/* DaemonBite Sega USB Adapter * Author: Mikael Norrgård * * Copyright (c) 2020 Mikael Norrgård * * 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 . * */ #include "SegaControllers32U4.h" #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 = "Sega/C= to USB"; // 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 7 PE6 // 9 15 PB1 // 1 TXO PD3 // 2 RXI PD2 // 3 2 PD1 // 4 3 PD0 // 6 4 PD4 // 7 5 PC6 // 9 6 PD7 SegaControllers32U4 controllers; // Set up USB HID gamepads Gamepad_ Gamepad[2]; bool usbUpdate[2] = {false,false}; // Should gamepad data be sent to USB? // Controller states word currentState[2] = {0,0}; word lastState[2] = {1,1}; void setup() { for(byte gp=0; gp<=1; gp++) Gamepad[gp].reset(); } void loop() { for(byte gp=0; gp<=1; gp++) { currentState[gp] = controllers.getStateMD(gp); sendState(gp); } } void sendState(byte gp) { // Only report controller state if it has changed if (currentState[gp] != lastState[gp]) { Gamepad[gp]._GamepadReport.buttons = currentState[gp] >> 5; Gamepad[gp]._GamepadReport.Y = ((currentState[gp] & SC_BTN_DOWN) >> SC_BIT_DOWN) - ((currentState[gp] & SC_BTN_UP) >> SC_BIT_UP); Gamepad[gp]._GamepadReport.X = ((currentState[gp] & SC_BTN_RIGHT) >> SC_BIT_RIGHT) - ((currentState[gp] & SC_BTN_LEFT) >> SC_BIT_LEFT); Gamepad[gp].send(); lastState[gp] = currentState[gp]; } }