When the Nintendo Wii was released in 2006, there was a lot of talk about their new weird control system. In place of a typical control pad, players would use a one-handed “remote” with infrared sensors and accelerometers in place of a joystick. For those games that required additional controls, players would use an accessory controller in their off-hand. This ‘accessory’ controller is the Nunchuk. A strange, bean-shaped attachment with a joystick, two buttons, and a three-axis accelerometer. Although the Nunchuk had a lukewarm response when it was first released, it’s the perfect controller for makers who want to add some fine…
Although the controller is now operational, it has a few bugs that need to be ironed out and a couple of controls that need to be tweaked to make the game more playable. I learned a lot from the playtests so now it’s time to make some changes. There are three problems with the controller that need to be fixed: the flashbang, the aiming accuracy, and the aiming speed.
The hardware is done and the Nerf gun is assembled, so all that’s left is to write the code to drive the controller!
With the LED characters in-hand, the next step is to write an embedded program to display integers and strings on the time circuit displays. The goal is to be able to set the characters for each display group based on simple variables, so doing something like displaying the time returned from a real-time clock (RTC) becomes trivial.
Now that all of the time circuit display electronics are in the mail it’s time to talk about programming the display. This starts with learning how to control LEDs with the Holtek HT16K33 integrated circuit (IC), which I’m using as the display’s matrix driver.