mirror of
https://github.com/raphnet/gc_n64_usb-v3
synced 2024-11-13 20:55:03 -05:00
201 lines
4.5 KiB
C
201 lines
4.5 KiB
C
/* gc_n64_usb : Gamecube or N64 controller to USB adapter 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 <string.h>
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#include "gamepads.h"
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#include "gamecube.h"
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#include "gcn64_protocol.h"
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/*********** prototypes *************/
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static void gamecubeInit(void);
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static char gamecubeUpdate(void);
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static char gamecubeChanged(void);
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static char gc_rumbling = 0;
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static char origins_set = 0;
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static unsigned char orig_x, orig_y, orig_cx, orig_cy;
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static void gamecubeInit(void)
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{
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gamecubeUpdate();
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}
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void gc_decodeAnswer(unsigned char data[8])
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{
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unsigned char x,y,cx,cy;
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// Note: Checking seems a good idea, adds protection
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// against corruption (if the "constant" bits are invalid,
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// maybe others are : Drop the packet).
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//
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// However, I have seen bit 2 in a high state. To be as compatible
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// as possible, I decided NOT to look at these bits since instead
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// of being "constant" bits they might have a meaning I don't know.
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// Check the always 0 and always 1 bits
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#if 0
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if (gcn64_workbuf[0] || gcn64_workbuf[1] || gcn64_workbuf[2])
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return 1;
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if (!gcn64_workbuf[8])
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return 1;
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#endif
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/*
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(Source: Nintendo Gamecube Controller Protocol
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updated 8th March 2004, by James.)
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Bit Function
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0-2 Always 0 << RAPH: Not true, I see 001!
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3 Start
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4 Y
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5 X
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6 B
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7 A
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8 Always 1
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9 L
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10 R
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11 Z
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12-15 Up,Down,Right,Left
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16-23 Joy X
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24-31 Joy Y
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32-39 C Joystick X
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40-47 C Joystick Y
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48-55 Left Btn Val
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56-63 Right Btn Val
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*/
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last_built_report.pad_type = PAD_TYPE_GAMECUBE;
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last_built_report.gc.buttons = data[0] | data[1] << 8;
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x = data[2];
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y = data[3];
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cx = data[4];
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cy = data[5];
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last_built_report.gc.lt = data[6];
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last_built_report.gc.rt = data[7];
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memcpy(last_built_report.gc.raw_data, data, 8);
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if (origins_set) {
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last_built_report.gc.x = ((int)x-(int)orig_x);
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last_built_report.gc.y = ((int)y-(int)orig_y);
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last_built_report.gc.cx = ((int)cx-(int)orig_cx);
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last_built_report.gc.cy = ((int)cy-(int)orig_cy);
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} else {
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orig_x = x;
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orig_y = y;
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orig_cx = cx;
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orig_cy = cy;
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last_built_report.gc.x = 0;
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last_built_report.gc.y = 0;
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last_built_report.gc.cx = 0;
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last_built_report.gc.cy = 0;
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origins_set = 1;
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}
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}
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static char gamecubeUpdate()
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{
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unsigned char tmpdata[GC_GETSTATUS_REPLY_LENGTH];
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unsigned char count;
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#if 0
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/* The GetID command. This is required for the Nintendo Wavebird to work... */
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tmp = GC_GETID;
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count = gcn64_transaction(&tmp, 1);
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if (count != GC_GETID_REPLY_LENGTH) {
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return 1;
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}
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/*
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* The wavebird needs time. It does not answer the
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* folowwing get status command if we don't wait here.
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*
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* A good 2:1 safety margin has been chosen.
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*
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*/
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// 10 : does not work
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// 20 : does not work
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// 25 : works
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// 30 : works
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_delay_us(50);
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#endif
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tmpdata[0] = GC_GETSTATUS1;
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tmpdata[1] = GC_GETSTATUS2;
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tmpdata[2] = GC_GETSTATUS3(gc_rumbling);
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count = gcn64_transaction(tmpdata, 3, tmpdata, GC_GETSTATUS_REPLY_LENGTH);
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if (count != GC_GETSTATUS_REPLY_LENGTH) {
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return 1;
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}
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gc_decodeAnswer(tmpdata);
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return 0;
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}
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static void gamecubeHotplug(void)
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{
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// Make sure next read becomes the refence center values
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origins_set = 0;
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}
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static char gamecubeProbe(void)
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{
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origins_set = 0;
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if (gamecubeUpdate()) {
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return 0;
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}
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return 1;
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}
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static char gamecubeChanged(void)
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{
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return memcmp(&last_built_report, &last_sent_report, sizeof(gamepad_data));
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}
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static void gamecubeGetReport(gamepad_data *dst)
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{
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if (dst)
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memcpy(dst, &last_built_report, sizeof(gamepad_data));
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}
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static void gamecubeVibration(char enable)
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{
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gc_rumbling = enable;
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}
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Gamepad GamecubeGamepad = {
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.init = gamecubeInit,
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.update = gamecubeUpdate,
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.changed = gamecubeChanged,
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.getReport = gamecubeGetReport,
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.probe = gamecubeProbe,
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.setVibration = gamecubeVibration,
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.hotplug = gamecubeHotplug,
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};
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Gamepad *gamecubeGetGamepad(void)
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{
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return &GamecubeGamepad;
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}
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