mirror of
https://github.com/mcgurk/Arduino-USB-HID-RetroJoystickAdapter
synced 2024-11-11 19:55:08 -05:00
450 lines
13 KiB
C++
450 lines
13 KiB
C++
/**
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* Gamecube controller to Nintendo 64 adapter
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* by Andrew Brown
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* Rewritten for N64 to HID by Peter Den Hartog
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* Modified for Atmega32u4 USB-HID by Jarno Lehtinen
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*/
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/**
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* To use, hook up the following to the Arduino Duemilanove:
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* Digital I/O 2: N64 serial line
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* All appropriate grounding and power lines
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*/
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#include "Joystick.h"
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//#define DEBUG
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//USE PIN 4 FOR DATA PIN!
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//USE ONLY 3.3V FOR VCC AND DATA!
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#include "pins_arduino.h"
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#define N64_PIN 4 //2
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#define N64_PIN_DIR DDRD
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// these two macros set arduino pin 2 to input or output, which with an
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// external 1K pull-up resistor to the 3.3V rail, is like pulling it high or
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// low. These operations translate to 1 op code, which takes 2 cycles
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#define N64_HIGH DDRD &= ~0x16 //0x04
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#define N64_LOW DDRD |= 0x16 //0x04
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#define N64_QUERY (PIND & 0x16)//0x04)
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// 8 bytes of data that we get from the controller
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struct {
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// bits: 0, 0, 0, start, y, x, b, a
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unsigned char data1;
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// bits: 1, L, R, Z, Dup, Ddown, Dright, Dleft
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unsigned char data2;
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char stick_x;
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char stick_y;
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} N64_status;
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char N64_raw_dump[33]; // 1 received bit per byte
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void N64_send(unsigned char *buffer, char length);
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void N64_get();
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void print_N64_status();
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void translate_raw_data();
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#include "crc_table.h"
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void setupJoysticks() {
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// Communication with gamecube controller on this pin
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// Don't remove these lines, we don't want to push +5V to the controller
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digitalWrite(N64_PIN, LOW);
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pinMode(N64_PIN, INPUT);
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// Initialize the gamecube controller by sending it a null byte.
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// This is unnecessary for a standard controller, but is required for the
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// Wavebird.
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unsigned char initialize = 0x00;
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noInterrupts();
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N64_send(&initialize, 1);
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// Stupid routine to wait for the gamecube controller to stop
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// sending its response. We don't care what it is, but we
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// can't start asking for status if it's still responding
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int x;
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for (x=0; x<64; x++) {
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// make sure the line is idle for 64 iterations, should
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// be plenty.
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if (!N64_QUERY)
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x = 0;
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}
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// Query for the gamecube controller's status. We do this
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// to get the 0 point for the control stick.
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unsigned char command[] = {0x01};
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N64_send(command, 1);
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// read in data and dump it to N64_raw_dump
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N64_get();
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interrupts();
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translate_raw_data();
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}
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void translate_raw_data()
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{
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// The get_N64_status function sloppily dumps its data 1 bit per byte
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// into the get_status_extended char array. It's our job to go through
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// that and put each piece neatly into the struct N64_status
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int i;
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memset(&N64_status, 0, sizeof(N64_status));
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// line 1
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// bits: A, B, Z, Start, Dup, Ddown, Dleft, Dright
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for (i=0; i<8; i++) {
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N64_status.data1 |= N64_raw_dump[i] ? (0x80 >> i) : 0;
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}
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// line 2
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// bits: 0, 0, L, R, Cup, Cdown, Cleft, Cright
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for (i=0; i<8; i++) {
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N64_status.data2 |= N64_raw_dump[8+i] ? (0x80 >> i) : 0;
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}
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// line 3
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// bits: joystick x value
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// These are 8 bit values centered at 0x80 (128)
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for (i=0; i<8; i++) {
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N64_status.stick_x |= N64_raw_dump[16+i] ? (0x80 >> i) : 0;
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}
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for (i=0; i<8; i++) {
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N64_status.stick_y |= N64_raw_dump[24+i] ? (0x80 >> i) : 0;
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}
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}
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/**
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* This sends the given byte sequence to the controller
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* length must be at least 1
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* Oh, it destroys the buffer passed in as it writes it
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*/
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void N64_send(unsigned char *buffer, char length)
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{
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// Send these bytes
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char bits;
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bool bit;
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// This routine is very carefully timed by examining the assembly output.
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// Do not change any statements, it could throw the timings off
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//
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// We get 16 cycles per microsecond, which should be plenty, but we need to
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// be conservative. Most assembly ops take 1 cycle, but a few take 2
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//
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// I use manually constructed for-loops out of gotos so I have more control
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// over the outputted assembly. I can insert nops where it was impossible
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// with a for loop
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asm volatile (";Starting outer for loop");
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outer_loop:
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{
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asm volatile (";Starting inner for loop");
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bits=8;
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inner_loop:
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{
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// Starting a bit, set the line low
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asm volatile (";Setting line to low");
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N64_LOW; // 1 op, 2 cycles
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asm volatile (";branching");
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if (*buffer >> 7) {
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asm volatile (";Bit is a 1");
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// 1 bit
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// remain low for 1us, then go high for 3us
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// nop block 1
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asm volatile ("nop\nnop\nnop\nnop\nnop\n");
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asm volatile (";Setting line to high");
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N64_HIGH;
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// nop block 2
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// we'll wait only 2us to sync up with both conditions
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// at the bottom of the if statement
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asm volatile ("nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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);
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} else {
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asm volatile (";Bit is a 0");
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// 0 bit
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// remain low for 3us, then go high for 1us
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// nop block 3
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asm volatile ("nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\n");
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asm volatile (";Setting line to high");
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N64_HIGH;
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// wait for 1us
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asm volatile ("; end of conditional branch, need to wait 1us more before next bit");
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}
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// end of the if, the line is high and needs to remain
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// high for exactly 16 more cycles, regardless of the previous
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// branch path
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asm volatile (";finishing inner loop body");
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--bits;
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if (bits != 0) {
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// nop block 4
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// this block is why a for loop was impossible
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asm volatile ("nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\n");
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// rotate bits
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asm volatile (";rotating out bits");
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*buffer <<= 1;
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goto inner_loop;
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} // fall out of inner loop
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}
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asm volatile (";continuing outer loop");
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// In this case: the inner loop exits and the outer loop iterates,
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// there are /exactly/ 16 cycles taken up by the necessary operations.
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// So no nops are needed here (that was lucky!)
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--length;
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if (length != 0) {
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++buffer;
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goto outer_loop;
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} // fall out of outer loop
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}
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// send a single stop (1) bit
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// nop block 5
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asm volatile ("nop\nnop\nnop\nnop\n");
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N64_LOW;
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// wait 1 us, 16 cycles, then raise the line
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// 16-2=14
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// nop block 6
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asm volatile ("nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\n");
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N64_HIGH;
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}
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void N64_get()
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{
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// listen for the expected 8 bytes of data back from the controller and
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// blast it out to the N64_raw_dump array, one bit per byte for extra speed.
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// Afterwards, call translate_raw_data() to interpret the raw data and pack
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// it into the N64_status struct.
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asm volatile (";Starting to listen");
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unsigned char timeout;
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char bitcount = 32;
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char *bitbin = N64_raw_dump;
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// Again, using gotos here to make the assembly more predictable and
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// optimization easier (please don't kill me)
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read_loop:
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timeout = 0x3f;
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// wait for line to go low
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while (N64_QUERY) {
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if (!--timeout)
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return;
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}
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// wait approx 2us and poll the line
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asm volatile (
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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"nop\nnop\nnop\nnop\nnop\n"
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);
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*bitbin = N64_QUERY;
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++bitbin;
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--bitcount;
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if (bitcount == 0)
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return;
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// wait for line to go high again
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// it may already be high, so this should just drop through
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timeout = 0x3f;
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while (!N64_QUERY) {
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if (!--timeout)
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return;
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}
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goto read_loop;
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}
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void debug()
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{
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int i;
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// bits: A, B, Z, Start, Dup, Ddown, Dleft, Dright
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// bits: 0, 0, L, R, Cup, Cdown, Cleft, Cright
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Serial.println();
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Serial.print("Start: ");
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Serial.println(N64_status.data1 & 16 ? 1:0);
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Serial.print("Z: ");
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Serial.println(N64_status.data1 & 32 ? 1:0);
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Serial.print("B: ");
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Serial.println(N64_status.data1 & 64 ? 1:0);
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Serial.print("A: ");
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Serial.println(N64_status.data1 & 128 ? 1:0);
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Serial.print("L: ");
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Serial.println(N64_status.data2 & 32 ? 1:0);
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Serial.print("R: ");
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Serial.println(N64_status.data2 & 16 ? 1:0);
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Serial.print("Cup: ");
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Serial.println(N64_status.data2 & 0x08 ? 1:0);
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Serial.print("Cdown: ");
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Serial.println(N64_status.data2 & 0x04 ? 1:0);
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Serial.print("Cright:");
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Serial.println(N64_status.data2 & 0x01 ? 1:0);
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Serial.print("Cleft: ");
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Serial.println(N64_status.data2 & 0x02 ? 1:0);
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Serial.print("Dup: ");
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Serial.println(N64_status.data1 & 0x08 ? 1:0);
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Serial.print("Ddown: ");
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Serial.println(N64_status.data1 & 0x04 ? 1:0);
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Serial.print("Dright:");
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Serial.println(N64_status.data1 & 0x01 ? 1:0);
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Serial.print("Dleft: ");
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Serial.println(N64_status.data1 & 0x02 ? 1:0);
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Serial.print("Stick X:");
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Serial.println(N64_status.stick_x, DEC);
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Serial.print("Stick Y:");
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Serial.println(N64_status.stick_y, DEC);
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}
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void readJoysticks() {
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int i;
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unsigned char data, addr;
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// Command to send to the gamecube
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// The last bit is rumble, flip it to rumble
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// yes this does need to be inside the loop, the
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// array gets mutilated when it goes through N64_send
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unsigned char command[] = {0x01};
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// don't want interrupts getting in the way
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noInterrupts();
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// send those 3 bytes
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N64_send(command, 1);
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// read in data and dump it to N64_raw_dump
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N64_get();
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// end of time sensitive code
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interrupts();
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// translate the data in N64_raw_dump to something useful
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translate_raw_data();
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}
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void interpretJoystickState() {
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Joystick.setXAxis(N64_status.stick_x);
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Joystick.setYAxis(-N64_status.stick_y);
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Joystick.setButton(0, (N64_status.data1 & 16) ); //BUTTON1 (Start)
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Joystick.setButton(1, (N64_status.data1 & 32) ); //BUTTON2 (Select) (Z)
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Joystick.setButton(2, (N64_status.data1 & 128) ); //BUTTON3 (A)
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Joystick.setButton(3, (N64_status.data1 & 64) ); //BUTTON4 (B)
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Joystick.setButton(4, (N64_status.data2 & 0x04) ); //BUTTON5 (X) (Cdown)
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Joystick.setButton(5, (N64_status.data2 & 0x02) ); //BUTTON6 (Y) (Cleft)
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Joystick.setButton(6, (N64_status.data2 & 32) ); //BUTTON7 (LB) (L)
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Joystick.setButton(7, (N64_status.data2 & 16) ); //BUTTON8 (RB) (R)
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Joystick.setButton(8, (N64_status.data2 & 0x08) ); //BUTTON9 (LT) (Cup)
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Joystick.setButton(9, (N64_status.data2 & 0x01) ); //BUTTON10 (RT) (Cright)
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/*Joystick.setXAxisRotation(180);
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Joystick.setYAxisRotation(180);
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Joystick.setHatSwitch(0,-1);
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Joystick.setButton(10, 0);
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Joystick.setButton(11, 0);*/
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Joystick.setHatSwitch(0,-1);
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if ( (N64_status.data1 & 0x08) ) Joystick.setHatSwitch(0,0); //UP
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if ( (N64_status.data1 & 0x04) ) Joystick.setHatSwitch(0,180); //DOWN
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if ( (N64_status.data1 & 0x02) ) Joystick.setHatSwitch(0,270); //LEFT
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if ( (N64_status.data1 & 0x01) ) Joystick.setHatSwitch(0,90); //RIGHT
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if ( (N64_status.data1 & 0x08) && (N64_status.data1 & 0x01) ) Joystick.setHatSwitch(0,45); //UP-RIGHT
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if ( (N64_status.data1 & 0x01) && (N64_status.data1 & 0x04) ) Joystick.setHatSwitch(0,135); //RIGHT-DOWN
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if ( (N64_status.data1 & 0x04) && (N64_status.data1 & 0x02) ) Joystick.setHatSwitch(0,225); //DOWN-LEFT
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if ( (N64_status.data1 & 0x02) && (N64_status.data1 & 0x08) ) Joystick.setHatSwitch(0,315); //LEFT-UP
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}
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void setup()
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{
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#ifdef DEBUG
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Serial.begin(9600);
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#endif
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setupJoysticks();
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Joystick.begin(false);
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}
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uint8_t oldData1 = 0xff;
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uint8_t oldData2 = 0xff;
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int8_t oldStick_x = 0;
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int8_t oldStick_y = 0;
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uint8_t flag = 0;
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void loop() {
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readJoysticks();
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if (N64_status.data1 != oldData1) {
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oldData1 = N64_status.data1;
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flag = 1;
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}
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if (N64_status.data2 != oldData2) {
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oldData2 = N64_status.data2;
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flag = 1;
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}
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if (N64_status.stick_x != oldStick_x) {
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oldStick_x = N64_status.stick_x;
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flag = 1;
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}
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if (N64_status.stick_y != oldStick_y) {
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oldStick_y = N64_status.stick_y;
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flag = 1;
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}
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if (flag) {
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interpretJoystickState();
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Joystick.sendState();
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flag = 0;
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}
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delayMicroseconds(1000);
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#ifdef DEBUG
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debug();
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delay(200);
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#endif
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}
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