commit 4458b8f80c86cc30c5a3657f710bf6fef36ade18 Author: Kai Lüke Date: Wed Oct 8 02:13:04 2014 +0200 moved here from http://pothos.blogsport.eu/2012/03/26/arduino-n64-controller-library-und-tetris-port/ diff --git a/N64Controller/N64Controller.cpp b/N64Controller/N64Controller.cpp new file mode 100644 index 0000000..596c4d1 --- /dev/null +++ b/N64Controller/N64Controller.cpp @@ -0,0 +1,512 @@ + +#include "N64Controller.h" +#include +#include "pins_arduino.h" + +// these two macros set arduino pin 2 to input or output, which with an +// external 1K pull-up resistor to the 3.3V rail, is like pulling it high or +// low. These operations translate to 1 op code, which takes 2 cycles +#define N64_PIND_HIGH DDRD &= ~pincode +#define N64_PIND_LOW DDRD |= pincode +#define N64_PIND_QUERY (PIND & pincode) + +#define N64_PINB_HIGH DDRB &= ~pincode +#define N64_PINB_LOW DDRB |= pincode +#define N64_PINB_QUERY (PINB & pincode) + +void N64Controller::set_up() { + n64_PIN = 2; // might also be set/changed by constructor or begin() afterwards + n64_key_Dup = false; + n64_key_Ddown = false; + n64_key_Dleft = false; + n64_key_Dright = false; + n64_key_Start = false; + n64_key_Z = false; + n64_key_A = false; + n64_key_B = false; + n64_key_Cup = false; + n64_key_Cdown = false; + n64_key_Cleft = false; + n64_key_Cright = false; + n64_key_L = false; + n64_key_R = false; + n64_key_X = 0; + n64_key_Y = 0; +} + +N64Controller::N64Controller() { + set_up(); +} +N64Controller::N64Controller(int serialPin) { + set_up(); + n64_PIN = serialPin; +} +void N64Controller::begin(int serialPin) { + n64_PIN = serialPin; + begin(); +} +void N64Controller::begin() { + // Communication with N64 controller controller on this pin + // Don't remove these lines, we don't want to push +5V to the controller + digitalWrite(n64_PIN, LOW); + pinMode(n64_PIN, INPUT); + n64_first_register = true; + switch (n64_PIN) { + case 0: n64_pincode = 0x01; + break; + case 1: n64_pincode = 0x02; + break; + case 2: n64_pincode = 0x04; + break; + case 3: n64_pincode = 0x08; + break; + case 4: n64_pincode = 0x10; + break; + case 5: n64_pincode = 0x20; + break; + case 6: n64_pincode = 0x40; + break; + case 7: n64_pincode = 0x80; + break; + case 8: n64_pincode = 0x01; n64_first_register = false; + break; + case 9: n64_pincode = 0x02; n64_first_register = false; + break; + case 10: n64_pincode = 0x04; n64_first_register = false; + break; + case 11: n64_pincode = 0x08; n64_first_register = false; + break; + case 12: n64_pincode = 0x10; n64_first_register = false; + break; + case 13: n64_pincode = 0x20; n64_first_register = false; + break; + default: + n64_pincode = 0x04; n64_PIN = 2; + break; + } + if (n64_first_register) { + N64_init_PIND(n64_pincode); + } else { + N64_init_PINB(n64_pincode); + } + translate_raw_data(); +} + +void N64Controller::N64_init_PIND(char pincode) { + // Initialize the gamecube controller by sending it a null byte. + // This is unnecessary for a standard controller, but is required for the + // Wavebird. + unsigned char initialize = 0x00; + noInterrupts(); + N64_PIND_send(pincode, &initialize, 1); + + // Stupid routine to wait for the gamecube controller to stop + // sending its response. We don't care what it is, but we + // can't start asking for status if it's still responding + int x; + for (x=0; x<64; x++) { + // make sure the line is idle for 64 iterations, should + // be plenty. + if (!N64_PIND_QUERY) + x = 0; + } + + // Query for the gamecube controller's status. We do this + // to get the 0 point for the control stick. + unsigned char command[] = {0x01}; + N64_PIND_send(pincode, command, 1); + // read in data and dump it to N64_raw_dump + N64_PIND_get(pincode); + interrupts(); +} + +void N64Controller::N64_init_PINB(char pincode) { + unsigned char initialize = 0x00; + noInterrupts(); + N64_PINB_send(pincode, &initialize, 1); + int x; + for (x=0; x<64; x++) { + if (!N64_PINB_QUERY) + x = 0; + } + unsigned char command[] = {0x01}; + N64_PINB_send(pincode, command, 1); + N64_PINB_get(pincode); + interrupts(); +} + +/** + * This sends the given byte sequence to the controller + * length must be at least 1 + * Oh, it destroys the buffer passed in as it writes it + */ +void N64Controller::N64_PIND_send(char pincode, unsigned char *buffer, char length) { + // Send these bytes + char bits; + + bool bit; + + // This routine is very carefully timed by examining the assembly output. + // Do not change any statements, it could throw the timings off + // + // We get 16 cycles per microsecond, which should be plenty, but we need to + // be conservative. Most assembly ops take 1 cycle, but a few take 2 + // + // I use manually constructed for-loops out of gotos so I have more control + // over the outputted assembly. I can insert nops where it was impossible + // with a for loop + + asm volatile (";Starting outer for loop"); +outer_loop: + { + asm volatile (";Starting inner for loop"); + bits=8; +inner_loop: + { + // Starting a bit, set the line low + asm volatile (";Setting line to low"); + N64_PIND_LOW; // 1 op, 2 cycles + + asm volatile (";branching"); + if (*buffer >> 7) { + asm volatile (";Bit is a 1"); + // 1 bit + // remain low for 1us, then go high for 3us + // nop block 1 + asm volatile ("nop\nnop\nnop\nnop\nnop\n"); + + asm volatile (";Setting line to high"); + N64_PIND_HIGH; + + // nop block 2 + // we'll wait only 2us to sync up with both conditions + // at the bottom of the if statement + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + ); + + } else { + asm volatile (";Bit is a 0"); + // 0 bit + // remain low for 3us, then go high for 1us + // nop block 3 + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\n"); + + asm volatile (";Setting line to high"); + N64_PIND_HIGH; + + // wait for 1us + asm volatile ("; end of conditional branch, need to wait 1us more before next bit"); + + } + // end of the if, the line is high and needs to remain + // high for exactly 16 more cycles, regardless of the previous + // branch path + + asm volatile (";finishing inner loop body"); + --bits; + if (bits != 0) { + // nop block 4 + // this block is why a for loop was impossible + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\n"); + // rotate bits + asm volatile (";rotating out bits"); + *buffer <<= 1; + + goto inner_loop; + } // fall out of inner loop + } + asm volatile (";continuing outer loop"); + // In this case: the inner loop exits and the outer loop iterates, + // there are /exactly/ 16 cycles taken up by the necessary operations. + // So no nops are needed here (that was lucky!) + --length; + if (length != 0) { + ++buffer; + goto outer_loop; + } // fall out of outer loop + } + + // send a single stop (1) bit + // nop block 5 + asm volatile ("nop\nnop\nnop\nnop\n"); + N64_PIND_LOW; + // wait 1 us, 16 cycles, then raise the line + // 16-2=14 + // nop block 6 + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\n"); + N64_PIND_HIGH; + +} + + +void N64Controller::N64_PINB_send(char pincode, unsigned char *buffer, char length) { + char bits; + bool bit; + asm volatile (";Starting outer for loop"); +outer_loop: + { + asm volatile (";Starting inner for loop"); + bits=8; +inner_loop: + { + asm volatile (";Setting line to low"); + N64_PINB_LOW; + asm volatile (";branching"); + if (*buffer >> 7) { + asm volatile (";Bit is a 1"); + asm volatile ("nop\nnop\nnop\nnop\nnop\n"); + asm volatile (";Setting line to high"); + N64_PINB_HIGH; + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + ); + } else { + asm volatile (";Bit is a 0"); + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\n"); + + asm volatile (";Setting line to high"); + N64_PINB_HIGH; + asm volatile ("; end of conditional branch, need to wait 1us more before next bit"); + } + asm volatile (";finishing inner loop body"); + --bits; + if (bits != 0) { + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\n"); + asm volatile (";rotating out bits"); + *buffer <<= 1; + goto inner_loop; + } + } + asm volatile (";continuing outer loop"); + --length; + if (length != 0) { + ++buffer; + goto outer_loop; + } + } + asm volatile ("nop\nnop\nnop\nnop\n"); + N64_PINB_LOW; + asm volatile ("nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\n"); + N64_PINB_HIGH; +} + + +void N64Controller::N64_PIND_get(char pincode) +{ + // listen for the expected 8 bytes of data back from the controller and + // blast it out to the N64_raw_dump array, one bit per byte for extra speed. + // Afterwards, call translate_raw_data() to interpret the raw data and pack + // it into the N64_status struct. + asm volatile (";Starting to listen"); + unsigned char timeout; + char bitcount = 32; + char *bitbin = N64_raw_dump; + + // Again, using gotos here to make the assembly more predictable and + // optimization easier (please don't kill me) +read_loop: + timeout = 0x3f; + // wait for line to go low + while (N64_PIND_QUERY) { + if (!--timeout) + return; + } + // wait approx 2us and poll the line + asm volatile ( + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + ); + *bitbin = N64_PIND_QUERY; + ++bitbin; + --bitcount; + if (bitcount == 0) + return; + + // wait for line to go high again + // it may already be high, so this should just drop through + timeout = 0x3f; + while (!N64_PIND_QUERY) { + if (!--timeout) + return; + } + goto read_loop; + +} + + + +void N64Controller::N64_PINB_get(char pincode) +{ + asm volatile (";Starting to listen"); + unsigned char timeout; + char bitcount = 32; + char *bitbin = N64_raw_dump; +read_loop: + timeout = 0x3f; + while (N64_PINB_QUERY) { + if (!--timeout) + return; + } + asm volatile ( + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + "nop\nnop\nnop\nnop\nnop\n" + ); + *bitbin = N64_PINB_QUERY; + ++bitbin; + --bitcount; + if (bitcount == 0) + return; + timeout = 0x3f; + while (!N64_PINB_QUERY) { + if (!--timeout) + return; + } + goto read_loop; +} + + +void N64Controller::print_N64_status() +{ + int i; + // bits: A, B, Z, Start, Dup, Ddown, Dleft, Dright + // bits: 0, 0, L, R, Cup, Cdown, Cleft, Cright + Serial.println(); + Serial.print("Start: "); + Serial.println(N64_status.data1 & 16 ? 1:0); + + Serial.print("Z: "); + Serial.println(N64_status.data1 & 32 ? 1:0); + + Serial.print("B: "); + Serial.println(N64_status.data1 & 64 ? 1:0); + + Serial.print("A: "); + Serial.println(N64_status.data1 & 128 ? 1:0); + + Serial.print("L: "); + Serial.println(N64_status.data2 & 32 ? 1:0); + Serial.print("R: "); + Serial.println(N64_status.data2 & 16 ? 1:0); + + Serial.print("Cup: "); + Serial.println(N64_status.data2 & 0x08 ? 1:0); + Serial.print("Cdown: "); + Serial.println(N64_status.data2 & 0x04 ? 1:0); + Serial.print("Cright:"); + Serial.println(N64_status.data2 & 0x01 ? 1:0); + Serial.print("Cleft: "); + Serial.println(N64_status.data2 & 0x02 ? 1:0); + + Serial.print("Dup: "); + Serial.println(N64_status.data1 & 0x08 ? 1:0); + Serial.print("Ddown: "); + Serial.println(N64_status.data1 & 0x04 ? 1:0); + Serial.print("Dright:"); + Serial.println(N64_status.data1 & 0x01 ? 1:0); + Serial.print("Dleft: "); + Serial.println(N64_status.data1 & 0x02 ? 1:0); + + Serial.print("Stick X:"); + Serial.println(N64_status.stick_x, DEC); + Serial.print("Stick Y:"); + Serial.println(N64_status.stick_y, DEC); +} + +void N64Controller::translate_raw_data() +{ + // The get_N64_status function sloppily dumps its data 1 bit per byte + // into the get_status_extended char array. It's our job to go through + // that and put each piece neatly into the struct N64_status + int i; + memset(&N64_status, 0, sizeof(N64_status)); + // line 1 + // bits: A, B, Z, Start, Dup, Ddown, Dleft, Dright + for (i=0; i<8; i++) { + N64_status.data1 |= N64_raw_dump[i] ? (0x80 >> i) : 0; + } + // line 2 + // bits: 0, 0, L, R, Cup, Cdown, Cleft, Cright + for (i=0; i<8; i++) { + N64_status.data2 |= N64_raw_dump[8+i] ? (0x80 >> i) : 0; + } + // line 3 + // bits: joystick x value + // These are 8 bit values centered at 0x80 (128) + for (i=0; i<8; i++) { + N64_status.stick_x |= N64_raw_dump[16+i] ? (0x80 >> i) : 0; + } + for (i=0; i<8; i++) { + N64_status.stick_y |= N64_raw_dump[24+i] ? (0x80 >> i) : 0; + } + + n64_key_A = (bool)N64_raw_dump[0]; + n64_key_B = (bool)N64_raw_dump[1]; + n64_key_Z = (bool)N64_raw_dump[2]; + n64_key_Start = (bool)N64_raw_dump[3]; + n64_key_Dup = (bool)N64_raw_dump[4]; + n64_key_Ddown = (bool)N64_raw_dump[5]; + n64_key_Dleft = (bool)N64_raw_dump[6]; + n64_key_Dright = (bool)N64_raw_dump[7]; + n64_key_L = (bool)N64_raw_dump[10]; + n64_key_R = (bool)N64_raw_dump[11]; + n64_key_Cup = (bool)N64_raw_dump[12]; + n64_key_Cdown = (bool)N64_raw_dump[13]; + n64_key_Cleft = (bool)N64_raw_dump[14]; + n64_key_Cright = (bool)N64_raw_dump[15]; + n64_key_X = (int) N64_status.stick_x; + n64_key_Y = (int) N64_status.stick_y; +} + +void N64Controller::update() { + unsigned char data, addr; + unsigned char command[] = {0x01}; + if (n64_first_register) { + noInterrupts(); + N64_PIND_send(n64_pincode, command, 1); + N64_PIND_get(n64_pincode); + interrupts(); + } else { + noInterrupts(); + N64_PINB_send(n64_pincode, command, 1); + N64_PINB_get(n64_pincode); + interrupts(); + } + translate_raw_data(); +} diff --git a/N64Controller/N64Controller.h b/N64Controller/N64Controller.h new file mode 100644 index 0000000..c09e00f --- /dev/null +++ b/N64Controller/N64Controller.h @@ -0,0 +1,98 @@ +/** + * Gamecube controller to Nintendo 64 adapter + * by Andrew Brown + * Rewritten for N64 to HID by Peter Den Hartog + * Modified to be a library by Kai Lüke + */ + +/** + * To use, hook up the following to the Arduino: + * Digital I/O 2: N64 serial line + * All appropriate grounding and power lines, i.e. + * GND to left N64 controller PIN, Dig.PIN2 to middle Serial/Signal, + * 3.3V to right N64 PIN + * /------------\ + * / O O O \ + * | GND Signl 3.3V | + * |________________| + * Maybe: connect PIN X with external 1K pull-up resistor to the 3.3V rail + * Default and fallback PIN is 2 + */ + +#ifndef N64Controller_h +#define N64Controller_h + + +class N64Controller { + public: + N64Controller(); + N64Controller(int serialPin); // first thing to call + void begin(int serialPin); + void begin(); // second thing to call + void update(); // then update always and get button info + // consider to have a delay instead of + // calling update all the time in a loop + inline bool button_D_up() { return n64_key_Dup; }; + inline bool button_D_down() { return n64_key_Ddown; }; + inline bool button_D_left() { return n64_key_Dleft; }; + inline bool button_D_right() { return n64_key_Dright; }; + inline bool button_Start() { return n64_key_Start; }; + inline bool button_A() { return n64_key_A; }; + inline bool button_B() { return n64_key_B; }; + inline bool button_Z() { return n64_key_Z; }; + inline bool button_L() { return n64_key_L; }; + inline bool button_R() { return n64_key_R; }; + inline bool button_C_up() { return n64_key_Cup; }; + inline bool button_C_down() { return n64_key_Cdown; }; + inline bool button_C_left() { return n64_key_Cleft; }; + inline bool button_C_right() { return n64_key_Cright; }; + inline int axis_x() { return n64_key_X; }; + inline int axis_y() { return n64_key_Y; }; + + void print_N64_status(); + private: + void set_up(); + int n64_PIN; // might also be set by constructor or begin() + char n64_pincode; + bool n64_first_register; // PIN0-7: DDRD PIN8-13: DDRB + bool n64_key_Dup; + bool n64_key_Ddown; + bool n64_key_Dleft; + bool n64_key_Dright; + bool n64_key_Start; + bool n64_key_Z; + bool n64_key_A; + bool n64_key_B; + bool n64_key_Cup; + bool n64_key_Cdown; + bool n64_key_Cleft; + bool n64_key_Cright; + bool n64_key_L; + bool n64_key_R; + int n64_key_X; + int n64_key_Y; + + void N64_init_PIND(char pincode); + void N64_PIND_send(char pincode, unsigned char *buffer, char length); + void N64_PIND_get(char pincode); + + void N64_init_PINB(char pincode); + void N64_PINB_send(char pincode, unsigned char *buffer, char length); + void N64_PINB_get(char pincode); + + void translate_raw_data(); + + // 8 bytes of data that we get from the controller + struct { + // bits: 0, 0, 0, start, y, x, b, a + unsigned char data1; + // bits: 1, L, R, Z, Dup, Ddown, Dright, Dleft + unsigned char data2; + char stick_x; + char stick_y; + } N64_status; + + char N64_raw_dump[33]; // 1 received bit per byte +}; + +#endif diff --git a/README b/README new file mode 100644 index 0000000..33e8009 --- /dev/null +++ b/README @@ -0,0 +1,49 @@ +Arduino N64 Controller Library + +Based on the work in http://www.instructables.com/id/Use-an-Arduino-with-an-N64-controller/ here comes a comfortable library for usage with e.g. Arduino Uno. For NES there is already http://code.google.com/p/nespad/ . This library uses inline assembly and controllers can be attached to PIN 0 up to 13. But be aware that it's not written in best way possible. Place the folder N64Controller into your folder 'libraries'. + +I used it in combination with TVout ( http://code.google.com/p/arduino-tvout/ ) and EEPROM ( http://arduino.cc/playground/Code/EEPROMWriteAnything ) for highscore I modified an existing Tetris port which itself uses Simple Tetris Clone under MIT license to be useing this library here and the result is quite nice: http://pothos.blogsport.eu/files/2012/03/N64Tetris.zip + + +Example code for library usage: + + +#include  + +N64Controller player1 (12); // this controler for player one is on PIN 12 + +void setup() { + player1.begin(); // Initialisation +} + +void loop() { + delay(30); + player1.update(); // read key state + if (player1.button_A() && player1.button_D_down() + || player1.button_Start()) { // has no deeper meaning ;) + int xachse = player1.axis_x(); // can be negative oder positive + // regarding to orientation of the analog stick + } + // … +} + +Wireing: + +To use, hook up the following to the Arduino: +Digital I/O 2: N64 serial line +All appropriate grounding and power lines, i.e. +GND to left N64 controller PIN, Dig.PIN2 to middle Serial/Signal, +3.3V to right N64 PIN + /------------\ + / O O O \ + | GND Signl 3.3V | + |________________| +Maybe: connect PIN X with external 1K pull-up resistor to the 3.3V rail +Default and fallback PIN is 2 + + + +Gamecube controller to Nintendo 64 adapter + by Andrew Brown +Rewritten for N64 to HID by Peter Den Hartog +Modified to be a library with selectable pins by Kai Lüke