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https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-21 08:45:06 -05:00
Fixed a bug for the SNES adapter (+small optimization)
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@ -27,15 +27,18 @@
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// Additionally serial number is used to differentiate arduino projects to have different button maps!
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const char *gp_serial = "NES/SNES to USB";
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#define DEBUG
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//#define DEBUG
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#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.
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#define GAMEPAD_COUNT_MAX 2
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#define BUTTON_READ_DELAY 20 // Delay between button reads in µs
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#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)
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#define CYCLES_LATCH 128 // 128 12µs according to specs (8 seems to work fine) (1 cycle @ 16MHz takes 62.5ns so 62.5ns * 128 = 8000ns = 8µs)
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#define CYCLES_CLOCK 64 // 6µs according to specs (4 seems to work fine)
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#define CYCLES_PAUSE 64 // 6µs according to specs (4 seems to work fine)
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#define CYCLES_PAUSE1 64 // 6µs according to specs (4 seems to work fine)
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#define CYCLES_PAUSE2 58 // 6µs according to specs (4 seems to work fine)
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#define BUTTONS 0
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#define AXES 1
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#define UP 0x01
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#define DOWN 0x02
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#define LEFT 0x04
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@ -43,6 +46,9 @@ const char *gp_serial = "NES/SNES to USB";
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#define DELAY_CYCLES(n) __builtin_avr_delay_cycles(n)
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inline void sendLatch() __attribute__((always_inline));
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inline void sendClock() __attribute__((always_inline));
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// Wire it all up according to the following table:
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//
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// NES SNES Arduino Pro Micro
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@ -93,15 +99,13 @@ void setup()
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// Setup data pins A0-A3 (PF7-PF4)
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DDRF &= ~B11110000; // inputs
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PORTF |= B11110000; // enable internal pull-ups
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DDRC &= ~B01000000; // input
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PORTC |= B01000000; // enable internal pull-up
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#ifdef DEBUG
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Serial.begin(115200);
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delay(2000);
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#endif
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delay(3000);
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delay(300);
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detectControllerTypes();
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}
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@ -118,10 +122,16 @@ void loop() { while(1)
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// Pulse latch
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sendLatch();
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for(gp=0; gp<GAMEPAD_COUNT; gp++) {
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buttons[gp][BUTTONS] = 0;
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buttons[gp][AXES] = 0;
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}
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for(uint8_t btn=0; btn<buttonCount; btn++)
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{
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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(PINF & gpBit[gp]) ? buttons[gp][btnByte[btn]] &= ~btnBits[btn] : buttons[gp][btnByte[btn]] |= btnBits[btn];
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for(gp=0; gp<GAMEPAD_COUNT; gp++) {
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if((PINF & gpBit[gp])==0) buttons[gp][btnByte[btn]] |= btnBits[btn];
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}
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sendClock();
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}
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@ -129,22 +139,22 @@ void loop() { while(1)
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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if(controllerType[gp] == NES) { // NES
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bitWrite(buttons[gp][0], 1, bitRead(buttons[gp][0], 0));
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bitWrite(buttons[gp][0], 0, bitRead(buttons[gp][0], 2));
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buttons[gp][0] &= 0xC3;
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bitWrite(buttons[gp][BUTTONS], 1, bitRead(buttons[gp][BUTTONS], 0));
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bitWrite(buttons[gp][BUTTONS], 0, bitRead(buttons[gp][BUTTONS], 2));
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buttons[gp][BUTTONS] &= 0xC3;
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}
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}
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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// Has any buttons changed state?
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if (buttons[gp] != buttonsPrev[gp])
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if (buttons[gp][BUTTONS] != buttonsPrev[gp][BUTTONS] || buttons[gp][AXES] != buttonsPrev[gp][AXES])
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{
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Gamepad[gp]._GamepadReport.buttons = buttons[gp][0];
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Gamepad[gp]._GamepadReport.Y = ((buttons[gp][1] & DOWN) >> 1) - (buttons[gp][1] & UP);
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Gamepad[gp]._GamepadReport.X = ((buttons[gp][1] & RIGHT) >> 3) - ((buttons[gp][1] & LEFT) >> 2);
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buttonsPrev[gp][0] = buttons[gp][0];
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buttonsPrev[gp][1] = buttons[gp][1];
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Gamepad[gp]._GamepadReport.buttons = buttons[gp][BUTTONS];
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Gamepad[gp]._GamepadReport.Y = ((buttons[gp][AXES] & DOWN) >> 1) - (buttons[gp][AXES] & UP);
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Gamepad[gp]._GamepadReport.X = ((buttons[gp][AXES] & RIGHT) >> 3) - ((buttons[gp][AXES] & LEFT) >> 2);
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buttonsPrev[gp][BUTTONS] = buttons[gp][BUTTONS];
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buttonsPrev[gp][AXES] = buttons[gp][AXES];
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Gamepad[gp].send();
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}
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}
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@ -207,7 +217,7 @@ void sendLatch()
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PORTD |= B00000010; // Set HIGH
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DELAY_CYCLES(CYCLES_LATCH);
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PORTD &= ~B00000010; // Set LOW
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DELAY_CYCLES(CYCLES_PAUSE);
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DELAY_CYCLES(CYCLES_PAUSE2);
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}
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void sendClock()
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@ -216,5 +226,5 @@ void sendClock()
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PORTD |= B10000001; // Set HIGH
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DELAY_CYCLES(CYCLES_CLOCK);
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PORTD &= ~B10000001; // Set LOW
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DELAY_CYCLES(CYCLES_PAUSE);
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DELAY_CYCLES(CYCLES_PAUSE1);
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}
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@ -27,7 +27,7 @@
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// Additionally serial number is used to differentiate arduino projects to have different button maps!
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const char *gp_serial = "NES/SNES to USB";
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#define DEBUG
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//#define DEBUG
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#define GAMEPAD_COUNT 1 // NOTE: To have more than 2 two gamepads you need to disable the CDC of the Arduino.
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#define GAMEPAD_COUNT_MAX 4
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