DaemonBite-Retro-Controller.../SNESControllersUSB/SNESControllersUSB.ino

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/* DaemonBite (S)NES Controllers to USB Adapter
* Author: Mikael Norrgård <mick@daemonbite.com>
*
* Copyright (c) 2020 Mikael Norrgård <http://daemonbite.com>
*
* GNU GENERAL PUBLIC LICENSE
* Version 3, 29 June 2007
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*/
#include "Gamepad.h"
// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
// Additionally serial number is used to differentiate arduino projects to have different button maps!
const char *gp_serial = "NES/SNES to USB";
#define DEBUG
#define GAMEPAD_COUNT 2 // NOTE: To have more than 2 two gamepads you need to disable the CDC of the Arduino, there is a specific project for that.
#define GAMEPAD_COUNT_MAX 2
#define BUTTON_READ_DELAY 20 // Delay between button reads in µs
#define CYCLES_LATCH 128 // 12µs according to specs (8 seems to work fine) (1 cycle @ 16MHz takes 62.5ns so 62.5ns * 128 = 8000ns = 8µs)
#define CYCLES_CLOCK 64 // 6µs according to specs (4 seems to work fine)
#define CYCLES_PAUSE 64 // 6µs according to specs (4 seems to work fine)
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#define UP 0x01
#define DOWN 0x02
#define LEFT 0x04
#define RIGHT 0x08
#define DELAY_CYCLES(n) __builtin_avr_delay_cycles(n)
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// Wire it all up according to the following table:
//
// NES SNES Arduino Pro Micro
// --------------------------------------
// VCC VCC (All gamepads)
// GND GND (All gamepads)
// OUT0 (LATCH) 2 (PD1, All gamepads)
// CUP (CLOCK) 3 (PD0, All gamepads)
// D1 (GP1: DATA) A0 (PF7, Gamepad 1)
// D1 (GP2: DATA) A1 (PF6, Gamepad 2)
// D1 (GP3: DATA) A2 (PF5, Gamepad 3, not currently used)
// D1 (GP4: DATA) A3 (PF4, Gamepad 4, not currently used)
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enum ControllerType {
NONE,
NES,
SNES
};
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// Set up USB HID gamepads
Gamepad_ Gamepad[GAMEPAD_COUNT];
// Controllers
uint8_t buttons[GAMEPAD_COUNT_MAX][2] = {{0,0},{0,0}};
uint8_t buttonsPrev[GAMEPAD_COUNT_MAX][2] = {{0,0},{0,0}};
uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000};
ControllerType controllerType[GAMEPAD_COUNT_MAX] = {NONE,NONE};
uint8_t btnByte[12] = {0,0,0,0,1,1,1,1,0,0,0,0};
uint8_t btnBits[12] = {0x01,0x04,0x40,0x80,UP,DOWN,LEFT,RIGHT,0x02,0x08,0x10,0x20};
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uint8_t gp = 0;
uint8_t buttonCount = 12;
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// Timing
uint32_t microsButtons = 0;
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#ifdef DEBUG
uint32_t microsStart = 0;
uint32_t microsEnd = 0;
uint8_t counter = 0;
#endif
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void setup()
{
// Setup latch and clock pins (2,3 or PD1, PD0)
DDRD |= B00000011; // output
PORTD &= ~B00000011; // low
// Setup data pins A0-A3 (PF7-PF4)
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DDRF &= ~B11110000; // inputs
PORTF |= B11110000; // enable internal pull-ups
DDRC &= ~B01000000; // input
PORTC |= B01000000; // enable internal pull-up
#ifdef DEBUG
Serial.begin(115200);
delay(2000);
#endif
delay(3000);
detectControllerTypes();
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}
void loop() { while(1)
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{
// See if enough time has passed since last button read
if((micros() - microsButtons) > BUTTON_READ_DELAY)
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{
#ifdef DEBUG
microsStart = micros();
#endif
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// Pulse latch
sendLatch();
for(uint8_t btn=0; btn<buttonCount; btn++)
{
for(gp=0; gp<GAMEPAD_COUNT; gp++)
(PINF & gpBit[gp]) ? buttons[gp][btnByte[btn]] &= ~btnBits[btn] : buttons[gp][btnByte[btn]] |= btnBits[btn];
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sendClock();
}
// Check gamepad type
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
if(controllerType[gp] == NES) { // NES
bitWrite(buttons[gp][0], 1, bitRead(buttons[gp][0], 0));
bitWrite(buttons[gp][0], 0, bitRead(buttons[gp][0], 2));
buttons[gp][0] &= 0xC3;
}
}
for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
// Has any buttons changed state?
if (buttons[gp] != buttonsPrev[gp])
{
Gamepad[gp]._GamepadReport.buttons = buttons[gp][0];
Gamepad[gp]._GamepadReport.Y = ((buttons[gp][1] & DOWN) >> 1) - (buttons[gp][1] & UP);
Gamepad[gp]._GamepadReport.X = ((buttons[gp][1] & RIGHT) >> 3) - ((buttons[gp][1] & LEFT) >> 2);
buttonsPrev[gp][0] = buttons[gp][0];
buttonsPrev[gp][1] = buttons[gp][1];
Gamepad[gp].send();
}
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}
microsButtons = micros();
#ifdef DEBUG
microsEnd = micros();
if(counter < 20) {
Serial.println(microsEnd-microsStart);
counter++;
}
#endif
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}
}}
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void detectControllerTypes()
{
uint8_t buttonCountNew = 0;
// Read the controllers a few times to detect controller type
for(uint8_t i=0; i<4; i++)
{
// Pulse latch
sendLatch();
// Read all buttons
for(uint8_t btn=0; btn<buttonCount; btn++)
{
for(gp=0; gp<GAMEPAD_COUNT; gp++)
(PINF & gpBit[gp]) ? buttons[gp][btnByte[btn]] &= ~btnBits[btn] : buttons[gp][btnByte[btn]] |= btnBits[btn];
sendClock();
}
// Check controller types and set buttonCount to max needed
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
if((buttons[gp][0] & 0xF3A) == 0xF3A) { // NES
if(controllerType[gp] != SNES)
controllerType[gp] = NES;
if(buttonCountNew < 8)
buttonCountNew = 8;
}
else { // SNES Gamepad
controllerType[gp] = SNES;
if(buttonCountNew < 12)
buttonCountNew = 12;
}
}
}
// Set updated button count to avoid unneccesary button reads (for simpler controller types)
buttonCount = buttonCountNew;
}
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void sendLatch()
{
// Send a latch pulse to (S)NES controller(s)
PORTD |= B00000010; // Set HIGH
DELAY_CYCLES(CYCLES_LATCH);
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PORTD &= ~B00000010; // Set LOW
DELAY_CYCLES(CYCLES_PAUSE);
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}
void sendClock()
{
// Send a clock pulse to (S)NES controller(s)
PORTD |= B10000001; // Set HIGH
DELAY_CYCLES(CYCLES_CLOCK);
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PORTD &= ~B10000001; // Set LOW
DELAY_CYCLES(CYCLES_PAUSE);
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}