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    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

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    retropien64n64 controllerjoystickanalog stick
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    • G
      grant2258 Banned
      last edited by

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

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      • Steven33S
        Steven33
        last edited by

        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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        • G
          grant2258 Banned @Steven33
          last edited by grant2258

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

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          • Steven33S
            Steven33
            last edited by Steven33

            LEFT JOYSTICK (approximate values):

            • X = 2400, -2400

            • Y = 2400, -2400

            RIGH JOYSTICK (approximate values):

            • X = 2200, -2500

            • Y = 2400, -2400

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            • G
              grant2258 Banned
              last edited by

              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);

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              • Steven33S
                Steven33
                last edited by

                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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                • G
                  grant2258 Banned
                  last edited by

                  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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                  • G
                    grant2258 Banned
                    last edited by grant2258

                    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

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                    • Steven33S
                      Steven33
                      last edited by

                      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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                      • G
                        grant2258 Banned
                        last edited by

                        no problems at all glad it worked out :)

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                        • DTEAMD
                          DTEAM
                          last edited by

                          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

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