Nintendo controller
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Greetings stampers!
Does anyone have any experience interfacing a nintendo or similar
style game controller with a stamp (thinking robotics applications
here). The newer ones only have 3 wires but a ton of buttons so it
has to be serial, does anyone know where to find information on the
protocol?
Also I would be interested in any experience making annunciator
panels, we will have roughly 20 error conditions to warn the user of
this device about, any suggestions on available products or ways to
control that many discrete leds in a pin-efficient manner?
Thank you,
Douglas McClean
jxm156@p... or IDiggles@a...
Does anyone have any experience interfacing a nintendo or similar
style game controller with a stamp (thinking robotics applications
here). The newer ones only have 3 wires but a ton of buttons so it
has to be serial, does anyone know where to find information on the
protocol?
Also I would be interested in any experience making annunciator
panels, we will have roughly 20 error conditions to warn the user of
this device about, any suggestions on available products or ways to
control that many discrete leds in a pin-efficient manner?
Thank you,
Douglas McClean
jxm156@p... or IDiggles@a...
Comments
IDiggles@a... wrote: Greetings stampers!Does anyone
have any experience interfacing a nintendo or similar
style game controller with a stamp (thinking robotics
applications here). The newer ones only have 3 wires
but a ton of buttons so it has to be serial, does
anyone know where to find information on the protocol?
It just so happens that i am using a SNES controller
in a robotics project myself. a good place to
research all types of controllers, pinouts, voltage
levels etc., is Gamestationx.com. anyway i just
pulled the codes out of the SNES controller the other
day and they go like this[noparse]:([/noparse]correct to the best of my
knowledge, checked over 2 times)
binary hex
nopress:1111111111111111 ffff
up: 1111011111111111 f7ff
down: 1111101111111111 fbff
left: 1111110111111111 fdff
right: 1111111011111111 feff
select: 1101111111111111 dfff
start: 1110111111111111 efff
y: 1011111111111111 bfff
x: 1111111110111111 fbff
b: 1111111111111110 7fff
a: 1111111101111111 ff7f
Top rt: 1111111111101111 ffef
top lft:1111111111011111 ffdf
this gives 2^12 combinations or 4096
As you can see, a zero represents the button being
pressed, and a one is a "no press". To use this, just
set the correct bit from the chart above, and have
your controller jump on the correct combination.
The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
____________________________
/ 7 6 5 | 4 3 2 1 |
( o o o | o o o o |
\___________|________________|
pin description wire color
1 +5v white
2 data clock yellow
3 data latch orange
4 data line red
5 N/A
6 N/A
7 ground brown
To use this, just hit the data latch w/ a 12us pulse
to latch the parallel bits, and then reel them in on
the data line using SHIFTIN on the BSII, and its as
easy as that. The mode that I used to real in the
bits for the chart above was: mode 0, or MSBPRE.
You can also check out Al Williams's book,
Microcontroller Projects w/ Basic Stamps, page 179,
Expanding I/O. I hope all of that will help!!!!
Ross Cooper
klutch66@y...
__________________________________________________
Do You Yahoo!?
Yahoo! Auctions - Buy the things you want at great prices.
http://auctions.yahoo.com/
I can't access the the gamestationx.com site you mentioned.
My browser comes up with a 'unable to locate' message. Any
idea what's wrong?
Regards,
Adolph Stumpf
--- In basicstamps@y..., ross cooper <klutch66@y...> wrote:
>
> you wrote:
> IDiggles@a... wrote: Greetings stampers!Does anyone
> have any experience interfacing a nintendo or similar
> style game controller with a stamp (thinking robotics
> applications here). The newer ones only have 3 wires
> but a ton of buttons so it has to be serial, does
> anyone know where to find information on the protocol?
>
>
>
> It just so happens that i am using a SNES controller
> in a robotics project myself. a good place to
> research all types of controllers, pinouts, voltage
> levels etc., is Gamestationx.com. anyway i just
> pulled the codes out of the SNES controller the other
> day and they go like this[noparse]:([/noparse]correct to the best of my
> knowledge, checked over 2 times)
> binary hex
> nopress:1111111111111111 ffff
> up: 1111011111111111 f7ff
> down: 1111101111111111 fbff
> left: 1111110111111111 fdff
> right: 1111111011111111 feff
> select: 1101111111111111 dfff
> start: 1110111111111111 efff
> y: 1011111111111111 bfff
> x: 1111111110111111 fbff
> b: 1111111111111110 7fff
> a: 1111111101111111 ff7f
> Top rt: 1111111111101111 ffef
> top lft:1111111111011111 ffdf
>
> this gives 2^12 combinations or 4096
> As you can see, a zero represents the button being
> pressed, and a one is a "no press". To use this, just
> set the correct bit from the chart above, and have
> your controller jump on the correct combination.
>
> The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
> ____________________________
> / 7 6 5 | 4 3 2 1 |
> ( o o o | o o o o |
> \___________|________________|
> pin description wire color
> 1 +5v white
> 2 data clock yellow
> 3 data latch orange
> 4 data line red
> 5 N/A
> 6 N/A
> 7 ground brown
>
> To use this, just hit the data latch w/ a 12us pulse
> to latch the parallel bits, and then reel them in on
> the data line using SHIFTIN on the BSII, and its as
> easy as that. The mode that I used to real in the
> bits for the chart above was: mode 0, or MSBPRE.
> You can also check out Al Williams's book,
> Microcontroller Projects w/ Basic Stamps, page 179,
> Expanding I/O. I hope all of that will help!!!!
>
> Ross Cooper
> klutch66@y...
>
>
> __________________________________________________
> Do You Yahoo!?
> Yahoo! Auctions - Buy the things you want at great prices.
> http://auctions.yahoo.com/
I had the same problem, it appears the address for the site calling
itself 'Game Station X' is www.gamesx.com.
Doug McClean
(also, thanks alot for the excellent info Ross)
--- In basicstamps@y..., apstumpf@u... wrote:
> Ross,
>
> I can't access the the gamestationx.com site you mentioned.
> My browser comes up with a 'unable to locate' message. Any
> idea what's wrong?
>
> Regards,
> Adolph Stumpf
>
>
>
> --- In basicstamps@y..., ross cooper <klutch66@y...> wrote:
> >
> > you wrote:
> > IDiggles@a... wrote: Greetings stampers!Does anyone
> > have any experience interfacing a nintendo or similar
> > style game controller with a stamp (thinking robotics
> > applications here). The newer ones only have 3 wires
> > but a ton of buttons so it has to be serial, does
> > anyone know where to find information on the protocol?
> >
> >
> >
> > It just so happens that i am using a SNES controller
> > in a robotics project myself. a good place to
> > research all types of controllers, pinouts, voltage
> > levels etc., is Gamestationx.com. anyway i just
> > pulled the codes out of the SNES controller the other
> > day and they go like this[noparse]:([/noparse]correct to the best of my
> > knowledge, checked over 2 times)
> > binary hex
> > nopress:1111111111111111 ffff
> > up: 1111011111111111 f7ff
> > down: 1111101111111111 fbff
> > left: 1111110111111111 fdff
> > right: 1111111011111111 feff
> > select: 1101111111111111 dfff
> > start: 1110111111111111 efff
> > y: 1011111111111111 bfff
> > x: 1111111110111111 fbff
> > b: 1111111111111110 7fff
> > a: 1111111101111111 ff7f
> > Top rt: 1111111111101111 ffef
> > top lft:1111111111011111 ffdf
> >
> > this gives 2^12 combinations or 4096
> > As you can see, a zero represents the button being
> > pressed, and a one is a "no press". To use this, just
> > set the correct bit from the chart above, and have
> > your controller jump on the correct combination.
> >
> > The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
> > ____________________________
> > / 7 6 5 | 4 3 2 1 |
> > ( o o o | o o o o |
> > \___________|________________|
> > pin description wire color
> > 1 +5v white
> > 2 data clock yellow
> > 3 data latch orange
> > 4 data line red
> > 5 N/A
> > 6 N/A
> > 7 ground brown
> >
> > To use this, just hit the data latch w/ a 12us pulse
> > to latch the parallel bits, and then reel them in on
> > the data line using SHIFTIN on the BSII, and its as
> > easy as that. The mode that I used to real in the
> > bits for the chart above was: mode 0, or MSBPRE.
> > You can also check out Al Williams's book,
> > Microcontroller Projects w/ Basic Stamps, page 179,
> > Expanding I/O. I hope all of that will help!!!!
> >
> > Ross Cooper
> > klutch66@y...
> >
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Yahoo! Auctions - Buy the things you want at great prices.
> > http://auctions.yahoo.com/
http://home.t-online.de/home/stephan.hans/n64.htm
He is doing some sort of project with an N64 controller which has
analog and digital controlls, plus a load of buttons. Hope that this
helps.
Andy
--- In basicstamps@y..., IDiggles@a... wrote:
> Greetings stampers!
>
> Does anyone have any experience interfacing a nintendo or similar
> style game controller with a stamp (thinking robotics applications
> here). The newer ones only have 3 wires but a ton of buttons so it
> has to be serial, does anyone know where to find information on the
> protocol?
>
> Also I would be interested in any experience making annunciator
> panels, we will have roughly 20 error conditions to warn the user
of
> this device about, any suggestions on available products or ways to
> control that many discrete leds in a pin-efficient manner?
>
> Thank you,
> Douglas McClean
> jxm156@p... or IDiggles@a...