• Recent
  • Tags
  • Popular
  • Home
  • Docs
  • Register
  • Login
RetroPie forum home
  • Recent
  • Tags
  • Popular
  • Home
  • Docs
  • Register
  • Login
Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

[SOLVED] N64 Analog Joystick Issue with Teensy LC

Scheduled Pinned Locked Moved Help and Support
retropien64n64 controllerjoystickanalog stick
17 Posts 3 Posters 1.0k Views
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • G
    grant2258 Banned
    last edited by 15 Aug 2019, 23:37

    @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);

    1 Reply Last reply Reply Quote 0
    • S
      Steven33
      last edited by 16 Aug 2019, 04:43

      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);
        }
      }
      
      1 Reply Last reply Reply Quote 0
      • G
        grant2258 Banned
        last edited by 16 Aug 2019, 11:07

        Im not sure what your wanting to do here do you want to scale +- 1024 to +-32678 ?

        1 Reply Last reply Reply Quote 0
        • S
          Steven33
          last edited by 16 Aug 2019, 16:41

          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?

          G 1 Reply Last reply 16 Aug 2019, 20:21 Reply Quote 0
          • G
            grant2258 Banned @Steven33
            last edited by grant2258 16 Aug 2019, 20:21

            Just finished work what is the minimum and maximum picked up with jstest for each axis?

            1 Reply Last reply Reply Quote 0
            • S
              Steven33
              last edited by Steven33 16 Aug 2019, 21:19

              LEFT JOYSTICK (approximate values):

              • X = 2400, -2400

              • Y = 2400, -2400

              RIGH JOYSTICK (approximate values):

              • X = 2200, -2500

              • Y = 2400, -2400

              1 Reply Last reply Reply Quote 0
              • G
                grant2258 Banned
                last edited by 16 Aug 2019, 22:34

                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);

                1 Reply Last reply Reply Quote 0
                • S
                  Steven33
                  last edited by 16 Aug 2019, 23:02

                  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.

                  1 Reply Last reply Reply Quote 0
                  • G
                    grant2258 Banned
                    last edited by 16 Aug 2019, 23:04

                    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);
                      }
                    }
                    
                    1 Reply Last reply Reply Quote 1
                    • G
                      grant2258 Banned
                      last edited by grant2258 17 Aug 2019, 01:24

                      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.

                      https://github.com/NicoHood/HID/blob/efa8d0f16596279d6269982471f55d186449e311/src/HID-APIs/GamepadAPI.h#L86-L93

                      1 Reply Last reply Reply Quote 0
                      • S
                        Steven33
                        last edited by 17 Aug 2019, 03:28

                        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!

                        1 Reply Last reply Reply Quote 1
                        • G
                          grant2258 Banned
                          last edited by 17 Aug 2019, 03:42

                          no problems at all glad it worked out :)

                          1 Reply Last reply Reply Quote 0
                          • DTEAMD
                            DTEAM
                            last edited by 12 Dec 2019, 21:39

                            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.

                            https://www.pjrc.com/teensy/td_joystick.html

                            1 Reply Last reply Reply Quote 0
                            • First post
                              Last post

                            Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

                            Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.

                              [[user:consent.lead]]
                              [[user:consent.not_received]]