Updated version.

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MickGyver 2020-01-22 13:33:38 +02:00
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# DaemonBite-Sega-USB # DaemonBite Sega Controller To USB Adapter
## Introduction
This is a simple to build adapter for connecting Mega Drive (Genesis), Master System (+ Atari and C= controllers) to USB. It supports 3 and 6-button Mega Drive controllers and 1 and 2-button SMS/Atari/C= controllers. 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.
The Mega Drive gamepad interface is based on this repository : https://github.com/jonthysell/SegaController but almost entirely rewritten and a lot of optimisations have been made.
## Parts you need
- Arduino Pro Micro (ATMega32U4)
- Male end of Mega Drive controller extension (or DSUB 9Pin Male connector and some wires)
- SPDT Switch (2.54mm/0.1" pitch)
- Heat shrink tube (Ø ~20mm)
- Micro USB cable
## Wiring
![Assemble1](images/sega-usb-adapter-wiring.png)
## How to assemble
![Assemble1](images/sega-usb-adapter-1.png)
![Assemble1](images/sega-usb-adapter-2.png)
(The switch goes to pins GND-GND-2 even if the picture above shows it connected to GND-2-3)
![Assemble1](images/sega-usb-adapter-3.png)
![Assemble1](images/sega-usb-adapter-4.png)
## The Switch
When the switch is in the position closer to the USB port of the Arduino Pro Micro, the adapter will be in SMS/Atari mode. When it is in the other position, it will be in Mega Drive/Genesis mode.
## License
This project is licensed under the GNU General Public License v3.0.

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/* Gamepad.cpp
*
* 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"
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)
0x85, 0x01, // REPORT_ID (1) // change to 3 if using mouse and keyboard on 1&2
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)
{
reportId=1;
static HIDSubDescriptor node(_hidReportDescriptor, sizeof(_hidReportDescriptor));
HID().AppendDescriptor(&node);
}
void Gamepad_::begin(uint8_t id)
{
reportId=id;
}
void Gamepad_::end(void)
{
this->reset();
}
void Gamepad_::reset()
{
_GamepadReport.X = 0;
_GamepadReport.Y = 0;
_GamepadReport.buttons = 0;
this->send();
}
void Gamepad_::send()
{
HID().SendReport(reportId,&_GamepadReport,sizeof(GamepadReport));
}

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/* Gamepad.h
*
* 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 "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_
{
private:
uint8_t reportId;
public:
GamepadReport _GamepadReport;
Gamepad_(void);
void begin(uint8_t id);
void end(void);
void reset(void);
void send();
};
extern Gamepad_ Gamepad;

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//
// SegaController32U4.cpp
//
// Authors:
// Jon Thysell <thysell@gmail.com>
// Mikael Norrgård <mick@daemonbite.com>
//
// (Based on the code by Jon Thysell, but the interfacing is almost completely
// rewritten by Mikael Norrgård)
//
// Copyright (c) 2017 Jon Thysell <http://jonthysell.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Arduino.h"
#include "SegaController32U4.h"
SegaController32U4::SegaController32U4(void)
{
// Setup select pin as output high (6, PD7)
DDRD |= B10000000; // output
PORTD |= B10000000; // high
// Setup input pins (A0,A1,A2,A3,14,15 or PF7,PF6,PF5,PF4,PB3,PB1)
DDRF &= ~B11110000; // input
PORTF |= B11110000; // high to enable internal pull-up
DDRB &= ~B00001010; // input
PORTB |= B00001010; // high to enable internal pull-up
_inputReg1 = 0;
_inputReg2 = 0;
_currentState = 0;
_connected = 0;
_sixButtonMode = false;
_ignoreCycles = 0;
_pinSelect = true;
}
word SegaController32U4::getStateMD()
{
// "Normal" Six button controller reading routine, done a bit differently in this project
// Cycle TH out TR in TL in D3 in D2 in D1 in D0 in
// 0 LO Start A 0 0 Down Up
// 1 HI C B Right Left Down Up
// 2 LO Start A 0 0 Down Up (Check connected and read Start and A in this cycle)
// 3 HI C B Right Left Down Up (Read B, C and directions in this cycle)
// 4 LO Start A 0 0 0 0 (Check for six button controller in this cycle)
// 5 HI C B Mode X Y Z (Read X,Y,Z and Mode in this cycle)
// 6 LO --- --- --- --- --- ---
// 7 HI --- --- --- --- --- ---
// Set the select pin low/high
_pinSelect = !_pinSelect;
(!_pinSelect) ? PORTD &= ~B10000000 : PORTD |= B10000000; // Set LOW on even cycle, HIGH on uneven cycle
// Short delay to stabilise outputs in controller
delayMicroseconds(SC_CYCLE_DELAY);
// Read input register(s)
_inputReg1 = PINF;
_inputReg2 = PINB;
if(_ignoreCycles <= 0)
{
if(_pinSelect) // Select pin is HIGH
{
if(_connected)
{
// Check if six button mode is active
if(_sixButtonMode)
{
// Read input pins for X, Y, Z, Mode
(bitRead(_inputReg1, DB9_PIN1_BIT) == LOW) ? _currentState |= SC_BTN_Z : _currentState &= ~SC_BTN_Z;
(bitRead(_inputReg1, DB9_PIN2_BIT) == LOW) ? _currentState |= SC_BTN_Y : _currentState &= ~SC_BTN_Y;
(bitRead(_inputReg1, DB9_PIN3_BIT) == LOW) ? _currentState |= SC_BTN_X : _currentState &= ~SC_BTN_X;
(bitRead(_inputReg1, DB9_PIN4_BIT) == LOW) ? _currentState |= SC_BTN_MODE : _currentState &= ~SC_BTN_MODE;
_sixButtonMode = false;
_ignoreCycles = 2; // Ignore the two next cycles (cycles 6 and 7 in table above)
}
else
{
// Read input pins for Up, Down, Left, Right, B, C
(bitRead(_inputReg1, DB9_PIN1_BIT) == LOW) ? _currentState |= SC_BTN_UP : _currentState &= ~SC_BTN_UP;
(bitRead(_inputReg1, DB9_PIN2_BIT) == LOW) ? _currentState |= SC_BTN_DOWN : _currentState &= ~SC_BTN_DOWN;
(bitRead(_inputReg1, DB9_PIN3_BIT) == LOW) ? _currentState |= SC_BTN_LEFT : _currentState &= ~SC_BTN_LEFT;
(bitRead(_inputReg1, DB9_PIN4_BIT) == LOW) ? _currentState |= SC_BTN_RIGHT : _currentState &= ~SC_BTN_RIGHT;
(bitRead(_inputReg2, DB9_PIN6_BIT) == LOW) ? _currentState |= SC_BTN_B : _currentState &= ~SC_BTN_B;
(bitRead(_inputReg2, DB9_PIN9_BIT) == LOW) ? _currentState |= SC_BTN_C : _currentState &= ~SC_BTN_C;
}
}
}
else // Select pin is LOW
{
// Check if a controller is connected
_connected = (bitRead(_inputReg1, DB9_PIN3_BIT) == LOW && bitRead(_inputReg1, DB9_PIN4_BIT) == LOW);
// Check for six button mode
_sixButtonMode = (bitRead(_inputReg1, DB9_PIN1_BIT) == LOW && bitRead(_inputReg1, DB9_PIN2_BIT) == LOW);
// Read input pins for A and Start
if(_connected)
{
if(!_sixButtonMode)
{
(bitRead(_inputReg2, DB9_PIN6_BIT) == LOW) ? _currentState |= SC_BTN_A : _currentState &= ~SC_BTN_A;
(bitRead(_inputReg2, DB9_PIN9_BIT) == LOW) ? _currentState |= SC_BTN_START : _currentState &= ~SC_BTN_START;
}
}
else
_currentState = 0; // Reset buttons if no controller is connected
}
}
else
{
_ignoreCycles--;
}
return _currentState;
}
word SegaController32U4::getStateSMS()
{
// Clear current state
_currentState = 0;
// Read input register(s)
_inputReg1 = PINF;
_inputReg2 = PINB;
// Read input pins for Up, Down, Left, Right, Fire1, Fire2
if (bitRead(_inputReg1, DB9_PIN1_BIT) == LOW) { _currentState |= SC_BTN_UP; }
if (bitRead(_inputReg1, DB9_PIN2_BIT) == LOW) { _currentState |= SC_BTN_DOWN; }
if (bitRead(_inputReg1, DB9_PIN3_BIT) == LOW) { _currentState |= SC_BTN_LEFT; }
if (bitRead(_inputReg1, DB9_PIN4_BIT) == LOW) { _currentState |= SC_BTN_RIGHT; }
if (bitRead(_inputReg2, DB9_PIN6_BIT) == LOW) { _currentState |= SC_BTN_A; }
if (bitRead(_inputReg2, DB9_PIN9_BIT) == LOW) { _currentState |= SC_BTN_B; }
return _currentState;
}

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//
// SegaController32U4.h
//
// Authors:
// Jon Thysell <thysell@gmail.com>
// Mikael Norrgård <mick@daemonbite.com>
//
// Copyright (c) 2017 Jon Thysell <http://jonthysell.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#ifndef SegaController32U4_h
#define SegaController32U4_h
enum
{
SC_CTL_ON = 1, // The controller is connected (not used)
SC_BTN_UP = 2,
SC_BTN_DOWN = 4,
SC_BTN_LEFT = 8,
SC_BTN_RIGHT = 16,
SC_BTN_A = 32,
SC_BTN_B = 64,
SC_BTN_C = 128,
SC_BTN_X = 256,
SC_BTN_Y = 512,
SC_BTN_Z = 1024,
SC_BTN_START = 2048,
SC_BTN_MODE = 4096,
SC_BTN_1 = 64, // Master System compatibility
SC_BTN_2 = 128, // Master System compatibility
DB9_PIN1_BIT = 7,
DB9_PIN2_BIT = 6,
DB9_PIN3_BIT = 5,
DB9_PIN4_BIT = 4,
DB9_PIN6_BIT = 3,
DB9_PIN9_BIT = 1
};
const byte SC_INPUT_PINS = 6;
const byte SC_CYCLE_DELAY = 10; // Delay (µs) between setting the select pin and reading the button pins
class SegaController32U4 {
public:
SegaController32U4(void);
word getStateMD();
word getStateSMS();
private:
word _currentState;
boolean _pinSelect;
byte _ignoreCycles;
boolean _connected;
boolean _sixButtonMode;
byte _inputReg1;
byte _inputReg2;
};
#endif

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/* DaemonBite Sega 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 "SegaController32U4.h"
#include "Gamepad.h"
// Controller DB9 pins (looking face-on to the end of the plug):
//
// 5 4 3 2 1
// 9 8 7 6
//
// Connect pin 5 to +5V and pin 8 to GND
// Connect the remaining pins to digital I/O pins (see below)
// DB9 Arduino Pro Micro
// --------------------------------------
// 1 A0 PF7
// 2 A1 PF6
// 3 A2 PF5
// 4 A3 PF4
// 6 14 PB3
// 7 6 PD7
// 9 15 PB1
//
// Connect a slide switch to pins GND,GND and 2
SegaController32U4 controller;
// Set up USB HID gamepad
Gamepad_ Gamepad;
bool usbUpdate = false; // Should gamepad data be sent to USB?
// Controller states
word currentState = 0;
word lastState = 1;
void setup()
{
// Setup switch pin (2, PD1)
DDRD &= ~B00000010; // input
PORTD |= B00000010; // high to enable internal pull-up
Gamepad.begin(1);
}
void loop()
{
if(PIND & B00000010)
currentState = controller.getStateMD();
else
currentState = controller.getStateSMS();
sendState();
}
void sendState()
{
// Only report controller state if it has changed
if (currentState != lastState)
{
Gamepad._GamepadReport.buttons = currentState >> 5;
Gamepad._GamepadReport.Y = ((currentState & B00000100) >> 2) - ((currentState & B00000010) >> 1);
Gamepad._GamepadReport.X = ((currentState & B00010000) >> 4) - ((currentState & B00001000) >> 3);
Gamepad.send();
lastState = currentState;
}
}

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