mirror of
https://github.com/raphnet/gc_n64_usb-v3
synced 2024-11-14 13:15:17 -05:00
504 lines
12 KiB
C
504 lines
12 KiB
C
/* gc_n64_usb : Gamecube or N64 controller to USB firmware
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Copyright (C) 2007-2015 Raphael Assenat <raph@raphnet.net>
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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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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <avr/io.h>
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#include <avr/interrupt.h>
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#include <util/delay.h>
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#include "gcn64_protocol.h"
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#undef FORCE_KEYBOARD
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#define GCN64_BUF_SIZE 600
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static volatile unsigned char gcn64_workbuf[GCN64_BUF_SIZE];
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/******** IO port definitions and options **************/
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#ifndef STK525
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#define GCN64_DATA_PORT PORTD
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#define GCN64_DATA_DDR DDRD
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#define GCN64_DATA_PIN PIND
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#define GCN64_DATA_BIT (1<<0)
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#define GCN64_BIT_NUM_S "0" // for asm
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#define FREQ_IS_16MHZ
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#define DISABLE_INTS_DURING_COMM
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#else
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#define GCN64_DATA_PORT PORTA
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#define GCN64_DATA_DDR DDRA
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#define GCN64_DATA_PIN PINA
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#define GCN64_DATA_BIT (1<<0)
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#define GCN64_BIT_NUM_S "0" // for asm
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#define FREQ_IS_16MHZ
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#define DISABLE_INTS_DURING_COMM
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#endif
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/*
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* \brief Explode bytes to bits
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* \param bytes The input byte array
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* \param num_bytes The number of input bytes
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* \param workbuf_bit_offset The offset to start writing at
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* \return number of bits (i.e. written output bytes)
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*
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* 1 input byte = 8 output bytes, where each output byte is zero or non-zero depending
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* on the input byte bits, starting with the most significant one.
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*/
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static int bitsToWorkbufBytes(unsigned char *bytes, int num_bytes, int workbuf_bit_offset)
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{
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int i, bit;
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unsigned char p;
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if (num_bytes * 8 > GCN64_BUF_SIZE)
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return 0;
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for (i=0,bit=0; i<num_bytes; i++) {
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for (p=0x80; p; p>>=1) {
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gcn64_workbuf[bit+workbuf_bit_offset] = bytes[i] & p;
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bit++;
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}
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}
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return bit;
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}
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/* Read a byte from the buffer (where 1 byte is 1 bit).
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* MSb first.
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*/
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unsigned char gcn64_protocol_getByte(int offset)
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{
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unsigned char val, b;
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unsigned char volatile *addr = gcn64_workbuf + offset;
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for (b=0x80, val=0; b; b>>=1)
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{
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if (*addr)
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val |= b;
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addr++;
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}
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return val;
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}
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void gcn64_protocol_getBytes(int offset, int n_bytes, unsigned char *dstbuf)
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{
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int i;
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for (i=0; i<n_bytes; i++) {
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*dstbuf = gcn64_protocol_getByte(offset + (i*8));
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dstbuf++;
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}
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}
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// The bit timeout is a counter to 127. This is the
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// start value. Counting from 0 takes hundreads of
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// microseconds. Because of this, the reception function
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// "hangs in there" much longer than necessary..
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#ifdef FREQ_IS_16MHZ
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#define TIMING_OFFSET 75
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#else
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#define TIMING_OFFSET 100 // gives about 12uS. Twice the expected maximum bit period.
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#endif
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static unsigned int gcn64_receive()
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{
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register unsigned int count=0;
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#define SET_DBG " nop\n"
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#define CLR_DBG " nop\n"
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//#define SET_DBG " sbi %3, 4 \n"
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//#define CLR_DBG " cbi %3, 4 \n"
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// The data line has been released.
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// The receive part below expects it to be still high
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// and will wait for it to become low before beginning
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// the counting.
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asm volatile(
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" push r30 \n" // save Z
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" push r31 \n" // save Z
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" clr r27 \n" // clear X (%0)
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" clr r26 \n"
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" clr r16 \n"
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"initial_wait_low:\n"
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" inc r16 \n"
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" breq timeout \n" // overflow to 0
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" sbic %2, "GCN64_BIT_NUM_S" \n"
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" rjmp initial_wait_low \n"
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// the next transition is to a high bit
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" rjmp waithigh \n"
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"waitlow:\n"
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" ldi r16, %4 \n"
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"waitlow_lp:\n"
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" inc r16 \n"
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" brmi timeout \n" // > 127 (approx 50uS timeout)
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" sbic %2, "GCN64_BIT_NUM_S" \n"
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" rjmp waitlow_lp \n"
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" adiw %0, 1 \n" // count this timed low level
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" breq overflow \n" // > 255
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" st z+,r16 \n"
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"waithigh:\n"
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" ldi r16, %4 \n"
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"waithigh_lp:\n"
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" inc r16 \n"
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" brmi timeout \n" // > 127
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" sbis %2, "GCN64_BIT_NUM_S" \n"
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" rjmp waithigh_lp \n"
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" adiw %0, 1 \n" // count this timed high level
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" breq overflow \n" // > 255
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" st z+,r16 \n"
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" rjmp waitlow \n"
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"overflow: \n"
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"timeout: \n"
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" pop r31 \n" // restore z
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" pop r30 \n" // restore z
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: "=&x" (count) // %0
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: "z" ((unsigned char volatile *)gcn64_workbuf), // %1
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"I" (_SFR_IO_ADDR(GCN64_DATA_PIN)), // %2
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"I" (_SFR_IO_ADDR(PORTB)), // %3
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"M" (TIMING_OFFSET) // %4
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: "r16","memory"
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);
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return count;
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}
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static void gcn64_sendBytes(unsigned char *data, unsigned char n_bytes)
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{
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unsigned int bits;
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if (n_bytes == 0)
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return;
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// Explode the data to one byte per bit for very easy transmission in assembly.
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// This trades memory for ease of implementation.
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bits = bitsToWorkbufBytes(data, n_bytes, 0);
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// the value of the gpio is pre-configured to low. We simulate
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// an open drain output by toggling the direction.
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#define PULL_DATA " sbi %0, "GCN64_BIT_NUM_S"\n"
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#define RELEASE_DATA " cbi %0, "GCN64_BIT_NUM_S"\n"
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#ifdef FREQ_IS_16MHZ
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// busy looping delays based on busy loop and nop tuning.
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// valid for 16Mhz clock. (Tuned to 1us/3us using a scope)
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#define DLY_SHORT_1ST "ldi r17, 2\n nop\nrcall sb_dly%=\n "
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#define DLY_LARGE_1ST "ldi r17, 13\n rcall sb_dly%=\n"
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#define DLY_SHORT_2ND "nop\nnop\nnop\nnop\n"
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#define DLY_LARGE_2ND "ldi r17, 9\n rcall sb_dly%=\nnop\nnop\n"
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#else
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// busy looping delays based on busy loop and nop tuning.
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// valid for 12Mhz clock.
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#define DLY_SHORT_1ST "ldi r17, 1\n rcall sb_dly%=\n "
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#define DLY_LARGE_1ST "ldi r17, 9\n rcall sb_dly%=\n"
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#define DLY_SHORT_2ND "\n"
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#define DLY_LARGE_2ND "ldi r17, 5\n rcall sb_dly%=\n nop\nnop\n"
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#endif
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asm volatile(
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// Save the modified input operands
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" push r28 \n" // y
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" push r29 \n"
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" push r30 \n" // z
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" push r31 \n"
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"sb_loop%=: \n"
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" ld r16, z+ \n"
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" tst r16 \n"
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" breq sb_send0%= \n"
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" brne sb_send1%= \n"
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" rjmp sb_end%= \n" // not reached
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"sb_send0%=: \n"
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" nop \n"
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PULL_DATA
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DLY_LARGE_1ST
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RELEASE_DATA
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DLY_SHORT_2ND
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" sbiw %1, 1 \n"
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" brne sb_loop%= \n"
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" rjmp sb_end%= \n"
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"sb_send1%=: \n"
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PULL_DATA
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DLY_SHORT_1ST
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RELEASE_DATA
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DLY_LARGE_2ND
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" sbiw %1, 1 \n"
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" brne sb_loop%= \n"
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" rjmp sb_end%= \n"
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// delay sub (arg r17)
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"sb_dly%=: \n"
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" dec r17 \n"
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" brne sb_dly%= \n"
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" ret \n"
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"sb_end%=:\n"
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// going here is fast so we need to extend the last
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// delay by 500nS
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" nop\n "
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#ifdef FREQ_IS_16MHZ
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" nop\n"
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#endif
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" pop r31 \n"
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" pop r30 \n"
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PULL_DATA
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" pop r29 \n"
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" pop r28 \n"
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//DLY_SHORT_1ST
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"nop\nnop\nnop\nnop\n"
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RELEASE_DATA
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// Now, we need to loop until the wire is high to
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// prevent the reception code from thinking this is
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// the beginning of the first reply bit.
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" ldi r16, 0xff \n" // setup a timeout
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"sb_waitHigh%=: \n"
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" dec r16 \n" // decrement timeout
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" breq sb_wait_high_done%= \n" // handle timeout condition
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" sbis %3, "GCN64_BIT_NUM_S" \n" // Read the port
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" rjmp sb_waitHigh%= \n"
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"sb_wait_high_done%=:\n"
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:
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: "I" (_SFR_IO_ADDR(GCN64_DATA_DDR)), // %0
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"w" (bits), // %1
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"z" ((unsigned char volatile *)gcn64_workbuf), // %2
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"I" (_SFR_IO_ADDR(GCN64_DATA_PIN)) // %3
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: "r16", "r17");
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}
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/* \brief Decode the received length of low/high states to byte-per-bit format
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*
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* The result is in workbuf.
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*
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**/
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static void gcn64_decodeWorkbuf(unsigned int count)
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{
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unsigned int i;
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volatile unsigned char *output = gcn64_workbuf;
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volatile unsigned char *input = gcn64_workbuf;
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unsigned char t;
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//
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// ________
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// ________/
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//
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// [i*2] [i*2+1]
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//
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// ________________
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// 0 : ____/
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// ____
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// 1 : ________________/
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//
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// The timings on a real N64 are
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//
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// 0 : 1 us low, 3 us high
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// 1 : 3 us low, 1 us high
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//
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// However, HORI pads use something similar to
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//
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// 0 : 1.5 us low, 4.5 us high
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// 1 : 4.5 us low, 1.5 us high
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//
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//
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// No64 us = microseconds
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// This operation takes approximately 100uS on 64bit gamecube messages
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for (i=0; i<count; i++) {
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t = *input;
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input++;
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*output = t < *input;
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input++;
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output++;
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}
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}
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void gcn64protocol_hwinit(void)
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{
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// data as input
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GCN64_DATA_DDR &= ~(GCN64_DATA_BIT);
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// keep data low. By toggling the direction, we make the
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// pin act as an open-drain output.
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GCN64_DATA_PORT &= ~GCN64_DATA_BIT;
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/* debug bit PORTB4 (MISO) */
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DDRB |= 0x10;
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PORTB &= ~0x10;
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}
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/**
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* \brief Send n data bytes + stop bit, wait for answer.
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* \return The number of bits received, 0 on timeout/error.
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*
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* The result is in gcn64_workbuf, where each byte represents
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* a bit.
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*/
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int gcn64_transaction(unsigned char *data_out, int data_out_len)
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{
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int count;
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unsigned char sreg = SREG;
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#ifdef DISABLE_INTS_DURING_COMM
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cli();
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#endif
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gcn64_sendBytes(data_out, data_out_len);
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count = gcn64_receive();
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SREG = sreg;
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if (!count)
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return 0;
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if (!(count & 0x01)) {
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// If we don't get an odd number of level lengths from gcn64_receive
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// something is wrong.
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//
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// The stop bit is a short (~1us) low state followed by an "infinite"
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// high state, which timeouts and lets the function return. This
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// is why we should receive and odd number of lengths.
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return 0;
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}
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gcn64_decodeWorkbuf(count);
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/* this delay is required on N64 controllers. Otherwise, after sending
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* a rumble-on or rumble-off command (probably init too), the following
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* get status fails. This starts to work at 2us. 5 should be safe. */
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_delay_us(5);
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/* return the number of full bits received. */
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return (count-1) / 2;
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}
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#if (GC_GETID != N64_GET_CAPABILITIES)
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#error N64 vs GC detection commnad broken
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#endif
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int gcn64_detectController(void)
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{
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unsigned char tmp = GC_GETID;
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int count;
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unsigned short id;
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count = gcn64_transaction(&tmp, 1);
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if (count == 0) {
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return CONTROLLER_IS_ABSENT;
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}
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if (count != 24) {
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return CONTROLLER_IS_UNKNOWN;
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}
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/*
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* -- Standard gamecube controller answer:
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* 0000 1001 0000 0000 0010 0011 : 0x090023 or
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* 0000 1001 0000 0000 0010 0000 : 0x090020
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*
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* 0000 1001 0000 0000 0010 0000
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*
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* -- Wavebird gamecube controller
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* 1010 1000 0000 0000 0000 0000 : 0xA80000
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* (receiver first power up, controller off)
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*
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* 1110 1001 1010 0000 0001 0111 : 0xE9A017
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* (controller on)
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*
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* 1010 1000 0000
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*
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* -- Intec wireless gamecube controller
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* 0000 1001 0000 0000 0010 0000 : 0x090020
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*
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*
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* -- Standard N64 controller
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* 0000 0101 0000 0000 0000 0000 : 0x050000 (no pack)
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* 0000 0101 0000 0000 0000 0001 : 0x050001 With expansion pack
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* 0000 0101 0000 0000 0000 0010 : 0x050002 Expansion pack removed
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*
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* -- Ascii keyboard (keyboard connector)
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* 0000 1000 0010 0000 0000 0000 : 0x082000
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*
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* Ok, so based on the above, when the second nibble is a 9 or 8, a
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* gamecube compatible controller is present. If on the other hand
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* we have a 5, then we are communicating with a N64 controller.
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*
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* This conclusion appears to be corroborated by my old printout of
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* the document named "Yet another gamecube documentation (but one
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* that's worth printing). The document explains that and ID can
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* be read by sending what they call the 'SI command 0x00 to
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* which the controller replies with 3 bytes. (Clearly, that's
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* what we are doing here). The first 16 bits are the id, and they
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* list, among other type of devices, the following:
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*
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* 0x0500 N64 controller
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* 0x0900 GC standard controller
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* 0x0900 Dkongas
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* 0xe960 Wavebird
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* 0xe9a0 Wavebird
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* 0xa800 Wavebird
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* 0xebb0 Wavebird
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*
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* This last entry worries me. I never observed it, but who knows
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* what the user will connect? Better be safe and consider 0xb as
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* a gamecube controller too.
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*
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* */
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id = gcn64_protocol_getByte(0)<<8;
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id |= gcn64_protocol_getByte(8);
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#ifdef FORCE_KEYBOARD
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return CONTROLLER_IS_GC_KEYBOARD;
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#endif
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switch (id >> 8) {
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case 0x05:
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return CONTROLLER_IS_N64;
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case 0x09: // normal controllers
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case 0x0b: // Never saw this one, but it is mentionned above.
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return CONTROLLER_IS_GC;
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case 0x08:
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if (id == 0x0820) {
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// Ascii keyboard
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return CONTROLLER_IS_GC_KEYBOARD;
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}
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// wavebird, controller off.
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return CONTROLLER_IS_GC;
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default:
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return CONTROLLER_IS_UNKNOWN;
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}
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return 0;
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}
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