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From: timeworks5@aol.com (Timeworks5)
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Subject: Re: TECH: VictorMaxx hookup?
Date: 3 Mar 1995 09:53:49 -0500
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Status: OR

Here is a brief article about adapting the Stuntmaster.

Harold Knaack

Authored by Max Minkoff 

We have 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
dependent 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
510 Lake Cook Rd.
Vice President of Tecnology




