DaemonBite-Retro-Controller.../CD32ControllerUSB/CD32ControllerUSB.ino

164 lines
4.4 KiB
C++

/* DaemonBite CD32 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"
enum Mode
{
TwoButton,
CD32
};
// 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
// 7 VCC
// 8 GND
// 9 A1 PF6
//
// Connect a slide switch to pins GND,GND and 2 (PD1)
// 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;
Mode mode = CD32;
Mode modePrev = mode;
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()
{
// Set mode from switch
(PIND & B00000010) ? mode = CD32 : mode = TwoButton;
// Read X and Y axes
axes = ~(PIND & B00011101);
switch(mode)
{
// Two button mode
case TwoButton:
buttons = ~( ((PIND & B10000000) >> 7) | ((PINF & B01000000) >> 5) | B11111100 );
break;
// CD32 button mode
case 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);
// 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)
// 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);
break;
}
// 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;
}
if(usbUpdate)
{
Gamepad.send();
usbUpdate = false;
}
}
void sendClock()
{
// Send a clock pulse to pin 6 and wait
PORTD |= B10000000;
delayMicroseconds(10);
PORTD &= ~B10000000;
delayMicroseconds(40);
}