mirror of
https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-10 11:25:09 -05:00
165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
/* DaemonBite (S)NES Controllers to USB Adapter
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* Author: Mikael Norrgård <mick@daemonbite.com>
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*
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* Copyright (c) 2020 Mikael Norrgård <http://daemonbite.com>
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*
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* GNU GENERAL PUBLIC LICENSE
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* Version 3, 29 June 2007
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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*/
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#include "Gamepad.h"
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// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
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// Additionally serial number is used to differentiate arduino projects to have different button maps!
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const char *gp_serial = "NES/SNES to USB";
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#define GAMEPAD_COUNT 2 // NOTE: No more than TWO gamepads are possible at the moment due to a USB HID issue.
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#define GAMEPAD_COUNT_MAX 4 // NOTE: For some reason, can't have more than two gamepads without serial breaking. Can someone figure out why?
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// (It has something to do with how Arduino handles HID devices)
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#define SNES 0
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#define NES 1
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#define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :)
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#define BUTTON_READ_DELAY 300 // Button read delay in µs
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#define UP 0x01
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#define DOWN 0x02
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#define LEFT 0x04
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#define RIGHT 0x08
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#define NTT_CONTROL_BIT 0x20000000
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// Wire it all up according to the following table:
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//
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// NES SNES Arduino Pro Micro
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// --------------------------------------
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// VCC VCC (All gamepads)
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// GND GND (All gamepads)
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// OUT0 (LATCH) 2 (PD1, All gamepads)
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// CUP (CLOCK) 3 (PD0, All gamepads)
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// D1 (GP1: DATA) A0 (PF7, Gamepad 1)
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// D1 (GP2: DATA) A1 (PF6, Gamepad 2)
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// D1 (GP3: DATA) A2 (PF5, Gamepad 3)
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// D1 (GP4: DATA) A3 (PF4, Gamepad 4)
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// Set up USB HID gamepads
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Gamepad_ Gamepad[GAMEPAD_COUNT];
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// Controllers
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uint32_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint32_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000,B00100000,B00010000};
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uint32_t btnBitsSnes[32] = {0x10,0x40,0x400,0x800,UP,DOWN,LEFT,RIGHT,0x20,0x80,0x100,0x200, // Standard SNES controller
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0x10000000,0x20000000,0x40000000,0x80000000,0x1000,0x2000,0x4000,0x8000, // NTT Data Keypad (NDK10)
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0x10000,0x20000,0x40000,0x80000,0x100000,0x200000,0x400000,0x800000,
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0x1000000,0x2000000,0x4000000,0x8000000};
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uint32_t btnBitsNes[8] = {0x20,0x10,0x400,0x800,UP,DOWN,LEFT,RIGHT};
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uint32_t *btnBits;
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uint8_t gp = 0;
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uint8_t gpType = GPTYPE;
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uint8_t buttonCount = 0;
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// Timing
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long microsNow = 0;
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long microsButtons = 0;
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void setup()
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{
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// Setup latch and clock pins (2,3 or PD1, PD0)
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DDRD |= B00000011; // output
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PORTD &= ~B00000011; // low
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// Setup data pins (A0-A3 or PF7-PF4)
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DDRF &= ~B11110000; // inputs
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PORTF |= B11110000; // enable internal pull-ups
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if(gpType == SNES) {
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buttonCount = 32;
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btnBits = btnBitsSnes;
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}
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else {
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buttonCount = 8;
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btnBits = btnBitsNes;
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}
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}
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void loop()
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{
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// Get current time
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microsNow = micros();
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// See if enough time has passed since last button read
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if(microsNow > microsButtons+BUTTON_READ_DELAY)
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{
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// Pulse latch
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sendLatch();
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for(uint8_t btn=0; btn<buttonCount; btn++)
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{
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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(PINF & gpBit[gp]) ? buttons[gp] &= ~btnBits[btn] : buttons[gp] |= btnBits[btn];
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}
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sendClock();
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}
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// Check for NTT Data Keypad
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if(gpType == SNES)
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{
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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if(buttons[gp] & NTT_CONTROL_BIT)
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buttons[gp] &= 0x3FFFFFF;
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else
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buttons[gp] &= 0xFFF;
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}
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}
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microsButtons = microsNow+100;
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}
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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// Has any buttons changed state?
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if (buttons[gp] != buttonsPrev[gp])
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{
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Gamepad[gp]._GamepadReport.buttons = (buttons[gp] >> 4); // First 4 bits are the axes
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Gamepad[gp]._GamepadReport.Y = ((buttons[gp] & DOWN) >> 1) - (buttons[gp] & UP);
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Gamepad[gp]._GamepadReport.X = ((buttons[gp] & RIGHT) >> 3) - ((buttons[gp] & LEFT) >> 2);
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buttonsPrev[gp] = buttons[gp];
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Gamepad[gp].send();
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}
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}
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}
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void sendLatch()
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{
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// Send a latch pulse to (S)NES controller(s)
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PORTD |= B00000010; // Set HIGH
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delayMicroseconds(12);
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PORTD &= ~B00000010; // Set LOW
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delayMicroseconds(6);
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}
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void sendClock()
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{
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// Send a clock pulse to (S)NES controller(s)
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PORTD |= B10000001; // Set HIGH
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delayMicroseconds(6);
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PORTD &= ~B10000001; // Set LOW
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delayMicroseconds(6);
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}
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