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gc_n64_usb-v3/gamecube.c

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/* Extenmote : NES, SNES, N64 and Gamecube to Wii remote adapter firmware
* Copyright (C) 2012 Raphael Assenat <raph@raphnet.net>
*
* Based on:
*
* GC to N64 : Gamecube controller to N64 adapter firmware
* Copyright (C) 2011 Raphael Assenat <raph@raphnet.net>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <avr/io.h>
#include <avr/interrupt.h>
#include <util/delay.h>
#include <string.h>
#include "gamepads.h"
#include "gamecube.h"
#include "gcn64_protocol.h"
/*********** prototypes *************/
static void gamecubeInit(void);
static char gamecubeUpdate(void);
static char gamecubeChanged(void);
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static char gc_rumbling = 0;
static char origins_set = 0;
static unsigned char orig_x, orig_y, orig_cx, orig_cy;
static void gamecubeInit(void)
{
gamecubeUpdate();
}
void gc_decodeAnswer(unsigned char data[8])
{
unsigned char x,y,cx,cy;
// Note: Checking seems a good idea, adds protection
// against corruption (if the "constant" bits are invalid,
// maybe others are : Drop the packet).
//
// However, I have seen bit 2 in a high state. To be as compatible
// as possible, I decided NOT to look at these bits since instead
// of being "constant" bits they might have a meaning I don't know.
// Check the always 0 and always 1 bits
#if 0
if (gcn64_workbuf[0] || gcn64_workbuf[1] || gcn64_workbuf[2])
return 1;
if (!gcn64_workbuf[8])
return 1;
#endif
/*
(Source: Nintendo Gamecube Controller Protocol
updated 8th March 2004, by James.)
Bit Function
0-2 Always 0 << RAPH: Not true, I see 001!
3 Start
4 Y
5 X
6 B
7 A
8 Always 1
9 L
10 R
11 Z
12-15 Up,Down,Right,Left
16-23 Joy X
24-31 Joy Y
32-39 C Joystick X
40-47 C Joystick Y
48-55 Left Btn Val
56-63 Right Btn Val
*/
last_built_report.pad_type = PAD_TYPE_GAMECUBE;
last_built_report.gc.buttons = data[0] | data[1] << 8;
x = data[2];
y = data[3];
cx = data[4];
cy = data[5];
last_built_report.gc.lt = data[6];
last_built_report.gc.rt = data[7];
memcpy(last_built_report.gc.raw_data, data, 8);
if (origins_set) {
last_built_report.gc.x = ((int)x-(int)orig_x);
last_built_report.gc.y = ((int)y-(int)orig_y);
last_built_report.gc.cx = ((int)cx-(int)orig_cx);
last_built_report.gc.cy = ((int)cy-(int)orig_cy);
} else {
orig_x = x;
orig_y = y;
orig_cx = cx;
orig_cy = cy;
last_built_report.gc.x = 0;
last_built_report.gc.y = 0;
last_built_report.gc.cx = 0;
last_built_report.gc.cy = 0;
origins_set = 1;
}
}
static char gamecubeUpdate()
{
unsigned char tmpdata[GC_GETSTATUS_REPLY_LENGTH];
unsigned char count;
#if 0
/* The GetID command. This is required for the Nintendo Wavebird to work... */
tmp = GC_GETID;
count = gcn64_transaction(&tmp, 1);
if (count != GC_GETID_REPLY_LENGTH) {
return 1;
}
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/*
* The wavebird needs time. It does not answer the
* folowwing get status command if we don't wait here.
*
* A good 2:1 safety margin has been chosen.
*
*/
// 10 : does not work
// 20 : does not work
// 25 : works
// 30 : works
_delay_us(50);
#endif
tmpdata[0] = GC_GETSTATUS1;
tmpdata[1] = GC_GETSTATUS2;
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tmpdata[2] = GC_GETSTATUS3(gc_rumbling);
count = gcn64_transaction(tmpdata, 3, tmpdata, GC_GETSTATUS_REPLY_LENGTH);
if (count != GC_GETSTATUS_REPLY_LENGTH) {
return 1;
}
gc_decodeAnswer(tmpdata);
return 0;
}
static char gamecubeProbe(void)
{
origins_set = 0;
if (gamecubeUpdate()) {
return 0;
}
return 1;
}
static char gamecubeChanged(void)
{
return memcmp(&last_built_report, &last_sent_report, sizeof(gamepad_data));
}
static void gamecubeGetReport(gamepad_data *dst)
{
if (dst)
memcpy(dst, &last_built_report, sizeof(gamepad_data));
}
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static void gamecubeVibration(char enable)
{
gc_rumbling = enable;
}
Gamepad GamecubeGamepad = {
.init = gamecubeInit,
.update = gamecubeUpdate,
.changed = gamecubeChanged,
.getReport = gamecubeGetReport,
.probe = gamecubeProbe,
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.setVibration = gamecubeVibration,
};
Gamepad *gamecubeGetGamepad(void)
{
return &GamecubeGamepad;
}