diff --git a/configs/KB2040/BoardConfig.h b/configs/KB2040/BoardConfig.h index 4a26b7b83..29c4257a6 100644 --- a/configs/KB2040/BoardConfig.h +++ b/configs/KB2040/BoardConfig.h @@ -7,87 +7,55 @@ #define PICO_BOARD_CONFIG_H_ #include "enums.pb.h" -#define BOARD_CONFIG_LABEL "Flatbox Rev. 5 Southpaw" +#define BOARD_CONFIG_LABEL "KB2040" + +// Main pin mapping Configuration +// // GP2040 | Xinput | Switch | PS3/4/5 | Dinput | Arcade | +#define PIN_DPAD_UP 27 // UP | UP | UP | UP | UP | UP | +#define PIN_DPAD_DOWN 29 // DOWN | DOWN | DOWN | DOWN | DOWN | DOWN | +#define PIN_DPAD_RIGHT 28 // RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | +#define PIN_DPAD_LEFT 26 // LEFT | LEFT | LEFT | LEFT | LEFT | LEFT | +#define PIN_BUTTON_B1 3 // B1 | A | B | Cross | 2 | K1 | +#define PIN_BUTTON_B2 2 // B2 | B | A | Circle | 3 | K2 | +#define PIN_BUTTON_R2 8 // R2 | RT | ZR | R2 | 8 | K3 | +#define PIN_BUTTON_L2 9 // L2 | LT | ZL | L2 | 7 | K4 | +#define PIN_BUTTON_B3 5 // B3 | X | Y | Square | 1 | P1 | +#define PIN_BUTTON_B4 4 // B4 | Y | X | Triangle | 4 | P2 | +#define PIN_BUTTON_R1 10 // R1 | RB | R | R1 | 6 | P3 | +#define PIN_BUTTON_L1 19 // L1 | LB | L | L1 | 5 | P4 | +#define PIN_BUTTON_S1 20 // S1 | Back | Minus | Select | 9 | Coin | +#define PIN_BUTTON_S2 18 // S2 | Start | Plus | Start | 10 | Start | +#define PIN_BUTTON_L3 13 // L3 | LS | LS | L3 | 11 | LS | +#define PIN_BUTTON_R3 12 // R3 | RS | RS | R3 | 12 | RS | +#define PIN_BUTTON_A1 0 // A1 | Guide | Home | PS | 13 | ~ | +#define PIN_BUTTON_A2 1 // A2 | ~ | Capture | ~ | 14 | ~ | +#define PIN_BUTTON_FN -1 // Hotkey Function | -// This is the main pin definition section. -// This will let you specify which GPIO pin each button is assigned too. -// You can set any of the main pins as `-1` to disable it. -// The Turbo pin and LS + RS slider pins can also be set to `-1` to disable that functionality. -// Please note that only when `PIN_BUTTON_TURBO` is set to `-1` will the `T##` be removed from a connected display. -// Please note that only when `PIN_SLIDER_ONE` and `PIN_SLIDER_TWO` are set to `-1` will the button combo shortcut for DP/LS/RS work. -// The buttons are listed in GP2040 configuration, beside each the listed order is *GP2040 / Xinput / Switch / PS3 / Directinput / Arcade* - -#define PIN_DPAD_UP 27 // UP -#define PIN_DPAD_DOWN 29 // DOWN -#define PIN_DPAD_RIGHT 28 // RIGHT -#define PIN_DPAD_LEFT 26 // LEFT -#define PIN_BUTTON_B1 3 // B1 / A / B / Cross / 2 / K1 -#define PIN_BUTTON_B2 2 // B2 / B / A / Circle / 3 / K2 -#define PIN_BUTTON_R2 8 // R2 / RT / ZR / R2 / 8 / K3 -#define PIN_BUTTON_L2 9 // L2 / LT / ZL / L2 / 7 / K4 -#define PIN_BUTTON_B3 5 // B3 / X / Y / Square / 1 / P1 -#define PIN_BUTTON_B4 4 // B4 / Y / X / Triangle / 4 / P2 -#define PIN_BUTTON_R1 10 // R1 / RB / R / R1 / 6 / P3 -#define PIN_BUTTON_L1 19 // L1 / LB / L / L1 / 5 / P4 -#define PIN_BUTTON_S1 20 // S1 / Back / Minus / Select / 9 / Coin -#define PIN_BUTTON_S2 18 // S2 / Start / Plus / Start / 10 / Start -#define PIN_BUTTON_L3 13 // L3 / LS / LS / L3 / 11 / LS -#define PIN_BUTTON_R3 12 // R3 / RS / RS / R3 / 12 / RS -#define PIN_BUTTON_A1 0 // A1 / Guide / Home / PS / 13 / ~ -#define PIN_BUTTON_A2 1 // A2 / ~ / Capture / ~ / 14 / ~ -#define PIN_BUTTON_FN -1 // Hotkey Function -#define PIN_BUTTON_TURBO -1 // Turbo -#define PIN_BUTTON_REVERSE -1 // UDLR Reverse -#define PIN_SLIDER_ONE 6 // Left Stick Slider -#define PIN_SLIDER_TWO 7 // Right Stick Slider -#define PIN_SLIDER_SOCD_ONE -1 // SOCD Slider Pin One -#define PIN_SLIDER_SOCD_TWO -1 // SOCD Slider Pin Two - -// This is the SOCD section. -// SOCD stands for `simultaneous opposing cardinal directions`. -// There are three options for `DEFAULT_SOCD_MODE` currently: -// 1 - `SOCD_MODE_NEUTRAL` - This is a neutral SOCD. EG. when you press `up` + `down` no input will be registered. -// 2 - `SOCD_MODE_UP_PRIORITY` - This is up priority SOCD. EG. when you press `up` + `down` `up` will be registered. -// 3 - `SOCD_MODE_SECOND_INPUT_PRIORITY` - This is last priority SOCD. EG. when you press and hold `up` then press `down` `down` will be registered. -// 4 - `SOCD_MODE_FIRST_INPUT_PRIORITY` - This is first priority SOCD. EG. when you press and hold `up` then press `down` `up` will be registered. - -#define DEFAULT_SOCD_MODE SOCD_MODE_NEUTRAL -// SOCD Slider Slot Defaults -#define SLIDER_SOCD_SLOT_ONE SOCD_MODE_UP_PRIORITY -#define SLIDER_SOCD_SLOT_TWO SOCD_MODE_SECOND_INPUT_PRIORITY -#define SLIDER_SOCD_SLOT_DEFAULT SOCD_MODE_NEUTRAL - -#define DEFAULT_FORCED_SETUP_MODE FORCED_SETUP_MODE_OFF // FORCED_SETUP_MODE_OFF, FORCED_SETUP_MODE_LOCK_MODE_SWITCH, FORCED_SETUP_MODE_LOCK_WEB_CONFIG, FORCED_SETUP_MODE_LOCK_BOTH -#define DEFAULT_LOCK_HOTKEYS false // or true -#define DEFAULT_INPUT_MODE INPUT_MODE_XINPUT //INPUT_MODE_XINPUT (XInput), INPUT_MODE_SWITCH (Nintendo Switch), INPUT_MODE_HID (D-Input), INPUT_MODE_KEYBOARD (Keyboard) -#define DEFAULT_DPAD_MODE DPAD_MODE_DIGITAL //DPAD_MODE_DIGITAL, DPAD_MODE_LEFT_ANALOG, DPAD_MODE_RIGHT_ANALOG, - -#define DEFAULT_PS4CONTROLLER_TYPE PS4_CONTROLLER - -#define DEFAULT_FORCED_SETUP_MODE FORCED_SETUP_MODE_OFF -#define DEFAULT_LOCK_HOTKEYS false// This is the LEDs section. -// The default `TURBO_LED_PIN` pin is set to `15` ( it is recommended to run through 3V3(OUT) with a resistor) -// The Turbo LED will flash at a speed consistant with the set speed of the Turbo when a Turbo button is active. -// It is recommended to disable the `TURBO_LED_PIN` by setting it to `-1` if you are sensitive of flashing lights. -// The default `BOARD_LEDS_PIN` pin is set to `28`. -// The board LED pin will allow you to connect addressible RGB LEDs on the Pico. -// Addressible RGB LEDs should be connected to the `VBUS` pin (#40), an avalible ground pin and the defined `BOARD_LEDS_PIN`. -// Special note - You should only ever use addressible RGB LEDs that are rated for 5v operation on the Pico. -// The defualt `LED_BRIGHTNESS_MAXIMUM` value is `50`. -// This will change how bright the LEDs are with `0` being off and `100` being full brightness. -// The minimum `LED_BRIGHTNESS_MAXIMUM` value is `0`. -// The maximum `LED_BRIGHTNESS_MAXIMUM` value is `100`. -// The defualt `LED_BRIGHTNESS_STEPS` value is `5`. -// This will change how many brightness steps there are when increasing or decreasing the brightness of the LEDs via the onboard shortcut. -// It is recommend to keep this value at `5` or `10`. -// The defualt `LED_FORMAT` is `LED_FORMAT_GRB`. -// You can also choose the `LED_FORMAT` of `LED_FORMAT_RGB` if your addressible RGB LEDs are not working as intended. -// The defualt `LEDS_PER_PIXEL` is set to `1`. -// This will change how many addressible RGB LEDs there are per button. -// The default LEDS_[BUTTON] is an order and has nothing to do with what GPIO pin something is connected to. -// Unless you are planning on running custom animations I would recommmend you leave this as is. +// Keyboard Mapping Configuration +// // GP2040 | Xinput | Switch | PS3/4/5 | Dinput | Arcade | +#define KEY_DPAD_UP HID_KEY_ARROW_UP // UP | UP | UP | UP | UP | UP | +#define KEY_DPAD_DOWN HID_KEY_ARROW_DOWN // DOWN | DOWN | DOWN | DOWN | DOWN | DOWN | +#define KEY_DPAD_RIGHT HID_KEY_ARROW_RIGHT // RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | RIGHT | +#define KEY_DPAD_LEFT HID_KEY_ARROW_LEFT // LEFT | LEFT | LEFT | LEFT | LEFT | LEFT | +#define KEY_BUTTON_B1 HID_KEY_SHIFT_LEFT // B1 | A | B | Cross | 2 | K1 | +#define KEY_BUTTON_B2 HID_KEY_Z // B2 | B | A | Circle | 3 | K2 | +#define KEY_BUTTON_R2 HID_KEY_X // R2 | RT | ZR | R2 | 8 | K3 | +#define KEY_BUTTON_L2 HID_KEY_V // L2 | LT | ZL | L2 | 7 | K4 | +#define KEY_BUTTON_B3 HID_KEY_CONTROL_LEFT // B3 | X | Y | Square | 1 | P1 | +#define KEY_BUTTON_B4 HID_KEY_ALT_LEFT // B4 | Y | X | Triangle | 4 | P2 | +#define KEY_BUTTON_R1 HID_KEY_SPACE // R1 | RB | R | R1 | 6 | P3 | +#define KEY_BUTTON_L1 HID_KEY_C // L1 | LB | L | L1 | 5 | P4 | +#define KEY_BUTTON_S1 HID_KEY_5 // S1 | Back | Minus | Select | 9 | Coin | +#define KEY_BUTTON_S2 HID_KEY_1 // S2 | Start | Plus | Start | 10 | Start | +#define KEY_BUTTON_L3 HID_KEY_EQUAL // L3 | LS | LS | L3 | 11 | LS | +#define KEY_BUTTON_R3 HID_KEY_MINUS // R3 | RS | RS | R3 | 12 | RS | +#define KEY_BUTTON_A1 HID_KEY_9 // A1 | Guide | Home | PS | 13 | ~ | +#define KEY_BUTTON_A2 HID_KEY_F2 // A2 | ~ | Capture | ~ | 14 | ~ | +#define KEY_BUTTON_FN -1 // Hotkey Function | -#define TURBO_LED_PIN -1 +#define JSLIDER_ENABLED 1 +#define PIN_SLIDER_ONE 6 +#define PIN_SLIDER_TWO 7 #define BOARD_LEDS_PIN 17 @@ -96,192 +64,4 @@ #define LED_FORMAT LED_FORMAT_GRB #define LEDS_PER_PIXEL 1 -#define LEDS_DPAD_LEFT 0 -#define LEDS_DPAD_DOWN 0 -#define LEDS_DPAD_RIGHT 0 -#define LEDS_DPAD_UP 0 -#define LEDS_BUTTON_B3 0 -#define LEDS_BUTTON_B4 0 -#define LEDS_BUTTON_R1 0 -#define LEDS_BUTTON_L1 0 -#define LEDS_BUTTON_B1 0 -#define LEDS_BUTTON_B2 0 -#define LEDS_BUTTON_R2 0 -#define LEDS_BUTTON_L2 0 -#define LEDS_BUTTON_S1 0 -#define LEDS_BUTTON_S2 0 - -// This is the Player LED section. -// In this section you can specify if Player LEDs will be active, and, if active, which pins will be used for them. -// The defualt is `PLED_TYPE_NONE` which will turn the Player LEDs off. -// The default pin for each Player LED is `-1` which disables it. -// To enable a `PLED#_PIN`, replace the `-1` with the GPIO pin number that is desired. -// There are three options for `PLED_TYPE` currently: -// 1 - `PLED_TYPE_NONE` - This will disable the Player LEDs -// 2 - `PLED_TYPE_PWM` - This will enable the Player LEDs ( it is recommended to run through 3V3(OUT) with a resistor) -// 3 - `PLED_TYPE_RGB` - This will enable the Player LEDs as addressible RGB LEDs (please not that this has not been implemented yet) - -#define PLED_TYPE PLED_TYPE_NONE -#define PLED1_PIN -1 -#define PLED2_PIN -1 -#define PLED3_PIN -1 -#define PLED4_PIN -1 - - -// This is the Analog section. -// In this section you can specify if Analog is enabled, and, if endabled, which pins will be used for it. -// The default for `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY` is `-1` which disables them. -// To enable a `ANALOG_ADC_VRX` and `ANALOG_ADC_VRY`, replace the `-1` with the GPIO pin numbers that are desired. - -#define ANALOG_ADC_1_VRX -1 -#define ANALOG_ADC_1_VRY -1 -#define ANALOG_ADC_1_MODE DPAD_MODE_LEFT_ANALOG -#define ANALOG_ADC_1_INVERT INVERT_NONE - -#define ANALOG_ADC_2_VRX -1 -#define ANALOG_ADC_2_VRY -1 -#define ANALOG_ADC_2_MODE DPAD_MODE_RIGHT_ANALOG -#define ANALOG_ADC_2_INVERT INVERT_NONE - -// This is the I2C Display section (commonly known as the OLED display section). -// In this section you can specify if a display as been enabled, which pins are assined to it, the block address and speed. -// The default for `HAS_I2C_DISPLAY` is `1` which enables it. -// To disable the display you can change `HAS_I2C_DISPLAY` to `-1`. -// The default `I2C_SDA_PIN` is `0`. -// The defualt `I2C_SCL_PIN` is `1`. -// The defualt `I2C_BLOCK` is `12c0`. -// If you change the `I2C_SDA_PIN` and `I2C_SCL_PIN` pin mapping, you may need to change the `I2C_BLOCK` as well. -// The defualt `I2C_SPEED` is `400000`. -// This should be more than fast enough for most displays. -// Some smaller displays (like 0.96" and 1.31") can go up to `800000` or even `1000000`. -// The default `DISPLAY_FLIP` is `0`. -// This can be changed to `1` to have the dispaly output flipped. -// The default `DISPLAY_INVERT` is `0`. -// This can be changed to `1` to have the color on the display inverted. -// The default `DISPLAY_SAVER_TIMEOUT` is `0`. -// This can be changed to a number in minutes which will be the inactivity timeout for the display to turn off. -// The default `BUTTON_LAYOUT` is `BUTTON_LAYOUT_STICK` which will show an arcade stick on the left hand side of the display. -// There are seven options for `BUTTON_LAYOUT` currently: -// 1 - BUTTON_LAYOUT_STICK - This is a basic joystick layout -// 2 - BUTTON_LAYOUT_STICKLESS - This is a basic stickless (all button) layout -// 3 - BUTTON_LAYOUT_BUTTONS_ANGLED - This a WASD button layout that is angled -// 4 - BUTTON_LAYOUT_BUTTONS_BASIC - This a WASD button layout that is straight -// 5 - BUTTON_LAYOUT_KEYBOARD_ANGLED - This is a WASD keyboard layout that is angled -// 6 - BUTTON_LAYOUT_KEYBOARDA - This is a WASD keyboard layout that is straight -// 7 - BUTTON_LAYOUT_DANCEPADA - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADB` in `BUTTON_LAYOUT_RIGHT`) -// The default `BUTTON_LAYOUT_RIGHT` is `BUTTON_LAYOUT_NOIR8` which will show eight buttons on the right hand side of the display. -// There are eleven options for `BUTTON_LAYOUT_RIGHT` currently: -// 1 - BUTTON_LAYOUT_ARCADE - This is a standard 8 button arcade layout -// 2 - BUTTON_LAYOUT_STICKLESSB - This is a basic stickless (all button) layout -// 3 - BUTTON_LAYOUT_BUTTONS_ANGLEDB - This is a standard 8 button arcade layout that is angled -// 4 - BUTTON_LAYOUT_VEWLIX - This is the standard 8 button Vewlix layout -// 5 - BUTTON_LAYOUT_VEWLIX7 - This is the standard 7 button Vewlix layout -// 6 - BUTTON_LAYOUT_CAPCOM - This is the standard 8 button Capcom layout -// 7 - BUTTON_LAYOUT_CAPCOM6 - This is the stndard 6 button Capcom layout -// 8 - BUTTON_LAYOUT_SEGA2P - This is the standard 8 button Sega2P layout -// 9 - BUTTON_LAYOUT_NOIR8 - This is the standard 8 button Noir layout -// 10 - BUTTON_LAYOUT_KEYBOARDB - This is a WASD keyboard layout that is straight -// 11 - BUTTON_LAYOUT_DANCEPADB - This is a dance pad layout (must be used with `BUTTON_LAYOUT_DANCEPADA` in `BUTTON_LAYOUT`) -// The default `SPLASH_MODE` is `NOSPLASH`. -// There are four options for `SPLASH_MODE` currently: -// 1 - `STATICSPLASH` - This will display the static splash image -// 2 - `CLOSEIN` - This will display the static splash image as a top and bottom coming together animation -// 3 - `CLOSEINCUSTOM` - This will display the custom splash image as a top and bottom coming together animation -// 4 - `NOSPLASH` - This will not display a splash screen on boot -// Special note - All of the splash screen images can be changed via `include/bitmaps.h` - -#define HAS_I2C_DISPLAY 0 -#define I2C_SDA_PIN -1 -#define I2C_SCL_PIN -1 -#define I2C_BLOCK i2c0 -#define I2C_SPEED 400000 -#define DISPLAY_FLIP 0 -#define DISPLAY_INVERT 0 -#define DISPLAY_SAVER_TIMEOUT 0 - -// I2C Analog ADS1219 Add-on Options -#define I2C_ANALOG1219_SDA_PIN -1 -#define I2C_ANALOG1219_SCL_PIN -1 -#define I2C_ANALOG1219_BLOCK i2c0 -#define I2C_ANALOG1219_SPEED 400000 -#define I2C_ANALOG1219_ADDRESS 0x40 - -// Reverse Button section -#define REVERSE_LED_PIN -1 -#define REVERSE_UP_DEFAULT 1 -#define REVERSE_DOWN_DEFAULT 1 -#define REVERSE_LEFT_DEFAULT 1 -#define REVERSE_RIGHT_DEFAULT 1 - -#define JSLIDER_ENABLED 1 -#define BUTTON_LAYOUT BUTTON_LAYOUT_STICK -#define BUTTON_LAYOUT_RIGHT BUTTON_LAYOUT_VEWLIX -#define SPLASH_MODE SPLASH_MODE_NONE -#define SPLASH_CHOICE SPLASH_CHOICE_MAIN -#define SPLASH_DURATION 7500 // Duration in milliseconds - -// Board LED Add-on Setting -// BOARD_LED_OFF - Turns the on-board LED off -// MODE_INDICATOR - On-board LED blinks on various frequencies depending -// on the current mode (config, normal, or no USB data) -// INPUT_TEST - Blinks whenever any input is made - -#define BOARD_LED_TYPE ON_BOARD_LED_MODE_OFF - -// Dual Directional Add-on Options - -#define PIN_DUAL_DIRECTIONAL_UP -1 -#define PIN_DUAL_DIRECTIONAL_DOWN -1 -#define PIN_DUAL_DIRECTIONAL_LEFT -1 -#define PIN_DUAL_DIRECTIONAL_RIGHT -1 -#define DUAL_DIRECTIONAL_STICK_MODE DPAD_MODE_DIGITAL -#define DUAL_DIRECTIONAL_COMBINE_MODE DUAL_COMBINE_MODE_MIXED - -// BOOTSEL Button Add-on setting -#define BOOTSEL_BUTTON_MASK 0 // 0 means none, get other mask from GamepadState.h - -// This is the Buzzer Speaker section. -// In this section you can specify if Buzzer Speaker will be active, and, if active, which pin will be used for them. -// The default is `BUZZER_ENABLED` which will turn the Buzzer Speaker off. -// The default pin for Buzzer Speaker is `-1` which will turn the Buzzer Speaker off. -// The default volume for Buzzer Speaker is 100 (max). -#define BUZZER_ENABLED 0 -#define BUZZER_PIN -1 -#define BUZZER_VOLUME 100 - -// Extra Button Add-on setting -#define EXTRA_BUTTON_MASK 0 // 0 means none, get other mask from GamepadState.h - // For directions, use GAMEPAD_MASK_DU, GAMEPAD_MASK_DD, GAMEPAD_MASK_DL and GAMEPAD_MASK_DR -#define EXTRA_BUTTON_PIN -1 - -// Keyboard Mapping Configuration -// List of HID keycodes can be located here: https://github.com/hathach/tinyusb/blob/3623ba1884ddff23e9b64766cb6dd032f1425846/src/class/hid/hid.h#L356 -// Even for the modifier keys, HID_KEY entries should be used as the implementation expects those and will convert as necessary. -#define KEY_DPAD_UP HID_KEY_ARROW_UP // UP -#define KEY_DPAD_DOWN HID_KEY_ARROW_DOWN // DOWN -#define KEY_DPAD_RIGHT HID_KEY_ARROW_RIGHT // RIGHT -#define KEY_DPAD_LEFT HID_KEY_ARROW_LEFT // LEFT -#define KEY_BUTTON_B1 HID_KEY_SHIFT_LEFT // B1 / A / B / Cross / 2 / K1 -#define KEY_BUTTON_B2 HID_KEY_Z // B2 / B / A / Circle / 3 / K2 -#define KEY_BUTTON_R2 HID_KEY_X // R2 / RT / ZR / R2 / 8 / K3 -#define KEY_BUTTON_L2 HID_KEY_V // L2 / LT / ZL / L2 / 7 / K4 -#define KEY_BUTTON_B3 HID_KEY_CONTROL_LEFT // B3 / X / Y / Square / 1 / P1 -#define KEY_BUTTON_B4 HID_KEY_ALT_LEFT // B4 / Y / X / Triangle / 4 / P2 -#define KEY_BUTTON_R1 HID_KEY_SPACE // R1 / RB / R / R1 / 6 / P3 -#define KEY_BUTTON_L1 HID_KEY_C // L1 / LB / L / L1 / 5 / P4 -#define KEY_BUTTON_S1 HID_KEY_5 // S1 / Back / Minus / Select / 9 / Coin -#define KEY_BUTTON_S2 HID_KEY_1 // S2 / Start / Plus / Start / 10 / Start -#define KEY_BUTTON_L3 HID_KEY_EQUAL // L3 / LS / LS / L3 / 11 / LS -#define KEY_BUTTON_R3 HID_KEY_MINUS // R3 / RS / RS / R3 / 12 / RS -#define KEY_BUTTON_A1 HID_KEY_9 // A1 / Guide / Home / PS / 13 / ~ -#define KEY_BUTTON_A2 HID_KEY_F2 // A2 / ~ / Capture / ~ / 14 / ~ - -// SNESpad Settings -// Basic SNES controller clock, latch(strobe), and data IO: https://github.com/gilligan/snesdev/blob/master/docs/fullsnes.txt#L16048 -// CLOCK == SNES_CTRL_PIN_2, LATCH == SNES_CTRL_PIN_3, and DATA = SNES_CTRL_PIN_4 -#define SNES_PAD_ENABLED 0 -#define SNES_PAD_CLOCK_PIN -1 -#define SNES_PAD_LATCH_PIN -1 -#define SNES_PAD_DATA_PIN -1 - -#endif +#endif \ No newline at end of file