Main > Raspberry Pi & Dev Board

Controllers direct to GPIO - no keyboard encoder.

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EightBySix:
Wanted to start a thread around this. It's attractive to me because it's one less component (the keyboard encoder). I also have a simple setup of two players, 2 buttons. If you have lots, then you'll run out of pins.

I got it working for player 1 (still to do player 2, coin sensor and a few admin buttons) using retropie - a program to monitor the pins, and initiate key presses - with these instructions from adafruit.

Note that some of the links are updated for the RPi2. It seems to work fine with Emulation Station.

The tricky bit for me was the physical connection from the controls to the GPIO header. The available pins aren't all together, so I connected the control wires individually after crimping these on the end.


The way I did it is flexible (I knew I wouldn't get them right 1st time) but I think a better approach would be to get or make a GPIO breakout cable with some screw terminals like this.

Might actually be better to make one, so I can put meaningful labels on it from the controls.


DaOld Man:
Interesting. How many inputs are available? Enough for two player?

BobA:
Pi with the 26 pin header has 15 i/o ports.  Can be programmed as either input or output.

DaOld Man:

--- Quote from: BobA on April 05, 2015, 10:51:54 am ---Pi with the 26 pin header has 15 i/o ports.  Can be programmed as either input or output.

--- End quote ---

Not enough for most two player games.
I guess games that have both players using same controls would be ok (IE: Pacman, Donkey Kong, etc). But two player fighter games not so much.

nitrogen_widget:
Doesn't the new RPI 2 have a 40 pin header?
That should equally a few more inputs.
Maybe enough for neo Geo?
Now I gotta research this.

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