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https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-21 08:45:06 -05:00
SNES adapter supports the NTT Data Keypad (NDK10)
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@ -23,9 +23,6 @@
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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*/
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#pragma once
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#include "Gamepad.h"
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static const uint8_t _hidReportDescriptor[] PROGMEM = {
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@ -36,10 +33,10 @@ static const uint8_t _hidReportDescriptor[] PROGMEM = {
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0x05, 0x09, // USAGE_PAGE (Button)
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0x19, 0x01, // USAGE_MINIMUM (Button 1)
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0x29, 0x08, // USAGE_MAXIMUM (Button 8)
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0x29, 0x18, // USAGE_MAXIMUM (Button 24)
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0x15, 0x00, // LOGICAL_MINIMUM (0)
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0x25, 0x01, // LOGICAL_MAXIMUM (1)
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0x95, 0x08, // REPORT_COUNT (8)
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0x95, 0x18, // REPORT_COUNT (24)
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0x75, 0x01, // REPORT_SIZE (1)
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0x81, 0x02, // INPUT (Data,Var,Abs)
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@ -146,5 +143,10 @@ void Gamepad_::send()
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uint8_t Gamepad_::getShortName(char *name)
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{
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if(!next)
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{
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strcpy(name, gp_serial);
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return strlen(name);
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}
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return 0;
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}
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@ -28,26 +28,12 @@
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#include "HID.h"
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// The numbers after colon are bit fields, meaning how many bits the field uses.
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// Remove those if there are problems
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extern const char* gp_serial;
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typedef struct {
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union
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{
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struct {
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bool b0: 1 ;
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bool b1: 1 ;
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bool b2: 1 ;
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bool b3: 1 ;
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bool b4: 1 ;
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bool b5: 1 ;
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bool b6: 1 ;
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bool b7: 1 ;
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};
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uint8_t buttons;
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};
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int8_t X ;
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int8_t Y ;
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uint32_t buttons : 24;
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int8_t X;
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int8_t Y;
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} GamepadReport;
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@ -23,12 +23,16 @@
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#include "Gamepad.h"
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// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
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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 GAMEPAD_COUNT 2 // NOTE: No more than TWO gamepads are possible at the moment due to a USB HID issue.
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#define GAMEPAD_COUNT_MAX 4 // NOTE: For some reason, can't have more than two gamepads without serial breaking. Can someone figure out why?
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// (It has something to do with how Arduino handles HID devices)
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#define SNES 0
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#define NES 1
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#define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :)
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#define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :)
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#define BUTTON_READ_DELAY 300 // Button read delay in µs
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#define UP 0x01
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@ -36,6 +40,8 @@
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#define LEFT 0x04
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#define RIGHT 0x08
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#define NTT_CONTROL_BIT 0x20000000
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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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@ -53,12 +59,15 @@
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Gamepad_ Gamepad[GAMEPAD_COUNT];
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// Controllers
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uint16_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint16_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint32_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint32_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000,B00100000,B00010000};
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uint16_t btnBitsSnes[12] = {0x200,0x800,0x8000,0x4000,UP,DOWN,LEFT,RIGHT,0x100,0x400,0x1000,0x2000};
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uint16_t btnBitsNes[8] = {0x100,0x200,0x8000,0x4000,UP,DOWN,LEFT,RIGHT};
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uint16_t *btnBits;
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uint32_t btnBitsSnes[32] = {0x10,0x40,0x400,0x800,UP,DOWN,LEFT,RIGHT,0x20,0x80,0x100,0x200, // Standard SNES controller
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0x10000000,0x20000000,0x40000000,0x80000000,0x1000,0x2000,0x4000,0x8000, // NTT Data Keypad (NDK10)
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0x10000,0x20000,0x40000,0x80000,0x100000,0x200000,0x400000,0x800000,
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0x1000000,0x2000000,0x4000000,0x8000000};
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uint32_t btnBitsNes[8] = {0x20,0x10,0x400,0x800,UP,DOWN,LEFT,RIGHT};
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uint32_t *btnBits;
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uint8_t gp = 0;
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uint8_t gpType = GPTYPE;
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uint8_t buttonCount = 0;
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@ -78,7 +87,7 @@ void setup()
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PORTF |= B11110000; // enable internal pull-ups
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if(gpType == SNES) {
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buttonCount = 12;
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buttonCount = 32;
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btnBits = btnBitsSnes;
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}
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else {
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@ -100,11 +109,25 @@ void loop()
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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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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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(PINF & gpBit[gp]) ? buttons[gp] &= ~btnBits[btn] : buttons[gp] |= btnBits[btn];
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}
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sendClock();
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}
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// Check for NTT Data Keypad
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if(gpType == SNES)
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{
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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if(buttons[gp] & NTT_CONTROL_BIT)
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buttons[gp] &= 0x3FFFFFF;
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else
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buttons[gp] &= 0xFFF;
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}
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}
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microsButtons = microsNow+100;
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}
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@ -113,7 +136,7 @@ void loop()
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// Has any buttons changed state?
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if (buttons[gp] != buttonsPrev[gp])
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{
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Gamepad[gp]._GamepadReport.buttons = buttons[gp] >> 8;
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Gamepad[gp]._GamepadReport.buttons = (buttons[gp] >> 4); // First 4 bits are the axes
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Gamepad[gp]._GamepadReport.Y = ((buttons[gp] & DOWN) >> 1) - (buttons[gp] & UP);
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Gamepad[gp]._GamepadReport.X = ((buttons[gp] & RIGHT) >> 3) - ((buttons[gp] & LEFT) >> 2);
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buttonsPrev[gp] = buttons[gp];
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