gc_n64_usb-v3/gcn64_protocol.c

504 lines
12 KiB
C

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