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78 lines
2.3 KiB
78 lines
2.3 KiB
/* DaemonBite Sega 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 "SegaController32U4.h" |
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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 = "Sega/C= to USB"; |
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// Controller DB9 pins (looking face-on to the end of the plug): |
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// |
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// 5 4 3 2 1 |
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// 9 8 7 6 |
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// |
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// Connect pin 5 to +5V and pin 8 to GND |
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// Connect the remaining pins to digital I/O pins (see below) |
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// DB9 Arduino Pro Micro |
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// -------------------------------------- |
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// 1 A0 PF7 |
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// 2 A1 PF6 |
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// 3 A2 PF5 |
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// 4 A3 PF4 |
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// 6 14 PB3 |
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// 7 7 PE6 (Used to be 6 PD7) |
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// 9 15 PB1 |
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SegaController32U4 controller; |
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// Set up USB HID gamepad |
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Gamepad_ Gamepad; |
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// Controller states |
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word currentState = 0; |
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word lastState = 1; |
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void setup() |
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{ |
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} |
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void loop() { while(1) |
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{ |
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currentState = controller.getStateMD(); |
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sendState(); |
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}} |
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void sendState() |
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{ |
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// Only report controller state if it has changed |
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if (currentState != lastState) |
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{ |
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Gamepad._GamepadReport.buttons = currentState >> 4; |
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Gamepad._GamepadReport.Y = ((currentState & SC_BTN_DOWN) >> SC_BIT_SH_DOWN) - ((currentState & SC_BTN_UP) >> SC_BIT_SH_UP); |
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Gamepad._GamepadReport.X = ((currentState & SC_BTN_RIGHT) >> SC_BIT_SH_RIGHT) - ((currentState & SC_BTN_LEFT) >> SC_BIT_SH_LEFT); |
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Gamepad.send(); |
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lastState = currentState; |
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} |
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}
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