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80 lines
5 KiB
Markdown
80 lines
5 KiB
Markdown
---
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title: "Classic consoles"
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weight: 1
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---
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The information in this section applies to the following controllers:
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- **SLPH-00051:** two-handle controller (Sony PlayStation)
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- **TC-5175290:** two-handle controller (Sega Saturn)
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- **TCPP-20001:** single-handle controller (Sony PlayStation)
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- **TCPP-20002:** gamepad controller (Sony PlayStation)
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- **TCPP-20003:** two-handle controller (Nintendo 64)
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- **TCPP-20004:** two-handle controller (Sega Dreamcast)
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- **TCPP-20008:** two-handle controller, golden (Sony PlayStation)
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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](https://sites.google.com/site/consoleprotocols/home/nintendo-joy-bus-documentation/n64-specific/train-controller)).
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## Power handle bit usage
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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.
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| Position | POWER 1 | POWER 2 | POWER 3 |
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|:----------:|:-------:|:-------:|:-------:|
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| N | - | X | X |
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| P1 | X | - | X |
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| P2 | - | - | X |
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| P3 | X | X | - |
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| P4 | - | X | - |
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| P5 | X | - | - |
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| Transition | - | - | - |
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## Brake handle bit usage
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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.
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| Position | BRAKE 1 | BRAKE 2 | BRAKE 3 | BRAKE 4 |
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|:----------:|:-------:|:-------:|:-------:|:-------:|
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| Released | - | X | X | X |
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| B1 | X | - | X | X |
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| B2 | - | - | X | X |
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| B3 | X | X | - | X |
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| B4 | - | X | - | X |
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| B5 | X | - | - | X |
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| B6 | - | - | - | X |
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| B7 | X | X | X | - |
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| B8 | - | X | X | - |
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| Unmarked 1 | X | - | X | - |
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| Unmarked 2 | - | - | X | - |
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| Unmarked 3 | X | X | - | - |
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| Unmarked 4 | - | X | - | - |
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| Unmarked 5 | X | - | - | - |
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| Emergency | - | - | - | - |
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| Transition | X | X | X | X |
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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.
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## Button mapping to a standard controller
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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:
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| Densha de GO! | Nintendo 64 | Sony PlayStation 1 | Sega Dreamcast | Sega Saturn |
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|:-------------:|:-----------:|:------------------:|:--------------:|:-----------:|
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| SELECT | R | SELECT | D | ?? |
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| START | START | START | START | ?? |
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| A | B | SQUARE | A | ?? |
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| B | A | CROSS | ?? | ?? |
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| C | L | CIRCLE | C | ?? |
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| POWER 1 | RIGHT | TRIANGLE | Z | X |
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| POWER 2 | UP | LEFT | Y | Y |
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| POWER 3 | Z | RIGHT | X | Z |
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| BRAKE 1 | C RIGHT | L1 | UP | L |
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| BRAKE 2 | C LEFT | L2 | DOWN | R |
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| BRAKE 3 | C DOWN | R1 | LEFT | DOWN |
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| BRAKE 4 | C UP | R2 | RIGHT | LEFT |
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This is useful when using a USB adapter to read the controller input from a PC.
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## PlayStation-specific information
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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.
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