From max@hitl.washington.edu Fri Oct 15 16:26:37 PDT 1993
Article: 10483 of sci.virtual-worlds
Path: news.u.washington.edu!stein1.u.washington.edu!scivw
From: Max Minkoff <max@hitl.washington.edu>
Newsgroups: sci.virtual-worlds
Subject: TECH: VictorMaxx Stuntmaster Pinouts
Date: 13 Oct 1993 23:32:29 GMT
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Dear sci.virtual-worlds readers,

As many of you may already know, the VictorMaxx Stuntmaster HMD has
begun hitting the shelves nationwide over the past few weeks.  It is a
low resolution, bi-ocular monoscopic display (two eyes, one screen)
intended for use with Super NES and SEGA Genesis retailing for about
$200.  Within the coming months we will be coming out with higher
resolution monocular and bi-ocular HMDs for use with PCs and
compatibles as well as Nintendo, SEGA, and other platforms.  Our top
of the line binocular, high-res HMD with tracking is expected to sell
for well under $500.

We have already received calls from people who want to use the
Stuntmaster with their PCs, etc.  While we didn't design the
Stuntmaster for PC applications, we want to encourage creative
solutions using VR and our headsets.  To save people time and effort
in reverse engineering the pinouts for the Stuntmaster, we'll provide
the pinouts and some notes both at the end of this posting and as an
addition to the FAQ.  Furthermore, if there are other specific
questions regarding the use of the Stuntmaster that I can help you
with, please get in touch with me at <max@mcs.com>.

VictorMaxx would like to help support the VR community as best we can.
This includes not only technical support in the use of our products,
but in the development and licensing of VR technology and products
that you would like to bring to the marketplace.  If you would like to
discuss current VictorMaxx products, suggest new products, or bring us
new ideas or technology, please feel free to contact me at the address
above.

Parts for an adapter from the 15-pin connector on the Stuntmaster to
NTSC, power, and joystick should cost about $15 from Radio Shack.
This assumes, of course, that you have an NTSC convertor for your PC.
Alternatively, you can purchase an adapter by contacting
<gsmiley@delphi.com>.  The price is expected to be somewhere between
$30 and $40.

REMEMBER!  The Stuntmaster is an NTSC device: You must have a VGA to
NTSC converter to use it with your PC.  Future versions specifically
made to work with the PC will not need this kind of adapter.  NTSC
adapters typically cost somewhere between $150 and $300.

Technical Specs:

Resolution:     240x86 color triads
Field of View:  17 degrees
Weight:         ~2.5 pounds


These are the pinouts for the VictorMaxx Stuntmaster:

Pin #       Super NES mode      SEGA mode

1           +6V
2           Gnd
3           Data                SEGA R in
4           Clock               N/A
5           Latch               SEGA L in
6           Gnd
7           Vcc (+5V)           N/A
8           N/A 
9           Gnd
10          Video in
11          Data                SEGA R out
12          Latch               SEGA L out
13          Gnd         
14          Audio L
15          Audio R     

NOTES:

1. The Stuntmaster issues a "left" signal when the player turns
   his/her head to the left and a "right" signal when the player turns
   to the right.

2. There are two modes - scroll mode and scan mode.  In scroll mode,
   the Stuntmaster will issue a directional signal as long as your
   head is turned off of center.  In scan mode, a signal is issued as
   long as you are turning your head.  When you stop turning, the
   directional signal stops.  E.g. if you are in scan mode and you
   turn your head 30 degrees to the left, a left signal will be issued
   all the while that you turn through those 30 degrees, but will stop
   signalling when you stop turning.  When you then turn back to the
   right, right signals will be issued, even though your head is to
   the left of center.  SEGA only supports scan mode, but Nintendo
   supports either mode (use dip switch 3 to control mode - on is
   scan, off is scroll).

3. The sensitivity adjustment controls how many degrees you need to
   turn your head to issue a signal.

4. Super NES uses serial communication.  There are three lines: Latch,
   Data, and clock.  Data uses a 16 bit word, turning bits on and off
   to signify the state of the various button inputs.  This word,
   containing head tracking information, is then sent to the CPU on
   pins 11 and 12.

5. SEGA Genesis uses multiplexed (2x4) parallel communication plus two
   independent lines for up and down.  The right and left are sent to
   the CPU on pins 11 and 12.

For more information on the SEGA and Nintendo protocols, please refer
to the appropriate resources.


Hope this helps!!

Max

-----------------------------------------------------------------------
Max Minkoff                                3501 Woodhead Drive, Suite 3
Director of VR Technologies                Northbrook, IL 60062    
VictorMaxx, Inc.                           (708) 291-7666      
max@mcs.com                                (708) 291-1378 (fax)


