@MANMAKRO said in Handheld console issue:
Can someone please recommend me some good controllers that register as one controller on retropie and can have a left one and right one.
You don't need registered controllers. You can create your own with a 3D printer if you want. You can copy what I did but for a wired controller if you want a fully personalized project.
You can use a teensyLC.
To program it, see on Google . With this, I created the equivalent of a PS3 controller for my handheld (including R3 and L3).
see: https://www.pjrc.com/teensy/td_joystick.html (It's a good start)
Here is my code for my .ino file (inspired by Pi Ultra project but with more buttons and some tweaks in the code for deadzone and speed response )
/* 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=540;
int lowerBound=420;
// 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, 20);
Bounce button1 = Bounce(14, 20);
Bounce button2 = Bounce(15, 20);
Bounce button3 = Bounce(16, 20);
// Select
Bounce button4 = Bounce(17, 20);
// D-Pad
Bounce button5 = Bounce(0, 20);
Bounce button6 = Bounce(1, 20);
Bounce button7 = Bounce(2, 20);
Bounce button8 = Bounce(3, 20);
// Start
Bounce button9 = Bounce(4, 20);
// Shoulder buttons
Bounce button10 = Bounce(9, 20);
Bounce button11 = Bounce(10, 20);
Bounce button12 = Bounce(11, 20);
Bounce button13 = Bounce(12, 20);
// Analogue buttons
Bounce button14 = Bounce(5, 20);
Bounce button15 = Bounce(6, 20);
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(5, INPUT_PULLUP);
pinMode(6, 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();
button14.update();
button15.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);
}
if (button14.fallingEdge()) {
Joystick.button(15, 1);
}
if (button15.fallingEdge()) {
Joystick.button(16, 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);
}
if (button14.risingEdge()) {
Joystick.button(15, 0);
}
if (button15.risingEdge()) {
Joystick.button(16, 0);
}
}
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You can also use a PS4 controller if you want a separate controller.