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i'm not used db9, my schematic is very simple. see attachments.
 all your buttons are defined in "start - config. input"?
I did so - started - genesis (retroarch) - ran the menu - options - input - where there is an item there - input 1 (or 2) bind config (or something, my OP is temporarily unavailable, I can precisely name this menu a little later) - bind all - in this config you can reassign your buttons and see their real code for retroarchy - after that I saved my shared config under a different name - cut out part of it with joystick buttons (input_player1_b_btn = "3" ........) and inserted it into the original retroarch.cfg
for using this schematic, you need modify python script, and .fex file on the SD\emmc card.
I will update the instruction if it does not work

Attached Files Thumbnail(s)
Ok thanks a lot, I'll give a try tomorrow (it's a little late here).

But one thing I realized is that the diagram for tzgames driver here:

...does not fit at all with what I have on my pi pc.

I tested every GPIO pin manually in ES and I get these GPIO pin numbers for controller one: 3 - 8 - 10 - 12 - 16 - 18 - 19 - 21 - 22 - 27

And for controller two: 5 - 24 - 26 - 28 - 32 - 35 - 36 -37 - 38 - 40

- So number 7 11 13 and 15 gives me no input (suppose to be controller one on the diagram).
- Same for 23 29 31 and 33  (suppose to be controller two on the diagram)

Is there an updated diagram for retrorangepi?
if we are talking about the same thing about what you want to use the tz_gamers driver, here are your steps:
Look at the green contacts.
- go to the desktop, label retropy
- / home / pi / RetroPie / retropiemenu / RetrOrangePi / GPIO / drivers
- open the file:
- modify it according to the connected contacts.
- the most important thing. some gpio conclusions are occupied by the periphery (comport, spi, twi, etc). On the desktop there is a config - open it - find the item -system - fexedit - in this config, find:

if you see that uart3 uses your gpio contacts, post used = 0
I see according to the picture for example, that uart2 on your board uses gpio contacts: PA0, 1, 2, 3. Put it in used = 0. And so on.
(I think you can safely turn off: twi0, uart1, uart2, uart3, on your board)
Do not turn off what is not sure and what is not in the GPIO table of contacts.

- you should use pull-up resistors according to my scheme

Here is my file, I remove gamepad 2 and many buttons:
#!/usr/bin/env python

__author__ = "Erick Tarzia"
__copyright__ = "Copyright 2016, TZ Games SP"
__credits__ = ["Erick Tarzia -"]
__v__  = "1.0"
__license__ = "GPL"
__version__ = "2.0"
__maintainer__ = __author__
__email__ = ""

import evdev
import uinput
from time import sleep
from evdev import InputDevice, KeyEvent, UInput, AbsInfo, ecodes as e
from pyA20.gpio import gpio
from pyA20.gpio import port
from pyA20.gpio import connector


events = ([
        uinput.ABS_X + (0,255,0,0),
        uinput.ABS_Y + (0,255,0,0),

gamepad = uinput.Device(events,"TZGamesSP Controle #1",0x00)

gamepad.emit(uinput.ABS_X, 128, syn=False)
gamepad.emit(uinput.ABS_Y, 128)
#print device1.capabilities()
devices = [evdev.InputDevice(fn) for fn in evdev.list_devices()]
for device in devices:
    print(device.fn,, device.phys)
    if == "TZ Arcade Joystick 0":
        gamepad = InputDevice(device.fn)
    if == "TZ Arcade Joystick 1":
        gamepad2 = InputDevice(device.fn)
#--------------- define botoes -----------------
    # ---- PLAYER 1 ---------#  

                    # <---LOOK!

bt_up_p1 = port.PA6
bt_down_p1 = port.PA12
bt_left_p1 = port.PA11
bt_right_p1 = port.PA14

bt_l_p1 = port.PA0

bt_x_p1 = port.PA3
bt_y_p1 = port.PA1

bt_r_p1 = port.PA7

bt_b_p1 = port.PA13
bt_a_p1 = port.PA2

bt_select_p1 = port.PA18
bt_start_p1 = port.PA19

#--------------------------------Initialize module. Always called first

gpio.setcfg(bt_up_p1, gpio.INPUT)
gpio.pullup(bt_up_p1, gpio.PULLUP)

gpio.setcfg(bt_down_p1, gpio.INPUT)
gpio.pullup(bt_down_p1, gpio.PULLUP)

gpio.setcfg(bt_left_p1, gpio.INPUT)
gpio.pullup(bt_left_p1, gpio.PULLUP)

gpio.setcfg(bt_right_p1, gpio.INPUT)
gpio.pullup(bt_right_p1, gpio.PULLUP)

gpio.setcfg(bt_l_p1, gpio.INPUT)
gpio.pullup(bt_l_p1, gpio.PULLUP)

gpio.setcfg(bt_x_p1, gpio.INPUT)
gpio.pullup(bt_x_p1, gpio.PULLUP)

gpio.setcfg(bt_y_p1, gpio.INPUT)
gpio.pullup(bt_y_p1, gpio.PULLUP)

gpio.setcfg(bt_r_p1, gpio.INPUT)
gpio.pullup(bt_r_p1, gpio.PULLUP)

gpio.setcfg(bt_b_p1, gpio.INPUT)
gpio.pullup(bt_b_p1, gpio.PULLUP)

gpio.setcfg(bt_a_p1, gpio.INPUT)
gpio.pullup(bt_a_p1, gpio.PULLUP)

gpio.setcfg(bt_select_p1, gpio.INPUT)
gpio.pullup(bt_select_p1, gpio.PULLUP)

gpio.setcfg(bt_start_p1, gpio.INPUT)
gpio.pullup(bt_start_p1, gpio.PULLUP)

_bt_up_p1 = False
_bt_down_p1 = False
_bt_left_p1 = False
_bt_right_p1 = False
_bt_a_p1 = False
_bt_b_p1 = False
_bt_x_p1 = False
_bt_y_p1 = False
_bt_l_p1 = False
_bt_r_p1 = False
_bt_select_p1 = False
_bt_start_p1 = False

print gpio.input(bt_a_p1)

while True:
    #------ player 1 -----------#        
#bt a =====================
    if (not _bt_a_p1) and (gpio.input(bt_a_p1) == 0):
        _bt_a_p1 = True
        gamepad.emit(uinput.BTN_0, 1)    
    if (_bt_a_p1) and (gpio.input(bt_a_p1) == 1):
        _bt_a_p1 = False
        gamepad.emit(uinput.BTN_0, 0)    
#bt b =====================

    if (not _bt_b_p1) and (gpio.input(bt_b_p1) == 0):
        _bt_b_p1 = True
        gamepad.emit(uinput.BTN_1, 1)    
    if (_bt_b_p1) and (gpio.input(bt_b_p1) == 1):
        _bt_b_p1 = False
        gamepad.emit(uinput.BTN_1, 0)    

#bt x =====================

    if (not _bt_x_p1) and (gpio.input(bt_x_p1) == 0):
        _bt_x_p1 = True
        gamepad.emit(uinput.BTN_2, 1)    
    if (_bt_x_p1) and (gpio.input(bt_x_p1) == 1):
        _bt_x_p1 = False
        gamepad.emit(uinput.BTN_2, 0)    
#bt y =====================

    if (not _bt_y_p1) and (gpio.input(bt_y_p1) == 0):
        _bt_y_p1 = True
        gamepad.emit(uinput.BTN_3, 1)    
    if (_bt_y_p1) and (gpio.input(bt_y_p1) == 1):
        _bt_y_p1 = False
        gamepad.emit(uinput.BTN_3, 0)    
#bt l =====================
    if (not _bt_l_p1) and (gpio.input(bt_l_p1) == 0):
        _bt_l_p1 = True
        gamepad.emit(uinput.BTN_4, 1)    
    if (_bt_l_p1) and (gpio.input(bt_l_p1) == 1):
        _bt_l_p1 = False
        gamepad.emit(uinput.BTN_4, 0)    
#bt r =====================
    if (not _bt_r_p1) and (gpio.input(bt_r_p1) == 0):
        _bt_r_p1 = True
        gamepad.emit(uinput.BTN_5, 1)    
    if (_bt_r_p1) and (gpio.input(bt_r_p1) == 1):
        _bt_r_p1 = False
        gamepad.emit(uinput.BTN_5, 0)
#bt select =====================
    if (not _bt_select_p1) and (gpio.input(bt_select_p1) == 0):
        _bt_select_p1 = True
        gamepad.emit(uinput.BTN_6, 1)    
    if (_bt_select_p1) and (gpio.input(bt_select_p1) == 1):
        _bt_select_p1 = False
        gamepad.emit(uinput.BTN_6, 0)    
#bt start =====================
    if (not _bt_start_p1) and (gpio.input(bt_start_p1) == 0):
        _bt_start_p1 = True
        gamepad.emit(uinput.BTN_7, 1)    
    if (_bt_start_p1) and (gpio.input(bt_start_p1) == 1):
        _bt_start_p1 = False
        gamepad.emit(uinput.BTN_7, 0)
####DIRECTIONS P1 ###########################

#bt up =====================
    if (not _bt_up_p1) and (gpio.input(bt_up_p1) == 0):
        _bt_up_p1 = True
        gamepad.emit(uinput.ABS_Y, 0)    
    if (_bt_up_p1) and (gpio.input(bt_up_p1) == 1):
        _bt_up_p1 = False
        gamepad.emit(uinput.ABS_Y, 128)
#bt down =====================
    if (not _bt_down_p1) and (gpio.input(bt_down_p1) == 0):
        _bt_down_p1 = True
        gamepad.emit(uinput.ABS_Y, 255)    
    if (_bt_down_p1) and (gpio.input(bt_down_p1) == 1):
        _bt_down_p1 = False
        gamepad.emit(uinput.ABS_Y, 128)
#bt left =====================
    if (not _bt_left_p1) and (gpio.input(bt_left_p1) == 0):
        _bt_left_p1 = True
        gamepad.emit(uinput.ABS_X, 0)    
    if (_bt_left_p1) and (gpio.input(bt_left_p1) == 1):
        _bt_left_p1 = False
        gamepad.emit(uinput.ABS_X, 128)
#bt right =====================
    if (not _bt_right_p1) and (gpio.input(bt_right_p1) == 0):
        _bt_right_p1 = True
        gamepad.emit(uinput.ABS_X, 255)    
    if (_bt_right_p1) and (gpio.input(bt_right_p1) == 1):
        _bt_right_p1 = False
        gamepad.emit(uinput.ABS_X, 128)


to test the script and the correctness of the GPIO instruction - go to the root terminal:

cd /home/pi/RetroPie/retropiemenu/RetrOrangePi/GPIO/drivers

python start

you should see "1" in the console, or an error if gpio is not correctly installed

I also looked at, there are used:
PIN_DATA1 = port.PA12
PIN_DATA2 = port.PA11
PIN_DATA3 = port.PA6
PIN_DATA4 = port.PG7

PIN_CLOCK = port.PA9
PIN_LATCH = port.PA20

if these ports are busy in the * .fex file, free them.
------------------ off topic------------------------------------
I think, once this script tz_gpio_cobtroller turns in memory and works well it can be modified to exit roms \ off and other functions, blinking LED?)). I'm not strong in the python, especially in its syntax and especially in Linux. This should be something like this:

import os
# check my buttons, for example this button
if (not _bt_a_p1) and (gpio.input (bt_a_p1) == 0):
_bt_a_p1 = True
gamepad.emit (uinput.BTN_0, 1)

if gamepad.emit (uinput.BTN_0, 1) = True
os.popen ("./ 1")

I think the script in the loop should keep track of how the process is now running, retroarch or dosbox or any other emulator, and at the push of a button perform an output in ES, as an example.

Attached Files Thumbnail(s)
Thanks for your crystal clear explications, @indevor. It did help me to understand the inner working of the GPIO and I am sure it will help some others as well.

I finally get it to work using the diagram I made in attachment. And since I only want to use my GPIO joysticks for commodore 64 and that I have to remap the joystick in the emulator anyway, it ends up working pretty well while the mapping settings are being save for the next session. So I finally don't have the problem you have mentioned the first post. BTtW a big shout out to the TZ games driver creator!!

After all, basic games are meant to be played with basic joysticks...Cool


Attached Files Thumbnail(s)
Great, I'm glad it helped you!
I hope other participants will find it useful!
You have a cool install  Big Grin

I made myself a portable console:
Awesome guys, we will update our documentation, hopefully more people will test this.
nice console  Smile
I wish I'll manage to do one like this one day...
Wow, congrat! With hdmi port access as well, nice :-) You designed your own case or took it online (unless it is a real gameboy case)?
This is a chinese copy of the case from the "game boy" with buttons.
(01-18-2019, 08:38 AM)Liontek1985 Wrote: i love the gameboy Smile have you guide for us, a link to buy the shell
that would be helpful

Oh .. I'm a little late.
The thing is, I need more time, and I'm going to write it in 6-button version with an analog joystick, LM1881 and arduino leonardo. Then, I think there will be detailed instructions.
In the meantime, you can search on YouTube - game boy zero. I'm not pioneer, but a follower)

rubber buttons
speakers -
LCD (not sure if it is still the same. There should be three buttons on the back panel.
And there are the same displays, but inside there is a large printed circuit board that will be difficult to fit into the case.
Maybe the seller just changed the photo. I ordered it from him.)
dc-convertor-charger - ( out of stock - It is worth finding something similar with similar sizes and usb output power of about 2A)
A103 10K Duplex Gear Potentiometer
Orange Pi Zero Plus2 H3 -
I forgot to add, I also made my own audio amplifier, but you can buy it -
Sample list, with the original links where I ordered.
I also need a tool and a soldering iron, a bunch of wires, USB connectors .. I did a make custom PCB circuit board on my own.. maybe it may scare someone, but in fact it's just to make.. 
I could show you need: a laser printer, an iron and a bit of magic from the grocery store and pharmacy, nothing illegal)
in general, this is the beginning ..

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