WII U RASPBERRY PI 3 FINISHED

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px400
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Re: WII U RASPBERRY PI 3 FINISHED

Post by px400 » Wed Oct 17, 2018 10:19 am

VeteranGamer wrote:
Tue Oct 02, 2018 9:43 am
can someone please advise if this is a viable/workable option....



Image



i intend to use a 3.7v LiPo battery

with these
(Helder Retro PSU)
https://heldergametech.com/shop/gameboy-zero/retropsu/

(Pushbutton Power Switch)
https://www.pololu.com/product/2812

(Wii U button board)
https://oshpark.com/shared_projects/PxxdBxo7



pre-warning, i'm a complete noob when it comes to these sort of things

also how would i be able to use the LED funtions...
Helder board does have LED out points, not sure if they would be suitable or usable...


any feedback will be greatly appreciated....


Thanks



.
I never seen that pololu board before. From the link you provide, it delivery 8A. I believe it will be able to provide enough juice for all the boards.
Just start from the very minimum connection, battery, power board, raspberry pi 3 and then will add other stuff to see if will last ou works properly.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by VeteranGamer » Thu Oct 18, 2018 2:55 am

px400 wrote:
Wed Oct 17, 2018 10:19 am


I never seen that pololu board before. From the link you provide, it delivery 8A. I believe it will be able to provide enough juice for all the boards.
Just start from the very minimum connection, battery, power board, raspberry pi 3 and then will add other stuff to see if will last ou works properly.
i appreciate the response....
but i kinda figured that part out myself....

the Pololu board has been used by a few members already on these builds (if you just look a few pages back)....

the reason i asked was they are using a different setup...
and my questioning or queries was really around

using Helder board (Retro PSU)
having two separate power connections (in/out to the Pololu)
and most importantly the on/off button working (which is on the Pololu board, but also wired to the Wii U board)


but i appreciate your response, at least someone bothered to reply...
Thank you



.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by Ely » Thu Oct 18, 2018 4:25 am

I don't know how to help you but maybe you should ask to Helder for your wiring diagram as you use his psu.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by px400 » Fri Oct 19, 2018 1:33 pm

VeteranGamer wrote:
Thu Oct 18, 2018 2:55 am
Don´t worrie mate! You are one of the few that I use as reference for projects. Currently I´m so busy after relocating for work that all my prototypes and in stand by!

I have 4 gameboys with zero and pi3, plus 1 WII U unifished for lack of time.

Hope soon I will be back in business with everything!

good luck in your project!

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Re: WII U RASPBERRY PI 3 FINISHED

Post by Marty33 » Sun Oct 21, 2018 1:34 pm

VeteranGamer, here my last diagram before Helder create his Retro PSU :
Image

You think it's possible to remove extra parts ?

You keep only Pololu ?

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Re: WII U RASPBERRY PI 3 FINISHED

Post by VeteranGamer » Tue Oct 23, 2018 1:23 pm

Marty33 wrote:
Sun Oct 21, 2018 1:34 pm
VeteranGamer, here my last diagram before Helder create his Retro PSU :
Image

You think it's possible to remove extra parts ?

You keep only Pololu ?
you've got a lot going on in yours, were you able to fit everything in....
(also are you still coding?)


these are some of the reasons why i hope to do as my diagram

3.7V Lipo battery, has built in protection... and hopefully I may be able to squeeze in more capacity (MAH) if I can source and fit the right sized battery in....

Helder PSU has build in charging and and boost, and can also potentially supply around 2-3A without issues...
it also has a ADS1015 built in, which will be used for on-screen battery monitor
(plus its the size, if not smaller than the Powerboost 1000)

The Pololu is only really ther for the Wii U button board, and so that i can have a On/Off function at the prss of a button....
(still need to figure out how i can activate a safe shutdown from the same button)


i've got everything i need now for the build...
with the exception of the battery, which i can only source once i know how much room i have once everything is in...


.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by VeteranGamer » Sat Nov 17, 2018 4:01 am

banjokazooie wrote:
Sun Oct 09, 2016 11:14 am

Teensy Update:

For better analog input in N64 games change any instances of 1.8 like in here " rX = (rX - 512) * 1.8 + 512; " to 1.5.
The analog range is going to be shorter hence joystick is not so sensitive. Retropie is still able to register analog on setup screen but unfortunately you will loose analog movement in psx games. Crash bandicoot is not running anymore :(
Added ESC key for home button to teensy code.

Teensy Update 2:

Home button action modified to switch between Joystick and Keyboard. Now usable in Amiga emulator. Joystick buttons reassigned to match actual wiring.

Code: Select all

const int  MODE = 15;    // the pin that the pushbutton is attached to
const int LED = 11;

int buttonPushCounter = 0;   // counter for the number of button presses
int buttonState = 0;         // current state of the button
int lastButtonState = 0;

void setup() {


  pinMode(0, INPUT_PULLUP);       // 01 Left Shoulder
  pinMode(1, INPUT_PULLUP);       // 02 Lelf Trigger
  pinMode(2, INPUT_PULLUP);       // 03 Right
  pinMode(3, INPUT_PULLUP);       // 04 Left
  pinMode(4, INPUT_PULLUP);       // 05 Up
  pinMode(5, INPUT_PULLUP);       // 06 Down
  pinMode(6, INPUT_PULLUP);       // 07 B
  pinMode(7, INPUT_PULLUP);       // 08 A
  pinMode(8, INPUT_PULLUP);       // 09 Right Trigger
  pinMode(LED, OUTPUT);           // LED
  pinMode(12, INPUT_PULLUP);      // 13 Start
  pinMode(13, INPUT_PULLUP);      // 14 Select
  pinMode(14, INPUT_PULLUP);      // 15 Y
  pinMode(MODE, INPUT_PULLUP);    // HOME Button
  pinMode(18, INPUT_PULLUP);      // 19 Left Joystick Button
  pinMode(19, INPUT_PULLUP);      // 20 Right Joystick Button
  pinMode(22, INPUT_PULLUP);      // 23 Right Shoulder
  pinMode(23, INPUT_PULLUP);      // 24 X

//  Serial.begin(9600);

 }

void loop_joystick() {

if (digitalRead(0) == LOW) 
  {
        Joystick.button(1, 1);
  }
  else
  {
    Joystick.button(1, 0);
    }

if (digitalRead(1) == LOW)
  {
      Joystick.button(2, 1);
  }
  else
  {
      Joystick.button(2, 0);
  }

if (digitalRead(2) == LOW)
  {
  Joystick.button(3, 1);
  }
  else
  {
  Joystick.button(3, 0);
  }

if (digitalRead(3) == LOW)
  {
  Joystick.button(4, 1);
  }
  else
  {
  Joystick.button(4, 0);
  }

if (digitalRead(4) == LOW)
  {
  Joystick.button(5, 1);
  }
  else
  {
  Joystick.button(5, 0);
  }

if (digitalRead(5) == LOW)
  {
  Joystick.button(6, 1);
  }
  else
  {
  Joystick.button(6, 0);
  }

if (digitalRead(6) == LOW)
  {
  Joystick.button(7, 1);
  }
  else
  {
  Joystick.button(7, 0);
  }

if (digitalRead(7) == LOW)
  {
  Joystick.button(8, 1);
  }
  else
  {
  Joystick.button(8, 0);
  }

if (digitalRead(8) == LOW)
  {
  Joystick.button(9, 1);
  }
  else
  {
  Joystick.button(9, 0);
  }

if (digitalRead(12) == LOW)
  {
  Joystick.button(13, 1);
  }
  else
  {
  Joystick.button(13, 0);
  }

if (digitalRead(13) == LOW)
  {
  Joystick.button(14, 1);
  }
  else
  {
  Joystick.button(14, 0);
  }
  
if (digitalRead(14) == LOW)
  {
  Joystick.button(15, 1);
  }
  else
  {
  Joystick.button(15, 0);
  }
  

if (digitalRead(18) == LOW)
  {
  Joystick.button(19, 1);
  }
  else
  {
  Joystick.button(19, 0);
  }

if (digitalRead(19) == LOW)
  {
  Joystick.button(20, 1);
  }
  else
  {
  Joystick.button(20, 0);
  }

if (digitalRead(22) == LOW)
  {
  Joystick.button(23, 1);
  }
  else
  {
  Joystick.button(23, 0);
  }

if (digitalRead(23) == LOW)
  {
  Joystick.button(24, 1);
  }
  else
  {
  Joystick.button(24, 0);
}

  int rX = analogRead(4);
    rX = (rX - 512) * 1.5 + 512;
  if (rX > 1023)
    rX=1023;  
  if (rX < 0)
    rX = 0;
  
  int rY = analogRead(5);
    rY = (rY - 512) * 1.5 + 512;
  if (rY > 1023)
    rY=1023;   
  if (rY < 0)
    rY = 0;
    rY=abs(1023-rY);

  int rL = analogRead(0);
    rL = (rL - 512) * 1.5 + 512;
  if (rL > 1023)
    rL=1023;  
  if (rL < 0)
    rL = 0;
  
  int rR = analogRead(1);
    rR = (rR - 512) * 1.5 + 512;
  if (rR > 1023)
    rR=1023;   
  if (rR < 0)
    rR = 0;
    //rR=abs(1023-rR);
 
  Joystick.X(rX);
  Joystick.Y(rY);
  Joystick.sliderLeft(rL);
  Joystick.sliderRight(rR);
}

  
void loop_keyboard() {

    if (digitalRead(4) == LOW)
  {
    Keyboard.press(KEY_UP);
  }
  else
  {
    Keyboard.release(KEY_UP);
   }
   
  if (digitalRead(5) == LOW)
  {
    Keyboard.press(KEY_DOWN);
  }
  else
  {
    Keyboard.release(KEY_DOWN);
  }
   
  if (digitalRead(3) == LOW)
  {
    Keyboard.press(KEY_LEFT);
  }
  else
  {
    Keyboard.release(KEY_LEFT);
  }
  
  if (digitalRead(2) == LOW)
  {
    Keyboard.press(KEY_RIGHT);
  }
  else
  {
    Keyboard.release(KEY_RIGHT);
  }

  //buttons
  if (digitalRead(0) == LOW)
  {
    Keyboard.press(KEY_ENTER);
  }
  else
  {
    Keyboard.release(KEY_ENTER);
  }
  if (digitalRead(1) == LOW)
  {
    Keyboard.press(KEY_ESC);
  }
  else
  {
    Keyboard.release(KEY_ESC);
  }

if (digitalRead(22) == LOW)
  {
    Keyboard.press(KEY_LEFT_CTRL);
  }
  else
  {
    Keyboard.release(KEY_LEFT_CTRL);
  }

  if (digitalRead(8) == LOW)
  {
    Keyboard.press(KEY_LEFT_ALT);
  }
  else
  {
    Keyboard.release(KEY_LEFT_ALT);
  }

if (digitalRead(7) == LOW)
  {
    Keyboard.press(KEY_A);
  }
  else
  {
    Keyboard.release(KEY_A);
  }
  if (digitalRead(6) == LOW)
  {
    Keyboard.press(KEY_B);
  }
  else
  {
    Keyboard.release(KEY_B);
  }
  if (digitalRead(14) == LOW)
  {
    Keyboard.press(KEY_Y);
  }
  else
  {
    Keyboard.release(KEY_Y);
  }
  if (digitalRead(23) == LOW)
  {
    Keyboard.press(KEY_X);
  }
  else
  {
    Keyboard.release(KEY_X);
  }

  if (digitalRead(12) == LOW)
  {
    Keyboard.press(KEY_F12);
  }
  else
  {
    Keyboard.release(KEY_F12);
  }
   if (digitalRead(13) == LOW)
  {
    Keyboard.press(KEYPAD_5);
  }
  else
  {
    Keyboard.release(KEYPAD_5);
  }

}


void loop() {

  buttonState = digitalRead(MODE);
  if (buttonState != lastButtonState) {
  if (buttonState == HIGH) {
    buttonPushCounter++;
//    Serial.println("on");
//      Serial.print("number of button pushes:  ");
//      Serial.println(buttonPushCounter);
} 
    else {
//  Serial.println("off");
    }
  }
  lastButtonState = buttonState;
  
 if (buttonPushCounter % 2 == 0) {
    digitalWrite(LED, HIGH);
  } else {
   digitalWrite(LED, LOW);
  }
  

    if (digitalRead(LED) == LOW)
  {
     loop_joystick();
  }
  else
  {
    
     loop_keyboard();
  }
  }


just wanted to confirm a couple of things....

with the updated Teensy code (Update 2)....
has the ESC key been omitted, or is it still functional from the HOME button (if not is there a ESC key anywhere else)....
considering with the Update 2 script the HOME button now functions as a switch between Joystick and Keyboard

please can someone clarify this....


also...
this is a NOOB question :oops: ...
when going to flash/program the Teensy

am I right in selecting these...

Image


please advise


thanks....




.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by banjokazooie » Sat Nov 17, 2018 2:26 pm

ESC key was used in wii u with windows to get out from any fullscreen app. For retropie build home button switches between joystick and keyboard in troublesome emulators. The setting for teensy looks about right.

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Re: WII U RASPBERRY PI 3 FINISHED

Post by Helder » Tue Nov 20, 2018 3:42 am

Is that power board that copies the Wii U power board open source? If it is I can add a circuit that I used on the mintyPi v3 that turns the pi on and off with a button press. You need a way to do a safe shutdown though so is there a button specific to this or a button combo for this?
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Re: WII U RASPBERRY PI 3 FINISHED

Post by banjokazooie » Tue Nov 20, 2018 6:15 am

Helder wrote:
Tue Nov 20, 2018 3:42 am
Is that power board that copies the Wii U power board open source? If it is I can add a circuit that I used on the mintyPi v3 that turns the pi on and off with a button press. You need a way to do a safe shutdown though so is there a button specific to this or a button combo for this?
The board was not released as a pcb file but people allready made a copy of the layout a published it as their own version. I can upload the original eagle file if someone wants to tinker with it.

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