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4 584 octets ajoutés ,  9 mars 2014 à 19:57
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{{asm-text}} This is an example of a case I made from acrylic, but any workable material will do. '''A cigar box makes a great fit'''!
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The case should be at least 50mm (2 in.) deep to accommodate the buttons and solderless connectors.
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{{asm-text}} The shelf at the top of the case holds a small USB keyboard. This is a catch-all for seldom-used functions (e.g. game start). Only the essential controls were assigned to arcade buttons. Add others if you like!
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{{asm-text}} Here’s the joystick and two buttons plugged directly into the Raspberry Pi GPIO header as previously described.
    
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== Un dernier élément ==
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Our “retrogame” utility is the software glue that joins these keyboard-driven games to our GPIO-connected controls.
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[https://github.com/adafruit/Adafruit-Retrogame Download retrogame from GitHub]. Select the “download ZIP” button and uncompress this file on your Raspberry Pi.
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'''A pre-built version of retrogame is included in the ZIP file. If using the joystick and button layout described above, this program can be used as-is'''. Otherwise, the C source code needs some editing, and you’ll need to compile it (a Makefile is provided) after making changes. The GPIO pin to keyboard remapping is currently handled with a table in the source…this should be edited to match your unique wiring setup.
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<nowiki>cd Adafruit-Retrogame
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nano retrogame.c</nowiki>
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(Of course you can substitute your editor of preference there — “nano” is easier for beginners.)
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Starting around line 77 you’ll see a table resembling this:
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<nowiki>struct {
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        int pin;
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        int key;
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} io[] = {
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//        Input    Output (from /usr/include/linux/input.h)
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        { 25,      KEY_LEFT    },
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        {  9,      KEY_RIGHT    },
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        { 10,      KEY_UP      },
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        { 17,      KEY_DOWN    },
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        { 23,      KEY_LEFTCTRL },
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        {  7,      KEY_LEFTALT  }
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};</nowiki>
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Each line in this table contains two elements. The first is a GPIO pin number (where a button or one direction from a joystick is attached), the second is the corresponding key code to be generated by this control. A list of valid key code names can be found in the file /usr/include/linux/input.h starting around line 178. Remember to enclose each pin/key pair in {curly braces} with a comma between them.
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'''By default, the code is set up to match our example “no solder” controller wiring. This also works directly with the standard MAME controls. So you might not need to change anything; the pre-built version may have you covered.'''
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If you need an extra ground pin (and have extra GPIO pins available that you’re not using for controls), set the key code to GND instead.
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Write your changes to the file and exit the editor, then type:
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<nowiki>make</nowiki>
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This should build the executable '''retrogame''' utility. If you instead get an error message, there’s a problem in the edited table — most likely a missing curly brace, comma or semicolon.
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'''But wait'''...we’re not ready to run yet! Retrogame requires the uinput kernel module. This is already present on the system but isn’t enabled by default. For testing, you can type:
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<nowiki>sudo modprobe uinput</nowiki>
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To make this '''persistent between reboots''', append a line to /etc/modules:
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<nowiki>sudo sh -c 'echo uinput >> /etc/modules'</nowiki>
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'''Now''' we’re in good shape to test it!
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Retrogame needs to be run as root, i.e.:
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<nowiki>sudo ./retrogame</nowiki>
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Give it a try. If it seems to be working, press control+C to stop the program and we’ll then set up the system to launch this automatically in the background at startup.
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<nowiki>sudo nano /etc/rc.local</nowiki>
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Before the final “exit 0” line, insert this line:
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<nowiki>/home/pi/Adafruit-Retrogame/retrogame &</nowiki>
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If you placed the software in a different location, this line should be changed accordingly. “sudo” isn’t necessary here because the rc.local script is already run as root.
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Reboot the system to test the startup function:
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<nowiki>sudo reboot</nowiki>
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The software will now be patiently waiting in the background, ready for use with any emulators.
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Each emulator will have its own method for configuring keyboard input. Set them up so the keys match your controller outputs. Up/down/left/right from the arrow keys is a pretty common default among these programs, but the rest will usually require some tweaking.
    
{{Rasp-Retro-Games-TRAILER}}
 
{{Rasp-Retro-Games-TRAILER}}
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