Arzeon
.
- Joined
- Apr 6, 2018
- Messages
- 9
- Likes
- 18
- Portables
- 1
Hello everyone!
After I finished The emulation boy project I created a diagram of the wiring of my portable, so I can use it as a simple reference in the future when needed. I think it might benefit other people who might want to make a similar portable. obviously this diagram is aimed at the newbies at portablizing like myself.
The diagram is high res.
The test pad pinout was provided by chedda from the sudomod forums.
Please tell me if you notice any slipups.
This is the pinout for the psp 1000 & 3000 analog sticks:
This is the simple code for the teensy 2 mentioned in the diagram. If you aren't able to modify this code in case it doesn't work for you, I'd recommend studying some c++...
I hope this helped out. Good luck and, happy tinkering!
After I finished The emulation boy project I created a diagram of the wiring of my portable, so I can use it as a simple reference in the future when needed. I think it might benefit other people who might want to make a similar portable. obviously this diagram is aimed at the newbies at portablizing like myself.
The diagram is high res.
The test pad pinout was provided by chedda from the sudomod forums.
Please tell me if you notice any slipups.
This is the pinout for the psp 1000 & 3000 analog sticks:
This is the simple code for the teensy 2 mentioned in the diagram. If you aren't able to modify this code in case it doesn't work for you, I'd recommend studying some c++...
Code:
/* Buttons to USB Joystick Example
You must select Joystick from the "Tools > USB Type" menu
This example code is in the public domain.
USE JOY.cpl to test your Teensy 2 code and button connections
*/
#include <Bounce.h>
// Create Bounce objects for each button. The Bounce object
// automatically deals with contact chatter or "bounce", and
// it makes detecting changes very simple.
Bounce button0 = Bounce(0, 10);
Bounce button1 = Bounce(1, 10); // 10 = 10 ms debounce time
Bounce button2 = Bounce(2, 10); // which is appropriate for
Bounce button3 = Bounce(3, 10); // most mechanical pushbuttons
Bounce button4 = Bounce(4, 10);
Bounce button5 = Bounce(5, 10);
Bounce button6 = Bounce(6, 10);
Bounce button7 = Bounce(7, 10);
Bounce button8 = Bounce(8, 10);
Bounce button9 = Bounce(9, 10);
Bounce button13 = Bounce(13, 10);
Bounce button14 = Bounce(14, 10);
Bounce button15 = Bounce(15, 10);
Bounce button16 = Bounce(16, 10);
void setup() {
// Configure the pins for input mode with pullup resistors.
// The pushbuttons connect from each pin to ground. When
// the button is pressed, the pin reads LOW because the button
// shorts it to ground. When released, the pin reads HIGH
// because the pullup resistor connects to +5 volts inside
// the chip. LOW for "on", and HIGH for "off" may seem
// backwards, but using the on-chip pullup resistors is very
// convenient. The scheme is called "active low", and it's
// very commonly used in electronics... so much that the chip
// has built-in pullup resistors!
pinMode(0, INPUT_PULLUP);
pinMode(1, INPUT_PULLUP);
pinMode(2, INPUT_PULLUP);
pinMode(3, INPUT_PULLUP);
pinMode(4, INPUT_PULLUP);
pinMode(5, INPUT_PULLUP);
pinMode(6, INPUT_PULLUP);
pinMode(7, INPUT_PULLUP);
pinMode(8, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);
pinMode(13, INPUT_PULLUP);
pinMode(14, INPUT_PULLUP);
pinMode(15, INPUT_PULLUP);
pinMode(16, INPUT_PULLUP);
}
void loop() {
// Update all the buttons. There should not be any long
// delays in loop(), so this runs repetitively at a rate
// faster than the buttons could be pressed and released.
button0.update();
button1.update();
button2.update();
button3.update();
button4.update();
button5.update();
button6.update();
button7.update();
button8.update();
button9.update();
button13.update();
button14.update();
button15.update();
button16.update();
// Check each button for "falling" edge.
// Update the Joystick buttons only upon changes.
// falling = high (not pressed - voltage from pullup resistor)
// to low (pressed - button connects pin to ground)
if (button0.fallingEdge()) {
Joystick.button(1, 1);
}
if (button1.fallingEdge()) {
Joystick.button(2, 1);
}
if (button2.fallingEdge()) {
Joystick.button(3, 1);
}
if (button3.fallingEdge()) {
Joystick.button(4, 1);
}
if (button4.fallingEdge()) {
Joystick.button(5, 1);
}
if (button5.fallingEdge()) {
Joystick.button(6, 1);
}
if (button6.fallingEdge()) {
Joystick.button(7, 1);
}
if (button7.fallingEdge()) {
Joystick.button(8, 1);
}
if (button8.fallingEdge()) {
Joystick.button(9, 1);
}
if (button9.fallingEdge()) {
Joystick.button(10, 1);
}
if (button13.fallingEdge()) {
Joystick.button(11, 1);
}
if (button14.fallingEdge()) {
Joystick.button(12, 1);
}
if (button15.fallingEdge()) {
Joystick.button(13, 1);
}
if (button16.fallingEdge()) {
Joystick.button(14, 1);
}
// Check each button for "rising" edge
// Update the Joystick buttons only upon changes.
// rising = low (pressed - button connects pin to ground)
// to high (not pressed - voltage from pullup resistor)
if (button0.risingEdge()) {
Joystick.button(1, 0);
}
if (button1.risingEdge()) {
Joystick.button(2, 0);
}
if (button2.risingEdge()) {
Joystick.button(3, 0);
}
if (button3.risingEdge()) {
Joystick.button(4, 0);
}
if (button4.risingEdge()) {
Joystick.button(5, 0);
}
if (button5.risingEdge()) {
Joystick.button(6, 0);
}
if (button6.risingEdge()) {
Joystick.button(7, 0);
}
if (button7.risingEdge()) {
Joystick.button(8, 0);
}
if (button8.risingEdge()) {
Joystick.button(9, 0);
}
if (button9.risingEdge()) {
Joystick.button(10, 0);
}
if (button13.risingEdge()) {
Joystick.button(11, 0);
}
if (button14.risingEdge()) {
Joystick.button(12, 0);
}
if (button15.risingEdge()) {
Joystick.button(13, 0);
}
if (button16.risingEdge()) {
Joystick.button(14, 0);
}
int rX = analogRead(3);//pin3 if Joystick X1 off center change 512 in (rX - 512) and eyeball using JOY.cpl
rX = (rX - 512) * 1.8 + 512;
if (rX > 1023)
rX=1023;
if (rX < 0)
rX = 0;
int rY = analogRead(2);//pin2 if Joystick Y1 off center change 512 in (rY - 512) and eyeball using JOY.cpl
rY = (rY - 512) * 1.8 + 512;
if (rY > 1023)
rY=1023;
if (rY < 0)
rY = 0;
/* rY=abs(1023-rY);*/
int rZ = analogRead(1);//pin1 if Joystick X2 off center change 512 in (rZ - 512) and eyeball using JOY.cpl
rZ = (rZ - 512) * 1.8 + 512;
if (rZ > 1023)
rZ=1023;
if (rZ < 0)
rZ = 0;
int rrZ = analogRead(0);//pin0 if Joystick Y2 off center change 512 in (rrZ - 512) and eyeball using JOY.cpl
rrZ = (rrZ - 512) * 1.8 + 512;
if (rrZ > 1023)
rrZ=1023;
if (rrZ < 0)
rrZ = 0;
/* rY=abs(1023-rY);*/
Joystick.X(rX);
Joystick.Y(rY);
Joystick.Z(rZ);
Joystick.Zrotate(rrZ);
/*rX=x1value
rY=y1value
1023=x1max
0=x1min
1023=y1max
0=y1min*/
/*Might help some people out
Autocalibration of analog sticks (by Helder + wermy) M
if (rZ > 0 && rZ > 1023) {
rZ=1023;
} else if (rZ < 0 && rZ < 0) {
rZ=0 ;
}
if (rrZ > 0 && rrZ > 1023) {
rrZ=1023;
} else if (rrZ < 0 && rrZ < 0) {
rrZ=0;
}
float x1sMax = abs(1023);
if (rZ < 0) {
x1sMax = abs(0);
}
float y1sMax = abs(1023);
if (rrZ < 0) {
y1sMax = abs(0);
}
/*if (x2Value > 0 && x2Value > x2Max) {
x2Max = x2Value;
} else if (x2Value < 0 && x2Value < x2Min) {
x2Min = x2Value;
}
if (y2Value > 0 && y2Value > y2Max) {
y2Max = y2Value;
} else if (y2Value < 0 && y2Value < y2Min) {
y2Min = y2Value;
}
float x2sMax = abs(x2Max);
if (x2Value < 0) {
x2sMax = abs(x2Min);
}
float y2sMax = abs(y2Max);
if (y2Value < 0) {
y2sMax = abs(y2Min);
}
int16_t x1Final = (((float)rX / x1sMax)*127);
int16_t y1Final = (((float)rY/ y1sMax)*127);
int16_t x2Final = (((float)x2Value / x2sMax)*127);
int16_t y2Final = (((float)y2Value / y2sMax)*127);*/
}
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