mirror of
https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-14 13:25:30 -05:00
142 lines
4.2 KiB
Arduino
142 lines
4.2 KiB
Arduino
|
/* 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"
|
||
|
|
||
|
#define GAMEPAD_COUNT 2 // NOTE: No more than TWO gamepads are possible at the moment due to a USB HID issue.
|
||
|
#define GAMEPAD_COUNT_MAX 4 // NOTE: For some reason, can't have more than two gamepads without serial breaking. Can someone figure out why?
|
||
|
// (It has something to do with how Arduino handles HID devices)
|
||
|
#define SNES 0
|
||
|
#define NES 1
|
||
|
#define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :)
|
||
|
#define BUTTON_READ_DELAY 300 // Button read delay in µs
|
||
|
|
||
|
#define UP 0x01
|
||
|
#define DOWN 0x02
|
||
|
#define LEFT 0x04
|
||
|
#define RIGHT 0x08
|
||
|
|
||
|
// 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)
|
||
|
// D1 (GP4: DATA) A3 (PF4, Gamepad 4)
|
||
|
|
||
|
// Set up USB HID gamepads
|
||
|
Gamepad_ Gamepad[GAMEPAD_COUNT];
|
||
|
|
||
|
// Controllers
|
||
|
uint16_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0};
|
||
|
uint16_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0};
|
||
|
uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000,B00100000,B00010000};
|
||
|
uint16_t btnBitsSnes[12] = {0x200,0x800,0x8000,0x4000,UP,DOWN,LEFT,RIGHT,0x100,0x400,0x1000,0x2000};
|
||
|
uint16_t btnBitsNes[8] = {0x100,0x200,0x8000,0x4000,UP,DOWN,LEFT,RIGHT};
|
||
|
uint16_t *btnBits;
|
||
|
uint8_t gp = 0;
|
||
|
uint8_t gpType = GPTYPE;
|
||
|
uint8_t buttonCount = 0;
|
||
|
|
||
|
// Timing
|
||
|
long microsNow = 0;
|
||
|
long microsButtons = 0;
|
||
|
|
||
|
void setup()
|
||
|
{
|
||
|
// Setup latch and clock pins (2,3 or PD1, PD0)
|
||
|
DDRD |= B00000011; // output
|
||
|
PORTD &= ~B00000011; // low
|
||
|
|
||
|
// Setup data pins (A0-A3 or PF7-PF4)
|
||
|
DDRF &= ~B11110000; // inputs
|
||
|
PORTF |= B11110000; // enable internal pull-ups
|
||
|
|
||
|
if(gpType == SNES) {
|
||
|
buttonCount = 12;
|
||
|
btnBits = btnBitsSnes;
|
||
|
}
|
||
|
else {
|
||
|
buttonCount = 8;
|
||
|
btnBits = btnBitsNes;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void loop()
|
||
|
{
|
||
|
// Get current time
|
||
|
microsNow = micros();
|
||
|
|
||
|
// See if enough time has passed since last button read
|
||
|
if(microsNow > microsButtons+BUTTON_READ_DELAY)
|
||
|
{
|
||
|
// Pulse latch
|
||
|
sendLatch();
|
||
|
|
||
|
for(uint8_t btn=0; btn<buttonCount; btn++)
|
||
|
{
|
||
|
for(gp=0; gp<GAMEPAD_COUNT; gp++)
|
||
|
(PINF & gpBit[gp]) ? buttons[gp] &= ~btnBits[btn] : buttons[gp] |= btnBits[btn];
|
||
|
sendClock();
|
||
|
}
|
||
|
|
||
|
microsButtons = microsNow+100;
|
||
|
}
|
||
|
|
||
|
for(gp=0; gp<GAMEPAD_COUNT; gp++)
|
||
|
{
|
||
|
// Has any buttons changed state?
|
||
|
if (buttons[gp] != buttonsPrev[gp])
|
||
|
{
|
||
|
Gamepad[gp]._GamepadReport.buttons = buttons[gp] >> 8;
|
||
|
Gamepad[gp]._GamepadReport.Y = ((buttons[gp] & DOWN) >> 1) - (buttons[gp] & UP);
|
||
|
Gamepad[gp]._GamepadReport.X = ((buttons[gp] & RIGHT) >> 3) - ((buttons[gp] & LEFT) >> 2);
|
||
|
buttonsPrev[gp] = buttons[gp];
|
||
|
Gamepad[gp].send();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void sendLatch()
|
||
|
{
|
||
|
// Send a latch pulse to (S)NES controller(s)
|
||
|
PORTD |= B00000010; // Set HIGH
|
||
|
delayMicroseconds(12);
|
||
|
PORTD &= ~B00000010; // Set LOW
|
||
|
delayMicroseconds(6);
|
||
|
}
|
||
|
|
||
|
void sendClock()
|
||
|
{
|
||
|
// Send a clock pulse to (S)NES controller(s)
|
||
|
PORTD |= B10000001; // Set HIGH
|
||
|
delayMicroseconds(6);
|
||
|
PORTD &= ~B10000001; // Set LOW
|
||
|
delayMicroseconds(6);
|
||
|
}
|