I've been scratching my head to come up with a project to play around with the Raspberry Pi Pico's PIO (programmable input/output) and eventually had the idea for some sort of converter to use non-Dreamcast peripherals on the Dreamcast. Of course, all good ideas have already been done, in this case not once or twice, but three times as far as I'm aware, and probably more.
All of these projects are based on the RP2040 chip (original Pico), while I wanted to make use of the new RP2350 (Pico 2) chip. In particular, there is a new PIO input masking feature available on the RP2350 which I think makes for a better implementation for reading the Dreamcast's Maple bus. Also, none of the previously-listed projects actually allow me to use by beloved Steam Controller. All this to say that I really wanted to try things on my own.
The Maple Bus
The Maple bus is how the Sega Dreamcast talks to peripherals on the controller port. It's a two-wire protocol where each wire takes turns being the clock and being the data. Essentially when a wire goes low, it signals that there is data on the other wire (a 1 or a 0), it allows a bit of time to read the bit, before the appropriate wire goes high in preparation for another falling edge.
Below is a sample reading of the Dreamcast send a packet to a controller. In this particular case it's Command 0x01 which is a request for information about what the peripheral is capable of. Hopefully you can see that every falling edge represents one bit of data, read from the other wire. I hope to go into more detail about the Maple protocol in a separate blog post.
Reading and Writing with Maple
To actually read and write data to the Maple bus, the RP2350's programmable input/output (PIO) sounded like the perfect solution. PIO on the RP chips are like little tiny co-processors that can run at a fixed clock rate. Each PIO block has 4 state machines, each with a few registers, and access to a shared space of up-to 32 instructions from a very limited set of instructions.
I wrote two PIO programs, one for reading and one for writing, and both got close to the 32 instruction limit so I ended up using two of the three PIO blocks available on the RP2350. With four state machines in each PIO block, it should - in theory - be possible to read and write from up to four controller ports on the Dreamcast. Though I'm only using one at the moment.
To read the Maple bus, I configured the PIO to constantly check the value of the 2 data lines, waiting for the value to change due to a line going high or low. It takes advantage of the fact that the Maple bus only has data available during a falling edge, meaning a valid is read when the voltage on the wires either goes 11->10/01 or 10/01->00. The former is interpreted as a 1 and the latter as a 0. The PIO program then pushes this bit (eventually) back to the main C program where it can be interpreted.
Writing to the Maple bus was a lot more straightforward. A bunch of data is fed to the PIO which clocks out the start-of-packet signal then starts sending the data accordingly, before finishing with the end-of-packet signal when no more data is available in its buffer.
The next two images below show what the whole thing ends up looking like on the wire. The first packet, pictured below, is a request for data coming from the Dreamcast, and the second packet is the requested data being supplied by the Raspberry Pi:
The above packet is send by the Dreamcast and has a command code of 0x9, which is a 'Get Condition' command. It also has some included data (the pink bubbles) with a value of 0x00000001 which should be interpreted as 'Controller'. So, it's asking for the current status of the controller.
This packet is sent by the Pico in response to the Get Condition command. It has a command code of 0x8 which says that this is a response packet with some data attached. The first 4 bytes are again 0x00000001 saying this is about the controller, then the remaining bytes describe which buttons are pressed and the current axis values of the joystick and triggers.
The whole request and response only takes about 125 microseconds or 0.125 milliseconds. But the controller state is requested about every 16.7 milliseconds, or once per frame at 60fps.
Getting Data from the Steam Controller
Getting USB data from the Steam Controller was surprisingly straightforward since the Pico SDK has TinyUSB as a built-in library. So, with that and the hid-controller example from the TinyUSB docs I was able to start getting the raw USB data quite quickly.
To interpret the raw data that was coming from the controller, I referenced Linux's hid-steam driver as it has mappings as to the meaning of specific bits and bytes sent by the Steam Controller.
Then it was just a matter of keeping track of what buttons are pressed, and sending that data to the Dreamcast via the Maple bus whenever it was requested.
The Second Analog Stick
It's not really a secret, but also not widely known that the Dreamcast supports 2 analog sticks. Very few games will even accept input from a second analog source; Quake 3 and Unreal Tournament are two games known to support it. So, to make full use of the Steam Controller, I wanted the right trackpad to emulate the second analog stick.
To do this, I started by sampling touchpad X,Y-coordinates from the Steam Controller to try and get a velocity of finger movement. Just taking a single change in X,Y from every poll of the controller was quite jittery and not a very pleasant experience. By keeping track of the last several readings, I was able to calculate the average velocity which gave much better results. I played around with a few values but found that 10 samples was generally enough for input to feel smooth.
Another component to a nice touchpad experience is inertia from a quick flick. Basically, input should continue in the last know direction for some time whenever a finger is lifted off the touchpad. I did this by taking the last calculated average velocity and feeding it into an easing - exponentially decaying - function. Again, this involved some experimentation to get a good feel. Eventually, I landed on a cubed decay that lasted 400 milliseconds. Putting a finger back on the touchpad will also stop the inertial movement so it really feels like flicking a trackball around.
Closing
This really wouldn't have been possible without the awesome Dreamcast documentation from Marcus Comstedt. I'm no electrical engineer so his explanations of the exact workings of the Maple bus were invaluable. He also happened to write the Maple bus decoder for PulseView which generates the nice little data bubbles under the logic analyzer readouts. This project would have easily taken twice as long without that. I highly recommend checking out his stuff if you are interested in knowing more about the inner workings of the Sega Dreamcast.
There's also a little video showing the controller in action below, playing some Sonic Adventure.