SNES/NES controller adapter added.

This commit is contained in:
MickGyver 2020-02-14 15:06:29 +02:00
parent 1cae9f1cbe
commit 140930b633
4 changed files with 380 additions and 0 deletions

View File

@ -0,0 +1,150 @@
/* Gamepad.cpp
*
* Based on the advanced HID library for Arduino:
* https://github.com/NicoHood/HID
* Copyright (c) 2014-2015 NicoHood
*
* 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/>.
*
*/
#pragma once
#include "Gamepad.h"
static const uint8_t _hidReportDescriptor[] PROGMEM = {
0x05, 0x01, // USAGE_PAGE (Generic Desktop)
0x09, 0x04, // USAGE (Joystick) (Maybe change to gamepad? I don't think so but...)
0xa1, 0x01, // COLLECTION (Application)
0xa1, 0x00, // COLLECTION (Physical)
0x05, 0x09, // USAGE_PAGE (Button)
0x19, 0x01, // USAGE_MINIMUM (Button 1)
0x29, 0x08, // USAGE_MAXIMUM (Button 8)
0x15, 0x00, // LOGICAL_MINIMUM (0)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x08, // REPORT_COUNT (8)
0x75, 0x01, // REPORT_SIZE (1)
0x81, 0x02, // INPUT (Data,Var,Abs)
0x05, 0x01, // USAGE_PAGE (Generic Desktop)
0x09, 0x01, // USAGE (pointer)
0xa1, 0x00, // COLLECTION (Physical)
0x09, 0x30, // USAGE (X)
0x09, 0x31, // USAGE (Y)
0x15, 0xff, // LOGICAL_MINIMUM (-1)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x02, // REPORT_COUNT (2)
0x75, 0x08, // REPORT_SIZE (8)
0x81, 0x02, // INPUT (Data,Var,Abs)
0xc0, // END_COLLECTION
0xc0, // END_COLLECTION
0xc0, // END_COLLECTION
};
Gamepad_::Gamepad_(void) : PluggableUSBModule(1, 1, epType), protocol(HID_REPORT_PROTOCOL), idle(1)
{
epType[0] = EP_TYPE_INTERRUPT_IN;
PluggableUSB().plug(this);
}
int Gamepad_::getInterface(uint8_t* interfaceCount)
{
*interfaceCount += 1; // uses 1
HIDDescriptor hidInterface = {
D_INTERFACE(pluggedInterface, 1, USB_DEVICE_CLASS_HUMAN_INTERFACE, HID_SUBCLASS_NONE, HID_PROTOCOL_NONE),
D_HIDREPORT(sizeof(_hidReportDescriptor)),
D_ENDPOINT(USB_ENDPOINT_IN(pluggedEndpoint), USB_ENDPOINT_TYPE_INTERRUPT, USB_EP_SIZE, 0x01)
};
return USB_SendControl(0, &hidInterface, sizeof(hidInterface));
}
int Gamepad_::getDescriptor(USBSetup& setup)
{
// Check if this is a HID Class Descriptor request
if (setup.bmRequestType != REQUEST_DEVICETOHOST_STANDARD_INTERFACE) { return 0; }
if (setup.wValueH != HID_REPORT_DESCRIPTOR_TYPE) { return 0; }
// In a HID Class Descriptor wIndex cointains the interface number
if (setup.wIndex != pluggedInterface) { return 0; }
// Reset the protocol on reenumeration. Normally the host should not assume the state of the protocol
// due to the USB specs, but Windows and Linux just assumes its in report mode.
protocol = HID_REPORT_PROTOCOL;
return USB_SendControl(TRANSFER_PGM, _hidReportDescriptor, sizeof(_hidReportDescriptor));
}
bool Gamepad_::setup(USBSetup& setup)
{
if (pluggedInterface != setup.wIndex) {
return false;
}
uint8_t request = setup.bRequest;
uint8_t requestType = setup.bmRequestType;
if (requestType == REQUEST_DEVICETOHOST_CLASS_INTERFACE)
{
if (request == HID_GET_REPORT) {
// TODO: HID_GetReport();
return true;
}
if (request == HID_GET_PROTOCOL) {
// TODO: Send8(protocol);
return true;
}
}
if (requestType == REQUEST_HOSTTODEVICE_CLASS_INTERFACE)
{
if (request == HID_SET_PROTOCOL) {
protocol = setup.wValueL;
return true;
}
if (request == HID_SET_IDLE) {
idle = setup.wValueL;
return true;
}
if (request == HID_SET_REPORT)
{
}
}
return false;
}
void Gamepad_::reset()
{
_GamepadReport.X = 0;
_GamepadReport.Y = 0;
_GamepadReport.buttons = 0;
this->send();
}
void Gamepad_::send()
{
USB_Send(pluggedEndpoint | TRANSFER_RELEASE, &_GamepadReport, sizeof(GamepadReport));
}
uint8_t Gamepad_::getShortName(char *name)
{
return 0;
}

View File

@ -0,0 +1,74 @@
/* Gamepad.h
*
* Based on the advanced HID library for Arduino:
* https://github.com/NicoHood/HID
* Copyright (c) 2014-2015 NicoHood
*
* 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/>.
*
*/
#pragma once
#include "HID.h"
// The numbers after colon are bit fields, meaning how many bits the field uses.
// Remove those if there are problems
typedef struct {
union
{
struct {
bool b0: 1 ;
bool b1: 1 ;
bool b2: 1 ;
bool b3: 1 ;
bool b4: 1 ;
bool b5: 1 ;
bool b6: 1 ;
bool b7: 1 ;
};
uint8_t buttons;
};
int8_t X ;
int8_t Y ;
} GamepadReport;
class Gamepad_ : public PluggableUSBModule
{
private:
uint8_t reportId;
protected:
int getInterface(uint8_t* interfaceCount);
int getDescriptor(USBSetup& setup);
uint8_t getShortName(char *name);
bool setup(USBSetup& setup);
uint8_t epType[1];
uint8_t protocol;
uint8_t idle;
public:
GamepadReport _GamepadReport;
Gamepad_(void);
void reset(void);
void send();
};

View File

@ -0,0 +1,15 @@
# DaemonBite SNES/NES USB Controller adapter
## Introduction
With this simple to build adapter you can connect NES gamepads to a PC, Raspberry PI, MiSTer FPGA etc. The Arduino Pro Micro has very low lag when configured as a USB gamepad and it is plug n' play once it has been programmed.
## Parts you need
- Arduino Pro Micro (ATMega32U4)
- Male end of NES controller extension cable
- Heat shrink tube (Ø ~20mm)
- Micro USB cable
## Wiring
![Assemble1](images/nes-usb-adapter-wiring.png)
## License
This project is licensed under the GNU General Public License v3.0.

View File

@ -0,0 +1,141 @@
/* 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);
}