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DaemonBite-Retro-Controller.../PCEngineControllerUSB/PCEngineControllerUSB.ino

148 lines
5.0 KiB
C++

/* DaemonBite PC Engine / TurboGrafx-16 controllers to USB Adapter
* 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 GAMEPAD_COUNT 2 // Set to 1 or 2 depending if you want to make a 1 or 2 port adapter
#define SELECT_PAUSE 20 // How many microseconds to wait after setting select/enable lines?
#define FRAME_TIME 16667 // The time of one "frame" in µs (used for turbo functionality)
#define UP 0x01
#define DOWN 0x04
#define LEFT 0x08
#define RIGHT 0x02
#define UP_SH 0
#define DOWN_SH 2
#define LEFT_SH 3
#define RIGHT_SH 1
// 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 = "PC Engine to USB";
/* -------------------------------------------------------------------------
PC Engine / TurboGrafx-16 controller wiring
PC Engine (P1) Arduino Pro Micro
--------------------------------------
1 VCC VCC
2 UP/I 3 PD0
3 RIGHT/II 2 PD1
4 DOWN/SELECT RXI PD2
5 LEFT/START TXO PD3
6 DSELECT 15 PB1 (Shared with P2)
7 ENABLE 14 PB3 (Shared with P2)
8 GND GND
PC Engine (P2) Arduino Pro Micro
--------------------------------------
1 VCC VCC
2 UP/I A3 PF4
3 RIGHT/II A2 PF5
4 DOWN/SELECT A1 PF6
5 LEFT/START A0 PF7
6 DSELECT 15 PB1 (Shared with P1)
7 ENABLE 14 PB3 (Shared with P1)
8 GND GND
------------------------------------------------------------------------- */
// Set up USB HID gamepads
Gamepad_ Gamepad[GAMEPAD_COUNT];
// Controllers
uint8_t buttons[2][2] = {{0,0},{0,0}};
uint8_t buttonsPrev[2][2] = {{0,0},{0,0}};
uint8_t gp = 0;
// Turbo timing
uint32_t microsNow = 0;
uint32_t microsEnable = 0;
void setup()
{
// Set D0-D3 as inputs and enable pull-up resistors (port1 data pins)
DDRD &= ~B00001111;
PORTD |= B00001111;
// Set F4-F7 as inputs and enable pull-up resistors (port2 data pins)
DDRF &= ~B11110000;
PORTF |= B11110000;
// Set B1 and B3 as outputs and set them LOW
PORTB &= ~B00001010;
DDRB |= B00001010;
// Wait for the controller(s) to settle
delay(100);
}
void loop() { while(1)
{
// Handle clock for turbo functionality
microsNow = micros();
if((microsNow-microsEnable) >= FRAME_TIME)
{
PORTB |= B00001000; // Set enable pin HIGH to increase clock for turbo
delayMicroseconds(SELECT_PAUSE); // Wait a while...
PORTB &= ~B00001000; // Set enable pin LOW again
microsEnable = microsNow;
}
// Clear button data
buttons[0][0]=0; buttons[0][1]=0;
buttons[1][0]=0; buttons[1][1]=0;
// Read all button and axes states
PORTB |= B00000010; // Set SELECT pin HIGH
delayMicroseconds(SELECT_PAUSE); // Wait a while...
buttons[0][0] = PIND & B00001111; // Read DPAD for controller 1
if(GAMEPAD_COUNT==2)
buttons[1][0] = (PINF & B11110000) >> 4; // Read DPAD for controller 2
PORTB &= ~B00000010; // Set SELECT pin LOW
delayMicroseconds(SELECT_PAUSE); // Wait a while...
buttons[0][1] = PIND & B00001111; // Read buttons for controller 1
if(GAMEPAD_COUNT==2)
buttons[1][1] = (PINF & B11110000) >> 4; // Read buttons for controller 2
// Invert the readings so a 1 means a pressed button
buttons[0][0] = ~buttons[0][0]; buttons[0][1] = ~buttons[0][1];
buttons[1][0] = ~buttons[1][0]; buttons[1][1] = ~buttons[1][1];
// Send data to USB if values have changed
for(gp=0; gp<GAMEPAD_COUNT; gp++)
{
// Has any buttons changed state?
if (buttons[gp][0] != buttonsPrev[gp][0] || buttons[gp][1] != buttonsPrev[gp][1] )
{
Gamepad[gp]._GamepadReport.buttons = buttons[gp][1];
Gamepad[gp]._GamepadReport.Y = ((buttons[gp][0] & DOWN) >> DOWN_SH) - ((buttons[gp][0] & UP) >> UP_SH);
Gamepad[gp]._GamepadReport.X = ((buttons[gp][0] & RIGHT) >> RIGHT_SH) - ((buttons[gp][0] & LEFT) >> LEFT_SH);
buttonsPrev[gp][0] = buttons[gp][0];
buttonsPrev[gp][1] = buttons[gp][1];
Gamepad[gp].send();
}
}
}}