5 KiB
title | weight |
---|---|
Classic consoles | 1 |
The information in this section applies to the following controllers:
- SLPH-00051: two-handle controller (Sony PlayStation)
- TC-5175290: two-handle controller (Sega Saturn)
- TCPP-20001: single-handle controller (Sony PlayStation)
- TCPP-20002: gamepad controller (Sony PlayStation)
- TCPP-20003: two-handle controller (Nintendo 64)
- TCPP-20004: two-handle controller (Sega Dreamcast)
- TCPP-20008: two-handle controller, golden (Sony PlayStation)
These controllers all have five physical buttons (SELECT, START, A, B, C) and two handles (with the TCPP-20001 combining them into one). Internally, they use the same protocol as a standard controller for the corresponding console and input is reported in the data bytes corresponding to buttons (where each bit reports the state of a single button). Only the regular physical buttons have dedicated bits for them; the handles combine three and four bits for the power notches and brake notches, respectively (you can find an example with the Nintendo 64 here).
Power handle bit usage
The power handle uses a combination of three bits (buttons) to represent each notch. When using the TCPP-20001 controller, the equivalent of N is reported for power whenever a brake notch is applied.
Position | POWER 1 | POWER 2 | POWER 3 |
---|---|---|---|
N | - | X | X |
P1 | X | - | X |
P2 | - | - | X |
P3 | X | X | - |
P4 | - | X | - |
P5 | X | - | - |
Transition | - | - | - |
Brake handle bit usage
The brake handle uses a combination of four bits (buttons) to represent each notch. When using the TCPP-20001 controller, the equivalent of Released is reported for brake whenever a power notch is applied.
Position | BRAKE 1 | BRAKE 2 | BRAKE 3 | BRAKE 4 |
---|---|---|---|---|
Released | - | X | X | X |
B1 | X | - | X | X |
B2 | - | - | X | X |
B3 | X | X | - | X |
B4 | - | X | - | X |
B5 | X | - | - | X |
B6 | - | - | - | X |
B7 | X | X | X | - |
B8 | - | X | X | - |
Unmarked 1 | X | - | X | - |
Unmarked 2 | - | - | X | - |
Unmarked 3 | X | X | - | - |
Unmarked 4 | - | X | - | - |
Unmarked 5 | X | - | - | - |
Emergency | - | - | - | - |
Transition | X | X | X | X |
The unmarked positions can be found between B8 and Emergency and produce no click when moving the handle. When using the TCPP-20001 or the TCPP-20002, only the first and fourth unmarked positions are available.
Button mapping to a standard controller
Because they use the same data bytes, the input between a Densha de GO! controller and a standard controller for each console can be matched as follows:
Densha de GO! | Nintendo 64 | Sony PlayStation 1 | Sega Dreamcast | Sega Saturn |
---|---|---|---|---|
SELECT | R | SELECT | D | ?? |
START | START | START | START | ?? |
A | B | SQUARE | A | ?? |
B | A | CROSS | ?? | ?? |
C | L | CIRCLE | C | ?? |
POWER 1 | RIGHT | TRIANGLE | Z | X |
POWER 2 | UP | LEFT | Y | Y |
POWER 3 | Z | RIGHT | X | Z |
BRAKE 1 | C RIGHT | L1 | UP | L |
BRAKE 2 | C LEFT | L2 | DOWN | R |
BRAKE 3 | C DOWN | R1 | LEFT | DOWN |
BRAKE 4 | C UP | R2 | RIGHT | LEFT |
This is useful when using a USB adapter to read the controller input from a PC.
PlayStation-specific information
The controllers report the same data amount and structure as a standard digital PlayStation controller. UP and DOWN are pressed permanently. The games detect the controllers with these two buttons, as it is an impossible combination with a standard digital controller.