/* Extenmote : NES, SNES, N64 and Gamecube to Wii remote adapter firmware * Copyright (C) 2012 Raphael Assenat * * Based on: * * GC to N64 : Gamecube controller to N64 adapter firmware * Copyright (C) 2011 Raphael Assenat * * 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 . */ #include #include #include #include #include "gamepads.h" #include "gamecube.h" #include "gcn64_protocol.h" /*********** prototypes *************/ static void gamecubeInit(void); static char gamecubeUpdate(void); static char gamecubeChanged(void); 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 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 = gcn64_protocol_getByte(0) | gcn64_protocol_getByte(8) << 8; x = gcn64_protocol_getByte(16); y = gcn64_protocol_getByte(24); cx = gcn64_protocol_getByte(32); cy = gcn64_protocol_getByte(40); last_built_report.gc.lt = gcn64_protocol_getByte(48); last_built_report.gc.rt = gcn64_protocol_getByte(56); gcn64_protocol_getBytes(0, 8, last_built_report.gc.raw_data); 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 tmp=0; unsigned char tmpdata[8]; 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; } /* * 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; tmpdata[2] = GC_GETSTATUS3(gc_rumbling); count = gcn64_transaction(tmpdata, 3); if (count != GC_GETSTATUS_REPLY_LENGTH) { return 1; } gc_decodeAnswer(); 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)); } static void gamecubeVibration(char enable) { gc_rumbling = enable; } Gamepad GamecubeGamepad = { .init = gamecubeInit, .update = gamecubeUpdate, .changed = gamecubeChanged, .getReport = gamecubeGetReport, .probe = gamecubeProbe, .setVibration = gamecubeVibration, }; Gamepad *gamecubeGetGamepad(void) { return &GamecubeGamepad; }