Gravis Mac Mousestick Ii 2 Joystick Adb Controller For Mac

  пятница 21 февраля
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What is Gravis Mac MouseStick II?

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GravisMacMouseStickII.img_.sit(600.47 KiB / 614.88 KB)
System 7.0 - 7.6 - Mac OS 9 / DiskCopy image, compressed w/ Stuffit
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Mac_MouseStick_II.image_.sit(617.94 KiB / 632.77 KB)
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10 / 2015-08-08 / 0aec0120c25b9779804104b09838db9e0963ef79 / /

Compatibility notes


Emulating this? It should run fine under: Basilisk II



See the sidebar 'It Ain't Myth on a Mac. But It Ain't Bad' Provided that the Y2K yahoos are wrong and the earth doesn't shatter into a gazillion pieces at 12:01 a.m.

Advanced Gravis Mouse Stick Joystick Usb Controller For Mac

1 product rating - Vintage Gravis Mac MouseStick II 2 Joystick ADB Controller for Mac 2001-1. Or Best Offer. 1 product rating - Vintage Gravis Mac MouseStick II 2 Joystick ADB Controller for Mac. Guaranteed by Wed, Nov. Vintage Gravis Advanced Analog Joystick Controller Flightstick 15 pins for PC. 361 results for apple joystick. Vintage PAIR Gravis Mac MouseStick II ADB wired joystick for Apple Macintosh. C $66.09; or Best Offer +C $26.40 shipping. Mobile Gamepad Cool Fan Controller Joystick Type-C Cable For Apple Android Phone. Was: Previous Price C $23.80. Theoretically, as an ADB device, the Gravis Mousestick should be physically compatible with the ADB port on the GS. On the Mac, it typically plugged in between the mouse and keyboard, and was interpreted like a mouse, hence the name.

On January 1, 2000, that fateful year will bring us not only a merciful end to the incessant play of The Artist Formerly Known As Prince's song '1999' but a new census as well. Considering that this will be the first demography of the twenty-first century, I'd like to suggest that we ditch the hoary 'What's your ethnic origin, and how often do you bathe in a week?'

Queries and instead pigeonhole the population by modern means. For example, I'd offer this far more telling categorization: 'Your electronic-gaming input device of choice is (A) a game pad or (B) a keyboard?' The answer to this single question reveals both age range and disposition. Those who choose answer A fall within the arcade/console game generation (ages roughly 7 to 26)–a population of twitchy individuals who are easily startled.

The B group includes more-mature gamers (read: geezers) who think that computer gaming reached its zenith in the mid-1980s with Leather Goddesses of Phobos. Although, ahem, barely into my prime, I must admit that the mix of games in my library tends to gravitate toward adventure and strategy games rather than the scoot-and-shoot stuff that sends kids skittering into their doctors' offices with repetitive strain injuries. Still, when Connectix announced Virtual Game Station (VGS), an emulator that allows Macs to play Sony PlayStation games, I used every fast-twitch muscle in my body to get that thing installed so I could take it for a test drive.

(And a good thing, too: Sony recently won a court decision charging Connectix with violating intellectual property rights, forcing it to stop selling VGS until further notice. Connectix is appealing the decision, however, so hopefully VGS will be available again before too long.) I wanted to know if I, a veteran gamer, could find true happiness playing these arcade-style games.

As it turns out, yes, I could. But that happiness didn't come simply from firing up the software and shoving any old PlayStation game into my PowerBook G3. What follows are a few lessons I learned along the way. If you're used to controlling the action on a real PlayStation, you'll likely feel that the way VGS maps the PlayStation buttons to your Mac's keyboard is completely goofy.

By default, the four points of the direction pad are assigned to the up, right, down, and left arrow keys; the triangle, circle, X, and square buttons are assigned to I, L, K, and J, respectively; select is mapped to the B key; start to the N key; and the L1, L2, R1, and R2 buttons use the 1, 2, 9, and 0 keys, respectively. In English, that means that the default setup forces you to control the direction pad with your right hand and the command buttons with your left–completely counter to the way things are configured on a PlayStation. To put things right, run, don't walk, to VGS's Preferences (found in the Edit menu) and change the Controller 1 assignments so that the direction pad uses W, D, S, and A for north, east, south, and west, respectively (see 'Take Control'). Now that you've memorized VGS's keyboard assignments, forget them. If you want the real PlayStation experience, get a game pad. Part of the pleasure of playing these games is digging your thumbs into the game pad as you twist and turn it in vain attempts to beat the tar out of Mortal Kombat's overmuscled galoots.

A keyboard just doesn't have this kind of mobility–and frankly, even if you rigged some kind of duct-tape-and-harness affair, you'd look darned silly waving a keyboard around. When purchasing a game pad, try to find one that mimics a PlayStation controller rather than one that employs the Nintendo design. Nintendo-style controllers lack the L2 and R2 buttons and have six buttons bunched together on the right side of the controller. Gravis's $29.99 GamePad Pro USB (800/235-6708, ) is modeled on PlayStation controllers and includes a little screw-in joystick for the direction pad. The GamePad Pro USB is fine, but I prefer using the controller that came with the genuine PlayStation that sits atop my television. To use such a controller, you need Kernel Productions' $49.95 JoyPort adapter (302/456-3026, ).

This little black box allows you to connect PlayStation, Atari, Genesis, and Nintendo controllers to your Mac. As we go to press, only the ADB version of the JoyPort is available, but a USB model is due soon. Those who just can't wait for the USB model and have extra money to spend on this stuff can use the ADB version in conjunction with Griffin Technology's $49 iMate USB-to-ADB adapter (615/255-0990, ). If you're accustomed to playing games such as Myth and Unreal on your Mac and think all games should be so graphically glorious, you're in for a rude awakening when you launch your first PlayStation game. PlayStation graphics are blocky and pixelated compared to those of modern computer games. If you want to get in on the action, however, you'll just have to learn to live with it.

Unlike computer games, you can rent PlayStation discs, and I heartily rec-ommend doing so. Connectix main-tains a Web site that lists PlayStation games compatible with VGS ( ), but it's still a good idea to try a game first. To begin with, you'll see just what kind of glitches pop up–even compatible games occasionally skip a frame or lose bits of sound.

More important, you'll discover whether you actually like the game. For example, Sierra Online's PC game NASCAR Racing–1999 Edition is just outstanding, and I'd hoped Electronic Arts' NASCAR 99 would be as good. A five-dollar rental from Blockbuster proved it wasn't. Granted, NASCAR 99 wasn't recommended as compatible, and for good reason–it suffered lots of frame skips and audio glitches. But I also thought the graphics were unimpressive, and I found it next to impossible to control my stock car with a game pad.

Take Control Even after these hard-won lessons, it's unlikely that I'll count myself among the game-pad generation. I still favor games that don't require the kind of finely tuned reflexes found only among those who aren't yet old enough to drive a real car on a real road. But the fact that my Mac can now run so many different games (more, dare I say, than my PC-wielding contemporaries?) leaves me with a deep sense of satisfaction. So what if my fingers don't fly like those of the generation issued game pads at birth?

Thanks to Virtual Game Station, my PowerBook G3, and a few select games, I can still party like it's 1999. July 1999 page: 63 There are more than 1,000 PlayStation games, and I'd be lying if I said that I've tried even a tenth of them. But I've spent enough time standing in line at Blockbuster and twitching my trigger finger to make a few recommendations.

Steve Jobs chose this Sony (800/345-7669, ) game to demo VGS at last January's Macworld Expo, and for good reason–it's one of the best-looking PlayStation titles around. The $40 game is a richly realized twitchfest that will easily eat up your next cross-country flight (and a couple of PowerBook batteries). I maintain that driving a race car with a game pad is like painting a portrait with a push broom, but if you must do so, Sony's $30 Gran Turismo is a good way to go. The game includes both arcade and 'realistic' modes and performs well under VGS emulation. Konami's (650/654-5687, ) sneak-around-to-avoid-the-bad-guys game has received rave reviews from the console crowd. The story line is compelling, and the graphics are good for a PlayStation title.

The software has multiple advantages, such as its web-based nature for simple integration, the sharing of credentials without leaving the app’s secure environment, creating a family vault, providing emergency access, and having your passwords organized to your preference.The app’s add-on is compatible with all known browsers, including Google Chrome and even Microsoft Edge. LastPassis an ideal choice for those who’d like to use their password manager across multiple devices without the need to pay extra. Google smart lock for passwords mac.

This $49 game requires reasonable reflexes as well as the ability to solve problems. For reasons best known to Electronic Arts (800/245-4525, ), sports games are all but unknown on the Macintosh. At least, they were until Virtual Game Station came along. This $49.95 football sim is one of the best out there, and it plays well under emulation. I've got a soft spot for GT Interactive's (800/610-4847, ) Oddworld duo–Abe's Oddysee ($19.99) and Abe's Exoddus ($44.99). These humorous Prince of Persia-style run, jump, and puzzle games are nicely rendered and feature a bizarre cast of characters.

Borrowing from, I thought I'd start a new thread on stupid arduino tricks. Here's today's stupid arduino trick: Since doing the PS2 ADB adapter with the stm32f0 processor, I've thought about trying to do it on the arduino. The problem was my ADB implementation was much too slow to work on the arduino. The stm32f0 is crazy fast in comparison. I've still toyed with the idea on and off for a year or three, even making up small PCBs with the arduino mini pro, adb, and ps2 connectors.

Today I decided to spend some time with it. I adapted some code from, which is great stuff BTW, but the ADB implementation is host only, and I'm trying to be an ADB device.

Still, it's great code, well tuned, and didn't take too long to get the basics working. Right now, I've got a basic mouse device working without SRQ (meaning, I can only talk when spoken to, I can't request to be spoken to), but it's enough to demo that it's working. Then just for kicks, I glued in code to complete the PS2 mouse to ADB adapter. It 'works', but the sampling rate is much too slow to actually be very useful. The ADB code I built on is very well tuned. The PS2 code, not so much. So there's definitely room for improvement, and I'm hopeful I can make it into something useful.

Maybe even an ADB joystick, eventually. In my investigations of joysticks, I've got Hellcats and F/A-18 Hornet installed and they have no prefs for joystick settings. I installed the Gravis MouseStick joystick drivers, and it looks like ADB joysticks were essentially a programmable mouse and keyboard in one. Before launching the game, you go into the joystick prefs, and they'd typically have a predefined configuration for a particular game. That would configure the 'keyboard' in the joystick to send certain keycodes for particular buttons. The x/y axis of the joystick would just be a relative mouse device. That kind of puts the burden on the maker of the joystick and the user instead of the OS and game vendor, but I guess that fits with SJ saying 'the mac is a tool, not a toy'.

Yeah, F/A-18 Hornet 2.0.0 has a setting in prefs for 'joystick', but I'm not really sure what it does. I don't actually have a joystick, so it's not like it's actually selecting a physical device (like if I had 2 joysticks, it would be selecting one of the two). I'm guessing it's just configuring some settings like acceleration of the x/y axes and maybe inverting the y axis? I'm not really sure. But other games like Hellcats that work with joysticks have no settings at all, while the joystick drivers have all kinds of settings and presets for specific games, which leads me to believe the game's joystick setting is just some tweaks to how the mouse inputs are interpreted.

I thought I'd posted the first reply yesterday, but it looks like I lost it, but it's better now that you've got it cooking: Not so stupid Arduino trick! All this talk of Hellcats had me harvesting about a dozen flight SIMs and Manuals today.

Which Hellcat game/rev. Are you flying, LC?

The only game I've done much of anything with since Red Baron on C64 was the Warbirds demo back around 2002-2004(?) but now I've got 2.75 + Manual, which should help with the 2.77 rev. Which is probably what I played back in the day. Well, curiosity got the better of me, and I bought an adb gravis joystick off ebay.

I'll have to poke at it after it arrives. If x/y is mapped to mouse movements I'm curious what increment values it uses and whatnot. I'm curious myself how that works. Are the joysticks analog or digital? If they're analog I wonder if all they do is virtually 'spin the wheel' in a given direction at a speed proportional to the stick deflection. So, for instance, if you have it hard right the input is the same as if you were holding your mouse on a high-speed treadmill that direction; back off and the treadmill slows down, push up and the angle of the mouse relative to the treadmill changes, etc. Yeah, that's what I'm thinking, they're analog and there's some acceleration factor depending on how far over you are, and if so, knowing what that acceleration factor is could be interesting if I did plan on making my own.

And again, I couldn't leave well enough alone, and now I have keyboard and mouse working simultaneously. The trick to getting everything working well was remembering that in PS2, the host can hold the clock low, inhibiting device communication. So while I'm busy polling, I can make the device buffer information for a few dozen microseconds if necessary. But, totally usable.

So, now PS2 keyboard/mouse to ADB adapter, now in a much smaller form factor. And cheaper too! It's about 50cm x 40cm or something. Ok, so getting ADB working on the arduino was just the starter, and the PS2 conversion was just to prove it worked.

On to more interesting things: I can now get a IIsi (and probably IIci, IIvi, IIvx, and Performa 600, and possibly all later models) to enter test mode through ADB. Here's the data capture of a TechStep doing the the ADB power on, using (free download to be able to read the file): Basically it is doing a soft power on, releasing the power line, then after the machine comes up, it is holding the power line low again. The IIsi sends a TALK register 2 request to the 'keyboard', which is the keyboard register that contains the modifier key state. The TechStep responds with 0xED, followed by 10x of 0xEE. The high order bit is supposed to be reserved, and the other buttons supposedly held down are delete, capslock, reset, control, shift, option. I've been able to reproduce the sequence using the arduino, and can kick the thing into test mode with an arduino dongle.

Yeah, there's a lot going on here so it's a bit much as a toy project, but a little here and there will make progress I hope. There's also a way to enter the test mode via the scsi connector, which is what earlier machines used, I think.

I'm pretty sure the ADB approach is only used on Egret machines, which would be the IIsi and later, but this particular ROM pack for the TechStep includes the IIci, IIsi, IIvx and its family, so maybe there's an ADB way to get the IIci into test mode? I'm not sure, I don't have a IIci so can't test at the moment. It's possible the IIci is SCSI only as well.

I still need to figure out how the SCSI mode works. Those logs of the transactions are from the TechStep's receive pin, so they're what the IIsi is sending back to the TechStep, not what the TechStep is sending.

The ROM echos the commands it received, but not the arguments, so like when.T is in the log, it didn't capture what test was being executed. I'll try to get logs from the other side as well so they can be matched up. Another interesting thing to note is the IIsi side will send the response to the command before it echos the command. So the binary bits in the log that precede the.R are the results being reported, followed by the echoing of.R. I started a couple years ago when I was looking into this before, so I'll try to keep it updated with the findings from this project. I guess all this turning the machine on and off made my IIsi very upset, and the PSU popped a cap or something.

That wonderful smell of electrolytic fluid, the machine won't turn on, and after I disassembled the PSU, there's wet goo everywhere. Maybe a recapping will fix it, if it didn't asplode something else in the process. The joystick arrived today, and I can confirm that it is a keyboard/mouse device as far as ADB and the OS is concerned.

Joystick

The x/y axes are mouse movements, but instead of putting the mouse on a treadmill, moving the stick causes the mouse to move a fixed amount on that axis. So I move the stick right halfway, and it moves the cursor say 200 pixels. I hold the stick there, the mouse does not move. I move the stick all the way over, it moves the cursor another 200 pixels right. I move the stick back to the center, and it moves the cursor left by 400 pixels, so it's back where it started. It's also a linear function that governs how far the cursor moves relative to joystick movement.

It is unaffected by how fast you move the joystick, and the cursor moves the same amount in the first half of the joystick's movement as it does the second half. By default, the firing button is a mouse click, and the other 4 buttons on the thing are keyboard buttons. But all this can be changed. The buttons can be mapped back and forth as mouse clicks or keyboard buttons (any button you want), but the joystick x/y axes can be mapped as arrow buttons (or presumably any other button). The amount of configuration it offers is pretty impressive, but I suppose it has to be considering it has to handle whatever mouse/keyboard controls any random game happens to use. Heh, I'm not that desperate yet. I've been updating with some basics from my the serial captures earlier.

I added the ADB information, some additional commands the diagnostic mode takes, and an annotated transaction that the TechStep issues for the 'Identify CPUID' command, which really just returns the model number of the machine, and optionally ROM version. For what is essentially the most basic command the TechStep can issue, it's pretty involved. There's still a part I'm not understanding: The techstep is loading 2e7c000e00004ed6 into address 0x44000 of the machine, and executing it. When the ROM executes the code, it jumps to the specified address, but before it does, it stores the address after the jmp in register A6. The disassembly of that code (I think) is. I put captures of both rx and tx sides for a P600. I haven't gone all through the captures yet though.

There's a lot of floppy related tests that I didn't get through, partly because it seemed to fail doing even basic tests on the floppy drive that I thought was working. Probably good data to have anyway, but wasn't what I was looking for. There's also a lot of SCSI tests that I don't think I'll be able to reproduce easily. The techstep has an NCR5380 SCSI chip in it, and is capable of doing actual SCSI operations, which I won't be able to easily reproduce. I plugged in the SCSI analyzer and captured the techstep attempting to put the machine into test mode. I didn't have any other devices on the bus, just to simplify the capture, although if anyone is interested, I can try putting a disk at scsi id 0 just to see. The analyzer is an Ancot SCSI-bus Analyzer Model DSC-216, and the manual that documents the file formats it saves.

I put the captures. I think the most useful are the which is kind of an overview, and the formats.

From my understanding of the capture, the TechStep is pretending to be a disk at scsi id 6. There are 6 read commands for 5 blocks (512 bytes) in the order of: block, and again. The links there are hexdumps of the blocks the TechStep is sending back to the host, taken from the structured-formatted capture file. I'm working on decoding the blocks to understand what is going on. 00000000 3e 7c 40 00 2e bc 00 80 46 fc f0 16 40 00 2e 7c @.F.@.

Advanced Gravis Mousestick Joystick Adb Controller For Mac Download

00000010 50 f2 60 00 1e bc 00 47 3e 7c 27 00 30 3c 20 01 P.`.G '.0 @. 00000040 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00. 00000200 The partition map blocks are basically just minimal stubs, enough to satisfy the ROM. The actual meat is the driver code in block 4.