SNES: refactoring using Arduino API, automatic NES/SNES detection, support for SF/NTT gamepad, add serial number to have separate button map on MiSTer.

This commit is contained in:
sorgelig 2020-03-01 05:53:42 +08:00
parent ebc1e8b432
commit 6530995e45
3 changed files with 369 additions and 365 deletions

View File

@ -24,38 +24,35 @@
*
*/
#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)
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, 0x09, // USAGE_PAGE (Button)
0x19, 0x01, // USAGE_MINIMUM (Button 1)
0x29, 0x18, // USAGE_MAXIMUM (Button 24)
0x15, 0x00, // LOGICAL_MINIMUM (0)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x18, // REPORT_COUNT (24)
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
0x15, 0x00, // Logical Minimum (0)
0x25, 0x07, // Logical Maximum (7)
0x35, 0x00, // Physical Minimum (0)
0x46, 0x3B, 0x01, // Physical Maximum (315)
0x75, 0x08, // Report Size (8)
0x95, 0x01, // Report Count (1)
0x65, 0x14, // Unit (20)
0x05, 0x01, // Usage Page (Generic Desktop)
0x09, 0x39, // Usage (Hat switch)
0x81, 0x42, // Input (variable,absolute,null_state)
0xc0, // END_COLLECTION
0xc0, // END_COLLECTION
0xc0, // END_COLLECTION
};
@ -133,8 +130,7 @@ bool Gamepad_::setup(USBSetup& setup)
void Gamepad_::reset()
{
_GamepadReport.X = 0;
_GamepadReport.Y = 0;
_GamepadReport.hat = 15;
_GamepadReport.buttons = 0;
this->send();
}
@ -146,5 +142,10 @@ void Gamepad_::send()
uint8_t Gamepad_::getShortName(char *name)
{
if(!next)
{
strcpy(name, gp_serial);
return strlen(name);
}
return 0;
}

View File

@ -28,25 +28,20 @@
#include "HID.h"
extern const char* gp_serial;
// 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 ;
uint32_t buttons : 24;
uint8_t hat;
};
uint8_t buttons;
uint32_t data;
};
int8_t X ;
int8_t Y ;
} GamepadReport;
@ -59,8 +54,8 @@ class Gamepad_ : public PluggableUSBModule
protected:
int getInterface(uint8_t* interfaceCount);
int getDescriptor(USBSetup& setup);
uint8_t getShortName(char *name);
bool setup(USBSetup& setup);
uint8_t getShortName(char *name);
uint8_t epType[1];
uint8_t protocol;

View File

@ -23,18 +23,14 @@
#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 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:
//
@ -49,75 +45,66 @@
// D1 (GP3: DATA) A2 (PF5, Gamepad 3)
// D1 (GP4: DATA) A3 (PF4, Gamepad 4)
const byte LATCH = 2;
const byte CLOCK = 3;
const byte DIN[4] = {A0,A1,A2,A3};
// 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;
uint32_t buttons[4] = {0,0,0,0};
uint32_t buttons_old[4] = {0,0,0,0};
uint8_t gp = 0;
uint8_t gpType = GPTYPE;
uint8_t buttonCount = 0;
// Timing
long microsNow = 0;
long microsButtons = 0;
unsigned long microsButtons = 0;
void setup()
{
// Setup latch and clock pins (2,3 or PD1, PD0)
DDRD |= B00000011; // output
PORTD &= ~B00000011; // low
for(gp=0; gp<4; gp++) pinMode(DIN[gp], INPUT_PULLUP);
// Setup data pins (A0-A3 or PF7-PF4)
DDRF &= ~B11110000; // inputs
PORTF |= B11110000; // enable internal pull-ups
pinMode(LATCH, OUTPUT);
pinMode(CLOCK, OUTPUT);
if(gpType == SNES) {
buttonCount = 12;
btnBits = btnBitsSnes;
}
else {
buttonCount = 8;
btnBits = btnBitsNes;
}
digitalWrite(LATCH, LOW);
digitalWrite(CLOCK, LOW);
for(gp=0; gp<GAMEPAD_COUNT; gp++) Gamepad[gp].reset();
}
void loop()
{
// Get current time
microsNow = micros();
// See if enough time has passed since last button read
if(microsNow > microsButtons+BUTTON_READ_DELAY)
if((micros()-microsButtons) > BUTTON_READ_DELAY)
{
// Pulse latch
sendLatch();
for(uint8_t btn=0; btn<buttonCount; btn++)
for(int i=0; i<32; i++)
{
for(gp=0; gp<GAMEPAD_COUNT; gp++)
(PINF & gpBit[gp]) ? buttons[gp] &= ~btnBits[btn] : buttons[gp] |= btnBits[btn];
for(gp=0; gp<4; gp++) buttons[gp] = (buttons[gp]>>1) | (((uint32_t)~digitalRead(DIN[gp]))<<31);
sendClock();
}
microsButtons = microsNow+100;
}
microsButtons = micros();
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
// Has any buttons changed state?
if (buttons[gp] != buttonsPrev[gp])
for(gp=0; gp<4; 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();
if((buttons[gp] & 0xFF00) == 0xFF00) buttons[gp] &= 0xFF; // NES pad
else if((buttons[gp] & 0xF000) == 0x2000) buttons[gp] = (buttons[gp] & 0xFFF) | ((buttons[gp]>>4) & 0xFFFF000); // SNES NTT;
else buttons[gp] &= 0xFFF; // SNES generic
}
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
// Has any buttons changed state?
if (buttons[gp] != buttons_old[gp])
{
buttons_old[gp] = buttons[gp];
Gamepad[gp]._GamepadReport.buttons = (buttons[gp] & 0xF) | ((buttons[gp]>>4) & ~0xF);
Gamepad[gp]._GamepadReport.hat = dpad2hat(buttons[gp]);
Gamepad[gp].send();
}
}
}
}
@ -125,17 +112,38 @@ void loop()
void sendLatch()
{
// Send a latch pulse to (S)NES controller(s)
PORTD |= B00000010; // Set HIGH
digitalWrite(LATCH, HIGH);
delayMicroseconds(12);
PORTD &= ~B00000010; // Set LOW
digitalWrite(LATCH, LOW);
delayMicroseconds(6);
}
void sendClock()
{
// Send a clock pulse to (S)NES controller(s)
PORTD |= B10000001; // Set HIGH
digitalWrite(CLOCK, HIGH);
delayMicroseconds(6);
PORTD &= ~B10000001; // Set LOW
digitalWrite(CLOCK, LOW);
delayMicroseconds(6);
}
#define UP 0x10
#define DOWN 0x20
#define LEFT 0x40
#define RIGHT 0x80
uint8_t dpad2hat(uint8_t dpad)
{
switch(dpad & (UP|DOWN|LEFT|RIGHT))
{
case UP: return 0;
case UP|RIGHT: return 1;
case RIGHT: return 2;
case DOWN|RIGHT: return 3;
case DOWN: return 4;
case DOWN|LEFT: return 5;
case LEFT: return 6;
case UP|LEFT: return 7;
}
return 15;
}