Category Archives: Hardware

Apple II + Arduino + SD Card + SdFat = A2SdFat!

Doing Something Useful

After building the basic framework for interfacing the Apple II to an Arduino over the game port, something useful had to be created with it. I had an Ethernet Shield lying around that also happens to have an SD card slot.

Arduino with Ethernet and Proto Shields

Arduino with Ethernet and Proto Shields

There are already plenty of Ethernet products available for the Apple II, but few SD card options for transferring individual files. FloppyEmu, from Big-Mess-O-Wires is a great product and I highly recommend it, but for my project I wanted something closer to a hardware version of CiderPress: the Apple disk image utility.

I’ve worked on a similar project with Rodney Ross to bring the Apple II Pi’s virtual disk interface to the Super Serial Card using an Atmel processor and the SdFat library. I thought I would take the same basic framework but create a different use: interact directly with the  FAT filesystem on the SD card by way of the SdFat library. This wouldn’t be a virtual drive (that would be easy enough to implement), but a direct interface to the FAT filesystem on an SD card. Also, many new laptops come with an SD card reader built in, so it makes for a great way to sneaker-net files back and forth. Both individual files and floppy disk image files can be read and written to Apple connected storage. ProDOS hard disks, CFFAs, and such can copy files using the CiderPress file naming convention to retain the ProDOS meta information. Floppy disk images can be read and written directly to physical floppy drives. The challenge is to make the data transfer over the game port fast enough to support copying large files back and forth. Sound good? Want to build one yourself? Read on…

The Hardware

One of the goals when creating this project was to use easy-to-obtain parts so that anyone with a little time could replicate the hardware and software themselves.  The parts list is nice and short:

  1. 1 Arduino Uno
  2. 1 Logger Shield or Ethernet Shield + Proto Shield
  3. 16 wire Ribbon Cable
  4. 2 IDC 16 pin DIP Plugs (for both ends of the ribbon cable)
  5. 1 16 pin DIP Socket
  6. 6 Wires
  7. Optional – 1 SPDT PCB Slide Switch (II & IIGS functionality)

Along with a soldering iron and some solder, you will be good to go. You can see my build using the Proto Shield on my previous post. One modification I made was for the Apple IIgs, which lacks the $C040 Strobe signal, was to connect the AN2 pin as the SCLK signal. I used the slide switch to select between the $C040 Strobe and AN2 going to the Arduino’s Digital Pin 6. Using AN2 for the SCLK is slower than the $C040 Strobe, but the only option on the IIgs. Here is the pin connections I use:

 Apple II        Signal         Arduino
 --------        ------         -------
   AN0            MOSI        Digital Pin 8
   AN1             SS         Digital Pin 3
   PB0            MISO        Digital Pin 7

Apple II/IIe     Signal         Arduino
------------     ------         -------
 C040 Strobe      SCK         Digital Pin 6  

Apple IIgs       Signal         Arduino
----------       ------         -------
    AN2           SCK         Digital Pin 6

Apple II game port diagram is available from:

http://www.1000bit.it/support/manuali/apple/R023PINOUTS.TXT

Arduino Uno pin diagram is available from:

http://www.gammon.com.au/forum/?id=11473

The Firmware

Once the hardware is connected (built seems a little extreme), the software to give the Arduino its purpose needs to be programmed. Three items need to be installed on your computer (modern, not retro):

  1. Arduino IDE
  2. SdFat Library
  3. AppleSlave Project
  4. RTC Library (optional)

The Arduino IDE will create a working directory for your projects. Inside this directory, you should create a sub-directory called AppleSlave and place the AppleSlave.ino file there. From the SdFat download, move the SdFat/SdFat/ directory into the libraries/ directory in your working Arduino directory. You should be able to load the AppleSlave.ino project into the Arduino IDE and build it, bringing in the SdFat library. Depending on which Arduino shield you are using for the SD card interface, you may need to edit the AppleSlave source. Near the top, you will find a line that looks like:

const int sdSSpin = 4;

This is the default when using the Ethernet Shield. If you have the Logger Shield, this line should be changed to use 10 instead of 4. If all is in the proper location, you should be able to plug the Arduino into the computer with a USB cable, and build/upload.

The current firmware is still a work in process. There are a few more functions to implement, but it is enough to support the software below.

The Software

There are currently five basic utilities to interact with the files on an SD card.

  • FATCAT – display catalog of SD card
  • FATGET – get a file from the SD card
  • FATPUT – put a file onto the SD card
  • FATWRITEDSK – write an image on the SD card to floppy
  • FATREADDSK – read a floppy to an image on the SD card

These programs are written in PLASMA, a mid-level programming language developed for writing new applications using modern syntax and efficient execution. You can download a disk image, SDFAT.PO, containing a bootable ProDOS floppy with these programs on it, ready to go. Now you have a chicken and egg problem: getting the image written to an actual floppy will require a program like ADTPro (or maybe a friend can create a floppy for you).

Using A2SdFat

Using the utilities involves the PLASMA command line interface. It is a very simplified environment, but not hard to use. You can get a ProDOS catalog by entering ‘C’ and return. To run one of the A2SdFat program, use a ‘+’ to signify it is a PLASMA module, as in:

+FATCAT

The other commands take additional parameters. You will get a quick synopsis by just typing the command. But, they are:

+FATCAT [directory]
+FATGET <FAT filename in CiderPress format>
+FATPUT <ProDOS filename>
+FATWRITEIMAGE <FAT filename> [drive (1*, 2)]
+FATREADIMAGE <FAT filename> [drive (1*, 2)]
* = default value

That should be all you need to get lots of floppy disk images read and written, as well as copying ProDOS files around. Hopefully, more utilities will be written to provide menu driven and batch mode copy operations, but this is enough to get going.

As a quick follow-up, I’ve received the cheap Chinese order from BangGood of the GeekCreit Uno and Data Logger Shield. Not nearly the quality of the original, but the price is right. Three knock-off Unos and Data Logger Shields cost less than one original Arduino Uno. The Data Logger Shield is a nice shield that has a full size SD card port and a Real Time Clock chip. Here it is being built up with a socket for the game port cable:

IMG_2337

IMG_2335

IMG_2338

IMG_2339

 

The Arduino/AppleSlave project has been updated to use the SlaveSelect pin on pin 10 and add the RTCLib from AdaFruit.

Also, note that you will need to download a USB serial port driver to use the Arduino IDE under Windows or OS X. So not quite plug and play.  I’ve created a quick video showing off the new parts:

Feel free to leave feedback on the PLASMA GitHub site, or drop me a line.

Enjoy!

Apple II, meet Arduino

Having received a package in the mail last week containing Andrew and Ivan Hogan’s GamePort I/O Board, it got my creative juices flowing. The GamePort I/O Board is a great interface to big, external devices. It’s meant to control things like electronic sprinkler heads, relays, that sort of thing. I wrote a PLASMA sketch to simplify the game port interface, and generally had fun with it. But, as I sat there looking at the game port specification in the Apple II Reference Manual, I noted a utility strobe signal that would produce a 1/2 micro-second pulse when referenced. Hmm. In years past, I had tried building an SPI (Serial Interface Bus) connection using a 6522 and external shift register so I could adapt an Arduino Ethernet Shield to the Apple II. It almost worked, but not quite. And not too long ago, Charles Mangin of Option8 fame had brought up for discussion a method of talking to an Arduino over the Apple II’s game port, and a KansasFest presentation to match. All of this must have sunk into my sub conscience, because I actually had a dream about how to bit-bang an SPI interface from the Apple II to an Arduino over the game port.

Why SPI? Well, it is a nicely defined protocol that has some interesting properties. More information can be found on WikiPedia, but it boils down to having a master talking to a slave in a synchronous manner. Data travels both ways: a bit is read as one is written. So you read and write at the same time. Not all data need be relevant, however. SPI doesn’t define a high-level protocol, just a transfer mechanism.  And it only requires 4 wires: SlaveSelect, Clock, MasterOut/SlaveIn, and MasterIn/SlaveOut.

The Apple II game port isn’t the greatest interface for implementing a fast bit-banged protocol, but it isn’t too bad, either. The master is responsible for the clock, which is where that utility strobe comes in. Along with the strobe, it has 4 general purpose digital outputs and 3 general purpose digital inputs. Programming the outputs is a little strange, and somewhat time consuming on a 6502 if you want to scan out a series of bits. For SPI, only two outputs are needed and one input, if the strobe is used as the clock. This is where the strobe signal really helps out with the bit-banging approach. The clock signal doesn’t have to be symmetrical, the slave just wants to see the edges, and it doesn’t have to adhere to a consistent rate (although I assume most hardware implementations are). So that takes care of the Apple II side of things. What about the Arduino?

SPI on the Arduino is officially only supported in master mode. If I was going to bit-bang the interface on the Apple II, why not the Arduino. One of my goals was to leave the hardware SPI interface on the Arduino intact so I could use the Arduino as a proxy for the Apple II when talking to the myriad of Arduino shields out there – many of which talk SPI. On top of that, there are some nice libraries that implement higher level interfaces such as TCP/IP and FAT file systems. Now the Arduino Uno (well, the ATmega 328P) has some nice features for interfacing to all sorts of things, and the Arduino IDE is a great prototyping environment, so it did’t take long to whip up a connection between the Apple II game port and the digital pins on the Uno. It did take a few iterations to identify the best way to interrupt the 328P when the Apple II was initiating a transaction. Software polling was going to be slow, and potentially miss the quick clock pulses. So I connected the clock signal to an interrupt to make sure I didn’t miss any. However, there was enough potential jitter in servicing the interrupt that bits could get lost. So I ended up interrupting on the assertion of SlaveSelect, and went into a tight loop watching the clock signal and updating the shift registers. Because of the tight constraints during data transmission, I skipped the Wiring library and went straight to the I/O ports on the 328P. By choosing my pins wisely, it made the software particularly simple to shift data in and out over the wires.

Testing out the wiring options was made easier by using a breadboard to connect the game port to the Arduino’s header.

Breadboard ConnectionSwitching the pins around was a matter of moving the wire.

Finally, I came to a conclusion as to the best wiring connections:

 Apple II        Signal         Arduino
 --------        ------         -------
   AN0            MOSI        Digital Pin 8
C040 Strobe       SCK         Digital Pin 6  
   AN1             SS         Digital Pin 3
   PB0            MISO        Digital Pin 7

Once I was satisfied the interface was solid, I soldered up my one and only Arduino Proto Shield, which was waiting for just the perfect project to commit to.

IMG_2322I soldered the wires to the back to keep it nice and clean.

IMG_2325The game port does have a 5V supply, but it is very limited in current: 100mA. A base Arduino without much load should be able to keep under that requirement, but when connected to a host PC for programming, I didn’t want my 5V supplies fighting each other, so I added a jumper for the game port’s 5V.  The Arduino site says this isn’t recommended. Yeah, whatever.  Finally, it all came together and I ran my test program on it.

IMG_2323The LED lights up whenever a key is pressed on the keyboard that has the LSB set, or turns the LED off when it doesn’t. The Arduino’s on-board LED was somewhat covered up by the Proto Shield, so I plugged another one right into the header so you could see it. You can find the Arduino sketch and the PLASMA sketch on GitHub.

Going forward, I would like to leverage the FAT filesystem library for SD cards so I can read and write files to and from the Apple II directly from the card. That will greatly simplify my file transfer workflow.

 

 

 

Parts-bin Weekend Project

WizNET

 

PLASMA just got Uthernet IP support. Guess what’s next?

Unfortunately, the hardware isn’t without issue. The read operation with auto-increment address appears to drop accesses. The fix is to set the address for every read. This really slows down retrieval of packet data, but it is functional. Writes work as expected. It may be that the implementation is too simplistic: The WIZnet module is wired up directly to the Apple II bus, with the exception the /Read line is the inverted R/W line. There is a 3.3V regulator for the WIZnet module. Nothing more. I haven’t scoped out the signals to see where the read timing might go wrong.

Apple II Super Serial Card w/ EEPROM

SSC-EEPROM

 

When Apple designed the Super Serial Card back in 1981, they made it compatible with SRAM chips, replacing the ROM it shipped with. Modern EEPROM look just like SRAM chips, with a longer write cycle, so I popped one in, added a write-protect switch, and off I go to debug the Apple II Pi PiDrive ROM code.

SIDrive

Rodney’s H/W arrived and it fired right up. Made some firmware updates, optimized the sketch, and we have a reasonable perky SDCard storage for the Apple II. I re-christened PiDrive to SiDrive: Serial Interface Drive.

 

Kevin Dady’s website that Rodney based his design on: http://osgeld.a2hq.com

What is the Apple II Pi?

Basically, the Apple II Pi is the integration of an Apple II with a Raspberry Pi (http://www.raspberrypi.org) to create a hybrid computer combining the input devices and storage mediums of the Apple with the CPU, GPU (graphical processing unit), USB, and network capabilities of the Broadcom BCM2835 SoC (think smartphone processor).  The concept is to create an updated version of the Apple II using some imagination, low-level drivers, off-the-shelf hardware, and a closely coupled communications channel; thus bringing semi-modern hardware and 32 bit *nix software to the Apple II platform.  The Apple II is running as a dedicated I/O processor for the Raspberry Pi under ProDOS.  The Raspberry Pi is running a version of Debian Linux: Raspbian.  Much like the PC Transporter card brought MS-DOS and the Z-80 card brought CP/M, the Apple II Pi brings Linux to the Apple II using the Apple’s input devices and the Raspberry Pi’s video output.  As such, knowledge and familiarity with Linux is required to get the most out of its environment.  Under Linux, the Apple II Pi can read and write the Apple’s storage devices (floppies/harddrives/CFFA) and also run the GSport Apple IIgs emulator (http://gsport.sourceforge.net).  Together, GSport and Apple II Pi provide an immersive environment providing access to most of the Apple II hardware you own plus an accelerated ~20MHz 65816 with up to 8 MB RAM, and all the disk images you can fit on the SD card.

Videos of Apple II Pi development

Videos of Apple II Pi in action

Download the User Manual

FAQ

What additional parts are needed to use the Apple II Pi adapter card?

Aside from a functional Apple II (64K with 5¼ floppy drive connected to slot 6), you need a Raspberry Pi with an installed OS on its SD card.  To attach a DVI or HDMI monitor/TV to the Raspberry Pi, an HDMI angle adapter is needed to redirect the downward facing HDMI port once the Raspberry Pi is attached to the Apple II Pi adapter card.  Depending on which slot the Apple II Pi will be plugged in to, a 90 or 270 degree adapter will be needed.  An HDMI or HDMI->DVI cable long enough to exit the Apple II case and attach to the monitor/TV is also required.  If you don’t have an Apple II mouse, a USB mouse will be required for running the X Window GUI environment.

Is a power supply needed with the Apple II Pi adapter card?

No.  The Raspberry Pi gets power from the Apple II through the adapter card’s header connection.

Is the Raspberry Pi talking directly to the Apple II peripherals?

No, the Apple II is running a custom driver that reads input from the keyboard and mouse, then sends these events over a high speed serial connection to a custom driver on the Raspberry Pi that injects them into the Linux input subsystem.  The Apple II keyboard and mouse look just like any other keyboard and mouse to the Raspberry Pi.  The Apple II joystick and storage devices are made available to Linux with additional drivers that run code on the Apple II using a special Apple II Pi protocol.

Additional information:  There was talk about interfacing the Raspberry Pi directly to the Apple II bus when this concept was originally posed on comp.sys.apple2.  However, after reviewing the I/O pins on the Raspberry Pi and the real-time software challenges of this approach, the decision to interface the two computers using a high-speed serial interface with a custom protocol and client/server drivers was made.  This method also allows the Apple IIc and Apple IIe with a Super Serial Card to use the Apple II Pi software without modification.  This is, in fact, how the software was developed before and after the Apple II Pi interface adapter was built.

Do I have to use the Apple II keyboard and mouse?

No, the Raspberry Pi has USB ports (one on the Model A, two on the Model B) that can be used to plug in modern keyboards and mice.  Additional devices can be plugged in using a compatible USB hub.  They can be used in parallel with the Apple II keyboard and mouse.  If you don’t have an Apple II mouse, just plug in a USB mouse, and it will work fine.

What monitor do I use with the Apple II Pi?

Here you have some options: the default would be to use the HDMI output of the Raspberry Pi to plug into a DVI or HDMI monitor/TV.  The composite port of the Raspberry Pi was compromised to allow clearance for the HDMI port.  With a hacked up video cable and a soldering iron, you can connect the composite video cable directly to the Raspberry Pi board and plug into a composite monitor.  In some cases, it can be useful to have a composite monitor plugged into the Apple II output for running the Apple II Pi configuration program or for developers who want to run code directly on the Apple II (and see it’s output).

Is the Apple II Pi interface adapter required to run the Apple II Pi software?

No, the Apple II Pi software uses the Super Serial Card’s 6551 chip in a special, high-speed mode.  The Apple II Pi adapter card simply has a Raspberry Pi header for connecting the Raspberry Pi to provide the serial port interface and power.  To the Apple II software, the Apple II Pi interface adapter looks like a firmware-less Super Serial Card.  An Apple IIc with a functional serial connection between itself and the Raspberry Pi will work with the Apple II Pi software just fine; some additional parameters may need to be set in the client and/or server software.

Is the Apple II Pi Open Source?

Yes, all the code is available here: http://github.com/dschmenk/apple2pi

Does the Apple II Pi just accelerate the Apple II?

Not in the way a traditional Apple II accelerator would.  Because the Raspberry Pi is always running Linux, some configuration has to be made to give the illusion of being an Apple II accelerator through the GSport emulator.  But its strength is in bringing modern CPU+GPU hardware and a modern 32 bit OS (Debian Linux) to the Apple II platform.

Does the Raspberry Pi provide any services to the Apple II?

Update: New functionality has been added to the software that give the Apple II additions ProDOS drives through the PiDrive interface to the Linux daemon.  Once a connection has been established between the Apple II and Linux, the Apple II client can exit back to ProDOS and still have the addition virtual PiDrives available for reading & writing. The virtual drive images can be changed from Linux.

No, the Apple II is slaved to the Raspberry Pi as a dedicated I/O processor.  The Raspberry Pi’s network connection, memory, storage, etc. are not made available to the physical Apple II.  However, the GSport emulator can make use of the Raspberry Pi’s memory and speed, as well as many peripherals attached to the physical Apple II.  Any USB devices won’t be seen by the physical Apple II, but can be used by the GSport emulator.

Does the Apple II provide any services to the Raspberry Pi?

Yes, the Apple II is slaved to the the Raspberry Pi as a dedicated I/O processor.  Besides the keyboard and mouse input, the Apple II Pi uses a custom protocol that allows Linux applications and drivers to access the Apple II memory and execute arbitrary code on the Apple II.  This flexible protocol is how the Linux joystick driver was written and how the FUSE (File system in User SpacE) driver provides ProDOS volumes as Linux directories and files.  Additionally, some of the provided tools that come along with Apple II Pi allow interacting with AppleSoft BASIC running on the physical Apple II and running arbitrary 6502 binaries on the Apple II.

Do I have to learn Linux to use the Apple II Pi?

Depending on how your Apple II Pi is configured and how you plan on using it: maybe.   Because the Apple II Pi is always running Linux, you will have to interact with it at some level.  If your setup is configured to automatically run GSport and then shutdown, there isn’t much you have to learn except logging in.  However, the strength of the Apple II Pi lies in the fact it is running Linux, an industrial strength, modern operating system.  To use the full capabilities of the Apple II Pi requires interacting with Linux and the X Window System.  There are a large number of quality and free applications available for productivity, entertainment, programming, and education.  All of them are directly available for download to your Apple II Pi (http://www.debian.org).  This spirit of openness is what Woz had in mind when he developed the Apple II in the first place.

How do I access my Apple II storage media (floppies, SCSI drive, CFFA, etc.)?

By leveraging the FUSE (File system in User SpacE) subsystem, all the ProDOS volumes can be mounted in your user directory.  The filenames are munged in a similar manner to the way CiderPress manipulates the names.  In addition, the raw devices are available for making full volume copies and usage with emulators.  Both floppy drives in slot 6 show up as raw devices regardless of the type of format so that emulators can access non-ProDOS formatted floppy disks.

What is the point of the Apple II Pi?

To be able to use Apple II hardware in a more modern environment.  Although it is possible to use the Apple II as a terminal to a Linux computer, it doesn’t provide much of a modern GUI environment or digital compatibility with flat panel monitor/TVs.  Just as GS/OS brought a functional 16-bit GUI to the Apple IIgs (with 8-bit compatibility for Apple II programs), Apple II Pi brings an up-to-date 32-bit GUI and OS to the Apple II (with 8-bit and 16-bit compatibility by way of the GSport emulator).

Additional information:  There are other projects that may also be of interest.  Ivan Drucker has bundled up David Schmidt’s ADTPro along with some other functionality in his A2CLOUD project:

http://appleii.ivanx.com/prnumber6/category/a2cloud/

http://adtpro.sourceforge.net

Using your Apple II as a Linux terminal:

http://www.tuaw.com/2007/07/15/turn-your-apple-iie-into-a-linux-terminal/

Apple II + Raspberry Pi = Apple II Pi

One of the most interesting computers to come to market in the past year is the Raspberry Pi. Of the many uses I’ve come up with for this diminutive device is to treat it as an upgrade to my Apple II, or, thought of another way, the Apple II as a crazy cool case for the Raspberry Pi (RPi). Now, for the past 20 years, people have speculated what the next Apple II could look like. The last issue of Juiced.GS, the only remaining Apple II periodical, had an interesting article about the Apple II nx (next, unix, ???). Of course, everyone has their own idea of what the next Apple II should look like, but there are a few obvious traits:  at least 32 bit CPU (6502 derivative preferred), some sort of unix OS, up-to-date graphics, modern connectivity, programmer focussed. Kind of sounds like the RPi, huh? For those that don’t know, the RPi has an ARM processor (who’s designers used the 6502 as a source of inspiration), has a fairly powerful GPU with HDMI output (and composite output for us retro types), USB 2.0, SD card storage, and 512 MB of main memory on the Model B (256 MB on the Model A).

If the RPi was to work with the Apple II, what would the interface be?  The RPi has a 26 pin GPIO header capable of driving many types of serial and parallel protocols. There were some early discussions about how an RPi could interface to an Apple II bus and control the peripherals at a low level. There was never a satisfactory solution given the low number of I/O pins and the difficulty programming them in real-time from Linux. So I settled on a different approach – use the TTL serial port available on the RPi GPIO header as the communications channel between the RPi and Apple II. The Apple II becomes a co-processor, of sorts, to the RPi. An additional benefit of a serial interface is that the IIc can partake in the upgrade.  The Super Serial Card in the Apple IIe would be the first implementation of the serial interface followed by a dedicated prototype card that would accept the RPi and connect to an on-board serial chip.

A protocol was developed to allow the Apple II to communicate at 115K  baud without interrupts, sending keyboard and mouse events to the RPi.  The RPi can insert a request command to the Apple II, which will be followed by the Apple II enacting on the request in it’s event loop. Currently the RPi can request memory reads, memory writes, and calls.  A small assembly language program runs on the Apple II while a small daemon runs on the RPi.  Both talk to each other over the serial port; the Linux daemon inserts input events into the Linux input subsystem as well as having a socket interface to accept requests to pass on to the Apple II from external programs.

The software was developed on an Apple IIc with a serial cable connected to a TTL->RS232 converter on the RPi’s GPIO serial pins. Merlin 8 was used to develop the code locally on the Apple II while the Linux daemon was written in user mode C (no kernel modules). Neither program’s source code is particularly attractive, but they get the job done. You can find the source code and Apple II disk image on GitHub: https://github.com/dschmenk/apple2pi.  Note that this code isn’t really tied to the RPi.  It will actually work with any modern Linux distribution on an x86.

Apple II Pi will work just fine using off-the-shelf parts you can buy from eBay (or parts you already have).  However, if you want to take it to the next level and integrate your Raspberry Pi into your Apple IIe case for the ultimate upgrade, here is what you’ll need:

apple2pi schematic

I used a ribbon cable to bring the GPIO header around to the prototype card so the RPi would be oriented in such a way that the ports would still be accessible with the case on.  Unfortunately, the RPi has ports on all side, so I sacrificed the composite video and analog audio access. Here are some pictures of my prototype board with a Model A Raspberry Pi:

Back of the board: 

Front of the board: 

There is one final software addition needed before the hardware will work.  In the source distribution is a program called a2serclk.  This will program the GPCLK pin to output the 1.8432 MHz clock signal needed for the 6551 baud rate generator.  Without this, the 6551 would require a physical crystal oscillator connected to the XTALI and XTALO pins.  Place a call to” /usr/local/bin/a2serclk” right before the call to “/usr/local/bin/a2pid –daemon” in the /etc/rc.local init script.

Here is a three part video series showing the development of the project:
Part 1
Part 2
Part 3
Part 4