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mirror of 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)

This commit is contained in:
MickGyver 2021-06-04 16:52:45 +03:00
parent 1f4cfc744d
commit 362c9d136d
2 changed files with 31 additions and 21 deletions

View File

@ -27,15 +27,18 @@
// 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 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)
#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)
#define CYCLES_CLOCK 64 // 6µs according to specs (4 seems to work fine)
#define CYCLES_PAUSE1 64 // 6µs according to specs (4 seems to work fine)
#define CYCLES_PAUSE2 58 // 6µs according to specs (4 seems to work fine)
#define BUTTONS 0
#define AXES 1
#define UP 0x01
#define DOWN 0x02
#define LEFT 0x04
@ -43,6 +46,9 @@ const char *gp_serial = "NES/SNES to USB";
#define DELAY_CYCLES(n) __builtin_avr_delay_cycles(n)
inline void sendLatch() __attribute__((always_inline));
inline void sendClock() __attribute__((always_inline));
// Wire it all up according to the following table:
//
// NES SNES Arduino Pro Micro
@ -93,15 +99,13 @@ void setup()
// Setup data pins A0-A3 (PF7-PF4)
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);
delay(300);
detectControllerTypes();
}
@ -118,10 +122,16 @@ void loop() { while(1)
// Pulse latch
sendLatch();
for(gp=0; gp<GAMEPAD_COUNT; gp++) {
buttons[gp][BUTTONS] = 0;
buttons[gp][AXES] = 0;
}
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];
for(gp=0; gp<GAMEPAD_COUNT; gp++) {
if((PINF & gpBit[gp])==0) buttons[gp][btnByte[btn]] |= btnBits[btn];
}
sendClock();
}
@ -129,22 +139,22 @@ void loop() { while(1)
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;
bitWrite(buttons[gp][BUTTONS], 1, bitRead(buttons[gp][BUTTONS], 0));
bitWrite(buttons[gp][BUTTONS], 0, bitRead(buttons[gp][BUTTONS], 2));
buttons[gp][BUTTONS] &= 0xC3;
}
}
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
// Has any buttons changed state?
if (buttons[gp] != buttonsPrev[gp])
if (buttons[gp][BUTTONS] != buttonsPrev[gp][BUTTONS] || buttons[gp][AXES] != buttonsPrev[gp][AXES])
{
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]._GamepadReport.buttons = buttons[gp][BUTTONS];
Gamepad[gp]._GamepadReport.Y = ((buttons[gp][AXES] & DOWN) >> 1) - (buttons[gp][AXES] & UP);
Gamepad[gp]._GamepadReport.X = ((buttons[gp][AXES] & RIGHT) >> 3) - ((buttons[gp][AXES] & LEFT) >> 2);
buttonsPrev[gp][BUTTONS] = buttons[gp][BUTTONS];
buttonsPrev[gp][AXES] = buttons[gp][AXES];
Gamepad[gp].send();
}
}
@ -207,7 +217,7 @@ void sendLatch()
PORTD |= B00000010; // Set HIGH
DELAY_CYCLES(CYCLES_LATCH);
PORTD &= ~B00000010; // Set LOW
DELAY_CYCLES(CYCLES_PAUSE);
DELAY_CYCLES(CYCLES_PAUSE2);
}
void sendClock()
@ -216,5 +226,5 @@ void sendClock()
PORTD |= B10000001; // Set HIGH
DELAY_CYCLES(CYCLES_CLOCK);
PORTD &= ~B10000001; // Set LOW
DELAY_CYCLES(CYCLES_PAUSE);
DELAY_CYCLES(CYCLES_PAUSE1);
}

View File

@ -27,7 +27,7 @@
// 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 DEBUG
#define GAMEPAD_COUNT 1 // NOTE: To have more than 2 two gamepads you need to disable the CDC of the Arduino.
#define GAMEPAD_COUNT_MAX 4