Originally posted by doober
E/X-Mag Microcontroller Programming (Atmel AT90S2313)
Collapse
X
-
any chance at a cfoa ramping or psp at least?
great to see someone working on this, thank you for your efforts!embargo backwards = o grab me
"Guns dont kill people, husbands that come home early do." -Larry The Cable Guy
Dragun Drallion, nexus kit, tickler, e2, pysco 5" drop w/ on off, macroline, A+ bolt and back block, Oydessy 3 barrel kit, armson stealth, 15* ASA, Kapp pump arm, Black Magic, warp feed w/ 12v upgrade, halo b w/ vic&rip, 91/4500 bulldog
Tippmann 98C ebolt, lp kit, m-16 kit, palmer stabilizerComment
-
dont need any beta testers by chance do ya? i play for UW-Madison and would try this out in my SFL if you want. my home town is Kenosha, so ill be there over winter break. you can pm me to contact me
also, for other modes...
i know ill catch flak for this because its kinda a cheater mode but:
have normal psp ramp, but if you actually pull the trigger at around 16-17bps...have it ramp up to 19-20bps. but also have this be parabolic(ie it fluctuates between 17-20). in escense you would have secondary ramping with parabolic ramping.President Of the UW-Madison Badger Ballers
AO Feedback
1 of 35 SFL Emags VV02746
Silver Karta/Logic RT Winner:GOTM Most Bling for December VV04971
Sydarm SY00715
Nelspot (under restoration)
Comment
-
That is a tough one... but I would have to sugguest a mode where you can set it at "Where" (meaning, what BPS you have to hit) you want it to start ramping, then when you hit that number it will ramp up to the max bps that you have the gun set at.Originally posted by LorneCashI have room for 1 more firing mode but i'm not sure what to do because i thought i did them all. Suggestions are welcome but you'll have to be specific or give me a link that describes exactly how it should work.Comment
-
I'm with BigEvil. I like to set rate of fire at which ramping starts and a max rate of fire that it ramps to.
Another neat feature is an amount of ramping. eg; a multiplier.
-Set your rate of fire to start ramping.
-set your max rate of fire
-set your multiplier
The multiplier can be 10 to 30 (10 = 1.0, 30 = 3.0, 14 = 1.4) so if you set the multiplier at 14 and pull the trigger at 8 cps, then the gun will fire at 11.2 bps. If you set the multiplier at 1.7 and pull the trigger at 8cps then the gun will fire at 13.6bps. The mulitplier makes a very nice manageable ramping mode. It allows gentle firing assist or all out roar of the guns.Except for the Automag in front, its usually the man behind the equipment that counts.Comment
-
According to NXL(2005), PSP(2005), and CFOA(2006) the legal ramping is (in my words) if 4 shots are fired with a rate of at least one shot per second then the 4th shot is allowed to be up to a three round burst if the trigger is held. If the trigger is released after two shots in the burst the third must not fire. ie the gun must not shoot if the trigger is released.
The point of saying all this is to now explain how my NXL mode works. It is exactly as the description above states with one difference. To save a significant amount of code space I require the first three shots to be at a rate of 4bps rather than 1bps.
As far as customization goes, the ROF is a global setting so the max it will ramp up to is easily adjustable by adjusting the ROF setting. At the moment the ramp is locked to a 3 round burst but I could easily change that to be equal to the setting that the burst mode is set to. That may even be less code then how i have it now because i could reuse the same code that i used for BRST mode. As far as being able to change the ROF that the ramp up starts at... I could make that adjustable too quite easily as long as no one will cry if the minimum is 4bps.
As far a parabolic ramping goes, i don't think there any way i could do that with the ammount of codespace i have left.
For now i'm working on a ROF counter... got a few bugs to work out with that but I should have some time between Christmas and New Years to work on it.
I am looking for some more beta testers but local(milwaukee area) only (I have to be able to flash your gun in person).Last edited by LorneCash; 12-20-2005, 03:33 AM.Comment
-
Originally posted by LorneCash
I am looking for some more beta testers but local(milwaukee area) only (I have to be able to flash your gun in person).
milwaukee isnt that far for me
i can make the drivePresident Of the UW-Madison Badger Ballers
AO Feedback
1 of 35 SFL Emags VV02746
Silver Karta/Logic RT Winner:GOTM Most Bling for December VV04971
Sydarm SY00715
Nelspot (under restoration)
Comment
-
I believe that PSP and NXL should be two different modes
PSP mode is 3 pulls then on the 4th pull it is 3rnd burst ramping at a rate of 15bps with a 3 pull restart required if you do not pull the trigger for 1 second or longer.
NXL mode is the same but the 4 pull is full auto.
The normal min bps required to start ramping is 5 bps.
This link http://www.nxlpaintball.com/Links.html is to the NXL/PSP rules web page.
There are 2 different rule books, the link on the left are the NXL rules with full auto.
The link on the right is the PSP rule book with the 3 rnd burst.
This section is missing from the NXL rules.
5.3.2.3. Markers must not discharge more than three (3) paintballs per trigger cycle.Comment
-
You're right, thanks for the correction. I had a copy of the X-Ball Tournament rules but didn't have the X-Ball NXL Style RulesOriginally posted by JimbudI believe that PSP and NXL should be two different modes
I will change the NXL mode to read PSP on the display and then make a new mode named NXL where it goes full auto on the 4th pull.Comment
-
Stack Question
If i want the interrupt to return to a location other than the location it came from how would i do that? Here's what i did...
(inside the interrupt)
pop Temp_1 ;Restore variables
pop Temp_1 ;Restore variables
pop Trash ;get the program counter off the stack
pop Trash ;get the program counter off the stack
sei ; enable interrupts
rjmp START ; return from interrupt to the location i want
Is there a better way to do this? If not, how many times do i need to "pop Trash" to get the stack to the right place?Comment
-
You would want to pop off any variables that you pushed and pop off the 2 byte return address like you did (or you could just add the proper number of bytes to include the variables you pushed and the 2 byte return address to the stack pointer -- this would require fewer operations). Then you could either do what you did by enabling interrupts and jumping, or you could push the address that you want to return to onto the stack (2 bytes) and then execute the rei instruction. The second option is what most multitasking operating systems do to return to a preempting task.
Originally posted by LorneCashIf i want the interrupt to return to a location other than the location it came from how would i do that? Here's what i did...
(inside the interrupt)
pop Temp_1 ;Restore variables
pop Temp_1 ;Restore variables
pop Trash ;get the program counter off the stack
pop Trash ;get the program counter off the stack
sei ; enable interrupts
rjmp START ; return from interrupt to the location i want
Is there a better way to do this? If not, how many times do i need to "pop Trash" to get the stack to the right place?Comment



Comment