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    Solved Retrode

    Emulateurs Arcade/PC/Console
    dualboot openel
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    • acris
      acris last edited by

      Salut Violene, je pense que tu devrais passer sur le canal irc tu trouveras peut etre plus d aide et d explication sur les gpio. ce n est pas trop mon domaine pour le moment. edit : je vais ouvrir une issue pour https://github.com/adafruit/Adafruit-Retrogame , ça permettra d'ajouter le binaire dans recalbox si besoin.

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      • une-fille-etoilee
        une-fille-etoilee last edited by

        okay.....c'est cool...   j'ai vu sur irc, le bigboss m'a dit qu'il avais intégré ca, et que t'etais en train de tester le truc..... 🙂

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        • acris
          acris last edited by

          Salut trop fatiguée pour tester le truc mais j y jete un oeil et oui retropboy a compilé le binaire mais je me demande si il a ajouté le gpio pour le bouton echap lol.

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          • une-fille-etoilee
            une-fille-etoilee last edited by

            pas de soucis, prends ton temps....y'a rien qui presse...^^

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            • acris
              acris last edited by

              Salut j'ai pas de clavier peux tu testé si en faisant echap tu sors bien de retroarch ou lui faudrait-il une combinaison de touche aussi avec un clavier ? merci d'avance

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              • une-fille-etoilee
                une-fille-etoilee last edited by

                je te confirme, la touche echap du clavier fais bien sortir de l'émulateur pour revenir au menu des émulateurs

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                • digitaLumberjack
                  digitaLumberjack Staff last edited by

                  Non j'ai compilé a l'arrache... 🙂

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                  • digitaLumberjack
                    digitaLumberjack Staff last edited by

                    Si tu me modifie le fichier acris je te le compile comme tu le veux 🙂

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                    • acris
                      acris last edited by

                      @Violene merci pour le test. @retroboy merci beaucoup si j'ai bien compris il faut déclarer la touche dans retrogame.c puis lancer le make. J'ai ajouté ceci : GPIO 11

                      {  11,      KEY_ESC       },   // escape, out of emulator
                      
                      /*
                      ADAFRUIT RETROGAME UTILITY: remaps buttons on Raspberry Pi GPIO header
                      to virtual USB keyboard presses.  Great for classic game emulators!
                      Retrogame is interrupt-driven and efficient (usually under 0.3% CPU use)
                      and debounces inputs for glitch-free gaming.
                      Connect one side of button(s) to GND pin (there are several on the GPIO
                      header, but see later notes) and the other side to GPIO pin of interest.
                      Internal pullups are used; no resistors required.  Avoid pins 8 and 10;
                      these are configured as a serial port by default on most systems (this
                      can be disabled but takes some doing).  Pin configuration is currently
                      set in global table; no config file yet.  See later comments.
                      Must be run as root, i.e. 'sudo ./retrogame &' or configure init scripts
                      to launch automatically at system startup.
                      Requires uinput kernel module.  This is typically present on popular
                      Raspberry Pi Linux distributions but not enabled on some older varieties.
                      To enable, either type:
                          sudo modprobe uinput
                      Or, to make this persistent between reboots, add a line to /etc/modules:
                          uinput
                      Prior versions of this code, when being compiled for use with the Cupcade
                      or PiGRRL projects, required CUPCADE to be #defined.  This is no longer
                      the case; instead a test is performed to see if a PiTFT is connected, and
                      one of two I/O tables is automatically selected.
                      Written by Phil Burgess for Adafruit Industries, distributed under BSD
                      License.  Adafruit invests time and resources providing this open source
                      code, please support Adafruit and open-source hardware by purchasing
                      products from Adafruit!
                      Copyright (c) 2013 Adafruit Industries.
                      All rights reserved.
                      Redistribution and use in source and binary forms, with or without
                      modification, are permitted provided that the following conditions are met:
                      - Redistributions of source code must retain the above copyright notice,
                        this list of conditions and the following disclaimer.
                      - Redistributions in binary form must reproduce the above copyright notice,
                        this list of conditions and the following disclaimer in the documentation
                        and/or other materials provided with the distribution.
                      THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
                      AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
                      IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
                      ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
                      LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
                      CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
                      SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
                      INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
                      CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
                      ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
                      POSSIBILITY OF SUCH DAMAGE.
                      */
                      
                      #include <stdio.h>
                      #include <stdlib.h>
                      #include <string.h>
                      #include <unistd.h>
                      #include <fcntl.h>
                      #include <poll.h>
                      #include <signal.h>
                      #include <sys/mman.h>
                      #include <linux/input.h>
                      #include <linux/uinput.h>
                      
                      // START HERE ------------------------------------------------------------
                      // This table remaps GPIO inputs to keyboard values.  In this initial
                      // implementation there's a 1:1 relationship (can't attach multiple keys
                      // to a button) and the list is fixed in code; there is no configuration
                      // file.  Buttons physically connect between GPIO pins and ground.  There
                      // are only a few GND pins on the GPIO header, so a breakout board is
                      // often needed.  If you require just a couple extra ground connections
                      // and have unused GPIO pins, set the corresponding key value to GND to
                      // create a spare ground point.
                      
                      #define GND -1
                      struct {
                      	int pin;
                      	int key;
                      } *io, // In main() this pointer is set to one of the two tables below.
                         ioTFT[] = {
                      	// This pin/key table is used if an Adafruit PiTFT display
                      	// is detected (e.g. Cupcade or PiGRRL).
                      	// Input   Output (from /usr/include/linux/input.h)
                      	{   2,     KEY_LEFT     },   // Joystick (4 pins)
                      	{   3,     KEY_RIGHT    },
                      	{   4,     KEY_DOWN     },
                      	{  17,     KEY_UP       },
                      	{  27,     KEY_Z        },   // A/Fire/jump/primary
                      	{  22,     KEY_X        },   // B/Bomb/secondary
                      	{  23,     KEY_R        },   // Credit
                      	{  18,     KEY_Q        },   // Start 1P
                              {  11,     KEY_ESC       },   // escape, out of emulator
                      	{  -1,     -1           } }, // END OF LIST, DO NOT CHANGE
                      	// MAME must be configured with 'z' & 'x' as buttons 1 & 2 -
                      	// this was required for the accompanying 'menu' utility to
                      	// work (catching crtl/alt w/ncurses gets totally NASTY).
                      	// Credit/start are likewise moved to 'r' & 'q,' reason being
                      	// to play nicer with certain emulators not liking numbers.
                      	// GPIO options are 'maxed out' with PiTFT + above table.
                      	// If additional buttons are desired, will need to disable
                      	// serial console and/or use P5 header.  Or use keyboard.
                         ioStandard[] = {
                      	// This pin/key table is used when the PiTFT isn't found
                      	// (using HDMI or composite instead), as with our original
                      	// retro gaming guide.
                      	// Input   Output (from /usr/include/linux/input.h)
                      	{  25,     KEY_LEFT     },   // Joystick (4 pins)
                      	{   9,     KEY_RIGHT    },
                      	{  10,     KEY_UP       },
                      	{  17,     KEY_DOWN     },
                      	{  23,     KEY_LEFTCTRL },   // A/Fire/jump/primary
                      	{   7,     KEY_LEFTALT  },   // B/Bomb/secondary
                      	// For credit/start/etc., use USB keyboard or add more buttons.
                      	{  -1,     -1           } }; // END OF LIST, DO NOT CHANGE
                      
                      // A "Vulcan nerve pinch" (holding down a specific button combination
                      // for a few seconds) issues an 'esc' keypress to MAME (which brings up
                      // an exit menu or quits the current game).  The button combo is
                      // configured with a bitmask corresponding to elements in the above io[]
                      // array.  The default value here uses elements 6 and 7 (credit and start
                      // in the Cupcade pinout).  If you change this, make certain it's a combo
                      // that's not likely to occur during actual gameplay (i.e. avoid using
                      // joystick directions or hold-for-rapid-fire buttons).
                      // Also key auto-repeat times are set here.  This is for navigating the
                      // game menu using the 'gamera' utility; MAME disregards key repeat
                      // events (as it should).
                      const unsigned long vulcanMask = (1L << 6) | (1L << 7);
                      const int           vulcanKey  = KEY_ESC, // Keycode to send
                                          vulcanTime = 1500,    // Pinch time in milliseconds
                                          repTime1   = 500,     // Key hold time to begin repeat
                                          repTime2   = 100;     // Time between key repetitions
                      
                      // A few globals ---------------------------------------------------------
                      
                      char
                        *progName,                         // Program name (for error reporting)
                         sysfs_root[] = "/sys/class/gpio", // Location of Sysfs GPIO files
                         running      = 1;                 // Signal handler will set to 0 (exit)
                      volatile unsigned int
                        *gpio;                             // GPIO register table
                      const int
                         debounceTime = 20;                // 20 ms for button debouncing
                      
                      // Some utility functions ------------------------------------------------
                      
                      // Set one GPIO pin attribute through the Sysfs interface.
                      int pinConfig(int pin, char *attr, char *value) {
                      	char filename[50];
                      	int  fd, w, len = strlen(value);
                      	sprintf(filename, "%s/gpio%d/%s", sysfs_root, pin, attr);
                      	if((fd = open(filename, O_WRONLY)) < 0) return -1;
                      	w = write(fd, value, len);
                      	close(fd);
                      	return (w != len); // 0 = success
                      }
                      
                      // Un-export any Sysfs pins used; don't leave filesystem cruft.  Also
                      // restores any GND pins to inputs.  Write errors are ignored as pins
                      // may be in a partially-initialized state.
                      void cleanup() {
                      	char buf[50];
                      	int  fd, i;
                      	sprintf(buf, "%s/unexport", sysfs_root);
                      	if((fd = open(buf, O_WRONLY)) >= 0) {
                      		for(i=0; io[i].pin >= 0; i++) {
                      			// Restore GND items to inputs
                      			if(io[i].key == GND)
                      				pinConfig(io[i].pin, "direction", "in");
                      			// And un-export all items regardless
                      			sprintf(buf, "%d", io[i].pin);
                      			write(fd, buf, strlen(buf));
                      		}
                      		close(fd);
                      	}
                      }
                      
                      // Quick-n-dirty error reporter; print message, clean up and exit.
                      void err(char *msg) {
                      	printf("%s: %s.  Try 'sudo %s'.\n", progName, msg, progName);
                      	cleanup();
                      	exit(1);
                      }
                      
                      // Interrupt handler -- set global flag to abort main loop.
                      void signalHandler(int n) {
                      	running = 0;
                      }
                      
                      // Detect Pi board type.  Doesn't return super-granular details,
                      // just the most basic distinction needed for GPIO compatibility:
                      // 0: Pi 1 Model B revision 1
                      // 1: Pi 1 Model B revision 2, Model A, Model B+, Model A+
                      // 2: Pi 2 Model B
                      
                      static int boardType(void) {
                      	FILE *fp;
                      	char  buf[1024], *ptr;
                      	int   n, board = 1; // Assume Pi1 Rev2 by default
                      
                      	// Relies on info in /proc/cmdline.  If this becomes unreliable
                      	// in the future, alt code below uses /proc/cpuinfo if any better.
                      #if 1
                      	if((fp = fopen("/proc/cmdline", "r"))) {
                      		while(fgets(buf, sizeof(buf), fp)) {
                      			if((ptr = strstr(buf, "mem_size=")) &&
                      			   (sscanf(&ptr[9], "%x", &n) == 1) &&
                      			   (n == 0x3F000000)) {
                      				board = 2; // Appears to be a Pi 2
                      				break;
                      			} else if((ptr = strstr(buf, "boardrev=")) &&
                      			          (sscanf(&ptr[9], "%x", &n) == 1) &&
                      			          ((n == 0x02) || (n == 0x03))) {
                      				board = 0; // Appears to be an early Pi
                      				break;
                      			}
                      		}
                      		fclose(fp);
                      	}
                      #else
                      	char s[8];
                      	if((fp = fopen("/proc/cpuinfo", "r"))) {
                      		while(fgets(buf, sizeof(buf), fp)) {
                      			if((ptr = strstr(buf, "Hardware")) &&
                      			   (sscanf(&ptr[8], " : %7s", s) == 1) &&
                      			   (!strcmp(s, "BCM2709"))) {
                      				board = 2; // Appears to be a Pi 2
                      				break;
                      			} else if((ptr = strstr(buf, "Revision")) &&
                      			          (sscanf(&ptr[8], " : %x", &n) == 1) &&
                      			          ((n == 0x02) || (n == 0x03))) {
                      				board = 0; // Appears to be an early Pi
                      				break;
                      			}
                      		}
                      		fclose(fp);
                      	}
                      #endif
                      
                      	return board;
                      }
                      
                      // Main stuff ------------------------------------------------------------
                      
                      #define PI1_BCM2708_PERI_BASE 0x20000000
                      #define PI1_GPIO_BASE         (PI1_BCM2708_PERI_BASE + 0x200000)
                      #define PI2_BCM2708_PERI_BASE 0x3F000000
                      #define PI2_GPIO_BASE         (PI2_BCM2708_PERI_BASE + 0x200000)
                      #define BLOCK_SIZE            (4*1024)
                      #define GPPUD                 (0x94 / 4)
                      #define GPPUDCLK0             (0x98 / 4)
                      
                      int main(int argc, char *argv[]) {
                      
                      	// A few arrays here are declared with 32 elements, even though
                      	// values aren't needed for io[] members where the 'key' value is
                      	// GND.  This simplifies the code a bit -- no need for mallocs and
                      	// tests to create these arrays -- but may waste a handful of
                      	// bytes for any declared GNDs.
                      	char                   buf[50],      // For sundry filenames
                      	                       c,            // Pin input value ('0'/'1')
                      	                       board;        // 0=Pi1Rev1, 1=Pi1Rev2, 2=Pi2
                      	int                    fd,           // For mmap, sysfs, uinput
                      	                       i, j,         // Asst. counter
                      	                       bitmask,      // Pullup enable bitmask
                      	                       timeout = -1, // poll() timeout
                      	                       intstate[32], // Last-read state
                      	                       extstate[32], // Debounced state
                      	                       lastKey = -1; // Last key down (for repeat)
                      	unsigned long          bitMask, bit; // For Vulcan pinch detect
                      	volatile unsigned char shortWait;    // Delay counter
                      	struct input_event     keyEv, synEv; // uinput events
                      	struct pollfd          p[32];        // GPIO file descriptors
                      
                      	progName = argv[0];             // For error reporting
                      	signal(SIGINT , signalHandler); // Trap basic signals (exit cleanly)
                      	signal(SIGKILL, signalHandler);
                      
                      	// Select io[] table for Cupcade (TFT) or 'normal' project.
                      	io = (access("/etc/modprobe.d/adafruit.conf", F_OK) ||
                      	      access("/dev/fb1", F_OK)) ? ioStandard : ioTFT;
                      
                      	// If this is a "Revision 1" Pi board (no mounting holes),
                      	// remap certain pin numbers in the io[] array for compatibility.
                      	// This way the code doesn't need modification for old boards.
                      	board = boardType();
                      	if(board == 0) {
                      		for(i=0; io[i].pin >= 0; i++) {
                      			if(     io[i].pin ==  2) io[i].pin = 0;
                      			else if(io[i].pin ==  3) io[i].pin = 1;
                      			else if(io[i].pin == 27) io[i].pin = 21;
                      		}
                      	}
                      
                      	// ----------------------------------------------------------------
                      	// Although Sysfs provides solid GPIO interrupt handling, there's
                      	// no interface to the internal pull-up resistors (this is by
                      	// design, being a hardware-dependent feature).  It's necessary to
                      	// grapple with the GPIO configuration registers directly to enable
                      	// the pull-ups.  Based on GPIO example code by Dom and Gert van
                      	// Loo on elinux.org
                      
                      	if((fd = open("/dev/mem", O_RDWR | O_SYNC)) < 0)
                      		err("Can't open /dev/mem");
                      	gpio = mmap(            // Memory-mapped I/O
                      	  NULL,                 // Any adddress will do
                      	  BLOCK_SIZE,           // Mapped block length
                      	  PROT_READ|PROT_WRITE, // Enable read+write
                      	  MAP_SHARED,           // Shared with other processes
                      	  fd,                   // File to map
                      	  (board == 2) ?
                      	   PI2_GPIO_BASE :      // -> GPIO registers
                      	   PI1_GPIO_BASE);
                      
                      	close(fd);              // Not needed after mmap()
                      	if(gpio == MAP_FAILED) err("Can't mmap()");
                      	// Make combined bitmap of pullup-enabled pins:
                      	for(bitmask=i=0; io[i].pin >= 0; i++)
                      		if(io[i].key != GND) bitmask |= (1 << io[i].pin);
                      	gpio[GPPUD]     = 2;                    // Enable pullup
                      	for(shortWait=150;--shortWait;);        // Min 150 cycle wait
                      	gpio[GPPUDCLK0] = bitmask;              // Set pullup mask
                      	for(shortWait=150;--shortWait;);        // Wait again
                      	gpio[GPPUD]     = 0;                    // Reset pullup registers
                      	gpio[GPPUDCLK0] = 0;
                      	(void)munmap((void *)gpio, BLOCK_SIZE); // Done with GPIO mmap()
                      
                      	// ----------------------------------------------------------------
                      	// All other GPIO config is handled through the sysfs interface.
                      
                      	sprintf(buf, "%s/export", sysfs_root);
                      	if((fd = open(buf, O_WRONLY)) < 0) // Open Sysfs export file
                      		err("Can't open GPIO export file");
                      	for(i=j=0; io[i].pin >= 0; i++) { // For each pin of interest...
                      		sprintf(buf, "%d", io[i].pin);
                      		write(fd, buf, strlen(buf));             // Export pin
                      		pinConfig(io[i].pin, "active_low", "0"); // Don't invert
                      		if(io[i].key == GND) {
                      			// Set pin to output, value 0 (ground)
                      			if(pinConfig(io[i].pin, "direction", "out") ||
                      			   pinConfig(io[i].pin, "value"    , "0"))
                      				err("Pin config failed (GND)");
                      		} else {
                      			// Set pin to input, detect rise+fall events
                      			if(pinConfig(io[i].pin, "direction", "in") ||
                      			   pinConfig(io[i].pin, "edge"     , "both"))
                      				err("Pin config failed");
                      			// Get initial pin value
                      			sprintf(buf, "%s/gpio%d/value",
                      			  sysfs_root, io[i].pin);
                      			// The p[] file descriptor array isn't necessarily
                      			// aligned with the io[] array.  GND keys in the
                      			// latter are skipped, but p[] requires contiguous
                      			// entries for poll().  So the pins to monitor are
                      			// at the head of p[], and there may be unused
                      			// elements at the end for each GND.  Same applies
                      			// to the intstate[] and extstate[] arrays.
                      			if((p[j].fd = open(buf, O_RDONLY)) < 0)
                      				err("Can't access pin value");
                      			intstate[j] = 0;
                      			if((read(p[j].fd, &c, 1) == 1) && (c == '0'))
                      				intstate[j] = 1;
                      			extstate[j] = intstate[j];
                      			p[j].events  = POLLPRI; // Set up poll() events
                      			p[j].revents = 0;
                      			j++;
                      		}
                      	} // 'j' is now count of non-GND items in io[] table
                      	close(fd); // Done exporting
                      
                      	// ----------------------------------------------------------------
                      	// Set up uinput
                      
                      #if 1
                      	// Retrogame normally uses /dev/uinput for generating key events.
                      	// Cupcade requires this and it's the default.  SDL2 (used by
                      	// some newer emulators) doesn't like it, wants /dev/input/event0
                      	// instead.  Enable that code by changing to "#if 0" above.
                      	if((fd = open("/dev/uinput", O_WRONLY | O_NONBLOCK)) < 0)
                      		err("Can't open /dev/uinput");
                      	if(ioctl(fd, UI_SET_EVBIT, EV_KEY) < 0)
                      		err("Can't SET_EVBIT");
                      	for(i=0; io[i].pin >= 0; i++) {
                      		if(io[i].key != GND) {
                      			if(ioctl(fd, UI_SET_KEYBIT, io[i].key) < 0)
                      				err("Can't SET_KEYBIT");
                      		}
                      	}
                      	if(ioctl(fd, UI_SET_KEYBIT, vulcanKey) < 0) err("Can't SET_KEYBIT");
                      	struct uinput_user_dev uidev;
                      	memset(&uidev, 0, sizeof(uidev));
                      	snprintf(uidev.name, UINPUT_MAX_NAME_SIZE, "retrogame");
                      	uidev.id.bustype = BUS_USB;
                      	uidev.id.vendor  = 0x1;
                      	uidev.id.product = 0x1;
                      	uidev.id.version = 1;
                      	if(write(fd, &uidev, sizeof(uidev)) < 0)
                      		err("write failed");
                      	if(ioctl(fd, UI_DEV_CREATE) < 0)
                      		err("DEV_CREATE failed");
                      #else // SDL2 prefers this event methodology
                      	if((fd = open("/dev/input/event0", O_WRONLY | O_NONBLOCK)) < 0)
                      		err("Can't open /dev/input/event0");
                      #endif
                      
                      	// Initialize input event structures
                      	memset(&keyEv, 0, sizeof(keyEv));
                      	keyEv.type  = EV_KEY;
                      	memset(&synEv, 0, sizeof(synEv));
                      	synEv.type  = EV_SYN;
                      	synEv.code  = SYN_REPORT;
                      	synEv.value = 0;
                      
                      	// 'fd' is now open file descriptor for issuing uinput events
                      
                      	// ----------------------------------------------------------------
                      	// Monitor GPIO file descriptors for button events.  The poll()
                      	// function watches for GPIO IRQs in this case; it is NOT
                      	// continually polling the pins!  Processor load is near zero.
                      
                      	while(running) { // Signal handler can set this to 0 to exit
                      		// Wait for IRQ on pin (or timeout for button debounce)
                      		if(poll(p, j, timeout) > 0) { // If IRQ...
                      			for(i=0; i<j; i++) {       // Scan non-GND pins...
                      				if(p[i].revents) { // Event received?
                      					// Read current pin state, store
                      					// in internal state flag, but
                      					// don't issue to uinput yet --
                      					// must wait for debounce!
                      					lseek(p[i].fd, 0, SEEK_SET);
                      					read(p[i].fd, &c, 1);
                      					if(c == '0')      intstate[i] = 1;
                      					else if(c == '1') intstate[i] = 0;
                      					p[i].revents = 0; // Clear flag
                      				}
                      			}
                      			timeout = debounceTime; // Set timeout for debounce
                      			c       = 0;            // Don't issue SYN event
                      			// Else timeout occurred
                      		} else if(timeout == debounceTime) { // Button debounce timeout
                      			// 'j' (number of non-GNDs) is re-counted as
                      			// it's easier than maintaining an additional
                      			// remapping table or a duplicate key[] list.
                      			bitMask = 0L; // Mask of buttons currently pressed
                      			bit     = 1L;
                      			for(c=i=j=0; io[i].pin >= 0; i++, bit<<=1) {
                      				if(io[i].key != GND) {
                      					// Compare internal state against
                      					// previously-issued value.  Send
                      					// keystrokes only for changed states.
                      					if(intstate[j] != extstate[j]) {
                      						extstate[j] = intstate[j];
                      						keyEv.code  = io[i].key;
                      						keyEv.value = intstate[j];
                      						write(fd, &keyEv,
                      						  sizeof(keyEv));
                      						c = 1; // Follow w/SYN event
                      						if(intstate[j]) { // Press?
                      							// Note pressed key
                      							// and set initial
                      							// repeat interval.
                      							lastKey = i;
                      							timeout = repTime1;
                      						} else { // Release?
                      							// Stop repeat and
                      							// return to normal
                      							// IRQ monitoring
                      							// (no timeout).
                      							lastKey = timeout = -1;
                      						}
                      					}
                      					j++;
                      					if(intstate[i]) bitMask |= bit;
                      				}
                      			}
                      
                      			// If the "Vulcan nerve pinch" buttons are pressed,
                      			// set long timeout -- if this time elapses without
                      			// a button state change, esc keypress will be sent.
                      			if((bitMask & vulcanMask) == vulcanMask)
                      				timeout = vulcanTime;
                      		} else if(timeout == vulcanTime) { // Vulcan timeout occurred
                      			// Send keycode (MAME exits or displays exit menu)
                      			keyEv.code = vulcanKey;
                      			for(i=1; i>= 0; i--) { // Press, release
                      				keyEv.value = i;
                      				write(fd, &keyEv, sizeof(keyEv));
                      				usleep(10000); // Be slow, else MAME flakes
                      				write(fd, &synEv, sizeof(synEv));
                      				usleep(10000);
                      			}
                      			timeout = -1; // Return to normal processing
                      			c       = 0;  // No add'l SYN required
                      		} else if(lastKey >= 0) { // Else key repeat timeout
                      			if(timeout == repTime1) timeout = repTime2;
                      			else if(timeout > 30)   timeout -= 5; // Accelerate
                      			c           = 1; // Follow w/SYN event
                      			keyEv.code  = io[lastKey].key;
                      			keyEv.value = 2; // Key repeat event
                      			write(fd, &keyEv, sizeof(keyEv));
                      		}
                      		if(c) write(fd, &synEv, sizeof(synEv));
                      	}
                      
                      	// ----------------------------------------------------------------
                      	// Clean up
                      
                      	ioctl(fd, UI_DEV_DESTROY); // Destroy and
                      	close(fd);                 // close uinput
                      	cleanup();                 // Un-export pins
                      
                      	puts("Done.");
                      
                      	return 0;
                      }
                      
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                      • julien-tomulic
                        julien-tomulic last edited by

                        je penche sur une réalisation du même genre (le reset sur gpio avec un retour sous emulationstation) mon niveau de programmation étant proche de 0 je suis attentif a votre poste si vous arrivez a quelque choses ça m’intéresse 😄 je suis tomber sur un principe quelque peu différent peut être que vous y comprendrait plus que moi 😉 au lieu de passé par ADAFRUIT c'est un script python qui simule l’appuie sur echap   http://carrefour-numerique.cite-sciences.fr/fablab/wiki/doku.php?id=projets:retropie_gpio_additions

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                        • acris
                          acris last edited by

                          Bonjour l'idée est intéressante du moment ou tu veux ajouter des boutons. dès que j'ai un moment je testerai. Cependant adafruit va plus loin car il permet de simuler les touches clavier sur les gpio, donc si certains jeux requièrent le clavier il serait donc possible d utiliser un kit joystick placé sur le gpio pour jouer en théorie

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                          • une-fille-etoilee
                            une-fille-etoilee last edited by

                            d'ailleurs, mon projet prends doucement forme.... j'attends encore du matériel pour fixer tout ca proprement...parce que simplement collé, ca me convient pas du tout...

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                            • julien-tomulic
                              julien-tomulic last edited by

                              Oui je suis bien d'accord Acris Adfruit et plus complet, mais moi qui dans mon cas ne cherche qu'a faire un "retour bureau" c'est peut etre un peu complexe a metre en oeuvre ? Si tu teste je suis preneur de tes conclusion 😉

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                              • une-fille-etoilee
                                une-fille-etoilee last edited by

                                Bonjour a ceux et celles qui suivent ce topic...   je viens aux nouvelles, histoire de savoir ou en est l'intégration d'adafruit, tu as pu tester tout ca acris ?

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                                • acris
                                  acris last edited by

                                  Nop car il me faut un bouton pour tester je dois en récupérer un au travail et avec cette canicule pas trop sur le pc.

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                                  • une-fille-etoilee
                                    une-fille-etoilee last edited by

                                    j'te comprends, la chaleur n'incite pas a bosser.....chez moi aussi c'est l'enfer....

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                                    • une-fille-etoilee
                                      une-fille-etoilee last edited by

                                      photo   mon petit bricolage avance doucement...au fil du matos que la poste me livre... J'ai pu intégrée dans la snes le pi, le retrode, le port manettes d'origine que j'ai bricolé et j'ai meme remis le levier d'ejection des cartouches. il faudra que je le renforce a long terme parce que je l'ai bien aminci pour qu'il prenne sa place. il me reste a recevoir le  LM2596 que j'ai commandé sur amazon afin de pouvoir me servir de l'alim d'origine de la snes... j'aimerais pouvoir utiliser la trappe sous la snes pour déporter le dernier port usb (qui me servirais eventuellement a synchroniser mes manettes ps3 les jours ou j'ai pas envie de trimballer celles de snes. il faut aussi que je branche le bouton power d'origine (sur le LS2596) et le bouton reset sur le GPIO. J'aimerais aussi trouver un moyen de faire briller la led d'origine de la console...je me demande si je fais une simple led power ou si je déporte la led d'activité du pi.... et enfin, trouver un adaptateur usb/snes pour la 2eme manette...puisqu'il semble impossible de déclarer les 2 manettes du retrode ca fait beaucoup de choses, et peu de place...

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                                      • omg
                                        omg last edited by

                                        Pas mal du tout ce pztit projet. J'aime beaucoup!!

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                                        • acris
                                          acris last edited by

                                          Salut je ne suis pas familière avec ce type de bricolage si j ai bien compris le LM2596 est un convertisseur et régulateur qui va te permettre de modifier le voltage et l'ampérage de l'alimentation de la snes pour obtenir du 5V 2A ? Je pense que tu dois brancher des fils sur les GPIO genre +5V ET GND parce que je vois pas comment cette "chose" sera relié 😛 Je regarde dès que possible faut juste que je retrouve mon cable bouton (en ce moment je monte des meubles lol)

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                                          • une-fille-etoilee
                                            une-fille-etoilee last edited by

                                            Le LM2596 me servira a convertir en effet les 9v de transfo d'origine snes en 5v avec une intensité j'espère suffisante....(le transfo snes sors 1.3A, ce qui est peu) si ca marche pas, je prendrais un transfo 9v plus puissant, mais je voulais tenter de garder au maximum la connectique arrière d'origine. pour les branchements du GPIO, nottement du bouton reset, ce sera indépendant. le circuit d'alimentation n'interviendra pas, surtout que le GPIO possède ses propres alimentations bon montage de meubles...

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