/* DaemonBite (S)NES Controllers 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" // 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 = "NES/SNES to USB"; #define GAMEPAD_COUNT 2 // NOTE: No more than TWO gamepads are possible at the moment due to a USB HID issue. #define GAMEPAD_COUNT_MAX 4 // NOTE: For some reason, can't have more than two gamepads without serial breaking. Can someone figure out why? // (It has something to do with how Arduino handles HID devices) #define SNES 0 #define NES 1 #define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :) #define BUTTON_READ_DELAY 300 // Button read delay in µs #define UP 0x01 #define DOWN 0x02 #define LEFT 0x04 #define RIGHT 0x08 #define NTT_CONTROL_BIT 0x20000000 // Wire it all up according to the following table: // // NES SNES Arduino Pro Micro // -------------------------------------- // VCC VCC (All gamepads) // GND GND (All gamepads) // OUT0 (LATCH) 2 (PD1, All gamepads) // CUP (CLOCK) 3 (PD0, All gamepads) // D1 (GP1: DATA) A0 (PF7, Gamepad 1) // D1 (GP2: DATA) A1 (PF6, Gamepad 2) // D1 (GP3: DATA) A2 (PF5, Gamepad 3) // D1 (GP4: DATA) A3 (PF4, Gamepad 4) // Set up USB HID gamepads Gamepad_ Gamepad[GAMEPAD_COUNT]; // Controllers uint32_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0}; uint32_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0}; uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000,B00100000,B00010000}; uint32_t btnBitsSnes[32] = {0x10,0x40,0x400,0x800,UP,DOWN,LEFT,RIGHT,0x20,0x80,0x100,0x200, // Standard SNES controller 0x10000000,0x20000000,0x40000000,0x80000000,0x1000,0x2000,0x4000,0x8000, // NTT Data Keypad (NDK10) 0x10000,0x20000,0x40000,0x80000,0x100000,0x200000,0x400000,0x800000, 0x1000000,0x2000000,0x4000000,0x8000000}; uint32_t btnBitsNes[8] = {0x20,0x10,0x400,0x800,UP,DOWN,LEFT,RIGHT}; uint32_t *btnBits; uint8_t gp = 0; uint8_t gpType = GPTYPE; uint8_t buttonCount = 0; // Timing long microsNow = 0; long microsButtons = 0; void setup() { // Setup latch and clock pins (2,3 or PD1, PD0) DDRD |= B00000011; // output PORTD &= ~B00000011; // low // Setup data pins (A0-A3 or PF7-PF4) DDRF &= ~B11110000; // inputs PORTF |= B11110000; // enable internal pull-ups if(gpType == SNES) { buttonCount = 32; btnBits = btnBitsSnes; } else { buttonCount = 8; btnBits = btnBitsNes; } } void loop() { // Get current time microsNow = micros(); // See if enough time has passed since last button read if(microsNow > microsButtons+BUTTON_READ_DELAY) { // Pulse latch sendLatch(); for(uint8_t btn=0; btn> 4); // First 4 bits are the axes Gamepad[gp]._GamepadReport.Y = ((buttons[gp] & DOWN) >> 1) - (buttons[gp] & UP); Gamepad[gp]._GamepadReport.X = ((buttons[gp] & RIGHT) >> 3) - ((buttons[gp] & LEFT) >> 2); buttonsPrev[gp] = buttons[gp]; Gamepad[gp].send(); } } } void sendLatch() { // Send a latch pulse to (S)NES controller(s) PORTD |= B00000010; // Set HIGH delayMicroseconds(12); PORTD &= ~B00000010; // Set LOW delayMicroseconds(6); } void sendClock() { // Send a clock pulse to (S)NES controller(s) PORTD |= B10000001; // Set HIGH delayMicroseconds(6); PORTD &= ~B10000001; // Set LOW delayMicroseconds(6); }