OpenRetroPad/src/SegaGenesis.cpp

394 lines
11 KiB
C++

#include "Arduino.h"
#ifndef GAMEPAD_COUNT
#define GAMEPAD_COUNT 2
#endif
#define BUTTON_COUNT 9
#define PIN_COUNT 6
#include "gamepad/Gamepad.h"
enum
{
// this is the button mapping, change as you wish
SC_BTN_A = BUTTON_Y,
SC_BTN_B = BUTTON_B,
SC_BTN_C = BUTTON_A,
SC_BTN_X = BUTTON_L,
SC_BTN_Y = BUTTON_X,
SC_BTN_Z = BUTTON_R,
SC_BTN_START = BUTTON_START,
SC_BTN_MODE = BUTTON_SELECT,
SC_BTN_HOME = BUTTON_MENU,
SC_BTN_UP = 1,
SC_BTN_DOWN = 2,
SC_BTN_LEFT = 4,
SC_BTN_RIGHT = 8,
};
#if CODE_PLATFORM == 2
#define OPT_PIN_READ1(X) (bitRead(reg1, DATA_PIN[c][X]))
#define OPT_PIN_READ2(X) (bitRead(reg2, DATA_PIN[c][X]))
//individual data pin BIT for each controller, they are read in bulk
static const int DATA_PIN[GAMEPAD_COUNT][PIN_COUNT] = {
{7, 6, 5, 4, 3, 1},
#if GAMEPAD_COUNT > 1
{3, 2, 1, 0, 4, 7},
#endif
};
#else
#define OPT_PIN_READ1(X) (digitalRead(DATA_PIN[c][X]))
#define OPT_PIN_READ2(X) (digitalRead(DATA_PIN[c][X]))
#if defined(ARDUINO_ARCH_ESP32)
static const int DATA_PIN_SELECT[GAMEPAD_COUNT] = {
5,
#if GAMEPAD_COUNT > 1
25,
#endif
};
//individual data pin for each controller
static const int DATA_PIN[GAMEPAD_COUNT][PIN_COUNT] = {
{15, 2, 4, 16, 17, 18},
#if GAMEPAD_COUNT > 1
{36, 39, 34, 35, 33, 27},
#endif
};
#else // end esp32 pins, start generic pins
static const int DATA_PIN_SELECT[GAMEPAD_COUNT] = {
7,
#if GAMEPAD_COUNT > 1
5,
#endif
};
//individual data pin for each controller
static const int DATA_PIN[GAMEPAD_COUNT][PIN_COUNT] = {
{18, 19, 20, 21, 14, 15},
#if GAMEPAD_COUNT > 1
{1, 0, 2, 3, 4, 6},
#endif
};
#endif // esp32 vs generic pins
#endif // CODE_PLATFORM
const byte SC_CYCLE_DELAY = 10; // Delay (µs) between setting the select pin and reading the button pins
class SegaControllers32U4 {
public:
SegaControllers32U4(void);
void readState();
byte currentDpadState[GAMEPAD_COUNT];
word currentState[GAMEPAD_COUNT];
// Controller previous states
word lastState[GAMEPAD_COUNT];
byte lastDpadState[GAMEPAD_COUNT];
void poll(void (*controllerChanged)(const int c)) {
readState();
for (int c = 0; c < GAMEPAD_COUNT; c++) {
if (currentState[c] != lastState[c] || currentDpadState[c] != lastDpadState[c]) {
controllerChanged(c);
lastState[c] = currentState[c];
lastDpadState[c] = currentDpadState[c];
}
}
}
bool down(int controller, int button) const {
return currentDpadState[controller] & button;
}
bool dpad(int controller, int button) const {
return currentDpadState[controller] & button;
}
#ifdef DEBUG
void printState(byte gp) {
auto cs = currentState[gp];
Serial.print(_connected[gp] ? "+" : "-");
Serial.print(_sixButtonMode[gp] ? "6" : "3");
Serial.print((cs & SC_BTN_UP) ? "U" : "0");
Serial.print((cs & SC_BTN_DOWN) ? "D" : "0");
Serial.print((cs & SC_BTN_LEFT) ? "L" : "0");
Serial.print((cs & SC_BTN_RIGHT) ? "R" : "0");
Serial.print((cs & SC_BTN_START) ? "S" : "0");
Serial.print((cs & SC_BTN_A) ? "A" : "0");
Serial.print((cs & SC_BTN_B) ? "B" : "0");
Serial.print((cs & SC_BTN_C) ? "C" : "0");
Serial.print((cs & SC_BTN_X) ? "X" : "0");
Serial.print((cs & SC_BTN_Y) ? "Y" : "0");
Serial.print((cs & SC_BTN_Z) ? "Z" : "0");
Serial.print((cs & SC_BTN_MODE) ? "M" : "0");
Serial.print((cs & SC_BTN_HOME) ? "H" : "0");
Serial.println(" sending");
}
#endif
private:
boolean _pinSelect;
byte _ignoreCycles[GAMEPAD_COUNT];
boolean _connected[GAMEPAD_COUNT];
boolean _sixButtonMode[GAMEPAD_COUNT];
#if CODE_PLATFORM == 2
void readPort(byte c, byte reg1, byte reg2);
byte _inputReg1;
byte _inputReg2;
#if GAMEPAD_COUNT > 1
byte _inputReg3;
#endif // GAMEPAD_COUNT
#else
void readPort(byte c);
#endif // CODE_PLATFORM
};
SegaControllers32U4::SegaControllers32U4(void) {
#if CODE_PLATFORM == 2
// Setup input pins (A0,A1,A2,A3,14,15 or PF7,PF6,PF5,PF4,PB3,PB1)
DDRF &= ~B11110000; // input
PORTF |= B11110000; // high to enable internal pull-up
DDRB &= ~B00001010; // input
PORTB |= B00001010; // high to enable internal pull-up
// Setup input pins (TXO,RXI,2,3,4,6 or PD3,PD2,PD1,PD0,PD4,PD7)
DDRD &= ~B10011111; // input
PORTD |= B10011111; // high to enable internal pull-up
DDRC |= B01000000; // Select pins as output
DDRE |= B01000000;
PORTC |= B01000000; // Select pins high
PORTE |= B01000000;
#else
for (int c = 0; c < GAMEPAD_COUNT; c++) {
// Setup output pin
pinMode(DATA_PIN_SELECT[c], OUTPUT);
digitalWrite(DATA_PIN_SELECT[c], HIGH);
// Setup input pins
for (byte i = 0; i < PIN_COUNT; i++) {
pinMode(DATA_PIN[c][i], INPUT_PULLUP);
}
}
#endif
_pinSelect = true;
for (int c = 0; c < GAMEPAD_COUNT; c++) {
currentState[c] = 0;
lastState[c] = 0;
currentDpadState[c] = 0;
lastDpadState[c] = 0;
_connected[c] = 0;
_sixButtonMode[c] = false;
_ignoreCycles[c] = 0;
}
}
#if CODE_PLATFORM == 2
void SegaControllers32U4::readState() {
// Set the select pins low/high
_pinSelect = !_pinSelect;
if (!_pinSelect) {
PORTE &= ~B01000000;
PORTC &= ~B01000000;
} else {
PORTE |= B01000000;
PORTC |= B01000000;
}
// Short delay to stabilise outputs in controller
delayMicroseconds(SC_CYCLE_DELAY);
// Read all input registers
_inputReg1 = PINF;
_inputReg2 = PINB;
#if GAMEPAD_COUNT > 1
_inputReg3 = PIND;
#endif
readPort(0, _inputReg1, _inputReg2);
#if GAMEPAD_COUNT > 1
readPort(1, _inputReg3, _inputReg3);
#endif
}
#else
void SegaControllers32U4::readState() {
// Set the select pins low/high
_pinSelect = !_pinSelect;
if (!_pinSelect) {
for (int c = 0; c < GAMEPAD_COUNT; c++) {
digitalWrite(DATA_PIN_SELECT[c], LOW);
}
} else {
for (int c = 0; c < GAMEPAD_COUNT; c++) {
digitalWrite(DATA_PIN_SELECT[c], HIGH);
}
}
// Short delay to stabilise outputs in controller
delayMicroseconds(SC_CYCLE_DELAY);
for (int c = 0; c < GAMEPAD_COUNT; c++) {
readPort(c);
}
}
#endif
// "Normal" Six button controller reading routine, done a bit differently in this project
// Cycle TH out TR in TL in D3 in D2 in D1 in D0 in
// 0 LO Start A 0 0 Down Up
// 1 HI C B Right Left Down Up
// 2 LO Start A 0 0 Down Up (Check connected and read Start and A in this cycle)
// 3 HI C B Right Left Down Up (Read B, C and directions in this cycle)
// 4 LO Start A 0 0 0 0 (Check for six button controller in this cycle)
// 5 HI C B Mode X Y Z (Read X,Y,Z and Mode in this cycle)
// 6 LO --- --- --- --- --- Home (Home only for 8bitdo wireless gamepads)
// 7 HI --- --- --- --- --- ---
void SegaControllers32U4::readPort(byte c
#if CODE_PLATFORM == 2
,
byte reg1,
byte reg2
#endif
) {
if (_ignoreCycles[c] <= 0) {
if (_pinSelect) // Select pin is HIGH
{
if (_connected[c]) {
// Check if six button mode is active
if (_sixButtonMode[c]) {
// Read input pins for X, Y, Z, Mode
(OPT_PIN_READ1(0) == LOW) ? currentState[c] |= SC_BTN_Z : currentState[c] &= ~SC_BTN_Z;
(OPT_PIN_READ1(1) == LOW) ? currentState[c] |= SC_BTN_Y : currentState[c] &= ~SC_BTN_Y;
(OPT_PIN_READ1(2) == LOW) ? currentState[c] |= SC_BTN_X : currentState[c] &= ~SC_BTN_X;
(OPT_PIN_READ1(3) == LOW) ? currentState[c] |= SC_BTN_MODE : currentState[c] &= ~SC_BTN_MODE;
_sixButtonMode[c] = false;
_ignoreCycles[c] = 2; // Ignore the two next cycles (cycles 6 and 7 in table above)
} else {
// Read input pins for Up, Down, Left, Right, B, C
(OPT_PIN_READ1(0) == LOW) ? currentDpadState[c] |= SC_BTN_UP : currentDpadState[c] &= ~SC_BTN_UP;
(OPT_PIN_READ1(1) == LOW) ? currentDpadState[c] |= SC_BTN_DOWN : currentDpadState[c] &= ~SC_BTN_DOWN;
(OPT_PIN_READ1(2) == LOW) ? currentDpadState[c] |= SC_BTN_LEFT : currentDpadState[c] &= ~SC_BTN_LEFT;
(OPT_PIN_READ1(3) == LOW) ? currentDpadState[c] |= SC_BTN_RIGHT : currentDpadState[c] &= ~SC_BTN_RIGHT;
(OPT_PIN_READ2(4) == LOW) ? currentState[c] |= SC_BTN_B : currentState[c] &= ~SC_BTN_B;
(OPT_PIN_READ2(5) == LOW) ? currentState[c] |= SC_BTN_C : currentState[c] &= ~SC_BTN_C;
}
} else // No Mega Drive controller is connected, use SMS/Atari mode
{
// Clear current state
currentState[c] = currentDpadState[c] = 0;
// Read input pins for Up, Down, Left, Right, Fire1, Fire2
if (OPT_PIN_READ1(0) == LOW) {
currentDpadState[c] |= SC_BTN_UP;
}
if (OPT_PIN_READ1(1) == LOW) {
currentDpadState[c] |= SC_BTN_DOWN;
}
if (OPT_PIN_READ1(2) == LOW) {
currentDpadState[c] |= SC_BTN_LEFT;
}
if (OPT_PIN_READ1(3) == LOW) {
currentDpadState[c] |= SC_BTN_RIGHT;
}
if (OPT_PIN_READ2(4) == LOW) {
currentState[c] |= SC_BTN_A;
}
if (OPT_PIN_READ2(5) == LOW) {
currentState[c] |= SC_BTN_B;
}
}
} else // Select pin is LOW
{
// Check if a controller is connected
_connected[c] = OPT_PIN_READ1(2) == LOW && OPT_PIN_READ1(3) == LOW;
// Check for six button mode
_sixButtonMode[c] = OPT_PIN_READ1(0) == LOW && OPT_PIN_READ1(1) == LOW;
// Read input pins for A and Start
if (_connected[c]) {
if (!_sixButtonMode[c]) {
(OPT_PIN_READ2(4) == LOW) ? currentState[c] |= SC_BTN_A : currentState[c] &= ~SC_BTN_A;
(OPT_PIN_READ2(5) == LOW) ? currentState[c] |= SC_BTN_START : currentState[c] &= ~SC_BTN_START;
}
}
}
} else {
if (_ignoreCycles[c]-- == 2) // Decrease the ignore cycles counter and read 8bitdo home in first "ignored" cycle, this cycle is unused on normal 6-button controllers
{
(OPT_PIN_READ1(0) == LOW) ? currentState[c] |= SC_BTN_HOME : currentState[c] &= ~SC_BTN_HOME;
}
}
}
SegaControllers32U4 controllers;
GAMEPAD_CLASS gamepad;
void controllerChanged(const int c) {
#ifdef DEBUG
controllers.printState(c);
#endif
// if start and down are held at the same time, send menu and only menu
gamepad.buttons(c, controllers.currentState[c]);
if (controllers.down(c, SC_BTN_START) && controllers.dpad(c, SC_BTN_DOWN)) {
gamepad.buttons(c, 0);
gamepad.press(c, BUTTON_MENU);
gamepad.setHatSync(c, DPAD_CENTERED);
return;
}
if (controllers.dpad(c, SC_BTN_DOWN)) {
if (controllers.dpad(c, SC_BTN_RIGHT)) {
gamepad.setHatSync(c, DPAD_DOWN_RIGHT);
} else if (controllers.dpad(c, SC_BTN_LEFT)) {
gamepad.setHatSync(c, DPAD_DOWN_LEFT);
} else {
gamepad.setHatSync(c, DPAD_DOWN);
}
} else if (controllers.dpad(c, SC_BTN_UP)) {
if (controllers.dpad(c, SC_BTN_RIGHT)) {
gamepad.setHatSync(c, DPAD_UP_RIGHT);
} else if (controllers.dpad(c, SC_BTN_LEFT)) {
gamepad.setHatSync(c, DPAD_UP_LEFT);
} else {
gamepad.setHatSync(c, DPAD_UP);
}
} else if (controllers.dpad(c, SC_BTN_RIGHT)) {
gamepad.setHatSync(c, DPAD_RIGHT);
} else if (controllers.dpad(c, SC_BTN_LEFT)) {
gamepad.setHatSync(c, DPAD_LEFT);
} else {
gamepad.setHatSync(c, DPAD_CENTERED);
}
}
void setup() {
#ifdef DEBUG
Serial.begin(115200);
#endif
gamepad.begin();
}
void loop() {
if (gamepad.isConnected()) {
controllers.poll(controllerChanged);
}
}