below). In other words, when the PSP is on standby, external power is applied indefinitely to any remote device. This is quite an interesting feature of the PSP. It could this mean that some CPU functions could still be avalaible when the PSP is on standby, or that a wake up signal could be sent remotely to the PSP.
3) If a jack is plugged in and the PSP is turned on, things become interesting:
a. As soon as the PSP is turned on, voltage on pin 5 drops from +2.5V to 0V for about 0.5 seconds => this provides any external device plugged onto the remote port with a cold reset, as was previously identified
b. After this reset phase, +2.5V is turned back on but it is only maintained if the remote device replies to a specific query within 5 secs.
c. If no proper reply came from the external device within 5 secs, external voltage is turned off, until the PSP itself is powered off in which case 2) applies or the device is plugged in again.

I could test this behaviour with both the remote control by disconnecting pin 6 (which effectively prevents the PSP and the PSP1001 remote device to communicate with each other) and also with my serial line driver, which becomes unpowered about 5 secs after the PSP is turned on (regardless of weather pins 3 or 6 are plugged into it or not). I also measured it directly on open lines (i.e. when nothing is plugged in)
I also checked that with pin 5 disconnected, the remote would not work at all (and no pullup was being provided to either RxD or TxD in the remote, see below). This again tends to prove that the remote only uses pin 5 as its source of power.

Now there is some more to this whole external power thingy, as I also found that:
4) If TxD (PSP pin 3) is cut, then pin 5 (+2.5V) almost instantaneoulsy falls to 0V when the PSP is powered on and we don't even go to the 5 secs phase where +2.5V is being reapplied. This means that somehow the PSP instantly detects that something is amiss with the remote and cuts power indefinitly.
5) If RxD (PSP pin 6) is cut, then we have the whole 0.5 secs 0V, 5 secs +2.5V cycle
Of course, if no pins are cut, +2.5V is being kept applied to the remote

I am not completely sure what to make of 4) above. In fact, I am wondering if we didn't mix up TxD and RxD in the first place, as I have other results that could throw some doubt about which is which:
When PSP power is off (which means that +2.5V is always on) AND PSP pin 3 is cut (TxD), within the remote device I measured 2.40V between pin3 and GND. This looks like some kind of pullup, but under the same conditions (pin 6 cut = RxD) I measured 2.5V between pin6 and GND and not 2.4V.
Now, because both these pins were cut off, these voltages came from the remote device itself and not the PSP.
I would then tend to think then that the +2.4V generated by the remote device on pin 3 comes directly from the IC in the remote, while the +2.5V on pin 6 comes from a direct passive pull up (because it's the same voltage as pin 5 = +2.5V).
For some reason, I would rather see the remote's RxD (hence the PSP's TxD) with a direct pull up @ 2.5V, while I would expect the remote's TxD (the PSP's RxD) to come out of the remote IC @ a reduced 2.4V. Currently, this does not match the description we have of the pins.
My (underpowered) serial line driver also seemed more talkative when using PSP pin 6 as TxD rather than RxD. But then again, all I was able to receive at this stage was garbage, so it's hard to draw conclusions out of it.
Of course I am in the process of building a lower power serial driver, with which I hope to establish proper serial communication with the PSP through the remote port, but this will probably take a couple more weeks. Then I will know for sure which is which between pin 3 and pin 6.

In the meantime, I guess it would be fairly easy for someone with a serial analyzer to double check which is RxD and which is TxD by cello taping one of these pins as I did.
If serial data is still being generated on the isolated line, it'll mean that it is being generated by the remote IC => the corresponding pin will be the PSP RxD.

Feel free to comment on these results."

Post Merge: January 29, 2011, 12:29:36 PM
Huge break through. Got to looking at pikey for keyboard etc. Anyone know of newest version?
« Last Edit: January 29, 2011, 12:29:36 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #175 on: January 29, 2011, 01:00:45 PM »
sorry I was away for awhile I was distracted by the psp2.'
good work man. I was thinking the psp2 had a capacitive multi touch screen and a capacitive multi touch pad with the motion sensing abilities. I was thinking in touch screen mod version 2.00 we can try to inplement these see if we can replicate or even improve sonys results. XD

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #176 on: January 29, 2011, 03:17:01 PM »
fact :fat psp audio power is 2.5 , slim power 1.9
due to this I think the 2 versions can be split into psp powered fat version. maybe think of some added feature to include w fats. but slims need external power but if you read the article that could get funny. But the slims could use some more power anyways. AS far as programing the avr we just need to program it to work with pikey. Also if we hook the mic to avr we could program voice command somehow. I really want to see this added. if we have the open adc pins?
Speaking of psp 2 , this could peak interest for psp1touch.
first 1 i build will be for fat.
« Last Edit: January 29, 2011, 03:20:55 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #177 on: January 29, 2011, 03:22:44 PM »
there are ADC inputs left on the AVR though all the sound to control processing will have to be done on the psp.

Post Merge: January 29, 2011, 03:30:08 PM
in an earlier post you said can the xmb icons locations be hooked. yes because in each theme they have to map to them for the loaction to show the icons (if this makes since)
and to blink and all ect. for themes we can do this it is similar to what I proposed we do for the plugin. (first post)
and pikey can be used for analog input you know variable x and y?
« Last Edit: January 29, 2011, 03:30:08 PM by galaxy3arth »

Offline 1TONpete

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Re: concept how to make psptouch screen
« Reply #178 on: January 29, 2011, 03:57:32 PM »
Right! I think we've almost got it.
pikey i think is what we actually base our plugin on w added feature of hooking touch zones to xmb icons and hooking touch zones to keyboard keys. So Simple I can't believe I didn't see this all b4.

plans for tonight. Run one of my fat boys back 5.XXm33 w 1.5 plugin. Or should I just go back to 1.0/1.5 oe? I'm thinking about home brew compatibility. finish psptouch cxmb
« Last Edit: January 29, 2011, 04:18:37 PM by denali31004 »

Offline galaxy3arth

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Re: concept how to make psptouch screen
« Reply #179 on: January 29, 2011, 04:48:32 PM »
awsome. we still need the AVR code. I afraid tokyo may have abandoned.
I know this is off subject but i just tried the updated verion of the psp3d plugin.
it worked great it

booted with every game
worked with halo solitude perfectly
has expanded compatability

back on topic

I think our next order of bussiness should be the app for custom configuration.

 

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