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8beb164475
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a43acf4604
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@ -176,10 +176,8 @@ void loop() {
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#error DPAD isn't implemented yet
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#endif
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#ifdef DEBUGY0
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// Log sample rate to the first Y axis
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buttonState.axis[1] = samples & 0xff;
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#endif
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// Log sample rate to the second Y axis
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buttonState.axis[3] = samples & 0xff;
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// Send an update
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HID().SendReport(0, (uint8_t *)&buttonState, 27);
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@ -10,9 +10,9 @@ hopefully at least my notes will still be around.
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Sample Rate
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-----------
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If `DEBUGY0' is defined,
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the number of samples taken since the last HID report
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is sent as Y axis on hat 0.
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The number of samples taken since the last HID report
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is sent as the second Y axis,
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which doesn't appear to be used by anything else.
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You can use the
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[included gamepad tester](gamepad.html),
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to see the approximate number of samples as an integer.
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@ -70,33 +70,11 @@ Here's what each bit means:
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* 0o13: Cymbal modifier
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* 0o14: Select
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Hats
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----
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I guess "hats" are what I would have called "joysticks and dpads".
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hatAndConstant
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--------------
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### Hat 0: unknown
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This doesn't appear to be sent or used.
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### Hat 1: guitar analog controls
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The X axis is the position of the wammy bar.
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The Y axis is the pickup selector.
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I believe this was a 5-position switch on some guitars.
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Only Rock Band 1 seems to use this.
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### Hat 2: navigation
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Sent by the dpad on the controller,
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as `hatAndConstant`.
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Guitars send up/down for the up/down strum buttons.
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Drums send up/down on the blue/yellow cymbal pads.
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The position of this digital input is reported in only 3 bits:
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The HAT switch reports its position like a clock.
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7 0 1
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@ -124,19 +102,20 @@ Sending these values does not seem to cause problems with my Wii games.
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Product ID (PID)
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----------------
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The following USB PIDs are recognized by various things:
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Nicholas,
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who did the initial work on the guitar,
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suggested that PID 0x0005 would get the sketch working as drums.
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And that was correct:
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this works great on
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Wii Rock Band 1 and
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Wii LEGO Rock Band.
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* 0x0003: XBox Drum
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* 0x0004: Wii Guitar
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* 0x0005: Wii Drums - Rock Band 1
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* 0x3110: Wii Drums - Rock Band 2
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But it fails in frustrating ways on
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Wii Rock Band 3:
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the yellow and blue pads don't navigate menus,
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and cymbals aren't detected.
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There are some quirks to note:
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* Rock Band 3 won't recognize cymbal hits on PID=0x0005,
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but the same program with PID=0x3110 works fine.
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* Wii games don't appear to recognized PID=0x0003.
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Maybe Rock Band 3 does: I didn't test that one.
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The fix was setting the USB PID to 0x3110.
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Drum Velocity
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@ -144,8 +123,7 @@ Drum Velocity
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I split the 12 "reserved" bytes from Nicholas's
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`struct InstrumentButtonState`
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into 4 bytes of I-Don't-Know,
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4 bytes of velocity,
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into 4 bytes of I-Don't-Know, 4 bytes of velocity,
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and 4 more bytes of I-Don't-Know.
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Whenever a pad is hit,
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I send 127 on the corresponding velocity.
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@ -156,17 +134,29 @@ and looks only at the velocity values.
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None of the Wii games I have
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seem to care what these values are set to.
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Clone Hero also does not care.
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Clone Hero
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==========
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Clone Hero wants Hat 2 up on yellow cymbal hit,
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and Hat 2 down on blue cymbal hit.
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This controller doesn't have a dpad (currently),
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so we're using 12 buttons to represent the state of 9 inputs.
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Sometimes software is just weird!
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If it doesn't see these while mapping drum pads,
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then hitting any color bad will trigger both drum and cymbal for that color.
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Clone Hero has two undocumented CymExt1 and CymExt2 mappings.
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It talks about what they should be set to (on Windows) in the wiki,
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but doesn't explain what they're used for.
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It seems that Clone Hero expects the Yellow and Blue cymbals
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to send dpad inputs, in addition to the pad color and cymbal modifier.
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If the controller doesn't send these,
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then every drum pad hit plays that color's drum and cymbal at the same time,
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and every cymbal pad hit does the same thing.
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I'm not exactly sure why Clone Hero does this,
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but in any case,
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Mockband sends the right things now,
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so the drum controller should work correctly after you map everything.
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References
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