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1c0fd85b42 Update sound to work with Fruit Jam Rev D
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Build mcume / bins (push) Has been cancelled
tested with speaker & headphones using the program from
https://www.c64-wiki.com/wiki/SID#Programming_in_BASIC
which plays a series of descending tones with different random settings
(some of them sound crunchy)
2025-08-05 10:03:29 -05:00
3 changed files with 51 additions and 46 deletions

View file

@ -436,7 +436,7 @@ pico_generate_pio_header(${TARGET} ${CMAKE_CURRENT_LIST_DIR}/psram/psram_spi.pio
add_subdirectory(pico-extras/src/rp2_common/pico_audio_i2s)
add_subdirectory(pico-extras/src/common/pico_audio)
add_subdirectory(pico-extras/src/common/pico_util_buffer)
add_compile_definitions(PICO_AUDIO_I2S_PIO=1 PICO_AUDIO_I2S_DMA_IRQ=1 PICO_AUDIO_I2S_DATA_PIN=24 PICO_AUDIO_I2S_CLOCK_PIN_BASE=25 PICO_AUDIO_I2S_MONO_INPUT=1 PICO_AUDIO_I2S_SWAP_CLOCK=1)
add_compile_definitions(PICO_AUDIO_I2S_PIO=1 PICO_AUDIO_I2S_DMA_IRQ=1 PICO_AUDIO_I2S_DATA_PIN=24 PICO_AUDIO_I2S_CLOCK_PIN_BASE=26 PICO_AUDIO_I2S_MONO_INPUT=1)
add_compile_definitions(PICO_DEFAULT_UART=0 PICO_DEFAULT_UART_TX_PIN=44 PICO_DEFAULT_UART_RX_PIN=45)
set(EXTRA_AUDIO_LIB pico_util_buffer pico_audio pico_audio_i2s hardware_i2c)
@ -460,7 +460,7 @@ target_compile_definitions(${TARGET} PRIVATE
target_compile_definitions(${TARGET} PRIVATE PICO_CLOCK_AJDUST_PERI_CLOCK_WITH_SYS_CLOCK=1)
#target_compile_definitions(${TARGET} PRIVATE CFG_TUSB_DEBUG=2)
#target_compile_options(${TARGET} PUBLIC -O3)
target_compile_options(${TARGET} PUBLIC -O3)
#target_compile_options(${TARGET} PUBLIC -Wall -Wextra -Wno-unused-function -Wno-unused-parameter)
IF (NOT DEFINED N_SD_CARDS)
SET(N_SD_CARDS 1)

View file

@ -1305,7 +1305,6 @@ const struct audio_i2s_config config =
.clock_pin_base = PICO_AUDIO_I2S_CLOCK_PIN_BASE,
.dma_channel = AUD_DMA_CHANNEL,
.pio_sm = 0,
.clock_pins_swapped = true,
};
static struct audio_buffer_format producer_format = {

View file

@ -373,50 +373,56 @@ static void process_kbd_report (hid_keyboard_report_t const *report)
}
prev_report = *report;
}
// this mapping is hard coded for a certain snes-style gamepad and picogb!
static void process_gamepad_report (const uint8_t *report) {
uint16_t decoded_report = 0;
static void process_gamepad_report(const uint8_t *report) {
uint16_t decoded_report = 0;
// X coordinate
if (report[0] == 0) {
decoded_report |= MASK_JOY2_RIGHT;
} else if(report[0] == 0xff) {
decoded_report |= MASK_JOY2_LEFT;
}
// Directional Controls
// Left is when byte 2 is close to 0x00
if (report[0] < 0x40) {
decoded_report |= MASK_JOY2_RIGHT; // Note: swapped due to gameboy mapping
}
// Right is when byte 2 is close to 0xFF
if (report[0] > 0xB0) {
decoded_report |= MASK_JOY2_LEFT; // Note: swapped due to gameboy mapping
}
// Up is when byte 1 is close to 0x00
if (report[1] < 0x40) {
decoded_report |= MASK_JOY2_UP;
}
// Down is when byte 1 is close to 0xFF
if (report[1] > 0xB0) {
decoded_report |= MASK_JOY2_DOWN;
}
// Y coordinate
if (report[1] == 0) {
decoded_report |= MASK_JOY2_UP;
} else if(report[1] == 0xff) {
decoded_report |= MASK_JOY2_DOWN;
}
// A Button (check for 0x2F or 0x1F in byte 6)
if ((report[5] & 0x20) || (report[5] & 0x10)) {
decoded_report |= MASK_KEY_USER3;
}
// X A B Y = top bits of byte 5 . Let's just have X/Y double A/B
if (report[5] & 0x10) {
decoded_report |= MASK_JOY2_BTN; // X
}
if (report[5] & 0x20) {
decoded_report |= MASK_KEY_USER3; // A -- this is picogb numbering
}
if (report[5] & 0x40) {
decoded_report |= MASK_JOY2_BTN; // B
}
if (report[5] & 0x80) {
decoded_report |= MASK_KEY_USER3; // Y
}
// B Button (check for 0x4F or 0x8F in byte 6)
if ((report[5] & 0x40) || (report[5] & 0x80)) {
decoded_report |= MASK_JOY2_BTN;
}
// SELECT START = top bits of byte 6
if (report[6] & 0x10) {
decoded_report |= MASK_KEY_USER1; // SELECT
}
if (report[6] & 0x20) {
decoded_report |= MASK_KEY_USER2; // START
}
// Select Button (byte 7, bit 0x10)
if (report[6] & 0x10) {
decoded_report |= MASK_KEY_USER1;
}
// Start Button (byte 7, bit 0x20)
if (report[6] & 0x20) {
decoded_report |= MASK_KEY_USER2;
}
// Send the decoded gamepad state
kbd_signal_raw_gamepad(decoded_report);
// Decode shoulder buttons into B/A too
if (report[6] & 0x1) {
decoded_report |= MASK_JOY2_BTN; // B
}
if (report[6] & 0x2) {
decoded_report |= MASK_KEY_USER3; // Y
}
kbd_signal_raw_gamepad(decoded_report);
}
//--------------------------------------------------------------------+
@ -481,10 +487,10 @@ int proto = tuh_hid_interface_protocol (dev_addr, instance);
process_kbd_report ((hid_keyboard_report_t const*) report);
break;
case HID_ITF_PROTOCOL_NONE:
if (len >= 8) {
process_gamepad_report(report);
}
break;
if (len == 8) {
process_gamepad_report (report);
}
break;
#if 0 // you get to implement it, hoss!
case HID_ITF_PROTOCOL_MOUSE:
printf("MOUSE len=%d\n", len);