T85/08/13. 19.17.59. VECTREX. MYBASMT. Jeff Woolsey. Blue-sky Vectrex Interface design notes. The S100 Vectrex interface continues to have noise problems with its cable. The problems have gotten worse since I reworked the memory array. Unless I can correct the problems soon, I may be tempted to begin work on the second version of the Vectrex interface -- a more general purpose, but perhaps less versatile one. I envision a board that plugs into the game port. Initially it would have had its own CPU, a serial port, and some dual-ported memory. I revised the design somewhat, considering that the Vectrex already had its own intelligence. What I have, then, is a board with a ROM, some 16K (or more) of RAM, a serial port, and some logic. The ROM contains an Interface Monitor which allows a terminal (or whatever) attached to the serial port to do normal monitor-type things, like read and write memory. It will also have a mode where it can load S- format files, and jump to them, and so on. Because part of the purpose here is to retain the capabilites of the S100 interface, the Mark II should behave in rather a different way. When the board is plugged into the Vectrex, and the Vectrex is reset, it will jump to the ROM on board, which at 0 contains the Interface Monitor. It looks like an ordinary game cartridge. When it starts up, it monitors the serial port for commands (or possibly one of the game ports can be treated as a serial port?) The ROM will have code in it which will get it out of the way, and allow the interface to look like a pile of RAM (with some status bits that control write protect and so on. Perhaps the ROM operation will be to copy itself into internal RAM, or to the high end of the itnerface memory. It will then set some bit that makes the ROM disappear from the address space, so that the RAM can be written (with, possibly, a game image). The monitor can then jump to a specific address, or to the Executive to have it start the game. The code in the ROM can be made position independent, facilitating a mechanism which might just allow relocation of the ROM somewhere else in the address space. One thing that doesn't appear feasible in this implementation is to wrest control of the Vectrex from the running game to the Interface Monitor. In the S100 interface this is done by halting the Vectrex and writing all over the interface memory. In this version the only thing we could possibly hope for is that interrupts (from the serial port, however that's configured) still work. Most games, however, either trash the interrupt vectors, disable interrupts, or do something else with the ports (like run a light pen or an imager). This advances the case for offboard intelligence. The problem I'm trying to eliminate here is noise on the long cable between the Vectrex and the interface, and one obvious thing to do is put the interface right outside the Vectrex. We lose some capability by doing this, however, as I have outlined above. However, one would not need any real sort of support system to do a few other things. There is also the matter of the serial port (such as it is). Ideally, it is autobaud and everything. However, the Vectrex does not provide +/- 12 volts at the cartridge connector, and it appears that the pins on the two ports are only TTL levels. What's a designer to do, particularly when one of the goals is to work with an unmodified Vectrex?