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DS Motion Sensor > DS Motion Pak (Slot2)

#136276 - deadi - Mon Jul 30, 2007 9:57 pm

Has anyone else noticed that most of the games that were created for the Slot 1 motion card (ndsmotion.com) do not detect the Slot 2 Motion Paks? I keep getting messages along the lines of "DS Motion not found!"...

Is this a problem with my motion pak, or will certain games not work with the Slot 2 devices? If so, is there anything that can be done to make them work? Sorry if this is in the wrong place or if this was already posted, but I couldn't find it....

Thanks <3

#136281 - sirpoonga - Mon Jul 30, 2007 10:46 pm

Probably because the game was made before the slot 2 came out? I bet my Motion Maze demo doesn't work.
It will after I revamp the physics, I have a slot 2 motion pak now.

#136292 - deadi - Tue Jul 31, 2007 12:38 am

That's what I figured, considering how much newer the Slot-2 motion paks are than the Slot-1 versions..


The ndsmotion site says:

By using the latest ndsmotion functions in libnds (new functions are in devkitpro CVS), developers can create software that is compatible with both the DS Motion Card and the DS Motion Pak, as well as the Neoflash MK6 Motion.

For instructions on updating your programs from the old (before May 22, 2007) ndsmotion functions to the new ndsmotion functions, download the readme (txt).

So does that mean that mean that there is a way to make all of those games work on the Slot-2 devices? I'd really like to be able to use the Motion Pak with more than just a few games :-).... Thanks again

#136309 - tepples - Tue Jul 31, 2007 3:20 am

Are you willing to install devkitARM, find the source code for these demos, and recompile them?
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#136342 - Lynx - Tue Jul 31, 2007 7:50 pm

Yup, unfortunately, Motion Pak support was added later, after many of the "original" motion games released.
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#136365 - deadi - Tue Jul 31, 2007 10:12 pm

The source code for majority of the games is readily available.... Is it extremely difficult or time consuming to make the necessary changes? I have never used devkitARM or anything, so I am clueless as to how hard it would be to make the older games work for the newer devices...

#136374 - spinal_cord - Wed Aug 01, 2007 12:14 am

If I remember, the latest motion functions are already in devkitpro/libnds so yoy probably only need to re compile the code.
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#136375 - KeithE - Wed Aug 01, 2007 12:23 am

The easiest way to get the games to be compatible with the DS Motion Pak is for the original developers to do it - if they are willing.

Contact the developers (most are on this forum) and ask them to update the games that you like or want to try.

#136379 - deadi - Wed Aug 01, 2007 2:45 am

spinal_cord wrote:
If I remember, the latest motion functions are already in devkitpro/libnds so yoy probably only need to re compile the code.


Like I said, I have no idea how to set up/use devkitpro or anything... Is this a difficult thing to do, or could I learn to do this myself? I don't want to have to track down a dozen different people who developed each game found on ndsmotion... Is there a way that I could learn to set up devkitpro / how to recomple the source code?

Sorry if I am asking stupid questions - I'm just trying to avoid begging others do to everything for me :-/


edit: If anyone who is knowledgeable on this subject is willing to take a few minutes to chat with me via AIM at zblock5k , I would greatly appreciate it... I'd like to get rid of all my questions at once ;-)

#136382 - Sektor - Wed Aug 01, 2007 6:00 am

I think Motion Pak support is still only in CVS, which means it's not in the release version of libnds. Unfortunately the CVS version of libnds won't support sound if you use it with the release version of devkitarm (in my testing). I don't know when the next version will be released, Wintermute is always working on it.

You will get a few errors when recompiling with a newer libnds, if it has old motion code, you need to change motion_enable() to motion_init().
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#136384 - deadi - Wed Aug 01, 2007 7:25 am

Yeah, I understand that you have to change enable() to init()... I just don't know how to open up the source to edit / recompile it... If no one else wants to, how hard would it be for me to learn how?

#136386 - Sektor - Wed Aug 01, 2007 8:30 am

For someone with no DS coding experience, it's probably best to wait for devkitARM21 to be released since mixing current CVS code with devkitARM20 is not recommended by Wintermute. Once you have everything installed, updating most motion homebrew should be as simple as changing a few lines and recompiling (there will be exceptions).

KeithE, can you state which games/demos are Motion Pak compatible on your site?
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Last edited by Sektor on Wed Aug 01, 2007 3:15 pm; edited 1 time in total

#136388 - deadi - Wed Aug 01, 2007 9:31 am

I've tried all of the games on that site...

The only ones that were compatible were:

Pixel Bounce
DSaber
DSaSketch
WaterDrops Tilt

DiggerDS kinda picks up on the pak, but it doesn't really work at all..



The rest of them will not even detect the Slot-2 device..

#136408 - tepples - Wed Aug 01, 2007 1:00 pm

Having to wait for devkitARM to be updated and then recompile everything reminds me of the early days of FAT libraries. There won't eventually have to be a DLAI (Dynamically Linked Accelerometer Interface) for this, will there? ;-)
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#136556 - KeithE - Thu Aug 02, 2007 8:01 pm

DLAI - yikes - that would be scary. Unless somebody is working on another DS accelerometer that I'm not aware of, the current DS motion sensors (DS Motion Card, DS Motion Pak, MK6-Motion, R6-Gold) are the only ones that will ever be made. There is also the DSerial tilt sensor, but it is not supported by the libnds motion functions.

I have stated on ndsmotion.com which games are compatible with the DS Motion Pak - read the description of each game to see it. It looks like I missed DiggerDS though - I'll update the description when I get a chance.

#136679 - sirpoonga - Fri Aug 03, 2007 8:36 pm

The R6? I just heard of that. Is that like an R4 but with motion sensing? Are these all using the same interface or do we have to code for each one?

#136681 - spinal_cord - Fri Aug 03, 2007 8:54 pm

R6 is made by NeoFlash, its a completely different product to the R4DS, they have nothing to do with each other.

The R6 does have all the motion stuff that the other motion devices have, also 2Mbit of flash and type-3 save eeprom (2Mbit). The loader is in early stages I can't tell you what the end menu will be like, but currently it loads a lot of homebrew.
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#136718 - sirpoonga - Sat Aug 04, 2007 1:47 am

Right, so it is basically like an R4 but with motion sensing. I mean, I could do all my usual stuff like I can do with the R4.

This is tempting as it means for my motion maze I could have this and a rumble pack in that triggers when the ball hits a wall. Man, i'll have too many motion sensors. But then that means I can my my stuff work with all of them.

#138583 - darkfader - Sun Aug 26, 2007 2:33 am

Any cheap and small compass IC with analog outputs to solder into the motion pak?

#138691 - KeithE - Mon Aug 27, 2007 10:04 pm

Honeywell makes analog magnetometers. I think you'll need an amplifier to get enough resolution though. I don't know how the honeywell sensors compare to others out there. The prices looked reasonable though - around $20 each in small quantities. Look around for application notes that explain how to convert magnetometer readings into compass heading.

#138798 - Borden - Wed Aug 29, 2007 6:21 am

Permalloy based magnetometers have great power consumption, I think they are not suitable for handheld devices.

#138939 - darkfader - Fri Aug 31, 2007 1:06 am

It doesn't have to be analog perse if we can abuse the GBA bus.
Then... what about http://www.parallax.com/dl/docs/prod/compshop/HM55BDatasheet.pdf ?
It says 30mA and it's 3V.

#148761 - nipil - Wed Jan 09, 2008 11:21 pm

That question may have already been asked, but i didn't find it, so here i go :
I learnt that slot2 linker eat up more energy than slot1s. As i'm about to order a motion pak, i just wondered if it "reduced" the autonomy of the DS (and if so, get an estimation of the reduction). I have an idea for some "long duration" application (i can *play* on the ds for about 8 hours, i have no clue how long it could run with a "lightweight" app running. I'd really appreciate any insight on its power behaviour, while i wait for it to come in my mailbox.

PS: Shame on the retailers. The only french one sells only slot1, i have to buy my slot2 from Canada ;) Mooooooooose power.

#148762 - nipil - Wed Jan 09, 2008 11:52 pm

KeithE wrote:
Honeywell makes analog magnetometers. I think you'll need an amplifier to get enough resolution though. I don't know how the honeywell sensors compare to others out there. The prices looked reasonable though - around $20 each in small quantities. Look around for application notes that explain how to convert magnetometer readings into compass heading.

I remember using Honeywell HMC1001/HMC1002 combo + 3x Analog device ADXL105 for a some student work about calibration procedures, attitude determination systems and dead-reckoning. As far as i remember, the honeywell worked nicely, and you needed an amplifier stage (standard output is +/- 50mV).

Only "problems" i has were that :
- i had to reset it between read sequences, as the heavy mechanical shocks of my experimental device did "unalign" the sensitive magnetic domains (cf page 8 of the datasheet)
- it happened that the output are quite sensitive to temperature. (i had to apply temperature conpensation methods and study some temperature calibration scheme)

These were really good devices. But after giving the honeywell's site a quick look, i'd say that you're better off with a HMC1043 (3-axis MR sensor in a 3x3x1.4mm LCC package. Field range is ?6 gauss, resolution is 120 microgauss, and sensitivity is 1mV/Vgauss. Sold as pre-production engineering units. 25$)

Using 3-axis mag/acc i'd get a full attitude determination system. Mmmmh... Porting my student's work to the DS, what a way to dive into the past !

#148863 - KeithE - Fri Jan 11, 2008 3:13 pm

DS Motion Card uses approximately 3-4 milliamps.
DS Motion Pak uses approximately 10-15 milliamps.

The DS Motion Pak uses more than the DS Motion Card because it has a microprocessor to handle communications between the sensors and the DS. The sensors in the DS Motion Card can communicate directly with the DS without needing a microprocessor.

#148924 - nipil - Sat Jan 12, 2008 12:05 am

Thanks for the info KeithE :)

#149274 - nipil - Thu Jan 17, 2008 7:18 pm

i just received the motion pak.
i'm gonna test it asap, just need to cook dinner first ;)