For a couple of months now, I was eagerly awaiting the release of Hydro Thunder Hurricane(HTH), a ten years in the making redesign of the 1999 hit arcade racer Hydro Thunder(HT). While there are already numerous reviews out about the game I figure I would throw in a little depth with my 2 cents.
First off, the game carries the HT name quite well, however to fully enjoy it, you have to remember that this is not the same game we know and love. The boats are back and the race courses are exotic with twists and turns, however gone are the crazy announcer (different less impressive announcer now), mighty hull and a few other small parts, which have been replaced by different and in some case better improvements. The quick answer to "should I buy it" is YES, the long answer is... well read more to find out.
Controls:
The boat controls are similar to the original HT gas, boost and steer (but oddly no reverse). However the new wave physics of the water in each course makes the actual overall feel of each race far different from the original game and takes some getting used to. Hydro jumping makes a return, but is (over) simplified down to just a button press removing what was a tricky skill related move and replacing it with something anyone can achieve by pressing x. Might hull, the move that would smash opponents out of the way has been removed, which is a shame in single player, but makes sense in multiplayer, as it would turn into a complete mess of whoever runs out of boost first gets smashed, and there is already plenty of boat smashing going on.
Boats:
The Boats are back, minus Midway (now named Vector). Each has two or three unlockable skins to help show off your progress and make you stand out more in races. The boats are ranked novice, pro and expert (complete with the "your crazy"). However the feel of the boats have been altered considerably. The novice boats are not worth using after unlocking the pro boats, which may put off new players due to initial races being far more difficult to maneuver, however I urge you to keep playing because the pro/expert boat make the game far more enjoyable. On the other hand, further in the game the expert boats that can be unlocked are way more responsive than their original counter parts, rad hazard being a good example, it is far less prone to spin out on turns, which makes it quite fun to drive now. The down side to this is that in online competition almost every player uses a expert boat, sort of making the rest of the boats pointless (design flaw). Yet, while experienced players will probably stick with expert boats, I had no problems winning a few online multiplayer races with a Thresher(pro boat), it was just far more challenging than with the faster expert boats. In conclusion, other than the novice boats the rest are well relatively balanced and fun to race with once you master their quirks.
Tracks:
The tracks in HTH are all new, however they carry over the feel of the classic tracks. Below are a quick guide to the mix of each track based loosely on the classic ones.
Lake Powell (Lake Powell)
The first track, also making a triumphant return, a lot of different paths to take and a few classic shortcuts to leverage. All in all a fun track which won't take too long to master.
Storming Asgard (Arctic Circle + Ship Graveyard)
The second track, less light and lots of ice. A fun track with some cool surprises, though I am a little sad that the ice shortcuts require you to boost unlike the original which was crazy fast before even boosting.
Monster Island = (Jungle Adventure + Catacombs)
Third track, a circuit track with three laps that change what path is available to take due to the water level dropping. A few too many sharp turns for my tastes, but after getting used to it it is not too bad.
Hydro Dome (Hydro Speedway)
Fourth track, a circuit track with three laps which is very fun and built for speed. Close quarters so online play will knock you around a lot, however once you figure out the layout and shortcuts it is full throttle all the way to the finish. I destroy with Rad Hazard on this track!
Lost Babylon (Nile Adventure)
Fifth track, this one takes a lot of play to get used to, but is probably my favorite. Impressive visuals, lots of tricky shortcuts and quick turns make it very changeling but worth it.
Paris Sewers (New York Disaster)
Sixth track, a circuit track with three laps, built for speed and turns, not too much else going on, but still a solid track.
Seoul Stream (The Far East)
Seventh track, night track with lots of fancy lighted waterfalls and fountains. After the initial oohs and awes, not much going for this track beyond a few interesting but hard to activate/use water powered shortcuts.
Area 51 (Greek Isles + Ship Graveyard)
The eight and last track, a lot of people love this track, I like it but it is not my favorite. Includes a lot of interesting events going on in the background to keep you entertained. Otherwise a balanced track with emphasis on speed in the later half. Listen closely to what is said in the background during the race to get a few laughs.
Unlike the original HT, the track design in HTH are about the same in difficulty. Yep, sadly no Venice Canals successor to challenge our reflexes. Instead the difficulty of each track is controlled by what class of boat you use. Racing with a novice vs pro vs expert causes the other boats to adjust speed, use boost and take shortcuts. The expert racing is, as expected, the hardest as other boats are always at top speed. I prefer the pro races over all.
Secrets:
Secrets on each track are back, this time in abundance, with most tracks offering several routes to choose from, ranching from normal to secrets that have to be landed in from a high drop. This is fine, however I have a minor complaint with how a lot of the secrets are set up. A few have the classic feel, and if not taken only slow you down, however a lot of the extra paths are pointless to take. While even worse some important ones do not provide enough of a boost aid even after being extremely hard to access. Namely, that in the original HT taking shortcuts would normal fill your boost quit well, most in HTH do not, or even waste boost to access. This is not ruin the overall play experience, but you will occasional find your self thinking, "why did I even take this shortcut?"
Online Play:
Of all the features in HTH the one that I was looking forward to most is the online play. Races pit you against 1-7 other players with the host of each game choosing what map is played. I must say that the developers could have taken a cue from the Halo series and added a count down to each lobby, as I am always kicking out people who sit in a not ready state for over 20 seconds while every other player is ready to go. Beyond that the races are as expected, far different and more challenging than with humans vs the game AI. You tend to get knocked around far more as experienced players try to prevent others from getting boosts and accessing shortcuts. To make things more even in races, boost is adjusted based on position, so first gets normal while 8th place gets 8X as much ofter filling the gauge, this is both annoying if you are in first and very helpful when your boat explodes from a small mistake, so I am listing it as a moot point, though in the end it does not do much to help new players win, and would have been nice to be able to disable. In the end a ranking system would have been more fair for new players; I hit the game running, but new younger players must be feeling some frustration being constantly pitted against veteran players with no chance of winning till they get used to the track and unlock better boats. I have had a few races where I am against only one person in a novice boat, I had a good 60sec lead by the end, which is just not fair for them, but an easy win for me. Beyond the online races the leader board keeps track of your overall rank on each track, but due to some glitch problems on tracks allowing players to achieve impossible times, the leader boards are somewhat pointless, nothing like seeing 1:20 at the top where I can only get close to 2:00 on a race with an expert boat.
Down loadable content:
While rumors are flying, it is mostly confirmed that two more tracks should be available at some point.
That about covers the game, so if you like what you have seen go buy the game, if anything go grab the demo and check it out, however be ready for the novice boats to be very lame to drive.
August 12, 2010
Hydro Thunder Hurricane Review
July 30, 2010
Install Microsoft SDK in Visual C++ 6
A recent project required me to work with the JobObject feature of the Microsoft API, this worked fine with VC++9 however when it came time to re-try it in VC++6, I quickly became aware of the fact that the base SDK that comes with VC++6 did not have a definition for the JOBOBJECT_EXTENDED_LIMIT_INFORMATION struct or the enum needed to attach it to a precess in order use it. Sadly I needed this for a "kill at end of job command", where as other more basic JobObject features did work with the base SDK. So while I could re implement the struct I was stuck beyond that. Lucky a SDK update fixed the issue. But like so many other things getting the update working was not quite that easy.
VC++6 will only work with Windows Server 2003 SP1 SDK as the latest update, be careful not to grab anything newer than that. Get it Here (bottom of page) Next let it install, which will take a good ten minutes. After it has installed then launch VC++6 and go to Tools > Options and click the Directory tab. Now in each of the correct lists (drop down option) add an entry for either the include, bin or lib folders that are located in C:\Program Files\Microsoft Platform SDK\. Finally, the last important step is to move the new SDK items up to the top of each of these lists, if you do not the order will cause issues and the SDK files will not be used or will have errors.
Now JobObjects work as expected.
June 27, 2010
Adding an AUX to a Clarion PF-2597A-B
Originally I had planned to just buy a new after market head unit for my car, do to its lack of an AXU input for my iPod, however after seeing nothing within my price range that was decent looking, I realized that I may have been on the wrong track. While doing some research, I stumbled upon this forum posting about adding an AUX input to an old car tape deck. After digging some more on this topic I found that people have been successful with hijacking both the AM/FM and CD input on stereo circuits. The CD methods seemed like a bad idea due to needing a silent cd to play constantly, which is just asking to wear out the stereo cd drive. So I went with hijacking the FM audio out pins of the stereo. The interesting part about using the AM/FM method is that due to the Auto Gain Control built in, when a MP3 player is connected, its stronger signal seems to overrides the AM/FM on the board and effectively shuts it off without any extra effort on your part. From what I have read, this seems to be the case with most car stereos, however your results may vary.
Here is a good place for the standard warning: I did this project knowing it could potentially destroy the stereo and/or the mp3 player, if you attempt the same thing or something similar you face the same risks. Do not blame me if you break anything by following my information or pictures, I express no warrantee on this information's correctness or usability.
After testing and finding out that this did indeed work, I drilled a hole in the back of the stereo and added a 1/8 inch plug and then ran a short shielded audio cable to the pins I used in my test. The board picture above has the final wiring, which pokes out of the side and is soldered to the correct pins coming from the separate AM/FM board and ground which is a larger solder point connecting to the metal housing. By using a shielded cable inside the radio, it will prevent any extra interference due to the wire stretching across the board from the back panel. After doing one final check, I reassembled the stereo, now with its new AUX plug. Finally, I put together a separate cable to plug into this AUX port and run it to a more convent location in the center console.
The wire runs down from the back of the stereo and connects to another 1/8 inch plug from which I can easily plug in an mp3 player or another other audio device. After making sure everything was in order I snapped all the console panels back into place leaving just the new 1/8 inch port left in view. This is nice, because it means that there is no obvious indication that the stereo is no longer stock, making it a far less likely target for theft, not that the radio is easy to get out to begin with.
May 15, 2010
Reading plist files
When developing for the mac platform, app preferences are supposed to be stored in ~/Library/Preferences/. While finding and reading a preference file is easy enough, reading usable information from it is another matter. This is because in the last couple of system updates (10.5+) the xml based plist files used for preferences are now saved in a binary format, not the UTF-8 format you would suspect. The tricky part of this is that if you are using the NSDictonary class in Objective-C you will not encounter any problems, but when using any other programing language you suddenly get a mess of garbage text. Luckily OSX had a built in command to help remedy the issue. The plutil command converts plists between the text based XML and binary based.
As an example in Java you can use the Runtime class to invoke the command on the fly.
Runtime.getRuntime().exec(new String[]{plutil", "-convert", "xml1", filepath});
To convert a file back once you have read or edited it use this.
Runtime.getRuntime().exec(new String[]{plutil", "-convert", "binary1", filepath});
It is also good check for the lastIndexOf("bplist") as it will alert you if the file is currently in binary form.
April 23, 2010
Powering an Xbox 360 dvd drive
While I was waiting to be able to power my experimental/half working xbox 360 I decided to see if I could easily get the firmware keys off the drive (Note: this not for piracy, the dvd drive is not working and I would like to replace it at some point.) First off, the dvd drive is a sata drive, however it does not run off of a sata power connector, instead it has a 12 pin connector where 10 of the pins are used. Pins 1-2 are not used on the connector, pins 3-4 & 6 are +3.3v, pins 5,7,9,11 are ground, pin 8 is +5v and finally pins 10 & 12 are +12v. I was able to figure out this pinout using the post here.
Sadly, I was not able to get the key off the drive this time, however I was able to create a simple xbox 360 dvd power adaptor which was powered by a standard computer power supply, or in my case a power adaptor for powering a single computer drive. In the picture you can see my simple power supply on a breadboard, most of this is straight forward, the only tricky part is you need a 3.3v regulator to drop the +5v line down to the 3.3v the drive needs. You can see the regulator at the top of the board with two capacitors keeping the output clean at a stable +3.3v. I did not use a switch to eject the drive, because from what I can tell, the drive motor controller is damaged and will only make a minor movement before freezing and not responding again.
While an interesting side project, it was somewhat pointless as now I can just use the 360 to power it. However it was convent to move this smaller adaptor vs a whole opened 360. Eventually I will take another stab at getting the key off, but not till I have had my fill of xbl arcade.
April 20, 2010
XBox 360 Cooling Experiments
I have an older xbox 360 that a friend had given me a while ago, it had no power brick, controller or av, and I was told that the DVD drive was not working. As I have limited expendable money right now, it sat in storage for a few months waiting for a time where I had extra money or a reason to get it up and running again. However, with the upcoming summer release of Hydro Thunder Hurricane I decided it would be worth finally getting the 360 ready.
March 29, 2010
DIY Fog Chiller
I have owned a fog machine for many years now, but I had always wanted to make a fog chiller to get a crawling fog effect. However, due to the wind around my house in the fall, it makes it usually pointless for halloween, so until now I had held off on spending any money on it. But when low lying fog was needed for a youth play I was helping setup and run lighting for, I finally had the excuse I needed.
So before any details, a bit of physics… A simple fog machine works by vaporizing a fluid (usually made of mineral oil, glycol, or glycol and water mixture) into a heat exchanger, where the fluid is quickly vaporized. This means that fog is usually somewhat warm, as it does cool down quickly as it expands, similar to compressed air. However it is still warm enough that it always rises as it is released. To remedy this, a fog chiller is used to cool down the fog faster so it lays low and clings to the ground. Some simple examples can be found on youtube that use a metal pipe or plate and ice to cool down the fog, which to my surprise does not need a lot of ice to achieve the task. Though watching expensive professional fog machines run is rather impressive. [Check it out]
Still I wanted to do something more than a simple metal tube, so after purchasing the cheapest plastic bin I could find ($5) I gathered up some PVC tube, mesh window screen, a 120mm computer fan and a plastic sandwich bag.
As you can see from my pictures the mesh is bent and woven into a wave shape for a clear path the smoke can move through, this ensures maximum exposure to the ice is possible and allows the fog to fill the container. Next the mesh smoke path is placed between the PVC inlet and the outlet fan using the lip in the container to to hold it up. Ice is filled all around the mesh as well as in between the gaps between the smoke path. A variable voltage transformer and a remote controlled outlet is used to control power and the speed of the fan. It is pointless to leave the fan running all the time as it will melt the ice faster. Finally a plastic bag with a stiff edge is used as a simple laminar to help smooth and direct the fog to the ground for a gentle rolling effect. While I did not get a chance to take a video of it in action I have included a video of another person's fog chiller which produced the same effect. (AKA, It is not my home, and I do not own such a sketchy rug...)
I was quite happy with the results, the ice lasted and with plenty to spare, while sitting in-between uses for a good hour. And produced a good layer of fog for the two scenes that needed it. Interestingly enough a chiller seems to works better in cold air than warm, due to it keeping the fog cool longer, which is the opposite of what I assumed, as I thought it would be better to have warm ambient air to keep the fog as the cooler sinking air. Also the slower the fog is, the lower it will stay, so if you have a container to pump it into first before cooling it will help slow it, but I will save that for the v2. As you can see from my results, if you own or want a standard fog machine (quite cheap now a-days) you need to make a fog chiller, also don't buy a combined model as they only produce a slow steady output of fog, which is only is useful for an small indoor room.
March 24, 2010
Poking with ajax
I have played with Ajax before and even used it in a few projects, but never in a way that it was obvious. With the next round of CADY site updates I have finally had a chance to put ajax to some real use. For the upcoming parent network, which is more or less a very simplified forum I am coding from scratch, I needed a simple and easy to use registration page for parents. Setting up a page is easy, making it point out peoples mistakes in a dynamic non refresh ways is not.
It is good HCI practice to limit any screen refreshes to just when locations are actually changing, it is what people expect. Where as if a user submit a form only to have it return and to say you missed something is not as intuitive, because the user has already moved on in their thought process. This is where javascript and ajax usually come in. By allowing the page to call remote content you can check form fields on changes and then update the user to missed fields or issues before they submit. You could extend the process and prevent even the submit if things are not correct, however this falls outside my current beliefs on how applications should handle user control. If the user wants to submit the page with missing items even after being notified, let them, however have it fail the submit on the server side and then bring them back to the restored page with a notice of what they missed. This forces the user to learn that finishing a form properly the first time is worth not having to remember what they where filling out.
You can check out the CADY Parent Network Registration Page to see my progress and fancy ajax trimmings, however please do not sign up unless you are actually a parent who is interested.
March 9, 2010
Growth Issues,SN Java BufferedImage Transition
With my SN Project slowly coming closer to completion, I decided that I would try out making a simple game to see what needs work, however like always, my plans where derailed quite quickly. I had a small library of images that was working quite well at the time, however after increasing the library to a couple thousand images, I quickly noticed that things where not working quite right, well… actually not at all, it was throwing a java.lang.OutOfMemoryError and crashing. The memory error that as an easy fix, adding a VMOptions tag to the info.plist with -Xmx1024m allowed for me to set the max memory to a much greater amount, however this was nothing more than a temporary fix, I knew there was a much greater issue behind this problem.
The size of the image library was around 150Mb, which when loaded to memory would be larger due to it being uncompressed, however it should not have been much larger than 2X the base size or 300Mb as an upper limit. I was shocked when memory needed skyrocketed to well over 700 Mb, whereas the standard max for the Java VM is around 100Mb. So I went looking for a memory leak. Java handles most memory issues, but it still can have problems with large collections of data gathered in a short period of time, due to the built in garbage collection running only occasionally as needed. After doing some research via Google, I stumbled upon a complaint about the MediaTracker keeping references to the images it tracks, which while in small numbers is not an issue, but can quickly build up as more images are tracked. This was exactly what I was doing wrong.
The standard Image class in java does not load the image into memory right away, instead it acts as a reference until it is needed. This behavior could be seen when removing the method calls to add images to a MediaTracker, the memory used would only increase to around 50Mb and slowly grow as images where loaded when needed. The problem with this is that it causes an issues with flickering in animations. When each frame is used for the first time, it actually draws it on the second call after the first call forces it to be loaded into memory. The standard practice at the time of Java 1.3 to 1.4 was to use a MediaTracker to force the images to load and for my initial use worked quite well. However my project has finally grown beyond the simple use of a MediaTracker. The next step I took was to try some suggestions on limiting the memory retention by removing images from the tracker when they are loaded, or by using separate trackers for each image as well as forcing garbage collection with System.gc(). A mix of these solutions did lower my memory use, however as usual the trade off for space was time and this setup slowed my image loading algorithm to a crawl.
It was quite apparent that I needed something better, and after a bit more research I decided to transition my SN Project from using the base Image class to the improved BufferedImage class available in Java 1.5+. I had actually been using the BufferedImage class for a few things already, but a total transition was not a simple matter. For the most part you can use BufferedImage anywhere you are already using Image, due to the BufferedImage extending the Image class. One huge benefit was that the ImageIO class, instead of the awt Toolkit, loaded the whole image to memory so a MediaTracker is not needed and this sped things up greatly and removed my memory leak. Compared to before, now it only was using around 230Mb, which was well inside my expected limits.
The big problem that I ran into while changing over my code was that the sneaky way I was loading my animation class into my image array on the engine side would no longer be feasible. Originally, I had found a nifty solution to my space problem, with a bit of tweaking my animation class could extend the Image class and then be inserted into my image array for quickly accessing both the game animations and images through one simple method call. It also only needed minimal conditional checks which I already had in place. While this worked well with Image, there is no such luck with BufferedImage. You can serialize a class that extends BufferedImage, but you cannot deserialize it, because as it lacks the "no argument" constructor needed to reconstruct the base class. This left me frustrated and quite annoyed, by this point the editor was ready and working, but the engine would not accept the image data.
A few hours later, I had separated the animations from the image array and while I was sad that I had to abandon my unique solution, it was probably for the best as it is easier to figure out what the code is doing now. This is where big problem two popped up. I was using a PixelGrabber to export my images to an int array and then reconstructing them with MemoryImageSource and the awt Toolkit to load them back into an Image and then forcing them into memory with a MediaTracker. This was not going to work as I was now avoiding the Toolkit and MediaTracker classes. With some more research I finally pieced together that I could do a similar process but this time to a byte array. A simple example of what I am doing is listed below.
Exporting is the same as saving the image, but to a byte stream instead of a file.
ByteArrayOutputStream bstream = new ByteArrayOutputStream(); ImageIO.write(img, "png", bstream); byte bytearray[] = bstream.toByteArray();
To convert the image back you can read the byte array using a ByteArrayInputStream.
BufferedImage image = ImageIO.read(new ByteArrayInputStream(bytearray));
At this point, around ten hours after I started, I now had a working engine and editor again, however it was rendering slower than before. I commented out a most of the drawing and logic method calls and found that the engine would run around 50 FPS with minimal drawing, on the other hand, with all calls back on it ran around 8 FPS. Interestingly enough, the logic was the issue, instead drawing a single large transparent image of the GUI was causing a 40 FPS reduction. I was aware that transparency always causes a speed reduction due to increased processes needed to render it, but not by that much!
It took some more searching to figure out what was wrong. In Java images come in a few different types running in different modes, examples of these would be Image, VolatileImage and BufferedImage. I found VolatileImage quite fascinating as it is the fastest since it is always stored in the graphics hardware memory, but the trade off is that it always may or may not be available due to the possibility of it being overwritten by something else in the limited space of video memory. You must repeatedly check to see if it is still there, the descriptions of this made me think of trying to arrange a large group of very hyper children into a pattern, but at any point they may scatter. Luckily, with new changes in the BufferedImage class it too tries to run in video memory if possible, but only if it is setup to be compatible with the current video configuration. Apparently, using the ImageIO read method does not always create the fastest images, it was suggested that you create a more compatible image using the current graphics configuration and draw the image onto that. This also seems to only cause a minimal increase in processing that is easily outweighed by the huge increase of rendering speed. After converting all the SNEngine's BufferedImage objects with the GraphicsConfiguration createCompatibleImage() method a huge increase could be seen, going from 8FPS to around 35FPS, my target being 30FPS.
I still have some more work to do on increasing efficiency, but this tedious transition was an eye opening experience. As usual I have learned more than I expected, but this new information on Java graphics will probably come in handy later. (NOTE: This was found to be true on OSX 10.6 compiling for Java 1.5+, while most things would be similar on other platforms, the low level hardware acceleration for graphics does slightly differ on each operation system and JDK.)
March 1, 2010
Java JNI Custom About Box
It is silly just how long it took me to figure out this one line of code... A few months ago, I had finished porting over my SN Project from standard Java to then new JNI Library in Xcode 3.2. However, no matter how much I poked and prodded and searched, I could not figure out how to override the simple About Box I am assuming is provided by the JavaApplicationStub.
Luckily, today I finally stumbled on the answer in an obscure thread on the Apple Mailing List. The short answer is that I was not telling the event that it was already handled before letting the method end, the default box was called as a result of this.
You can see below that you need to add setHandled(true); to the handleAbout ApplicationEvent that is in the OSXAppAdaptor class provided with the JNI Template, or where ever you are handling the EAWT action calls.
public void handleAbout(final ApplicationEvent e)
{
e.setHandled(true);
I actually feel a bit stupid for not noticing this sooner as a few of the other action call methods already are setting handleAbout but it was not that clear what it was doing so I completely over looked it. Well, with this fixed I now have all the kinks worked out, now on to finishing up the features and finally hitting a stable 1.0 release, though it may take another year.
February 13, 2010
You should have seen it coming! EpicGame on iPhone!
What is different is that there are no keys, you move left and right by holding the left or right edges of the screen. A tap will shoot, and a swipe up makes epic box jump. Pritty niffty I must say.
I quickly found out that the drawing class CGContext was annoying near the end, as you are forced to rely of the Touch OS to draw when it is ready, vs forcing a redraw when needed as I am used to. This takes a huge hit on speed, but I am lazy and do not want to spend an entire extra week of studying just to use OpenGL ES instead. It is large complex and annoying, plus way too much for a simple game like this. Oh, and thanks Apple for not making the iPhone simulator actually match the real speed of an iPhone, for others as a warning, the simulator runs graphic calls around 100 times faster than a real iPod 1G, don't be fooled!
You can grab a copy here, sorry non JailBreakers no portable EpicGame for you, as I am not paying $99 to Apple to distribute a free app, plus the music would most likely prevent it from being approved anyway, as it is used without permission, but without it, it just would not be the same.
Other then the code and the can monster art, I claim no ownership of the rest of the art and music, and as such I am posting the App as free for use as is, enjoy.
January 25, 2010
Coinco 9300-CL Reverse Engineering Part 1
The coin changer is a coinco 9300-CL which from what I can tell is the same as the 9300-L model, but with it requiring 117 instead of a lower voltage. Both seem to have the option of a 15 pin or 12 pin plus, the CL has a 12 pin plug. Using the service manual found here. It explains the pinout and basic operation of the coin changer. However the image for any details of the communication is rather blurry and almost impossible to understand, so I had to do some poking to figure out what was what. To start out the 12 pin plug has 6 vertical pins and then 6 more pins that alternate vertical and horizontal. Pin 1 is the first vertical pin of the all vertical group, starting on the left and then 2 in the middle and finally pin 3 on the right. The rest of the pins follow suit in numbering from left to right on each row. Luckily I had a connector that came from the vending device, so I simple had to use my multimeter to find the connected point on the female connector for the main board. Which was nice as it had the two 117 volt pins removed so I could not accidentally destroy anything!
Using the service manual I have compiled a much easier to read version for the pinout as it was on the female header end of the plug. You will notice pin 10 and 12 are missing as there is no need for them because another pair of separate wires run to my power supply for those pins. For basic use it looks like you simple need pin 1 and 2 hooked up to +5 and ground on the arduino and then 3 to a digital output pin and 4 and 5 to digital input pins. Pin 3 is your TX pin for the serial communication where pin 5 is the RX. However pin 4 is used as an interrupt that signals when data is going to be sent. Sadly the service manual only covers a single example of when a coin is used. This states that when a coin is entered it will send an interrupt to the controller via pin 4 and then wait for a signal on pin 3, which after receiving it will finally send a message with information on the coin and other states. This is nice, but what I needed is how to connect to it at startup as well. It looks like when the coin changer is first turned on it sends a status request to the controller and will not fully activate until the request is answered. This is preventing me from actually using it in any way.
So to get around this I hooked everything up to the controller board I already have, that came with the parts, and started intercepting the communication between the coin changer and the controller, using my simple oscilloscope and the arduino to read the serial communication. For the most part the serial communication is simple enough, however I have yet to figure out the actual protocol used. From what I have seen online I believe the 9300-CL uses some form of the MDB protocol however I have not been able to quite narrow it down to the 9 bits it should be using if that is the case. I have tried many different timing setups in order to catch the correct bits, 2400 and 3300 microsecond delays between bits seem to get the best results so far, which I would happily use, if not for the fact that I also need to talk to the coin changer, not just read what it spits out. So I am now waiting for a reply from coinco tech support to see if they can shed some light on the matter, otherwise it will be a slow process of trial and error till I get the right timing and figure out the correct protocol.


