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FE3 - Recovered Technical Documents from lost website

Posted: Sat Aug 09, 2014 12:20 pm
by Vic20-Ian
I recovered the FE3 technical description from the lost webpage of T.Winkler (Diddl)


FE3 Docu - technology and programming


Home | Mail | Final Expansion v1 | Final Expansion v2 | Final Expansion v3 | GERMAN


Thanks to Vic20-Ian from denial board who made this translation!!






The Final Expansion contains 512KB SRAM and 512KB Flash memory. In order to access the expanded memory one has to enable it sequentially. This is due to the constraints of the address range of the 6502 processor which can only see 64KB at any time. On the Vic-20 the free address space is constrained to 4 x 8KB + 3KB (See memory map):






Registers:

The Final Expansion has 2 registers in order to configure it through software. The registers are accessed like memory addresses and can be read from (PEEKed) and written too (POKEed). The registers have 8 bits as for other memory addresses. After a Hard Reset or after switching on the Vic20, both registers contain Zero.





Register 1 ($9c02):

With Register 1 the MODE of the Final Expansion can be selected. The Register is located at address 39938 ($9c02).
Values are written to the register With POKE 39938,x. Values are read from the Register with PEEK(39938).

The highest 3 bits (Bit 5,6 and 7) control the usage mode of the Final Expansion. The lowest 5 bits (Bit 0,1,2,3 and 4) provide additional information the selected mode of use. It is possible to build a value for the register using AND and OR logic and then poke the resulting number to the Register. (Register 1: MMMIIIII).


M - Mode of Use
I - Additional Information




Register 2 ($9c03):

With Register 2 the RESOURCES of Final Expansion can be enabled or disabled. The Register is located at 39939 ($9c03). Values are written to the register With POKE 39939,Y. Values are read from the Register with PEEK(39939).

The Vic-20 has 5 free address ranges (memory blocks). The Final expansion can make these 5 blocks available independently. This means the Final Expansion memory can be made available in one or more blocks to the Vic-20 (Banking)


The lower 5 bits (Bit 0,1,2,3 and 4) of Register 2 control the visibility of the 5 memory blocks in the Vic-20. A 0 switches the relevant block on and a 1 swiches it off. The configuration of individual blocks is needed to enable compatibility with other expansion modules.

The highest bit (Bit 7) of Register 2 controls the visibility of the Registers themselves. A 0 makes the Registers visible, a 1 hides the Registers (Deactivates the Registers)

ATTENTION: if the Registers are deactivated then it is no longer possible for the software to alter the memory configuration. Only after a Reset will the Register become visible again.


Disabling these Registers is used to prevent new software from altering the configuration of the Final Expansion without intention. With this facility the compatibility of the Final Expansion with any conceivable software is ensured.


Bit 0 ... Visibility of the Vic-20 memory block 0 (Blk0 - $0400-$0FFF)
Bit 1 ... Visibility of the Vic-20 memory block 1 (Blk1 - $2000-$3FFF)
Bit 2 ... Visibility of the Vic-20 memory block 2 (Blk2 - $4000-$5FFF)
Bit 3 ... Visibility of the Vic-20 memory block 3 (Blk3 - $6000-$7FFF)
Bit 4 ... Visibility of the Vic-20 memory block 05 (Blk5 - $A000-$BFFF)
Bit 5 ... 1: invert A13
Bit 6 ... 1: invert A14
Bit 7 ... Visibility of IO-3 (Register 1 und 2)




Banking:

In order to access the full memory of the Final Expansion, the memory must be switched on in stages. In order to achieve this, a number of modes are available for use in order to cover every requirement.





Final Expansion Modes of use:



•START MODE (000zzzzz):

After a reset with the red button or after initial power on, all the bits in the register are set to zero, in this way the FE is always in START MODE after a reset With POKE 39938,0 the START MODE can be activated from software.



Write operations to the FE memory go to RAM in Bank 1.

The 0 Block of the Vic 20 (3k expansion) is disabled.

The START MODE of Final Expansion is provided for maximum compatibility with other modules. In order to avoid possible incompatibility with other expansion modules, The Final Expansion controls only Block 5 (Memory range $A000 - $BFFF). Block 5 must be active, otherwise the firmware of the Final Expansion itself cannot be automatically started.


Because the Final Expansion in START MODE only uses block 5, one can simply deactivate the FE by disconnecting the BLK5 circuit path. (e.g. with a switch). N.B. This would require a modification to the Final Expansion or the Vic-20 expansion port.

The registers are deactiviated in START MODE, the Lockbit serves as a control for this.
The lockbit functions only in START MODE in order to avoid incompatibility with other modules that may use the same addresses as Final Expansion for registers.

The lockbit can be cleared via a POKE to Block 5. A PEEK resets the lockbit again.
This way programs in Block 5 cannot write to an FE register as long as the FE is in START MODE.

In START MODE only block 5 is controlled.
Read operations are from the Flash at address $6000 (Flash Block 3, highest block of the first 32k bank - Bank 0).
Write operations always go to SRAM. This way the whole firmware can be simply copied to SRAM.
Write operations to Block 5 go to SRAM address $E000 (SRAM Block 7, highest block of the second 32k bank - Bank 1).
If the SRAM 1 mode is switched to, the SRAM Block 7 lies exactly in Block 5 of the Vic-20.




•SUPER ROM MODE (010zzzzz):

With Poke 39938,64 the flash memory of the Final Expansion is enabled.

Read operations come from the ROM (Flash) i.e. from the selected Bank.

Write operations go to the RAM in Bank 1.

The Block 0 of the Vic-20 (3k expansion) is enabled.



The 512KB of the Flash are divided into 16 pages of 32KB, any one of which can be selected for access. These 32KB are further divided into 8KB pieces and are assigned to the addresses $2000 (Blk 1), $4000 (Blk 2), $6000 (Blk 3) and $A000 (Blk 5).

The additional information in the Register (zzzzz) select the relevant 32KB block of the Flash memory,
In 512KB there are 16 x 32KB pages. The additional register values can therefore take the values 0 to 15.
Readers will notice that the additional register information can hold 5 bits or 32 values.
Correct, the Final Expansion can also address 1MB chips. However, these are not available to buy in DIL packages, therefore this cannot be used.




• RAM 1 MODE (100zzzzz):


With POKE 39938,128 the SRAM of the Final Expansion is activated.

Read operations are always from RAM Bank 1.

Write operations go to RAM Bank 1 or optionallt to Bank 2.

The Block 0 of the Vic-20 (3K Expansion) is switched on. The Bit 0 of Register 1 controls the write protection. There is up to 35KB of SRAM available to configure (4 x 8KB + 3KB) at the addresses $0400 (Blk 0), $2000 (Blk 1), $4000 (Blk 2), $6000 (Blk 3) and $A000 (Blk 5). The 3KB expansion (Vic-20 Blk 0) comes from Bank 0 (The first 32KB in SRAM) of the SRAM. The four 8KB blocks in the Vic-20 (Blk 1 - Blk 5) come from Bank 1 (The second 32KB in SRAM) of the SRAM. This way all the addressable space in the Vic-20 is filled with RAM and therefore the maximum expansion with memory is achieved.

The additional information bits in Register 1 (zzzzz) control the write access to the RAM blocks. Bit 4 controls Blk 5, Bit 3 Controls Blk 3, Bit 2 Controls Blk 2, Bit 1 Controls Blk 1 and Bit 0 Controls Blk 0. If the Bit is set to 0 then the RAM Block 0 can only be read not written. (1: write protection = on??? Off??? The bits for Blocks 1 to 5 control the target for the write operation. If the bit is not set (0) then the write operation is to Bank 1 of the RAM. If the Bit is set to (1) then the write operation is to Bank 2 of the RAM.

Changing the target for the write operation functions as a kind of write protection. A write protection is needed in order to emulate a ROM cartridge. First one writes the ROM content to RAM and then one protects it from being overwritten.


Why do we need this? Some game cartridges overwrite themselves (intentionally), so that they won't run in RAM.




•RAM 2 MODE (110zzzzz):


With POKE 39938,192 RAM Mode 2 of the Final Expansion is activated.

Read operations come from the RAM Bank 1 or optionally from Bank 2.

Write operations are always to RAM Bank 1.

The Block 0 of the Vic-20 (3K Expansion) is switched on. The Bit 0 of Register 1 controls the write protection. There is up to 35KB of SRAM available to configure (4 x 8KB + 3KB) at the addresses $0400 (Blk 0), $2000 (Blk 1), $4000 (Blk 2), $6000 (Blk 3) and $A000 (Blk 5).

The 3KB expansion (Vic-20 Blk 0) comes from Bank 0 (The first 32KB in SRAM) of the SRAM.

The four 8KB blocks in the Vic-20 (Blk 1 - Blk 5) come from Bank 1 (The second 32KB in SRAM) of the SRAM.
This way all the addressable space in the Vic-20 is filled with RAM and therefore the maximum expansion with memory is achieved.

The additional information bits in Register 1 (zzzzz) control the write access to the RAM blocks. Bit 4 controls Blk 5, Bit 3 Controls Blk 3, Bit 2 Controls Blk 2, Bit 1 Controls Blk 1 and Bit 0 Controls Blk 0.

If the Bit is set to 0 then the RAM Block 0 can only be read not written.

The bits for Blocks 1 to 5 control the write operation. If the bit is not set (0) then it reads from Bank 1 of the RAM. If the Bit is set to (1) then it reads from Bank 2 of the RAM. In this way you have 64KB available (instead of 32KB). This way the RAM in Bank 2 can not be overwritten. The Ram in Bank 2 functions with write protection (like ROM). Through this you can leave a program running without losing access to the RAM, one has a sort of RAM under a ROM, like in the C64.


Why do we need this? : one could for example program a machine code monitor to run in Bank 2 and display the contents of the whole of Bank 1.


This monitor would need almost no memory for itself.





•SUPER RAM MODE (101zzzzz):

With Poke 39938,160 the SUPER RAM MODE of Final Expansion is activated.
Read operations come from the RAM from the selected Bank.

Write operations go to the RAM in the selected Bank.

Block 0 of the Vic-20 (3K Expansion) is switched on.

There are 32KB of SRAM enabled (4 x 8KB) at the addresses $2000 (Block 1), $4000 (Block 2), $6000 (Block 3) and $A000 (Block 5).

The usage of SUPER RAM is similar to a Flash read mode, except that RAM instead of EEPROM is used so that access to the full 512KB is possible.

The additional information in the Register (zzzzz) selects the 32KB Block of the SRAM.

In 512KB one has 16 x 32KB Blocks. The additional information can take the values 0 to 15.

What can you do with an 8 Bit computer like the Vic-20 with half a megabyte of RAM?

Who knows what innovative uses resourceful developers will find, one could for example easily save 3 full disks in there ...




•RAM / ROM MODE (011zzzzz):

With Poke 39938,96 the RAM/ROM mode of the Final Expansion is enabled.

Read operations come from the RAM Bank 1 or optionallt from the ROM Bank 0.

Write operations go always to the RAM, either in the Bank 1 (RAM Mode) or in the Bank 2 (ROM Mode).

The Block 0 of the Vic-20 (3K Expansion) is switched on.

The Bit 0 of Register 1 controls the write protection.

There is up to 35KB of SRAM available to configure (4 x 8KB + 3KB) at the addresses $0400 (Blk 0), $2000 (Blk 1), $4000 (Blk 2), $6000 (Blk 3) and $A000 (Blk 5).

The 3KB expansion (Vic-20 Blk 0) comes from Bank 0 (The first 32KB in SRAM) of the SRAM.

The four 8KB blocks in the Vic-20 (Blk 1 - Blk 5) come from Bank 1 (The second 32KB in SRAM) of the SRAM.

This way all the addressable space in the Vic-20 is filled with RAM and therefore the maximum expansion with memory is achieved.

The additional information in Register 1 (zzzzz) controls the selection of the Vic-20 Blocks. Bit 4 controls Blk 5, Bit 3 Controls Blk 3, Bit 2 Controls Blk 2, Bit 1 Controls Blk 1 and Bit 0 Controls Blk 0. If the Bit is set to 0 then the RAM Block 0 can only be read not written.

The Bits of the Blocks 1 to 5 control the access mode. If the Bit is not set (0) then access is to the RAM Bank 1. If the Bit is set (1) then read access is to the Bank 0 of the ROM (Flash) and write access is to the RAM Bank 1.

In this way there is access to a mix of RAM and ROM. In ROM mode the RAM in Bank 2 can be written to. This way one can simply copy ROM code into into the RAM Bank.

Why do we need this?: The firmware can activate the ROM BLock where the code has just been added. Simultaneously one can access the remaining RAM.




•Flash Write Mode (001zzzzz):



With Poke 39938,32 the FLash Mode of the Final Expansion is activated.

Read access comes from the enabled Bank.

Write access goes to the ROM (Flash) in the selected Bank.

The Block 0 of the Vic-20 (3k Expansion) is enabled.

In this mode it is possible to examine and erase the Flash memory. In order to do this the special command sequence must be followed as prepared by the manufacturer of the Flash memory (See AM29F040 Data Sheet).

The Banking follows the same methos as Super ROM mode.

The FE Firmware Flasher (fe3flash) uses this method.





Disclaimer
All named goods or trademarks belong to their respective owners. All information is provided without review of rights or patents for educational purposes only. Use of this material is at the reader's own risk.

Please do not contact me if: your Vic20, CPLD or your PC ceases to work; a fire takes hold in your house, street or city; the climate temperature is raised 30 degrees by the resulting smoke; Millions die of thirst and hunger and the rest are captured by aliens, who arrive because it it so cuddly warm...be warned and think carefully about your actions.


first edit 2009-10-24, last edit 2010-04-05

Re: FE3 - Recovered Loader from lost website

Posted: Sat Aug 09, 2014 12:22 pm
by Vic20-Ian
Final Expansion Docu - LOADER files


Home | Mail | Final Expansion v1 | Final Expansion v2 | Final Expansion v3 | GERMAN


Thanks to Vic20-Ian from denial board who made this translation!!


The purpose of the Loader files:


The loader file is needed by FE3 Disk Loader which always looking for the file "LOADER" in the current directory. Disk Loader interprets these script files saved in the form of VIC Basic prg files but not actually executable Basic Programs.

Using these scripts you can select and easily start any games and / or programs with no computer skills - once you have set them up or downloaded them ;-)

Once the FE3 Disk Loader can load a program it can also be added to the FE3 Flash Rom. The Cart Utilities (F6) Flash Program (F3) makes use of the Loader scripts to package the files and commands into an executable block of code before flashing to the rom.





Structure of the file "LOADER"


The LOADER file consists of one or several sections. Each section is presented as a menu item in Diskloader. A section consists of:

• a name : each section begins with a name in the menu displayed in Diskloader


• one or more instructions


•comment lines may be added optionally.



The section name will begin and end simply with a quotation mark ("). The name can be up to 20 characters and may include any special characters. If the name is longer than 20 characters, Disk Loader shows only the first 20. Control characters are ignored.


The instructions in a section are performed when the user activates the menu item in Disk Loader by pressing the RETURN key or the joystick FIRE button. Instruction lines always begin with a plus (+) sign.

The sequence of instructions will be chosen by Disk Loader as follows: Diskloader always executes LOAD instructions first, then BLK and IO, after this it executes RUN, SYS or RESET commands. The order in the script is only relevant for commands of the same sub type e.g. multiple LOAD commands.




The optional comment lines begin with a colon (:). The comment line can be blank (Section divider) or contain any text strings. A comment line does not end the section. Comment lines are optional and can therefore be omitted entirely.

A section ends with the end of the script file or the beginning of a new section.





Instructions

Instruction lines always start with a plus sign (+). The following statements are recognized by Disk Loader and interpreted:

• Load statement : Loads a file from a floppy disk or SD


• Disk Command : Sends a command to the SD2IEC or to a floppy.


• BLK, BLKP, BLKD : Instructions for configuring the FE3 hardware - block write protect or disable.


• NOIO : Instructions for configuring the hardware FE3 – Hide FE3 IO registers.


• RESET : Instruction to restart the VC-20 (Soft Reset)


• SYS : Starts a machine code program at the given address (in hexadecimal!)


• RUN : Starts a BASIC program


• RELOAD: Restart command to the File Loader (runs the Loader script in the current directory)







The Load Statement loads a file from the SD card or from a floppy. Several load instructions can be sequenced if for example games with several parts exist. In the simplest case the statement can consist of only one file name. The file name consists of up to 16 characters and is enclosed in quotation marks.

An optional type can be specified and appended to the load command. File types are B (BASIC), P (PROGRAM) and C (cartridge). These correspond to the secondary address (0,1,2) of the modified LOAD command in FE3 Wedge.



The file type BASIC is automatically always loaded at the address where the BASIC memory starts (secondary address 0). This address may vary depending on memory configuration.

The file type PROGRAM is always loaded at the address that is contained in the file (the first two bytes). This corresponds to a LOAD with secondary address 1. The load address can optionally be overridden - See - optional load address.

The file type CARTRIDGE is for files without a load address. These files are often recognised by the exact file size of 4K, 8K or 16K. This file type requires always an indication of the load address!

The load statement may also have an optional load address appended. For file type C, the load address is always required. The load address must always be hexadecimal, starting with a $ sign.

The load commands are executed in the order given. If you intend to load something into the cassette buffer from $330 onwards, this must be the last section! This is because the Disk Loader uses this area of memory.


Examples of load commands:

+ "MOONPATROL"
+ "EXBASIC2",C,$A000
+ "AUSTRO COMP",B
+ "VICMON",P,$3000


A Disk Command starts with the AT sign (@ ) followed by the actual command in quotes. You can send any possible commands to the target device (SD2IEC or floppy) provided the device understands the command.

The main application of the Disk Command may be to change the current directory or the current disk image (D64). We can comfortably navigate the SD card this way. You do not have to have all the games in a single huge list it can be arranged as you wish.

As stated any disk command is possible. You can for example erase a high score table with an "S" command or a high score table could be saved by the C (Copy) or R (Rename). This is limited only by your imagination.

Disk Commands can be used before or after a Load command.




The configuration of the FE3 is only necessary for the specific games and programs. If a game or program runs without running a configuration you can do without these instructions.

There are games and programs that do not run by normal load and start. The program does not find the necessary environment and can / will therefore not run. By configuring the hardware, FE3 can simulate every possible memory expansion hardware and run every known program except for those which require very specific hardware modules e.g. 80 character card, IEEE-488 card, RS-232/Modem cards etc.



The commands BLK, BLKD and BLKP configure the memory. The block numbers can follow the command in any order: 0,1,2,3,5. All five memory blocks are enabled by default and must be turned off to get smaller or unexpanded memory configurations.

The block numbers correspond to the physical blocks of the VIC-20: 0 = 3K extension ($ 400 - $ 0FFF), 1 = Block 1 ($ 2000 - $ 3FFF), 2 = Block 2 ($ 4000 - $ 5FFF), 3 = Block 3 ($ 6,000 - $ 7FFF), 5 = Block 5 ($ A000-$ BFFF)

The blocks can be disabled individually (BLKD) and protected against overwrite (BLK or BLKP).

Inactive blocks are quasi-non existent. The FE3 acts like it is not populated in the corresponding range of addresses. Another cartridge could be used with FE3 in a multi slot expansion in the address blocks that have been disabled.

Blocks with write protection act like a ROM or EPROM. These blocks can only be read from, write commands are ignored.

The command NOIO hides the registers of FE3. After this is set, further configuration of the FE3 is no longer possible and the corresponding IO area is free. A hardware reset puts the FE3 back to the original state and allows reconfiguration.

Examples of configurations:

+BLK 1,3
+BLKD 0,1,2,3
+BLKP 0,1,2,3,5
+NOIO





Loaded games or programs must be started, the commands RESET, RUN and SYS are available to do this. One of the three commands is used depending on the requirements of the program.




After the Disk Command to change the directory or the disk image, the command RELOAD must be used. In the new directory or the new D64 Image is another LOADER file that must be loaded by the new Disk Loader.

Without the RELOAD command Disk Loader works with the wrong file and thus the wrong LOADER instructions. The statements can not be executed because for example, the file to load is longer accessible in the directory.


Example

10 "HW Demo unexpanded"

20 +"hello world",b

30 +blk 0,1,2,3,5

40 +run

50 :

60 "HW Demo 3K"

70 +"hello world",b

80 +blk 1,2,3,5

90 +run

100 :

110 "HW Demo 8K"

120 +"hello world",b

130 +blk 0,2,3,5

140 +run

150 :

160 "HW Demo 16K"

170 +"hello world",b

180 +blk 0,3,5

190 +run

200 :

210 "HW Demo 24K +8 +3"

220 +"hello world",b

230 : no blk command

240 +run

250 :



Disclaimer
All named goods or trademarks belong to their respective owners. All information is provided without review of rights or patents for educational purposes only. Use of this material is at the reader's own risk.

Please do not contact me if: your Vic20, CPLD or your PC ceases to work; a fire takes hold in your house, street or city; the climate temperature is raised 30 degrees by the resulting smoke; Millions die of thirst and hunger and the rest are captured by aliens, who arrive because it it so cuddly warm...be warned and think carefully about your actions.


first edit 2010-04-05 , last edit 2010-04-05

Re: FE3 - Recovered Technical Documents from lost website

Posted: Sat Aug 09, 2014 2:22 pm
by Groovydrifter
Image

Re: FE3 - Recovered Technical Documents from lost website

Posted: Sat Aug 09, 2014 2:25 pm
by Vic20-Ian
I have not found the commands for the Wedge yet. Waybackmachine did not index those :-(

Hopefully I have an archive of it somewhere myself.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Sun Aug 10, 2014 5:35 am
by Vic20-Ian
I have recovered my copy of Dabone's cartridge collection loader. The one without MegaCart edited files.

I made a few fixes to make the M-O menu return to previous that was missing and moved Rally X files from the P-R directory to make Vic Rally X load.

If anyone needs a copy please PM me.

N.B. Rally X is also incorrectly stored in Orion's SD collection zip file.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Sun Aug 10, 2014 10:31 am
by Groovydrifter
Unzipping files... :D

Re: FE3 - Recovered Technical Documents from lost website

Posted: Mon Aug 11, 2014 4:24 am
by orion70
Vic20-Ian wrote:N.B. Rally X is also incorrectly stored in Orion's SD collection zip file.
True :oops: . Thanks Ian.
As for the DOS Wedge commands, they are described in many sites dedicated to SD2IEC devices (example of a readme file HERE). Just use the @ before any command.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 9:03 am
by e5frog
sinchai.de isn't working any more - so there's no place to get a Final Expansion 3 at this time. Does anyone have the schematics or board file and data files for the programmable chips? I checked a few with Wayback Machine but it seems it hasn't saved anything.

The revision 10 from Retro-Donald seemed like a good version but I could make some changes myself if needed.
http://web.archive.org/web/201303151717 ... er.net/zip

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 9:27 am
by joshuadenmark
e5frog wrote:sinchai.de isn't working any more - so there's no place to get a Final Expansion 3 at this time. Does anyone have the schematics or board file and data files for the programmable chips? I checked a few with Wayback Machine but it seems it hasn't saved anything.

The revision 10 from Retro-Donald seemed like a good version but I could make some changes myself if needed.
http://web.archive.org/web/201303151717 ... er.net/zip
Sinchai.de works fine from here.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 9:35 am
by e5frog
It actually does now, but it hasn't in the last hours.

I got two files from this address:
http://web.archive.org/web/201303151717 ... er.net/zip

The cpld_v3.zip and vc20-FE-v3.spl

Don't know what that last thing is. Perhaps other files are available from other snapshots.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 10:36 am
by e5frog
Well, Retro-Donald is sold out anyway... so I might have to do everything myself anyway.

The vc20-FE-v3.spl file is five pages of rudimentary schematics and measurements.
It's done in the program sPlan, demo available here: http://splan.software.informer.com/

Here's the board, as a png file:
http://web.archive.org/web/201205242053 ... v3_lay.png

Also found FirmwareR022D and earlier on Forum64.de, so the Atmel circuit - is it some standard SD2IEC firmware in that? Is the SD2IEC device basically a device of its own? If it runs from standard SD2IEC firmware then it should be possible to make it happen.

Bottom layer from the png image above, PCB edges 1181x894:
Image

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 1:54 pm
by joshuadenmark
I've got an FE3, can I help in any way?

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 2:37 pm
by e5frog
Not right now I think, unless you want to desolder everything and scan bot sides of the PCB? ;-)

I'm expecting proper drawings to turn up when I'm about done...

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 3:14 pm
by Vic20-Ian
SD2iec just shares the pcb, it is separate from the FE3 ram and flash rom.

Re: FE3 - Recovered Technical Documents from lost website

Posted: Wed Sep 17, 2014 4:33 pm
by e5frog
So that means the latest version from sd2iec.de should work, I seem to recall someone mentioned it's the "LarsP" version?

Seems all files are "Forbidden" for me, can't download any files there.

I think I got all the components placed, going to start routing, I could use the data from the png-file but everything will look quite jagged so it's better to route it manually and get some small and nice gerber files from it.

Changes for Rev 10 are dip-switches I believe, different cable mounting, button mounts and the additional LEDs as well...