N64 Controller Serial Protocol Interface
There are tutorials out there for using an controller with an Arduino, but using the more complicated N64 controller and its analog joystick has a definite appeal. If you have an Arduino around and don't want to buy an Adaptoid, this instructable will make it possible to play emulated games in Project 64 with your Ardunio and an N64 controller. Is this hard?
/ Will it damage my stuff? This will not modify your controller in any way, and the wiring is extremely simple, so if you do everything carefully there should be no risk to your controller, and you can unhook it at any time to use with a N64 console. What you will need: - $30 - free - free 3 pieces of wire - free (I hope) USB cable Step 1: Wiring the Controller. The first thing you need to do is connect your Arduino to the controller The controller only uses three leads: +3.3V, signal, and ground. Looking directly at the plug, ground is farthest left, signal is in the middle, and +3.3V is on the right. Using the wire, connect ground and +3.3V to the respective pins on the Arduino, and connect the signal lead to the Digital 2 pin on the Ardunio.
NOTE: If you have other code on your Arduino, you should disconnect the controller and upload the new code from the next page t o the Arduino before powering it up with the controller attached. Connect the Arduino Connect the USB cable and the Arduino will have power. Step 2: Unpack and Run the Code. This code was written by me, with parts of the N64_Arduino file based on assembly code written by Andrew Brown.
ZIP Archives: The two Zip files below contain the code needed to run the Arduino and then to interpret the data it sends to the computer. The N64_Arduino file needs to be compiled in the Arduino IDE, and the N64_Controller runs in Processing 1.0. N64_Arduino This PDE file should upload to your Arduino and run without a hitch if you have everything connected properly.
It simply queries the N64 controller for data on the buttons and Analog stick and sends it back to the computer over the serial port. It is easy enough to modify, for example, you could use the methods from this file to query a controller and use the data to run an Arduino robot instead of transmitting it back to the computer. N64_Controller This is a Processing 1.0 project that takes the data transmitted by the Arduino and converts it into keyboard presses that you can map to an emulator like Project 64.
Libraries for Arduino. This page includes a list of community contributed libraries for Arduino. Check out the Official Arduino Libraries or Interfacing With Hardware.
You might need to change the line String portName = Serial.list()[1]; to match the your Arduino, it should be either Serial.list()[0]; Serial.list()[1]; or Serial.list()[2]; EDIT: Add 'import java.awt.Robot;' 'import java.awt.AWTException;' 'import java.awt.event.InputEvent;' to the code if you are using Processing 1.1 N64_Controller_mouse This is the same as N64_Controller, except that the analog stick controls your mouse, not the arrow keys. A and B are right and left click, respectively.
To activate the mouse, press the start button on your controller. Before you can use the controller, the Arduino needs to be connected and running the code you downloaded in the last step, and Processing 1.0 needs to be open with the N64_Controller program running. Test it out in Notepad, pressing the A button should type an A, B should type a B, etc.
So now you have a working controller (hopefully) and you want to play some games. Downl0ad PJ 64 Set Key Mappings Start PJ 64 and open the settings menu first (Ctrl+T). Change the input controller to N-Rage's direct input. Open the 'Configure Controller Plugin' menu and set the mappings using the controller.
Start Playing! You should be all set to go now! Download some ROMs and start enjoying your homebrew N64 adapter. Step 4: Arduino Code in Depth. I have actually built on of the v-usb based adapters from raphnet.net I part of the way though porting his implementation into something more arduino friendly. I saw this link and spent a little time today to see how well it works.
The code isn't very pretty but it does work. Map Google. I modified it to read 2 n64 controllers at the same time and created a HID usb descriptor for v-usb for it to show up as 2 gamepads. No host software needed. Just a note, 2 of your links from above are dead.
Hopefully I can find the time to spin off a continuing instructable that shows how much more power you can get out of this set up. Thanks for sharing. I've been trying to get Controller Pak support working, but it seems the timing of the sending/polling isn't accurate enough as getting the controller status and button state works fine (verified this by logging the data) but the mempak refuses to work. Taylor Serial Killer.
I don't know assembly so I can't convert the entire code to it, does anyone have any suggestions for optimizing my code and making timing more accurate? Arduino code can be found here: Project64 plugin source: https://dl.dropboxusercontent.com/u/8225581/ArduiN64.rar. Just saw your reply, in that code it uses COM4 but you can change it in Controller.cpp near the top at #define comPort. I never added a config window to allow changing the COM port since having it hardcoded worked fine for my own personal use and I was more interested in getting controller paks working.
Still not sure why the Memory Pak doesn't work, it seems to transfer data fine but struggles with the 32-byte data packets and the data gets corrupted. Might be a timing issue.
It's a pity since the only adapter that works with paks to my knowledge is the Adaptoid and those are not easy to get anymore. Would be nice to have full pak support, add USB HID and maybe do a production run of some boards if people are interested. Having some problems getting the Processing application to work. I've tried Version 2.0b6 and version 1.2.1 becasue I can find! And i keep geting the following error about disabling serialEvent.
Okay so Im having a little bit of trouble working this out on my mac. I hooked up the controller correctly and check out the serial monitor, that seems to be working okay, I get a '4' for pressed, a '0' for unpressed and then the joy stick input, so I think the error is in the processing file.
I am using processing version 2.0b6, I added the 'import' lines and the only errors I get are: WARNING: RXTX Version mismatch Jar version = RXTX-2.2pre1 native lib Version = RXTX-2.1-7 and something about a stale lock file, if anyone has any ideas, your help would be greatly appreciated:). Well I found out how to change the pin number by changing the 0x04s in these values: #define N64_HIGH DDRD &= ~0x04 #define N64_LOW DDRD = 0x04 #define N64_QUERY (PIND & 0x04) to 2 raised to the power of the pin that you want (so if I wanted pin 4, I would put 2^4 which is 16. Make sure the 16 is in decimal, not hex though.) However, I want to add multiple controllers. I tried a few ways of doing this by changing numbers around values and stuff around, but what I have tried is unstable (player one always works, two sometimes, but can never go down, three is good 3/4s the time, and I have yet to have a problem with 4.) Does anyone know how to make the code stably support at least 4 players?