SEGA adapters now support 8bitdo HOME button. NeoGeo adapter added. Forced two-button mode added to CD32 adapter.

This commit is contained in:
MickGyver 2020-09-07 10:49:51 +03:00
parent 227a10814c
commit fa9e82e4b6
15 changed files with 542 additions and 130 deletions

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@ -21,6 +21,7 @@
*
*/
#include <EEPROM.h>
#include "Gamepad.h"
// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
@ -28,6 +29,8 @@
const char *gp_serial = "CD32/C= to USB";
#define BUTTON_READ_DELAY 100 // Button read delay in µs
#define MODE_CD32 0
#define MODE_3BUTTON 42
// Controller DB9 pins (looking face-on to the end of the plug):
//
@ -72,9 +75,11 @@ uint8_t buttonsPrev = 0;
// Timing
uint32_t microsButtons = 0;
uint32_t millisStart = 0;
// CD32 controller detection
uint8_t detection = 0;
uint8_t mode = MODE_CD32;
void setup()
{
@ -87,59 +92,69 @@ void setup()
PORTD |= B10011101; // high to enable internal pull-up
DDRF &= ~B11000000; // input
PORTF |= B11000000; // high to enable internal pull-up
delay(500);
startupConfig();
}
void loop()
void loop() { while(1)
{
// Read X and Y axes
axes = ~(PIND & B00011101);
// See if enough time has passed since last button read
if(micros() - microsButtons > BUTTON_READ_DELAY)
if(mode == MODE_CD32)
{
// Set pin 6 (clock, PD7) and pin 5 (latch, PF7) as output low
PORTD &= ~B10000000; // low to disable internal pull-up (will become low when set as output)
DDRD |= B10000000; // output
PORTF &= ~B10000000; // low to disable internal pull-up (will become low when set as output)
DDRF |= B10000000; // output
delayMicroseconds(40);
// See if enough time has passed since last button read
if(micros() - microsButtons > BUTTON_READ_DELAY)
{
// Set pin 6 (clock, PD7) and pin 5 (latch, PF7) as output low
PORTD &= ~B10000000; // low to disable internal pull-up (will become low when set as output)
DDRD |= B10000000; // output
PORTF &= ~B10000000; // low to disable internal pull-up (will become low when set as output)
DDRF |= B10000000; // output
delayMicroseconds(40);
// Clear buttons
buttons = 0;
// Clear buttons
buttons = 0;
// Read buttons
(PINF & B01000000) ? buttons &= ~B00000010 : buttons |= B00000010; // Blue (2)
sendClock();
(PINF & B01000000) ? buttons &= ~B00000001 : buttons |= B00000001; // Red (1)
sendClock();
(PINF & B01000000) ? buttons &= ~B00001000 : buttons |= B00001000; // Yellow (4)
sendClock();
(PINF & B01000000) ? buttons &= ~B00000100 : buttons |= B00000100; // Green (3)
sendClock();
(PINF & B01000000) ? buttons &= ~B00100000 : buttons |= B00100000; // RTrig (6)
sendClock();
(PINF & B01000000) ? buttons &= ~B00010000 : buttons |= B00010000; // LTrig (5)
sendClock();
(PINF & B01000000) ? buttons &= ~B01000000 : buttons |= B01000000; // Play (7)
sendClock();
(PINF & B01000000) ? detection |= B00000001 : detection &= ~B00000001; // First detection bit (should be 1)
sendClock();
(PINF & B01000000) ? detection |= B00000010 : detection &= ~B00000010; // Second detection bit (should be 0)
// Read buttons
(PINF & B01000000) ? buttons &= ~B00000010 : buttons |= B00000010; // Blue (2)
sendClock();
(PINF & B01000000) ? buttons &= ~B00000001 : buttons |= B00000001; // Red (1)
sendClock();
(PINF & B01000000) ? buttons &= ~B00001000 : buttons |= B00001000; // Yellow (4)
sendClock();
(PINF & B01000000) ? buttons &= ~B00000100 : buttons |= B00000100; // Green (3)
sendClock();
(PINF & B01000000) ? buttons &= ~B00100000 : buttons |= B00100000; // RTrig (6)
sendClock();
(PINF & B01000000) ? buttons &= ~B00010000 : buttons |= B00010000; // LTrig (5)
sendClock();
(PINF & B01000000) ? buttons &= ~B01000000 : buttons |= B01000000; // Play (7)
sendClock();
(PINF & B01000000) ? detection |= B00000001 : detection &= ~B00000001; // First detection bit (should be 1)
sendClock();
(PINF & B01000000) ? detection |= B00000010 : detection &= ~B00000010; // Second detection bit (should be 0)
// Set pin 5 (latch, PF7) and pin 6 (clock, PD7) as input with pull-ups
DDRF &= ~B10000000; // input
PORTF |= B10000000; // high to enable internal pull-up
DDRD &= ~B10000000; // input
PORTD |= B10000000; // high to enable internal pull-up
delayMicroseconds(40);
// Set pin 5 (latch, PF7) and pin 6 (clock, PD7) as input with pull-ups
DDRF &= ~B10000000; // input
PORTF |= B10000000; // high to enable internal pull-up
DDRD &= ~B10000000; // input
PORTD |= B10000000; // high to enable internal pull-up
delayMicroseconds(40);
// Was a CD32 gamepad detected? If not, read button 1 and 2 "normally".
if(detection != B0000001)
buttons = ~( ((PIND & B10000000) >> 7) | ((PINF & B01000000) >> 5) | B11111100 );
microsButtons = micros();
// Was a CD32 gamepad detected? If not, read button 1 and 2 "normally".
if(detection != B0000001)
buttons = ~( ((PIND & B10000000) >> 7) | ((PINF & B01000000) >> 5) | B11111100 );
microsButtons = micros();
}
}
else
{
buttons = ~( ((PIND & B10000000) >> 7) | ((PINF & B11000000) >> 5) | B11111000 );
}
// Has any buttons changed state?
if (buttons != buttonsPrev)
{
@ -163,7 +178,7 @@ void loop()
Gamepad.send();
usbUpdate = false;
}
}
}}
void sendClock()
{
@ -173,3 +188,28 @@ void sendClock()
PORTD &= ~B10000000; // Disable pull-up
delayMicroseconds(40);
}
void startupConfig()
{
// Read current mode from eeprom
mode = EEPROM.read(0);
if(mode != MODE_3BUTTON)
mode = MODE_CD32;
// Get time
millisStart = millis();
// Wait as long as button 1 is pressed
while(!(PIND & B10000000))
{
if(millis() - millisStart > 5000) // Button 1 has been pressed for more than 5 seconds
{
// Toggle mode and save to EEPROM
(mode == MODE_3BUTTON) ? mode = MODE_CD32 : mode = MODE_3BUTTON;
EEPROM.update(0,mode);
return;
}
}
return;
}

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@ -0,0 +1,156 @@
/* Gamepad.cpp
*
* Based on the advanced HID library for Arduino:
* https://github.com/NicoHood/HID
* Copyright (c) 2014-2015 NicoHood
*
* 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)
0xa1, 0x01, // COLLECTION (Application)
0xa1, 0x00, // COLLECTION (Physical)
0x05, 0x09, // USAGE_PAGE (Button)
0x19, 0x01, // USAGE_MINIMUM (Button 1)
0x29, 0x0c, // USAGE_MAXIMUM (Button 12)
0x15, 0x00, // LOGICAL_MINIMUM (0)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x0c, // REPORT_COUNT (12)
0x75, 0x01, // REPORT_SIZE (1)
0x81, 0x02, // INPUT (Data,Var,Abs)
0x95, 0x01, // REPORT_COUNT (1) ; pad out the bits into a number divisible by 8
0x75, 0x04, // REPORT_SIZE (4)
0x81, 0x03, // INPUT (Const,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) : PluggableUSBModule(1, 1, epType), protocol(HID_REPORT_PROTOCOL), idle(1)
{
epType[0] = EP_TYPE_INTERRUPT_IN;
PluggableUSB().plug(this);
}
int Gamepad_::getInterface(uint8_t* interfaceCount)
{
*interfaceCount += 1; // uses 1
HIDDescriptor hidInterface = {
D_INTERFACE(pluggedInterface, 1, USB_DEVICE_CLASS_HUMAN_INTERFACE, HID_SUBCLASS_NONE, HID_PROTOCOL_NONE),
D_HIDREPORT(sizeof(_hidReportDescriptor)),
D_ENDPOINT(USB_ENDPOINT_IN(pluggedEndpoint), USB_ENDPOINT_TYPE_INTERRUPT, USB_EP_SIZE, 0x01)
};
return USB_SendControl(0, &hidInterface, sizeof(hidInterface));
}
int Gamepad_::getDescriptor(USBSetup& setup)
{
// Check if this is a HID Class Descriptor request
if (setup.bmRequestType != REQUEST_DEVICETOHOST_STANDARD_INTERFACE) { return 0; }
if (setup.wValueH != HID_REPORT_DESCRIPTOR_TYPE) { return 0; }
// In a HID Class Descriptor wIndex cointains the interface number
if (setup.wIndex != pluggedInterface) { return 0; }
// Reset the protocol on reenumeration. Normally the host should not assume the state of the protocol
// due to the USB specs, but Windows and Linux just assumes its in report mode.
protocol = HID_REPORT_PROTOCOL;
return USB_SendControl(TRANSFER_PGM, _hidReportDescriptor, sizeof(_hidReportDescriptor));
}
bool Gamepad_::setup(USBSetup& setup)
{
if (pluggedInterface != setup.wIndex) {
return false;
}
uint8_t request = setup.bRequest;
uint8_t requestType = setup.bmRequestType;
if (requestType == REQUEST_DEVICETOHOST_CLASS_INTERFACE)
{
if (request == HID_GET_REPORT) {
// TODO: HID_GetReport();
return true;
}
if (request == HID_GET_PROTOCOL) {
// TODO: Send8(protocol);
return true;
}
}
if (requestType == REQUEST_HOSTTODEVICE_CLASS_INTERFACE)
{
if (request == HID_SET_PROTOCOL) {
protocol = setup.wValueL;
return true;
}
if (request == HID_SET_IDLE) {
idle = setup.wValueL;
return true;
}
if (request == HID_SET_REPORT)
{
}
}
return false;
}
void Gamepad_::reset()
{
_GamepadReport.X = 0;
_GamepadReport.Y = 0;
_GamepadReport.buttons = 0;
this->send();
}
void Gamepad_::send()
{
USB_Send(pluggedEndpoint | TRANSFER_RELEASE, &_GamepadReport, sizeof(GamepadReport));
}
uint8_t Gamepad_::getShortName(char *name)
{
if(!next)
{
strcpy(name, gp_serial);
return strlen(name);
}
return 0;
}

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@ -0,0 +1,60 @@
/* Gamepad.h
*
* Based on the advanced HID library for Arduino:
* https://github.com/NicoHood/HID
* Copyright (c) 2014-2015 NicoHood
*
* 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/>.
*
*/
#pragma once
#include "HID.h"
extern const char* gp_serial;
typedef struct {
uint16_t buttons : 12;
int8_t X;
int8_t Y;
} GamepadReport;
class Gamepad_ : public PluggableUSBModule
{
private:
uint8_t reportId;
protected:
int getInterface(uint8_t* interfaceCount);
int getDescriptor(USBSetup& setup);
uint8_t getShortName(char *name);
bool setup(USBSetup& setup);
uint8_t epType[1];
uint8_t protocol;
uint8_t idle;
public:
GamepadReport _GamepadReport;
Gamepad_(void);
void reset(void);
void send();
};

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@ -0,0 +1,169 @@
/* NeoGeo Controller to USB
* 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 "Gamepad.h"
#define DEBOUNCE 0 // 1=Diddly-squat-Delay-Debouncing™ activated, 0=Debounce deactivated
#define DEBOUNCE_TIME 10 // Debounce time in milliseconds
//#define DEBUG // Enables debugging (sends debug data to usb serial)
const char *gp_serial = "NeoGeo to USB";
Gamepad_ Gamepad; // Set up USB HID gamepad
bool usbUpdate = false; // Should gamepad data be sent to USB?
bool debounce = DEBOUNCE; // Debounce?
uint8_t pin; // Used in for loops
uint32_t millisNow = 0; // Used for Diddly-squat-Delay-Debouncing™
uint8_t axesDirect = 0x0f;
uint8_t axes = 0x0f;
uint8_t axesPrev = 0x0f;
uint8_t axesBits[4] = {0x10,0x20,0x40,0x80};
uint32_t axesMillis[4];
uint16_t buttonsDirect = 0;
uint16_t buttons = 0;
uint16_t buttonsPrev = 0;
uint16_t buttonsBits[12] = {0x01,0x02,0x04,0x08,0x10,0x20,0x40,0x80,0x100,0x200,0x400,0x800};
uint32_t buttonsMillis[12];
#ifdef DEBUG
char buf[16];
uint32_t millisSent = 0;
#endif
void setup()
{
// Axes
DDRF &= ~B11110000; // Set A0-A3 as inputs
PORTF |= B11110000; // Enable internal pull-up resistors
// Buttons
DDRD &= ~B10011111; // Set PD0-PD4 and PD7 as inputs
PORTD |= B10011111; // Enable internal pull-up resistors
DDRB &= ~B01111110; // Set PB1-PB6 as inputs
PORTB |= B01111110; // Enable internal pull-up resistors
// Debounce selector switch (currently disabled)
DDRE &= ~B01000000; // Pin 7 as input
PORTE |= B01000000; // Enable internal pull-up resistor
// Initialize debouncing timestamps
for(pin=0; pin<4; pin++)
axesMillis[pin]=0;
for(pin=0; pin<12; pin++)
buttonsMillis[pin]=0;
#ifdef DEBUG
Serial.begin(115200);
#endif
}
void loop()
{
// Get current time, the millis() function should take about 2µs to complete
millisNow = millis();
for(uint8_t i=0; i<10; i++) // One iteration (when debounce is enabled) takes approximately 35µs to complete, so we don't need to check the time between every iteration
{
// Read axis and button inputs (bitwise NOT results in a 1 when button/axis pressed)
axesDirect = ~(PINF & B11110000);
buttonsDirect = ~((PIND & B00011111) | ((PIND & B10000000) << 4) | ((PINB & B01111110) << 4));
if(debounce)
{
// Debounce axes
for(pin=0; pin<4; pin++)
{
// Check if the current pin state is different to the stored state and that enough time has passed since last change
if((axesDirect & axesBits[pin]) != (axes & axesBits[pin]) && (millisNow - axesMillis[pin]) > DEBOUNCE_TIME)
{
// Toggle the pin, we can safely do this because we know the current state is different to the stored state
axes ^= axesBits[pin];
// Update the timestamp for the pin
axesMillis[pin] = millisNow;
}
}
// Debounce buttons
for(pin=0; pin<12; pin++)
{
// Check if the current pin state is different to the stored state and that enough time has passed since last change
if((buttonsDirect & buttonsBits[pin]) != (buttons & buttonsBits[pin]) && (millisNow - buttonsMillis[pin]) > DEBOUNCE_TIME)
{
// Toggle the pin, we can safely do this because we know the current state is different to the stored state
buttons ^= buttonsBits[pin];
// Update the timestamp for the pin
buttonsMillis[pin] = millisNow;
}
}
}
else
{
axes = axesDirect;
buttons = buttonsDirect;
}
// Has axis inputs changed?
if(axes != axesPrev)
{
// UP + DOWN = UP, SOCD (Simultaneous Opposite Cardinal Directions) Cleaner
if(axes & B10000000)
Gamepad._GamepadReport.Y = -1;
else if(axes & B01000000)
Gamepad._GamepadReport.Y = 1;
else
Gamepad._GamepadReport.Y = 0;
// UP + DOWN = NEUTRAL
//Gamepad._GamepadReport.Y = ((axes & B01000000)>>6) - ((axes & B10000000)>>7);
// LEFT + RIGHT = NEUTRAL
Gamepad._GamepadReport.X = ((axes & B00010000)>>4) - ((axes & B00100000)>>5);
axesPrev = axes;
usbUpdate = true;
}
// Has button inputs changed?
if(buttons != buttonsPrev)
{
Gamepad._GamepadReport.buttons = buttons;
buttonsPrev = buttons;
usbUpdate = true;
}
// Should gamepad data be sent to USB?
if(usbUpdate)
{
Gamepad.send();
usbUpdate = false;
#ifdef DEBUG
sprintf(buf, "%06lu: %d%d%d%d", millisNow-millisSent, ((axes & 0x10)>>4), ((axes & 0x20)>>5), ((axes & 0x40)>>6), ((axes & 0x80)>>7) );
Serial.print(buf);
sprintf(buf, " %d%d%d%d", (buttons & 0x01), ((buttons & 0x02)>>1), ((buttons & 0x04)>>2), ((buttons & 0x08)>>3) );
Serial.println(buf);
millisSent = millisNow;
#endif
}
}
}

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@ -1,9 +1,7 @@
# DaemonBite PC Engine / TurboGrafx-16 Controllers To USB Adapter
## Introduction
This is a simple to build adapter for connecting PC Engine / TurboGrafx-16 controllers to USB.
NOTE: This adapter is in BETA and not yet properly tested.
This is a simple to build adapter for connecting PC Engine / TurboGrafx-16 controllers to USB with turbo functionality support.
The input lag for this adapter is minimal (should be less 1ms average connected to MiSTer).

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@ -34,12 +34,16 @@ static const uint8_t _hidReportDescriptor[] PROGMEM = {
0x05, 0x09, // USAGE_PAGE (Button)
0x19, 0x01, // USAGE_MINIMUM (Button 1)
0x29, 0x08, // USAGE_MAXIMUM (Button 8)
0x29, 0x09, // USAGE_MAXIMUM (Button 9)
0x15, 0x00, // LOGICAL_MINIMUM (0)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x08, // REPORT_COUNT (8)
0x95, 0x09, // REPORT_COUNT (9)
0x75, 0x01, // REPORT_SIZE (1)
0x81, 0x02, // INPUT (Data,Var,Abs)
0x95, 0x01, // REPORT_COUNT (1) ; pad out the bits into a number divisible by 8
0x75, 0x07, // REPORT_SIZE (7)
0x81, 0x03, // INPUT (Const,Var,Abs)
0x05, 0x01, // USAGE_PAGE (Generic Desktop)
0x09, 0x01, // USAGE (pointer)

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@ -34,23 +34,9 @@ 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 ;
};
uint8_t buttons;
};
int8_t X ;
int8_t Y ;
uint16_t buttons;
int8_t X;
int8_t Y;
} GamepadReport;

View File

@ -62,7 +62,7 @@ word SegaController32U4::getStateMD()
// 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 --- --- --- --- --- ---
// 6 LO --- --- --- --- --- Home (Home only for 8bitdo wireless gamepads)
// 7 HI --- --- --- --- --- ---
// Set the select pin low/high
@ -139,7 +139,10 @@ word SegaController32U4::getStateMD()
}
else
{
_ignoreCycles--;
if(_ignoreCycles-- == 2) // Decrease the ignore cycles counter and read 8bitdo home in first "ignored" cycle, this cycle is unused on normal 6-button controllers
{
(bitRead(_inputReg1, DB9_PIN1_BIT) == LOW) ? _currentState |= SC_BTN_HOME : _currentState &= ~SC_BTN_HOME;
}
}
return _currentState;

View File

@ -42,23 +42,23 @@
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_BIT_UP = 1,
SC_BIT_DOWN = 2,
SC_BIT_LEFT = 3,
SC_BIT_RIGHT = 4,
SC_BTN_UP = 1,
SC_BTN_DOWN = 2,
SC_BTN_LEFT = 4,
SC_BTN_RIGHT = 8,
SC_BTN_A = 16,
SC_BTN_B = 32,
SC_BTN_C = 64,
SC_BTN_X = 128,
SC_BTN_Y = 256,
SC_BTN_Z = 512,
SC_BTN_START = 1024,
SC_BTN_MODE = 2048,
SC_BTN_HOME = 4096,
SC_BIT_SH_UP = 0,
SC_BIT_SH_DOWN = 1,
SC_BIT_SH_LEFT = 2,
SC_BIT_SH_RIGHT = 3,
DB9_PIN1_BIT = 7,
DB9_PIN2_BIT = 6,
DB9_PIN3_BIT = 5,

View File

@ -58,20 +58,20 @@ void setup()
{
}
void loop()
void loop() { while(1)
{
currentState = controller.getStateMD();
sendState();
}
}}
void sendState()
{
// Only report controller state if it has changed
if (currentState != lastState)
{
Gamepad._GamepadReport.buttons = currentState >> 5;
Gamepad._GamepadReport.Y = ((currentState & SC_BTN_DOWN) >> SC_BIT_DOWN) - ((currentState & SC_BTN_UP) >> SC_BIT_UP);
Gamepad._GamepadReport.X = ((currentState & SC_BTN_RIGHT) >> SC_BIT_RIGHT) - ((currentState & SC_BTN_LEFT) >> SC_BIT_LEFT);
Gamepad._GamepadReport.buttons = currentState >> 4;
Gamepad._GamepadReport.Y = ((currentState & SC_BTN_DOWN) >> SC_BIT_SH_DOWN) - ((currentState & SC_BTN_UP) >> SC_BIT_SH_UP);
Gamepad._GamepadReport.X = ((currentState & SC_BTN_RIGHT) >> SC_BIT_SH_RIGHT) - ((currentState & SC_BTN_LEFT) >> SC_BIT_SH_LEFT);
Gamepad.send();
lastState = currentState;
}

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@ -34,12 +34,16 @@ static const uint8_t _hidReportDescriptor[] PROGMEM = {
0x05, 0x09, // USAGE_PAGE (Button)
0x19, 0x01, // USAGE_MINIMUM (Button 1)
0x29, 0x08, // USAGE_MAXIMUM (Button 8)
0x29, 0x09, // USAGE_MAXIMUM (Button 9)
0x15, 0x00, // LOGICAL_MINIMUM (0)
0x25, 0x01, // LOGICAL_MAXIMUM (1)
0x95, 0x08, // REPORT_COUNT (8)
0x95, 0x09, // REPORT_COUNT (9)
0x75, 0x01, // REPORT_SIZE (1)
0x81, 0x02, // INPUT (Data,Var,Abs)
0x95, 0x01, // REPORT_COUNT (1) ; pad out the bits into a number divisible by 8
0x75, 0x07, // REPORT_SIZE (7)
0x81, 0x03, // INPUT (Const,Var,Abs)
0x05, 0x01, // USAGE_PAGE (Generic Desktop)
0x09, 0x01, // USAGE (pointer)

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@ -34,23 +34,9 @@ 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 ;
};
uint8_t buttons;
};
int8_t X ;
int8_t Y ;
uint16_t buttons;
int8_t X;
int8_t Y;
} GamepadReport;

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@ -89,7 +89,7 @@ void SegaControllers32U4::readState()
// 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 --- --- --- --- --- ---
// 6 LO --- --- --- --- --- Home (Home only for 8bitdo wireless gamepads)
// 7 HI --- --- --- --- --- ---
void SegaControllers32U4::readPort1()
@ -157,7 +157,10 @@ void SegaControllers32U4::readPort1()
}
else
{
_ignoreCycles[0]--;
if(_ignoreCycles[0]-- == 2) // Decrease the ignore cycles counter and read 8bitdo home in first "ignored" cycle, this cycle is unused on normal 6-button controllers
{
(bitRead(_inputReg1, DB9_PIN1_BIT1) == LOW) ? currentState[0] |= SC_BTN_HOME : currentState[0] &= ~SC_BTN_HOME;
}
}
}
@ -226,7 +229,10 @@ void SegaControllers32U4::readPort2()
}
else
{
_ignoreCycles[1]--;
if(_ignoreCycles[1]-- == 2) // Decrease the ignore cycles counter and read 8bitdo home in first "ignored" cycle, this cycle is unused on normal 6-button controllers
{
(bitRead(_inputReg3, DB9_PIN1_BIT2) == LOW) ? currentState[1] |= SC_BTN_HOME : currentState[1] &= ~SC_BTN_HOME;
}
}
}

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@ -30,23 +30,23 @@
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_BIT_UP = 1,
SC_BIT_DOWN = 2,
SC_BIT_LEFT = 3,
SC_BIT_RIGHT = 4,
SC_BTN_UP = 1,
SC_BTN_DOWN = 2,
SC_BTN_LEFT = 4,
SC_BTN_RIGHT = 8,
SC_BTN_A = 16,
SC_BTN_B = 32,
SC_BTN_C = 64,
SC_BTN_X = 128,
SC_BTN_Y = 256,
SC_BTN_Z = 512,
SC_BTN_START = 1024,
SC_BTN_MODE = 2048,
SC_BTN_HOME = 4096,
SC_BIT_SH_UP = 0,
SC_BIT_SH_DOWN = 1,
SC_BIT_SH_LEFT = 2,
SC_BIT_SH_RIGHT = 3,
SC_PIN1_BIT = 0,
SC_PIN2_BIT = 1,
SC_PIN3_BIT = 2,

View File

@ -79,9 +79,9 @@ void sendState(byte gp)
// Only report controller state if it has changed
if (controllers.currentState[gp] != lastState[gp])
{
Gamepad[gp]._GamepadReport.buttons = controllers.currentState[gp] >> 5;
Gamepad[gp]._GamepadReport.Y = ((controllers.currentState[gp] & SC_BTN_DOWN) >> SC_BIT_DOWN) - ((controllers.currentState[gp] & SC_BTN_UP) >> SC_BIT_UP);
Gamepad[gp]._GamepadReport.X = ((controllers.currentState[gp] & SC_BTN_RIGHT) >> SC_BIT_RIGHT) - ((controllers.currentState[gp] & SC_BTN_LEFT) >> SC_BIT_LEFT);
Gamepad[gp]._GamepadReport.buttons = controllers.currentState[gp] >> 4;
Gamepad[gp]._GamepadReport.Y = ((controllers.currentState[gp] & SC_BTN_DOWN) >> SC_BIT_SH_DOWN) - ((controllers.currentState[gp] & SC_BTN_UP) >> SC_BIT_SH_UP);
Gamepad[gp]._GamepadReport.X = ((controllers.currentState[gp] & SC_BTN_RIGHT) >> SC_BIT_SH_RIGHT) - ((controllers.currentState[gp] & SC_BTN_LEFT) >> SC_BIT_SH_LEFT);
Gamepad[gp].send();
lastState[gp] = controllers.currentState[gp];
}