Here is the schematic and C source (for IBM PC) for the Sega 3D glasses that was posted on sci.virtual-worlds a while ago. The switching circuit seems simpler than generating a square wave with 0x55 at 4800 baud; I'm not certain, but I think the outportb(0x3fc, 1) and outportb(0x3fc, 3) commands in the WaitForVerticalRetrace() function alternately set and reset the RTS line on the RS-232 port, while keeping the DTR line constant as a power supply. Could someone with PC techs confirm whether bit 0 is the DTR line and bit 2 is the RTS line at port 0x3fc on a PC? I know next to nothing about circuits, and I haven't tried to make this one (yet), so I can't say much about it. I just hope it works and that it's controled by the DTR line being constantly on, and the RTS line causing one eye's view when set and the other eye's view when reset. Can someone confirm this or add advice? I'll put this on karazm.math.uh.edu for those with ftp, too. From rit!rochester!udel!wupost!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!milton!hlab Tue Sep 10 14:02:24 EDT 1991 Article 1626 of sci.virtual-worlds: Path: ultb!rit!rochester!udel!wupost!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!milton!hlab >From: frank@cavebbs.gen.nz (Frank van der Hulst) Newsgroups: sci.virtual-worlds Subject: Sega Glasses / RS-232 interface circuit Message-ID: <1991Sep9.155236.6358@milton.u.washington.edu> Date: 9 Sep 91 09:49:38 GMT Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: The Cave MegaBBS, Public Access Usenet, Wellington, NZ Lines: 77 Approved: cyberoid@milton.u.washington.edu Circuit to connect SEGA 3D glasses to RS-232 port. -------------------------------------------------- RS-232 DB25 / DB9 10K RTS 4 7 Switching signal +/- 10V --------vvvvv--+ | | GND 7 5 Ground ----+-------------+--+---------+--|----+ | | | | | | | | +-|>|--+ | | | +--|>|--+ --- | | | | Transistor | --- 22 uF | | | | 2N2222 | | | | | +-+---------+ | | | | | | Emitter | | | | | | | | DTR 20 4 Vdd +10V --|>|-----+-----+ +--|--+--+ Base | | | | | +--+--+--+-+-vvvvv---+--|-----+ Collector | | | | | 10K | | | | | | | | | | +-----------+ +-------+--+--+--+-----------+--+--+ | 1 9 13 14 5 7 | | | | RCA CD 4030 Quad XOR gate | | | | 2 11 12 3 6 8 10 4 | +-+--+---+-------+--+--+----+---+--+ | | | | | | | | +--+ | +--+--+ | +--- Outside of jack | | | | | +-vvvvv-+ | +------- Middle of jack | 22K | | | | +------------ Centre of jack +-vvvvv-----+ | 22K | | --- | .01 uF --- | | | +-----+ Diode: --|>|-- Resistor: --vvvvv-- Capacitor: | --- --- | This is my best attempt at a rendition of the circuit which connects my SEGA glasses to my AT. I didn't design the circuit -- I'm a software rather than hardware person. In fact I barely understand it -- as far as I can tell, the .01uF capacitor & the 22K resistors act as a delay. The outputs of the XOR gates feed back into their own inputs, thus producing an oscillator. The "jack" mentioned in the diagram is the mini-jack which is connected as standard to the glasses. "Centre", "middle", and "outside" relate to the external connections, looking at the thing end-on. Disclaimer: The circuit diagram above may be entirely wrong. My description may be wrong. Caveat emptor... to paraphrase the standard software licence agreement: It's as good as I can get it. If it doesn't work or blows up your computer or your glasses and blinds you for life, I'll give you back all the money you paid me. Good Luck... Frank. -- Take a walk on the wild side, and I don't mean the Milford Track. Kayaking: The art of appearing to want to go where your boat is taking you. From rit!rochester!udel!wupost!sdd.hp.com!spool.mu.edu!agate!bionet!raven.alaska.edu!milton!hlab Fri Sep 27 18:40:47 EDT 1991 Article 1742 of sci.virtual-worlds: Path: ultb!rit!rochester!udel!wupost!sdd.hp.com!spool.mu.edu!agate!bionet!raven.alaska.edu!milton!hlab >From: frank@cavebbs.gen.nz (Frank van der Hulst) Newsgroups: sci.virtual-worlds Subject: Sega glasses & VGA (C source code) Message-ID: <1991Sep25.022127.27830@milton.u.washington.edu> Date: 23 Sep 91 08:42:28 GMT Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: The Cave MegaBBS, Public Access Usenet, Wellington, NZ Lines: 200 Approved: cyberoid@milton.u.washington.edu Several people requested info on how to display 3D images, after my post of the circuit to hook up Sega glasses to the PC. Following is source code to do that. Frank. /* VGA 320 * 400 * 256 * 2 frames routines. Written by: F van der Hulst, 20/2/91 These routines display pixels in 320*400 mode by modifying the VGA registers, as outlined in Programmer's Journal V7.1 (Jan/Feb '89) article, pages 18-30, by Michael Abrash. The advantage of 320 * 400, is that it gives two separate video pages, which can be displayed on the screen independently. These can contain two views of a scene, taken from slightly different viewpoints. These are displayed alternately on the screen, in sync with a pair of "chopper glasses", to give a 3D effect. */ #include typedef unsigned char DacPalette[256][3]; /* Setvgapalette sets the entire 256 color palette */ /* PalBuf contains RGB values for all 256 colors */ /* R,G,B values range from 0 to 63 */ /* Taken from SVGA256.H, by Jordan Hargraphix Software */ void setvgapalette(DacPalette *PalBuf) { struct REGPACK reg; reg.r_ax = 0x1012; reg.r_bx = 0; reg.r_cx = 256; reg.r_es = FP_SEG(PalBuf); reg.r_dx = FP_OFF(PalBuf); intr(0x10,®); } unsigned int act_page = 0; /* Current page being written to */ #define VGA_SEGMENT 0xa000 #define SC_INDEX 0x3c4 #define GC_INDEX 0x3ce #define CRTC_INDEX 0x3d4 #define DISPIO 0x3DA #define MAP_MASK 2 #define MEMORY_MODE 4 #define GRAPHICS_MODE 5 #define MISCELLANEOUS 6 #define VRT_bit 8 #define MAX_SCAN_LINE 9 #define START_ADDRESS_HIGH 0x0c #define UNDERLINE 0x14 #define MODE_CONTROL 0x17 void writepixel(int x, int y, unsigned char colour) { long addr; addr = ((x >> 2) + 320/4 * y + act_page); addr = ((addr & 0xffff0000l) << 4) + (addr & 0xffffL) + ((long) VGA_SEGM ENT << 16); outport(SC_INDEX, (0x100 << (x & 3)) | MAP_MASK); *(char far*)addr = colour; } void set320x400mode(void) { struct REGPACK regs; unsigned char x; regs.r_ax = 0x13; /* Set 320*200*256 graph ics mode via BIOS */ intr(0x10, ®s); /* Change CPU addressing of video memory to linear (not odd/even, chain, or chain 4), to allow access to all 256K of display memory. Each byte will now control one pixel, with 4 adjacent pixels at any given address, one pixe l per plane. */ outportb(SC_INDEX, MEMORY_MODE); x = inportb(SC_INDEX+1); x &= 0xf7; /* Turn off chain 4 */ x |= 4; /* Turn off odd/even */ outportb(SC_INDEX+1, x); outportb(GC_INDEX, GRAPHICS_MODE); x = inportb(GC_INDEX+1); x &= 0xef; /* Turn off odd/even */ outportb(GC_INDEX+1, x); outportb(GC_INDEX, MISCELLANEOUS); x = inportb(GC_INDEX+1); x &= 0xfd; /* Turn off chain */ outportb(GC_INDEX+1, x); /* Now clear the whole screen, since the mode 13h set only clears 64K. Do this before switching CRTC out of mode 13h, so that we don't see grabage on t he screen. */ outport(SC_INDEX, 0x0f00 | MAP_MASK); /* Write to 4 pl anes at once */ setmem(MK_FP(VGA_SEGMENT, 0), 0xffff, 0); /* Change mode to 320*400 by not scanning each line twice. */ outportb(CRTC_INDEX, MAX_SCAN_LINE); x = inportb(CRTC_INDEX+1); x &= 0xe0; /* Set maximum scan line to 0 */ outportb(CRTC_INDEX+1, x); /* Change CRTC scanning from doubleword to byte mode, allowing the CRTC to scan more than 64K */ outportb(CRTC_INDEX, UNDERLINE); x = inportb(CRTC_INDEX+1); x &= 0xbf; /* Turn off doubleword * / outportb(CRTC_INDEX+1, x); outportb(CRTC_INDEX, MODE_CONTROL); x = inportb(CRTC_INDEX+1); x |= 0x40; /* Turn on the byte mode bit, so memory is linear */ outportb(CRTC_INDEX+1, x); } void end320x400mode(void) { struct REGPACK regs; regs.r_ax = 3; /* Return to text mode */ intr(0x10, ®s); } /* Set visible page */ void setvispage(int page) { outport(CRTC_INDEX, (page << 15) | START_ADDRESS_HIGH); } /* Set active page (page being written to */ void setactpage(int page) { act_page = page ? 0x8000 : 0; } void WaitForVerticalRetrace(void) { static char chopper = 1; while (inportb(DISPIO) & VRT_bit) /* wait */ ; while ((inportb(DISPIO) & VRT_bit) == 0) /* wait */ ; if ((chopper++ & 1)== 0) outportb(0x3fc, 1); else outportb(0x3fc, 3); } void main(int argc, char *argv[]) { set320x400mode(); /* Now fill the rgb_palette structure in memory with colour info */ setvgapalette(&rgb_palette); setactpage(0); /* Now call writepixel to put stuff on page 0 */ setactpage(1); /* Now call writepixel to put stuff on page 1 */ while (!kbhit()) { WaitForVerticalRetrace(); setvispage(0); WaitForVerticalRetrace(); setvispage(1); } getch(); end320x400mode(); } -- Take a walk on the wild side, and I don't mean the Milford Track. Kayaking: The art of appearing to want to go where your boat is taking you.