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Merge pull request #149 from Kadoyu/main
Resending: Add Board Configuration of Pico Fighting Board(PFB)
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/* | ||
* SPDX-License-Identifier: MIT | ||
* SPDX-FileCopyrightText: Copyright (c) 2021 Jason Skuby (mytechtoybox.com) | ||
*/ | ||
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#ifndef PICO_BOARD_CONFIG_H_ | ||
#define PICO_BOARD_CONFIG_H_ | ||
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#include <GamepadEnums.h> | ||
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// This is the main pin definition section. | ||
// This will let you specify which GPIO pin each button is assigned too. | ||
// You can set any of the main pins as `-1` to disable it. | ||
// The Turbo pin and LS + RS slider pins can also be set to `-1` to disable that functionality. | ||
// Please note that only when `PIN_BUTTON_TURBO` is set to `-1` will the `T##` be removed from a connected display. | ||
// Please note that only when `PIN_SLIDER_LS` and `PIN_SLIDER_RS` are set to `-1` will the button combo shortcut for DP/LS/RS work. | ||
// The buttons are listed in GP2040 configuration, beside each the listed order is *GP2040 / Xinput / Switch / PS3 / Directinput / Arcade* | ||
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#define PIN_DPAD_UP 1 // UP | ||
#define PIN_DPAD_DOWN 2 // DOWN | ||
#define PIN_DPAD_RIGHT 3 // RIGHT | ||
#define PIN_DPAD_LEFT 0 // LEFT | ||
#define PIN_BUTTON_B1 11 // B1 / A / B / Cross / 2 / K1 | ||
#define PIN_BUTTON_B2 12 // B2 / B / A / Circle / 3 / K2 | ||
#define PIN_BUTTON_R2 13 // R2 / RT / ZR / R2 / 8 / K3 | ||
#define PIN_BUTTON_L2 14 // L2 / LT / ZL / L2 / 7 / K4 | ||
#define PIN_BUTTON_B3 7 // B3 / X / Y / Square / 1 / P1 | ||
#define PIN_BUTTON_B4 8 // B4 / Y / X / Triangle / 4 / P2 | ||
#define PIN_BUTTON_R1 9 // R1 / RB / R / R1 / 6 / P3 | ||
#define PIN_BUTTON_L1 10 // L1 / LB / L / L1 / 5 / P4 | ||
#define PIN_BUTTON_S1 5 // S1 / Back / Minus / Select / 9 / Coin | ||
#define PIN_BUTTON_S2 6 // S2 / Start / Plus / Start / 10 / Start | ||
#define PIN_BUTTON_L3 21 // L3 / LS / LS / L3 / 11 / LS | ||
#define PIN_BUTTON_R3 22 // R3 / RS / RS / R3 / 12 / RS | ||
#define PIN_BUTTON_A1 4 // A1 / Guide / Home / ~ / 13 / ~ | ||
#define PIN_BUTTON_A2 20 // A2 / ~ / Capture / ~ / 14 / ~ | ||
#define PIN_BUTTON_TURBO -1 // Turbo | ||
#define PIN_BUTTON_REVERSE -1 // UDLR Reverse | ||
#define PIN_SLIDER_LS -1 // Left Stick Slider | ||
#define PIN_SLIDER_RS -1 // Right Stick Slider | ||
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// This is the SOCD section. | ||
// SOCD stands for `simultaneous opposing cardinal directions`. | ||
// There are three options for `DEFAULT_SOCD_MODE` currently: | ||
// 1 - `SOCD_MODE_NEUTRAL` - This is a neutral SOCD. EG. when you press `up` + `down` no input will be registered. | ||
// 2 - `SOCD_MODE_UP_PRIORITY` - This is up priority SOCD. EG. when you press `up` + `down` `up` will be registered. | ||
// 3 - `SOCD_MODE_SECOND_INPUT_PRIORITY` - This is last priority SOCD. EG. when you press and hold `up` then press `down` `down` will be registered. | ||
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#define DEFAULT_SOCD_MODE SOCD_MODE_NEUTRAL | ||
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// This is the LEDs section. | ||
// The default `TURBO_LED_PIN` pin is set to `15` ( it is recommended to run through 3V3(OUT) with a resistor) | ||
// The Turbo LED will flash at a speed consistant with the set speed of the Turbo when a Turbo button is active. | ||
// It is recommended to disable the `TURBO_LED_PIN` by setting it to `-1` if you are sensitive of flashing lights. | ||
// The default `BOARD_LEDS_PIN` pin is set to `28`. | ||
// The board LED pin will allow you to connect addressible RGB LEDs on the Pico. | ||
// Addressible RGB LEDs should be connected to the `VBUS` pin (#40), an avalible ground pin and the defined `BOARD_LEDS_PIN`. | ||
// Special note - You should only ever use addressible RGB LEDs that are rated for 5v operation on the Pico. | ||
// The defualt `LED_BRIGHTNESS_MAXIMUM` value is `50`. | ||
// This will change how bright the LEDs are with `0` being off and `100` being full brightness. | ||
// The minimum `LED_BRIGHTNESS_MAXIMUM` value is `0`. | ||
// The maximum `LED_BRIGHTNESS_MAXIMUM` value is `100`. | ||
// The defualt `LED_BRIGHTNESS_STEPS` value is `5`. | ||
// This will change how many brightness steps there are when increasing or decreasing the brightness of the LEDs via the onboard shortcut. | ||
// It is recommend to keep this value at `5` or `10`. | ||
// The defualt `LED_FORMAT` is `LED_FORMAT_GRB`. | ||
// You can also choose the `LED_FORMAT` of `LED_FORMAT_RGB` if your addressible RGB LEDs are not working as intended. | ||
// The defualt `LEDS_PER_PIXEL` is set to `1`. | ||
// This will change how many addressible RGB LEDs there are per button. | ||
// The default LEDS_[BUTTON] is an order and has nothing to do with what GPIO pin something is connected to. | ||
// Unless you are planning on running custom animations I would recommmend you leave this as is. | ||
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#define TURBO_LED_PIN -1 | ||
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#define BOARD_LEDS_PIN 15 | ||
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#define LED_BRIGHTNESS_MAXIMUM 150 | ||
#define LED_BRIGHTNESS_STEPS 5 | ||
#define LED_FORMAT LED_FORMAT_GRB | ||
#define LEDS_PER_PIXEL 2 | ||
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#define LEDS_DPAD_LEFT 11 | ||
#define LEDS_DPAD_DOWN 10 | ||
#define LEDS_DPAD_RIGHT 9 | ||
#define LEDS_DPAD_UP 0 | ||
#define LEDS_BUTTON_B3 8 | ||
#define LEDS_BUTTON_B4 7 | ||
#define LEDS_BUTTON_R1 6 | ||
#define LEDS_BUTTON_L1 5 | ||
#define LEDS_BUTTON_B1 1 | ||
#define LEDS_BUTTON_B2 2 | ||
#define LEDS_BUTTON_R2 3 | ||
#define LEDS_BUTTON_L2 4 | ||
#define LEDS_BUTTON_S1 -1 | ||
#define LEDS_BUTTON_S2 -1 | ||
#define LEDS_BUTTON_L3 -1 | ||
#define LEDS_BUTTON_R3 -1 | ||
#define LEDS_BUTTON_A1 -1 | ||
#define LEDS_BUTTON_A2 -1 | ||
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// This is the Player LED section. | ||
// In this section you can specify if Player LEDs will be active, and, if active, which pins will be used for them. | ||
// The defualt is `PLED_TYPE_NONE` which will turn the Player LEDs off. | ||
// The default pin for each Player LED is `-1` which disables it. | ||
// To enable a `PLED#_PIN`, replace the `-1` with the GPIO pin number that is desired. | ||
// There are three options for `PLED_TYPE` currently: | ||
// 1 - `PLED_TYPE_NONE` - This will disable the Player LEDs | ||
// 2 - `PLED_TYPE_PWM` - This will enable the Player LEDs ( it is recommended to run through 3V3(OUT) with a resistor) | ||
// 3 - `PLED_TYPE_RGB` - This will enable the Player LEDs as addressible RGB LEDs (please not that this has not been implemented yet) | ||
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#define PLED_TYPE PLED_TYPE_PWM | ||
#define PLED1_PIN 16 | ||
#define PLED2_PIN 17 | ||
#define PLED3_PIN 18 | ||
#define PLED4_PIN 19 | ||
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// This is the Analog section. | ||
// In this section you can specify if Analog is enabled, and, if endabled, which pins will be used for it. | ||
// The default for `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY` is `-1` which disables them. | ||
// To enable a `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY`, replace the `-1` with the GPIO pin numbers that are desired. | ||
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#define ANALOG_ADC_VRX -1 | ||
#define ANALOG_ADC_VRY -1 | ||
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// This is the I2C Display section (commonly known as the OLED display section). | ||
// In this section you can specify if a display as been enabled, which pins are assined to it, the block address and speed. | ||
// The default for `HAS_I2C_DISPLAY` is `1` which enables it. | ||
// To disable the display you can change `HAS_I2C_DISPLAY` to `-1`. | ||
// The default `I2C_SDA_PIN` is `0`. | ||
// The defualt `I2C_SCL_PIN` is `1`. | ||
// The defualt `I2C_BLOCK` is `12c0`. | ||
// If you change the `I2C_SDA_PIN` and `I2C_SCL_PIN` pin mapping, you may need to change the `I2C_BLOCK` as well. | ||
// The defualt `I2C_SPEED` is `400000`. | ||
// This should be more than fast enough for most displays. | ||
// Some smaller displays (like 0.96" and 1.31") can go up to `800000` or even `1000000`. | ||
// The default `DISPLAY_FLIP` is `0`. | ||
// This can be changed to `1` to have the dispaly output flipped. | ||
// The default `DISPLAY_INVERY` is `0`. | ||
// This can be changed to `1` to have the color on the display inverted. | ||
// The default `BUTTON_LAYOUT` is `BUTTON_LAYOUT_STICK` which will show an arcade stick on the left hand side of the display. | ||
// There are seven options for `BUTTON_LAYOUT` currently: | ||
// 1 - BUTTON_LAYOUT_STICK - This is a basic joystick layout | ||
// 2 - BUTTON_LAYOUT_STICKLESS - This is a basic stickless (all button) layout | ||
// 3 - BUTTON_LAYOUT_BUTTONS_ANGLED - This a WASD button layout that is angled | ||
// 4 - BUTTON_LAYOUT_BUTTONS_BASIC - This a WASD button layout that is straight | ||
// 5 - BUTTON_LAYOUT_KEYBOARD_ANGLED - This is a WASD keyboard layout that is angled | ||
// 6 - BUTTON_LAYOUT_KEYBOARDA - This is a WASD keyboard layout that is straight | ||
// 7 - BUTTON_LAYOUT_DANCEPADA - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADB` in `BUTTON_LAYOUT_RIGHT`) | ||
// The default `BUTTON_LAYOUT_RIGHT` is `BUTTON_LAYOUT_NOIR8` which will show eight buttons on the right hand side of the display. | ||
// There are eleven options for `BUTTON_LAYOUT_RIGHT` currently: | ||
// 1 - BUTTON_LAYOUT_ARCADE - This is a standard 8 button arcade layout | ||
// 2 - BUTTON_LAYOUT_STICKLESSB - This is a basic stickless (all button) layout | ||
// 3 - BUTTON_LAYOUT_BUTTONS_ANGLEDB - This is a standard 8 button arcade layout that is angled | ||
// 4 - BUTTON_LAYOUT_VEWLIX - This is the standard 8 button Vewlix layout | ||
// 5 - BUTTON_LAYOUT_VEWLIX7 - This is the standard 7 button Vewlix layout | ||
// 6 - BUTTON_LAYOUT_CAPCOM - This is the standard 8 button Capcom layout | ||
// 7 - BUTTON_LAYOUT_CAPCOM6 - This is the stndard 6 button Capcom layout | ||
// 8 - BUTTON_LAYOUT_SEGA2P - This is the standard 8 button Sega2P layout | ||
// 9 - BUTTON_LAYOUT_NOIR8 - This is the standard 8 button Noir layout | ||
// 10 - BUTTON_LAYOUT_KEYBOARDB - This is a WASD keyboard layout that is straight | ||
// 11 - BUTTON_LAYOUT_DANCEPADB - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADA` in `BUTTON_LAYOUT`) | ||
// The default `SPLASH_MODE` is `NOSPLASH`. | ||
// There are four options for `SPLASH_MODE` currently: | ||
// 1 - `STATICSPLASH` - This will display the static splash image | ||
// 2 - `CLOSEIN` - This will display the static splash image as a top and bottom coming together animation | ||
// 3 - `CLOSEINCUSTOM` - This will display the custom splash image as a top and bottom coming together animation | ||
// 4 - `NOSPLASH` - This will not display a splash screen on boot | ||
// Special note - All of the splash screen images can be changed via `include/bitmaps.h` | ||
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#define HAS_I2C_DISPLAY 1 | ||
#define I2C_SDA_PIN 26 | ||
#define I2C_SCL_PIN 27 | ||
#define I2C_BLOCK i2c1 | ||
#define I2C_SPEED 400000 | ||
#define DISPLAY_FLIP 0 | ||
#define DISPLAY_INVERT 0 | ||
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// I2C Analog ADS1219 Add-on Options | ||
#define I2C_ANALOG1219_SDA_PIN -1 | ||
#define I2C_ANALOG1219_SCL_PIN -1 | ||
#define I2C_ANALOG1219_BLOCK i2c0 | ||
#define I2C_ANALOG1219_SPEED 400000 | ||
#define I2C_ANALOG1219_ADDRESS 0x40 | ||
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// Reverse Button section | ||
#define REVERSE_LED_PIN -1 | ||
#define REVERSE_UP_DEFAULT 1 | ||
#define REVERSE_DOWN_DEFAULT 1 | ||
#define REVERSE_LEFT_DEFAULT 1 | ||
#define REVERSE_RIGHT_DEFAULT 1 | ||
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#define BUTTON_LAYOUT BUTTON_LAYOUT_STICKLESS | ||
#define BUTTON_LAYOUT_RIGHT BUTTON_LAYOUT_STICKLESSB | ||
#define SPLASH_MODE NOSPLASH | ||
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#endif |
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# GP2040-CE Configuration for Pico Fighting Board | ||
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* New GP2040-CE standard layout for Pico Fighting Board. | ||
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Not equipped with turbo. | ||
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![Pin Mapping](assets/PicoFightingBoard_v1.1.jpg) | ||
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Open source board based on the Brook board design: <https://github.com/FeralAI/PicoFightingBoard>. The board labels are associated with the GP2040 generic labeling. The 20-pin connector, 4-pin connector and screw terminals are button-compatible with the Brook wiring harnesses and button mappings. |
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[env:pico-fighting-board] | ||
build_flags = | ||
${env.build_flags} | ||
-I configs/PicoFightingBoard/ | ||
upload_port = .pio/build/pico-fighting-board/ |