[SOLVED] N64 Analog Joystick Issue with Teensy LC
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Hello,
I have built a handheld raspberry pi 3b portable with Retropie on it. I am using a Teensy LC as a custom USB HID device. I am able to configure the controller just fine and navigate the Retropie menu with the d-pad and/or both analog sticks. However, when I enter a n64 game, the analog sticks are wack for a lack of a better word. Sometimes they go the correct direction, but sometimes they go the opposite. I have tried messing around with the Analog Deadzone and AnalogPeak values with no luck. If someone could help me or lead me in the right direction that would be great!
Video clips that better show my problem.
TeensyLC Code:
/* Buttons to USB Joystick Example You must select Joystick from the "Tools > USB Type" menu This example code is in the public domain. */ #include <Bounce.h> #define ANALOG_CENTER 512 // Create Bounce objects for each button. The Bounce object // automatically deals with contact chatter or "bounce", and // it makes detecting changes very simple. // 10 = 10 ms debounce time which is appropriate for most mechanical pushbuttons // Action buttons Bounce button0 = Bounce(13, 10); Bounce button1 = Bounce(14, 10); Bounce button2 = Bounce(15, 10); Bounce button3 = Bounce(16, 10); // Select Bounce button4 = Bounce(17, 10); // D-Pad Bounce button5 = Bounce(0, 10); Bounce button6 = Bounce(1, 10); Bounce button7 = Bounce(2, 10); Bounce button8 = Bounce(3, 10); // Start Bounce button9 = Bounce(4, 10); // Shoulder buttons Bounce button10 = Bounce(9, 10); Bounce button11 = Bounce(10, 10); Bounce button12 = Bounce(11, 10); Bounce button13 = Bounce(12, 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(9, INPUT_PULLUP); pinMode(10, INPUT_PULLUP); pinMode(11, INPUT_PULLUP); pinMode(12, INPUT_PULLUP); pinMode(13, INPUT_PULLUP); pinMode(14, INPUT_PULLUP); pinMode(15, INPUT_PULLUP); pinMode(16, INPUT_PULLUP); pinMode(17, 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. // Right Analogue Stick Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); Joystick.Y(((analogRead(19)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Left Analogue Stick Joystick.Z(((analogRead(22)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); Joystick.Zrotate(((analogRead(23)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); button0.update(); button1.update(); button2.update(); button3.update(); button4.update(); button5.update(); button6.update(); button7.update(); button8.update(); button9.update(); button10.update(); button11.update(); button12.update(); button13.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 (button10.fallingEdge()) { Joystick.button(11, 1); } if (button11.fallingEdge()) { Joystick.button(12, 1); } if (button12.fallingEdge()) { Joystick.button(13, 1); } if (button13.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 (button10.risingEdge()) { Joystick.button(11, 0); } if (button11.risingEdge()) { Joystick.button(12, 0); } if (button12.risingEdge()) { Joystick.button(13, 0); } if (button13.risingEdge()) { Joystick.button(14, 0); } }
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have you looked at the raw values? what is the real center value from you teensy?
Once you know this value change the define to that.
checkout this code here will get you in the right direction
What this code does if you press the analog button in for a fixed amount of time it will calibrate the joystick for you and save to eprom. It will run in this mode until you turn it off.
Thats not my code by the way its just a way to automate it you can just check the value yourself when its centered
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So would I incorporate that code into the one I have? I'm not really that familiar with Arduino coding, I'm more of a python kind of guy. I did check the values of my sticks and the centers seem to change a bit, anywhere between 495 - 530. Shouldn't the Analog Deadzone value help fix that problem tho? What I didn't understand is that when navigating the Retorpie menu, the joysticks work completely fine but once in a n64 game, they are wack.
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Well The retropie menu doesnt use analog. It usues digital to it probably wanting at least a 50% pull before it registers. When real analog is polled it wish up as jumpy.
I just finished work I havent compiled this fix any errors if there is any. its trivial to add the other axis only done the x and y to get you on the right path. Hope it helps you out
/* Buttons to USB Joystick Example You must select Joystick from the "Tools > USB Type" menu This example code is in the public domain. */ #include <Bounce.h> #define ANALOG_CENTER 512 int Xstick; int Ystick; int upperBound=530; int lowerBound=495; // Create Bounce objects for each button. The Bounce object // automatically deals with contact chatter or "bounce", and // it makes detecting changes very simple. // 10 = 10 ms debounce time which is appropriate for most mechanical pushbuttons // Action buttons Bounce button0 = Bounce(13, 10); Bounce button1 = Bounce(14, 10); Bounce button2 = Bounce(15, 10); Bounce button3 = Bounce(16, 10); // Select Bounce button4 = Bounce(17, 10); // D-Pad Bounce button5 = Bounce(0, 10); Bounce button6 = Bounce(1, 10); Bounce button7 = Bounce(2, 10); Bounce button8 = Bounce(3, 10); // Start Bounce button9 = Bounce(4, 10); // Shoulder buttons Bounce button10 = Bounce(9, 10); Bounce button11 = Bounce(10, 10); Bounce button12 = Bounce(11, 10); Bounce button13 = Bounce(12, 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(9, INPUT_PULLUP); pinMode(10, INPUT_PULLUP); pinMode(11, INPUT_PULLUP); pinMode(12, INPUT_PULLUP); pinMode(13, INPUT_PULLUP); pinMode(14, INPUT_PULLUP); pinMode(15, INPUT_PULLUP); pinMode(16, INPUT_PULLUP); pinMode(17, 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. // Right Analogue Stick Xstick = analogRead(18); Ystick = analogRead(19); if ((Xstick > 512 && Xstick <= upperBound) || (Xstick < 512 && Xstick >= lowerBound)) { Xstick = 512; } if ((Ystick > 512 && Ystick <= upperBound) || (Ystick < 512 && Ystick >= lowerBound)) { Ystick = 512; } Joystick.X(Xstick); Joystick.Y(Ystick); // Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Y(((analogRead(19)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Left Analogue Stick Joystick.Z(((analogRead(22)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); Joystick.Zrotate(((analogRead(23)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); button0.update(); button1.update(); button2.update(); button3.update(); button4.update(); button5.update(); button6.update(); button7.update(); button8.update(); button9.update(); button10.update(); button11.update(); button12.update(); button13.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 (button10.fallingEdge()) { Joystick.button(11, 1); } if (button11.fallingEdge()) { Joystick.button(12, 1); } if (button12.fallingEdge()) { Joystick.button(13, 1); } if (button13.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 (button10.risingEdge()) { Joystick.button(11, 0); } if (button11.risingEdge()) { Joystick.button(12, 0); } if (button12.risingEdge()) { Joystick.button(13, 0); } if (button13.risingEdge()) { Joystick.button(14, 0); } }
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@grant2258 said in N64 Analog Joystick Issue with Teensy LC:
Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER);
you might want to change to your original code if you to change Joystick.X(Xstick); to Joystick.X( ((Xstick - ANALOG_CENTER) * 1.6) + ANALOG_CENTER);
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Thank you so much! This works so much better, however, I tried to add the multiplier I had to the analog read ((((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER)). This made the controls back to what it was. I only did this tho since I wasn't able to configure the right joystick x-axis unless I increased the sensitivity. Is there a way to set the range of the analog input or something I should do differently in the Teensy code?
New Code:
/* Buttons to USB Joystick Example You must select Joystick from the "Tools > USB Type" menu This example code is in the public domain. */ #include <Bounce.h> #define ANALOG_CENTER 512 int Xstick; int Ystick; int Zstick; int Zstickrotate; int upperBound=530; int lowerBound=495; // Create Bounce objects for each button. The Bounce object // automatically deals with contact chatter or "bounce", and // it makes detecting changes very simple. // 10 = 10 ms debounce time which is appropriate for most mechanical pushbuttons // Action buttons Bounce button0 = Bounce(13, 10); Bounce button1 = Bounce(14, 10); Bounce button2 = Bounce(15, 10); Bounce button3 = Bounce(16, 10); // Select Bounce button4 = Bounce(17, 10); // D-Pad Bounce button5 = Bounce(0, 10); Bounce button6 = Bounce(1, 10); Bounce button7 = Bounce(2, 10); Bounce button8 = Bounce(3, 10); // Start Bounce button9 = Bounce(4, 10); // Shoulder buttons Bounce button10 = Bounce(9, 10); Bounce button11 = Bounce(10, 10); Bounce button12 = Bounce(11, 10); Bounce button13 = Bounce(12, 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(9, INPUT_PULLUP); pinMode(10, INPUT_PULLUP); pinMode(11, INPUT_PULLUP); pinMode(12, INPUT_PULLUP); pinMode(13, INPUT_PULLUP); pinMode(14, INPUT_PULLUP); pinMode(15, INPUT_PULLUP); pinMode(16, INPUT_PULLUP); pinMode(17, 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. // Right Analogue Stick Xstick = analogRead(18); Ystick = analogRead(19); if ((Xstick > 512 && Xstick <= upperBound) || (Xstick < 512 && Xstick >= lowerBound)) { Xstick = 512; } if ((Ystick > 512 && Ystick <= upperBound) || (Ystick < 512 && Ystick >= lowerBound)) { Ystick = 512; } Joystick.X(Xstick); Joystick.Y(Ystick); // Left Analogue Stick Zstick = analogRead(22); Zstickrotate = analogRead(23); if ((Zstick > 512 && Zstick <= upperBound) || (Zstick < 512 && Zstick >= lowerBound)) { Zstick = 512; } if ((Zstickrotate > 512 && Zstickrotate <= upperBound) || (Zstickrotate < 512 && Zstickrotate >= lowerBound)) { Zstickrotate = 512; } Joystick.Z(Zstick); Joystick.Zrotate(Zstickrotate); // Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Y(((analogRead(19)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Z(((analogRead(22)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Zrotate(((analogRead(23)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); button0.update(); button1.update(); button2.update(); button3.update(); button4.update(); button5.update(); button6.update(); button7.update(); button8.update(); button9.update(); button10.update(); button11.update(); button12.update(); button13.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 (button10.fallingEdge()) { Joystick.button(11, 1); } if (button11.fallingEdge()) { Joystick.button(12, 1); } if (button12.fallingEdge()) { Joystick.button(13, 1); } if (button13.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 (button10.risingEdge()) { Joystick.button(11, 0); } if (button11.risingEdge()) { Joystick.button(12, 0); } if (button12.risingEdge()) { Joystick.button(13, 0); } if (button13.risingEdge()) { Joystick.button(14, 0); } }
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Im not sure what your wanting to do here do you want to scale +- 1024 to +-32678 ?
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When I try to configure the analog stick in Retropie, some of the axis doesn't get picked up. However, when I test the joysticks in the terminal, jstest /dev/input/js1, they are showing up. How can change the range of the analog sticks so they can be configured or how can I increase their sensitivity?
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Just finished work what is the minimum and maximum picked up with jstest for each axis?
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LEFT JOYSTICK (approximate values):
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X = 2400, -2400
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Y = 2400, -2400
RIGH JOYSTICK (approximate values):
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X = 2200, -2500
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Y = 2400, -2400
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I only gave a few Arduinos here they need some extra work to get hid working when i get time ill have a look whats going on. Are them values a standard return ie.
Joystick.X(Xstick); -
What do you mean a standard return? The values are what it says when I run jstest /dev/input/js1 and move the sticks around. I'm using the new code that I posted yesterday. So its just Joystick.X(Xstick). It seems like the range for joysticks aren't in line with the range Retorpie has. How can I increase the sensitivity of the analog read without messing up the corrections we made to the old code? Before I just did Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER);. However, ANALOG_CENTER equals a fixed value and we know the center values are in a range so when I tried to add it in, the joysticks went back to their messed up their state a couple of days ago.
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try this code
/* Buttons to USB Joystick Example You must select Joystick from the "Tools > USB Type" menu This example code is in the public domain. */ #include <Bounce.h> #define ANALOG_CENTER 512 int Xstick; int Ystick; int Zstick; int Zstickrotate; int upperBound=530; int lowerBound=495; // Create Bounce objects for each button. The Bounce object // automatically deals with contact chatter or "bounce", and // it makes detecting changes very simple. // 10 = 10 ms debounce time which is appropriate for most mechanical pushbuttons // Action buttons Bounce button0 = Bounce(13, 10); Bounce button1 = Bounce(14, 10); Bounce button2 = Bounce(15, 10); Bounce button3 = Bounce(16, 10); // Select Bounce button4 = Bounce(17, 10); // D-Pad Bounce button5 = Bounce(0, 10); Bounce button6 = Bounce(1, 10); Bounce button7 = Bounce(2, 10); Bounce button8 = Bounce(3, 10); // Start Bounce button9 = Bounce(4, 10); // Shoulder buttons Bounce button10 = Bounce(9, 10); Bounce button11 = Bounce(10, 10); Bounce button12 = Bounce(11, 10); Bounce button13 = Bounce(12, 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(9, INPUT_PULLUP); pinMode(10, INPUT_PULLUP); pinMode(11, INPUT_PULLUP); pinMode(12, INPUT_PULLUP); pinMode(13, INPUT_PULLUP); pinMode(14, INPUT_PULLUP); pinMode(15, INPUT_PULLUP); pinMode(16, INPUT_PULLUP); pinMode(17, 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. // Right Analogue Stick Xstick = analogRead(18); Ystick = analogRead(19); if ((Xstick > 512 && Xstick <= upperBound) || (Xstick < 512 && Xstick >= lowerBound)) { Xstick = 512; } if ((Ystick > 512 && Ystick <= upperBound) || (Ystick < 512 && Ystick >= lowerBound)) { Ystick = 512; } Xstick = (Xstick - 511) * 2 + 511; // cap result if (Xstick > 1023) Xstick=1023; if (Xstick < 0) Xstick = 0; Joystick.X(Xstick); Joystick.Y(Ystick); // Left Analogue Stick Zstick = analogRead(22); Zstickrotate = analogRead(23); if ((Zstick > 512 && Zstick <= upperBound) || (Zstick < 512 && Zstick >= lowerBound)) { Zstick = 512; } if ((Zstickrotate > 512 && Zstickrotate <= upperBound) || (Zstickrotate < 512 && Zstickrotate >= lowerBound)) { Zstickrotate = 512; } Joystick.Z(Zstick); Joystick.Zrotate(Zstickrotate); // Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Y(((analogRead(19)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Z(((analogRead(22)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Zrotate(((analogRead(23)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); button0.update(); button1.update(); button2.update(); button3.update(); button4.update(); button5.update(); button6.update(); button7.update(); button8.update(); button9.update(); button10.update(); button11.update(); button12.update(); button13.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 (button10.fallingEdge()) { Joystick.button(11, 1); } if (button11.fallingEdge()) { Joystick.button(12, 1); } if (button12.fallingEdge()) { Joystick.button(13, 1); } if (button13.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 (button10.risingEdge()) { Joystick.button(11, 0); } if (button11.risingEdge()) { Joystick.button(12, 0); } if (button12.risingEdge()) { Joystick.button(13, 0); } if (button13.risingEdge()) { Joystick.button(14, 0); } }
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looked into this a little more seems the zaxis is 8 bits. Im not sure of your exact setup or what lib you are using you would need to check with your lib.
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Well, I tried your code and everything seems to be working good so I'm going to say this fixed the issue. Thank you so much!
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no problems at all glad it worked out :)
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Simple comment. I had the same issue but my lowerBound had to be fix to value 490. It's important to check the value when your stick go back in place. My left stick showed a value of 491 when It came back from left to center. Now, Everything's working fine
I suggest to use joy.cpl to find It.
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