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#41
Re: USB Link cable
Posted on: 2017/10/20 14:03
Newbie
Joined 2017/10/20
3 Posts
Long Time User (2 Years)
So, how might one procure one of these awesome looking little units? And how much would they set a person back?
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#42
Re: USB Link cable
Posted on: 2017/10/20 14:30
VUE(xpert)
Joined 2016/12/14
USA
486 Posts
Long Time User (3 Years)
Quote:

TheHandsomeDan wrote:
So, how might one procure one of these awesome looking little units? And how much would they set a person back?


Hi,

I'll be doing preorders soon. Just finished the first testing of v0.2 firmware last night. I'll be building a second unit this weekend hopefully. Then I'm ready for some game testing. Even if some of the games don't work over a network, the cable will be functional. Games may need to be written specifically for networked play. We'll see.

No price yet. I'll work on that. I will be having these assembled by my board house so I'll need to know how many units are needed up front based on preorders. I have to get away from hand assembling everything otherwise I end up with no time for new projects. :-)

Kevin
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#43
Re: USB Link cable
Posted on: 2017/10/20 18:14
PVB Elite
Joined 2014/6/4
USA
589 Posts
Long Time User (6 Years) 20+ Game Ratings
Quote:

mellott124 wrote:

Hi,

I'll be doing preorders soon. Just finished the first testing of v0.2 firmware last night. I'll be building a second unit this weekend hopefully. Then I'm ready for some game testing. Even if some of the games don't work over a network, the cable will be functional. Games may need to be written specifically for networked play. We'll see.

No price yet. I'll work on that. I will be having these assembled by my board house so I'll need to know how many units are needed up front based on preorders. I have to get away from hand assembling everything otherwise I end up with no time for new projects. :-)

Kevin


Looks like I need to go sell a kidney. My hobby is getting expensive this month lol
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#44
Re: USB Link cable
Posted on: 2017/11/3 7:31
VUE(xpert)
Joined 2016/12/14
USA
486 Posts
Long Time User (3 Years)
Well boys and girls. Just had my first successful connection between two VBs over local Ethernet. Two VBs with two USB link cables connected to my PC. Then software performing serial-TCP connection. IP: 10.0.0.17 port 5001. One as server and another as client. Running DogP's linktest.vb code on each VB. Streaming away like crazy!

The linktest.vb code is the simplest test because it sits there with one unit as master and another as slave. Games like TicTacToe and 3D Battlesnake actually ping pong back and forth between master and slave. This is going to require the USB link cable to be aware of which game is being played in order to stay sync'd with the VBs. More work to do in firmware there.

Those games are also the easiest because there is source code I can refer to. Any new game should also be easy to integrate the USB link cable code as we can define the protocol. The two tough ones are going to be Mario Tennis 2 Player and Hyper Fighting as I need to reverse engineer how they're using the link cable. Bought some new gear to do exactly that but it might take awhile.

So at this point I'm going to continue working and hopefully get the games up and running. This USB Link cable is going to come with open-source Arduino based code so that it can be upgradable and modified by end users, if they so desire. That way it can continue to grow with new games and improve with programmers who are better than me.

I'm also going to start taking a preorder email list for people who are interested. No money yet, just emails to start a line and gauge interest. PM me if you may be interested in a cable and how many. Like I mentioned previously I need have the PCBs assembled from my board house so they'll come in one big batch. Pricing currently looks like its going to be around $65 for an assembled cable. Trying to reduce that but currently that's where it sits.

Picture of the server and client programs streaming data below as well as another one of my messy lab. Still lots of work to do but finally hit that first successful test. :-)

Attach file:



jpg  1st VB2VB Ethernet.jpg (1,009.58 KB)
14261_59fc1a8aac8b6.jpg 4001X1143 px

jpg  Messy VB Lab USB linkcable.jpg (2,009.57 KB)
14261_59fc1aadb9c66.jpg 3869X2074 px
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#45
Re: USB Link cable
Posted on: 2017/11/3 12:55
PVB Elite
Joined 2014/6/4
USA
589 Posts
Long Time User (6 Years) 20+ Game Ratings
That is so exciting, Kevin! :D
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#46
Re: USB Link cable
Posted on: 2017/11/3 23:31
Virtual Freak
Joined 2017/7/10
USA
98 Posts
Long Time User (3 Years)
welp, this is about the craziest thing ive ever heard of. i cant believe you got it to work!
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#47
Re: USB Link cable
Posted on: 2017/11/4 0:08
VB Gamer
Joined 2008/8/31
Germany
41 Posts
PVBCC 2ndHighscore Top10 2ndHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreCoderLong Time User (11 Years) 20+ Game RatingsPVBCC 2013 1st
Sorry to crush your hopes, but it's impossible to make HF playable over the internet.
It might be possible to play turn-based games like TicTacToe over the internet, but in case of existing realtime games this isn't possible.
Depending on how the communication is implemented in a game, you will either get an unplayable slow framerate or the game won't work at all.
Realtime games will work over the internet only if they are designed to handle the network latency.
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#48
Re: USB Link cable
Posted on: 2017/11/4 2:35
Virtual Freak
Joined 2017/7/10
USA
98 Posts
Long Time User (3 Years)
Quote:

M.K. wrote:
Sorry to crush your hopes, but it's impossible to make HF playable over the internet.
It might be possible to play turn-based games like TicTacToe over the internet, but in case of existing realtime games this isn't possible.
Depending on how the communication is implemented in a game, you will either get an unplayable slow framerate or the game won't work at all.
Realtime games will work over the internet only if they are designed to handle the network latency.


Would youre upcoming starfox-clone be able to support the usb cable? Assuming it would even have a 2 player mode(which is probably unlikely)
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#49
Re: USB Link cable
Posted on: 2017/11/4 2:36
VUE(xpert)
Joined 2016/12/14
USA
486 Posts
Long Time User (3 Years)
Thanks for the feedback MK. Understand it may not work. I'll get a baseline and we can go from there. Understand it's possible we may need to wait for a new game that was designed to use the USB link cable. It's a chicken and egg dilemma at this point and I'm willing to make the cable the egg.
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#50
Re: USB Link cable
Posted on: 2017/11/15 14:21
VUE(xpert)
Joined 2016/12/14
USA
486 Posts
Long Time User (3 Years)
Updated PCBs have been ordered and should arrive in about 2 weeks.

Unfortunately, there's no where near enough interest to warrant getting a batch of PCBs assembled. Understandable as there is no game support at this point. So the plan is to hand assemble about 10 cables. Probably won't do more than that. About 1/2 of those will go free to some developers already identified. I'll have about 5 units for people who want to get a cable and are willing to wait for a game to release which uses it. Once a game releases that uses the USB link cable, I'm guessing interest will peak and I'll do a batch order then.

I'll send emails out this week to people who have already contacted me expressing interest. Target to ship assembled cables is mid to end of December.
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