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Old 19 February 2018, 21:06   #1
Martijn
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Using 9 pin joysticks on Amiga emulator - Arduino to the rescue

Hi,

Didn't really know which subforum to put this in, something emulation related or rather a hardware mod maybe, but since I'm also rather new to the forum, it's going here for now. Feel free to move...

I've recently dug out my A500 again for a work party, and then after I didn't put it back in its box. ;-) So I started playing some games again (yay, Sensible Soccer!), then bought an ACA500plus. Then installed FS-UAE on my macbook to do some changes to the workbench on my CF card lazily on the couch. And then I thought: wouldn't it be nice to also run Sensible Soccer on my macbook, but hey, that's no fun without my Arcade joysticks. I did a bit of googling, found out that Retronic Design sells adapters, but, well, expensive, other side of the world, nevermind. I must be able to do that myself. And so I did.

The ingredients:
- an old DB25 male connector I found somewhere in a box with old cables (I found several, one of them big enough to fit the arduino board inside)
- a Pro Micro Arduino board (can present itself as USB HID device, thus appears as keyboard without further drivers)
- a couple of wires
- a soldering iron, patience and steady hands
- and a few (really just a few) lines of code

So, some soldering:
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Kill a few pins:
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Gate to the modern world:
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Arduino showing signs of life:
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Playing Sensible Soccer the way it's supposed to be:
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This is all the code needed:
Code:
#include "Keyboard.h"

void setup() {
  for (int i = 5; i<=9; i++) {
    pinMode(i, INPUT_PULLUP);
  }
  pinMode(10, INPUT_PULLUP);
  pinMode(16, INPUT_PULLUP);
  pinMode(14, INPUT_PULLUP);
  pinMode(15, INPUT_PULLUP);
  pinMode(18, INPUT_PULLUP);
}

void loop() {
  // joystick 1, default FS-UAE keyboard assignment
  handle(6, 0xDA); //arrow up
  handle(7, 0xD9); //arrow down
  handle(8, 0xD8); //arrow left
  handle(9, 0xD7); //arrow right
  handle(5, 0x86); //right alt

  // joystick 2, configured with numpad keys in FS-UAE advanced settings
  handle(14, '\350'); //numpad 8
  handle(16, '\342'); //numpad 2
  handle(15, '\344'); //numpad 4
  handle(18, '\346'); //numpad 6
  handle(10, '\352'); //numpad 0
}

void handle(int pin, byte key) {
  if (digitalRead(pin) == 0) {
    Keyboard.press(key);
  } else {
    Keyboard.release(key);
  }
}
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Old 19 February 2018, 23:10   #2
kgc210
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Good work.
Only thought is do you have enough spare pins to add the second fire button?
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Old 19 February 2018, 23:17   #3
Martijn
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Certainly, there are around 20 pins on the Pro Micro board. I didn't care since I made it just for myself and I only care about one button Arcades, but there are enough pins (also some that can do analog) to fully cover two DB9 connections
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Old 20 February 2018, 19:36   #4
nogginthenog
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Quote:
Originally Posted by Martijn View Post
Certainly, there are around 20 pins on the Pro Micro board. I didn't care since I made it just for myself and I only care about one button Arcades, but there are enough pins (also some that can do analog) to fully cover two DB9 connections
Wow, that's pretty nice. Never played with Pro Micros, only Pro Minis and Nanos (and 8-pin ATTiny's in the Arduino IDE).

The DB25 case is a perfect fit. You know there are a few arcade games that support the 2nd button? In R-Type you can use it to call back your pod.

Then again looks like you only have 1 button sticks
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Old 20 February 2018, 22:20   #5
Martijn
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Quote:
Originally Posted by nogginthenog View Post
You know there are a few arcade games that support the 2nd button? In R-Type you can use it to call back your pod.

Then again looks like you only have 1 button sticks
Yeah I always had 1 button joysticks, don't care for anything else. :-) Never been a gamer since my amiga days, also never got used to 'modern' controllers with many buttons, thumbsticks etc... But yes, supporting a second button is just adding one wire and two lines of code.
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Old 06 March 2018, 14:04   #6
LuMan
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Hi Martijn. I really like that. It's odd that we spend so much time trying to get new stuff to work on our old stuff, then you make a way of getting old stuff working on new stuff!! Cracking work!

Any chance of a list of DB25 pins to Arduino Pro Micro connections?
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Old 13 March 2018, 15:38   #7
Martijn
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Well, my pin mapping is mostly based on "where can I best fit this tiny wire?".

So if you want to replicate this, you'd best just solder some wires to the 2xDB9 connectors (I'd rather not call it DB25 anymore after removing some pins, better to just number them as it's 2x DB9 next to each other), then get everything together and see which wire goes where on the Pro Micro naturally. Almost all pins on the non-USB side can be used as input.

What you would need to do is:
- Connect pin 8 of both DB9 connectors to GND on the Pro Micro
- Connect pins 1/2/3/4 (up/down/left/right) to any pin on the Pro Micro
- Connect pin 6 (button) to any pin on the Pro Micro
- Update the Arduino program to use the pins you connected the wires to

The pins I used are quite visible in the first picture.

By the way, I've since tried to hook this up to my new Raspberry Pi with Amiberry on it too. Amiberry doesn't seem to keen on mapping keyboard input to joystick movements, so I've rewritten the program to act as an HID game controller using an Arduino HID joystick library I found at https://github.com/MHeironimus/Ardui...e/version-1.0:

Code:
#include <Joystick2.h>

void setup() {
  for (int i = 5; i<=9; i++) {
    pinMode(i, INPUT_PULLUP);
  }
  pinMode(10, INPUT_PULLUP);
  pinMode(16, INPUT_PULLUP);
  pinMode(14, INPUT_PULLUP);
  pinMode(15, INPUT_PULLUP);
  pinMode(18, INPUT_PULLUP);
  Joystick[0].begin(true);
  Joystick[1].begin(true);
}

void loop() {
  // joystick 1 as HID joystick

  if (digitalRead(6) == 0) {
    // up
    Joystick[0].setYAxis(-127);
  } else if (digitalRead(7) == 0) {
    // down
    Joystick[0].setYAxis(127);
  } else {
    Joystick[0].setYAxis(0);
  }
  
  if (digitalRead(8) == 0) {
    // left
    Joystick[0].setXAxis(-127);
  } else if (digitalRead(9) == 0) {
    // right
    Joystick[0].setXAxis(127);
  } else {
    Joystick[0].setXAxis(0);
  }
  
  if (digitalRead(5) == 0) {
    Joystick[0].pressButton(0);
  } else {
    Joystick[0].releaseButton(0);
  }


  // joystick 2 as HID joystick
  if (digitalRead(14) == 0) {
    // up
    Joystick[1].setYAxis(-127);
  } else if (digitalRead(16) == 0) {
    // down
    Joystick[1].setYAxis(127);
  } else {
    Joystick[1].setYAxis(0);
  }
  
  if (digitalRead(15) == 0) {
    // left
    Joystick[1].setXAxis(-127);
  } else if (digitalRead(18) == 0) {
    // right
    Joystick[1].setXAxis(127);
  } else {
    Joystick[1].setXAxis(0);
  }
  
  if (digitalRead(10) == 0) {
    Joystick[1].pressButton(0);
  } else {
    Joystick[1].releaseButton(0);
  }
}
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Old 27 March 2018, 08:09   #8
Heywood
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Hey Martjin,

Have you seen this project? It may have some ideas that you may want to borrow for yours. It's not mine but it's something that I've been considering using it for my emulation setup. Besides joysticks, it does an Amiga mouse too. Actually there's a mode that seems to autodetect a mouse or joystick is plugged in which seems pretty nifty if it actually works (haven't looked into the code enough to see if it automatically changes reporting as a HID Mouse/Joystick to the host though)

BTW I hope you don't think I'm knocking your work at all - unlike your project, the one I've mentioned only implements one input - I love the pro micros, good form factor, a good number of 5V capable I/O pins and built in USB (and the clones are dirt cheap so if you destroy one, you don't feel too bad - not that I would admit to mistreating these things )
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Old 27 March 2018, 09:56   #9
Martijn
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Hey, yes I saw that (after I built mine), looks cool. It doesn't do USB game controller emulation though, which I need to connect two joysticks to Amiberry simultaneously (it only allows one "keyboard as joystick", might be solved in a future release). But it's definitely more mature than my "solves only my own specific needs"-project. :-)

I don't think it automatically changes the reporting as mouse/keyboard; it just identifies itself as both and sends keyboard or mouse signals depending on the mode.

I might look into the mouse emulation one day, ie. the day I want to play Cannon Fodder on the Pi. ;-)
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