USB4MAPLE adapter
- MoeFoh
- 1300
- Posts: 1380
Re: USB4MAPLE adapter
@megavolt85 Does the new display just emulate the VMU screen or are there new commands to write to the screen?
Last edited by MoeFoh on Thu Oct 24, 2024 3:43 pm, edited 1 time in total.
- MoeFoh
- 1300
- Posts: 1380
Re: USB4MAPLE adapter
@megavolt85
Double-checking that this will work:
https://www.amazon.com/ELEGOO-Display-C ... B0D2RLXLBZ
Those addresses 0x78 or 0x7a are good?
Dirt cheap @$1.67 each (6-pack). Has yellow on top, blue at the bottom - that's ok with me. I'll have a bi-color vmu display.
Double-checking that this will work:
https://www.amazon.com/ELEGOO-Display-C ... B0D2RLXLBZ
Those addresses 0x78 or 0x7a are good?
Dirt cheap @$1.67 each (6-pack). Has yellow on top, blue at the bottom - that's ok with me. I'll have a bi-color vmu display.

- megavolt85
- Developer
- Posts: 2189
Re: USB4MAPLE adapter
hm, may be is error on board? standart for SSD1306 and SH1106 is 0x3C/0x3D
EDIT:
0x78/0x7A is error, on my board same but work with adress 0x3C
EDIT:

- MoeFoh
- 1300
- Posts: 1380
Re: USB4MAPLE adapter
OK. Ordered. A few more I looked at had etched 0x3c/03d. A comment on one said i2c interface used 0x3c with this board, but board was marked 0x78. So, it's probably ok.megavolt85 wrote: ↑Thu Oct 24, 2024 3:49 pm hm, may be is error on board? standart for SSD1306 and SH1106 is 0x3C/0x3D
EDIT:0x78/0x7A is error, on my board same but work with address 0x3C
- sonik
- Developer
- Posts: 239
Re: USB4MAPLE adapter
Hey megavolt85, nice to see you back into action 
I was looking into some dreamcast docs and found some interesting info.
A controller can have multiple rumble motors and can even specicy it's position on the controller.
Would be interesting to see if any game would use that info and send "dual shock" style commands.
And looks like controllers could have motors on specific axis. I believe it was for forcefeedback devices.

I was looking into some dreamcast docs and found some interesting info.
A controller can have multiple rumble motors and can even specicy it's position on the controller.
Would be interesting to see if any game would use that info and send "dual shock" style commands.
And looks like controllers could have motors on specific axis. I believe it was for forcefeedback devices.
EDF! EDF! EDF!
- megavolt85
- Developer
- Posts: 2189
Re: USB4MAPLE adapter
I looked at the datasheet for this display, there is no point in even trying, see how it will be displayed.
The used zone is highlighted in green, and the unused zone is highlighted in red
0.96" 128x64 SSD1306 and 1.3" 128x64 SH1106 1.5" 128x128 SH1107 native resolution of VMU LCD is 48x32 pixels, now I scale it twice 96x64
if I scale it three times, I will get 144x96, as you can see it will not fit in the width of the 128x128 display
you looked at the maple specification, but unfortunately the drivers in the SDK used only a small part of the entire specification
in fact, I saw one game in the settings of which you can turn on vibration to emulate the engine and the second mode whose name I don't remember, me need to find it and conduct an experiment.
by the way, ATOMISWAVE at least had one game that supported Force FeedBack, but I don't know on what principle it worked and where it was connected
- sonik
- Developer
- Posts: 239
Re: USB4MAPLE adapter
Arcade games in general directly drives the feedback motors. But there's a chance that some games does that using the mapple bus.
The FFB plugin that works with some emulators have support for DEMUL and FLYCAST.
I believe it works by monitoring memory address for ffb values (rotation clockwise/counterclockwise)
https://github.com/Boomslangnz/FFBArcad ... /Demul.cpp
The FFB plugin that works with some emulators have support for DEMUL and FLYCAST.
I believe it works by monitoring memory address for ffb values (rotation clockwise/counterclockwise)
https://github.com/Boomslangnz/FFBArcad ... /Demul.cpp
EDF! EDF! EDF!
- megavolt85
- Developer
- Posts: 2189
Re: USB4MAPLE adapter
you are absolutely right, this plugin tracks the address in RAM, this is only applicable on the emulator, for real hardware it is of no use
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