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Firmware/BlueCubeModv2/README.md
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Firmware/BlueCubeModv2/README.md
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# BlueCubeMod
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ESP32 based GameCube Controller Bluetooth conversion for Nintendo Switch
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v1:
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Mac/PC/PS4 supported (tested using Dolphin Emulator on Mac)
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For Switch/RaspberryPi, use an 8Bitdo USB adapter
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v2:
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Switch support only - no adapter required
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## Wiring:
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- Connect pins 23 and 18 to GameCube controller's data pin (Red)
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- Connect GND to controller's ground pin (Black)
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## Build instructions(v2):
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- Use this esp-idf fork here: https://github.com/NathanReeves/esp-idf
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- Set up the esp-idf environment: https://docs.espressif.com/projects/esp-idf/en/latest/get-started/
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- Get the BlueCubeModv2 firmware
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- If you haven’t flashed an ESP32 project before, you need the port name of ESP32 for the config file. If using unix system, to get the port name of a USB device run:
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`ls /dev`
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- Find your device on the list and copy it. It should look something like: /dev/cu.usbserial-DO01EXOV or /dev/cu.SLAB_USBtoUART
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- cd into project folder and run:
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`make menuconfig`
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- Paste your port name into Serial Flasher Config -> Default Serial Port
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- Compile and flash the program, run:
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`make flash monitor`
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@ -63,6 +63,13 @@ static uint8_t rt_send = 0;
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//RMT Transmitter Init - for reading GameCube controller
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rmt_item32_t items[25];
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rmt_config_t rmt_tx;
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SemaphoreHandle_t xSemaphore;
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bool connected = false;
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int paired = 0;
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TaskHandle_t SendingHandle = NULL;
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TaskHandle_t BlinkHandle = NULL;
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uint8_t timer = 0;
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static void rmt_tx_init()
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{
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@ -378,14 +385,9 @@ static void get_buttons()
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}
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}
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SemaphoreHandle_t xSemaphore;
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bool connected = false;
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int paired = 0;
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TaskHandle_t SendingHandle = NULL;
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TaskHandle_t BlinkHandle = NULL;
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//Switch button report example // batlvl Buttons Lstick Rstick
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//static uint8_t report30[] = {0x30, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
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uint8_t timer = 0;
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static uint8_t report30[] = {
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0x30,
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0x0,
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