/* DaemonBite CD32 to 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 "Gamepad.h" #define BUTTON_READ_DELAY 300 // Button read delay in µs // Controller DB9 pins (looking face-on to the end of the plug): // // 5 4 3 2 1 // 9 8 7 6 // // Wire it up according to the following table: // // DB9 Arduino Pro Micro // -------------------------------------- // 1 TXO PD3 // 2 RXI PD2 // 3 3 PD0 // 4 4 PD4 // 5 A0 PF7 // 6 6 PD7 (Important: Connect this pin via a 220Ω resistor!) // 7 VCC // 8 GND // 9 A1 PF6 // ----------------- // (Second controller port for future reference) // 1 15 PB1 // 2 14 PB3 // 3 16 PB2 // 4 10 PB6 // 5 A2 PF5 // 6 7 PE6 (Important: Connect this pin via a 220Ω resistor!) // 7 VCC // 8 GND // 9 A3 PF4 // Set up USB HID gamepad Gamepad_ Gamepad; bool usbUpdate = false; // Should gamepad data be sent to USB? // Controller uint8_t axes = 0; uint8_t axesPrev = 0; uint8_t buttons = 0; uint8_t buttonsPrev = 0; // Timing long microsNow = 0; long microsButtons = 0; // CD32 controller detection uint8_t detection = 0; void setup() { // Setup switch pin (2, PD1) DDRD &= ~B00000010; // input PORTD |= B00000010; // high to enable internal pull-up // Setup controller pins DDRD &= ~B10011101; // inputs PORTD |= B10011101; // high to enable internal pull-up DDRF &= ~B11000000; // input PORTF |= B11000000; // high to enable internal pull-up } void loop() { // Get current time microsNow = micros(); // Read X and Y axes axes = ~(PIND & B00011101); // See if enough time has passed since last button read if(microsNow > 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; // 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); // 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 = microsNow+400; } // Has any buttons changed state? if (buttons != buttonsPrev) { Gamepad._GamepadReport.buttons = buttons; buttonsPrev = buttons; usbUpdate = true; } // Has any axes changed state? if (axes != axesPrev) { Gamepad._GamepadReport.Y = ((axes & B00000100) >> 2) - ((axes & B00001000) >> 3); Gamepad._GamepadReport.X = ((axes & B00010000) >> 4) - (axes & B00000001); axesPrev = axes; usbUpdate = true; } // Update USB data if necessary if(usbUpdate) { Gamepad.send(); usbUpdate = false; } } void sendClock() { // Send a clock pulse to pin 6 and wait PORTD |= B10000000; // Enable pull-up delayMicroseconds(10); PORTD &= ~B10000000; // Disable pull-up delayMicroseconds(40); }