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N64/Gamecube controller to USB adapter


Project Overview

Nintendo 64 and Gamecube controllers are excellent controllers which are quite appropriate for many PC games, and of course are perfect for emulators!. The microcontroller firmware in this projet implements a standard HID joystick which means that no special device driver is required. It works perfectly well under Linux and Windows.

  • Supports Wired Gamecube controllers and dance mats (Official and clones)
  • Supports Wireless controllers (Known to work at least with the Nintendo Wavebird (since firmware version 1.2) and an Intec wireless controller).
  • Supports N64 Controllers (Official and clones, including the famous HORI-mini)
  • Supports the N64 "Rumble Pack" and the Gamecube controller built-in vibration function. (Since release 2.0)
  • Supports the Gamecube Keyboard (ASCII ASC-1901P0 tested) since release 2.9
  • Supports the DK Bongos.
  • NOT SUPPORTED YET: N64 Memory cards.

One of my friends wanted to play Nintendo 64 games on his PC using an original controller... so I developped an adapter for doing this. But since Gamecube controllers use a very similar protocol, it was easy to support Gamecube controllers too.

Gamecube and Nintendo 64 controllers both work at 3.3 volts. But on the USB bus, only 5 volts are available. For this reason, a voltage regulator is required. Apart from the different firmware, this is the only difference (and additional complexity) this project has with my Nes/Snes controller to USB project.

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Adapter example

N64 or Gamecube to USB with regulator on-board:

Controller conversion

An example of permanently converting a N64 controller to USB. There is not much space inside, but by removing a small amount of plastic, the circuit fits well in the controller's middle "finger". The layout of the wires must be carefully planned in order not to interfere with the cover. I used hot glue to hold them in place.

Historic/Development pictures

Pictures of the printed circuit board with an lm1117 adjustable voltage regulator:




small fix

small fix

Pictures taken during development with the new PCB:

Pictures of the N64 to USB prototype. I used an lm317 adjustable voltage regulator:

The N64 Hori-mini and white Gamecube controller with extra long cable work!

The Gamecube keyboard is supported since version 2.9.


Here are some pictures from Declan Williams (16 years old!):

Sean Green built and used my circuit in a few projects:
The Bliss 4-pack

The Bliss 4-pack

The Bliss Worm

The Bliss Worm

Note: The bliss 4pack displayed here is NOT a 4 player version of the project. It is only an USB HUB with 4 built-in GC/N64 to USB converters.

2013-02-14: Ludivine built a N64 adapter based on this project. The voltage regulator is on the back side of the PCB.

July 19, 2014 (Saturday)
TALENTO from Bulgaria sent me pictures of the GC/N64 to USB adapter he built on universal board.

October 5, 2014 (Sunday)
Browner87 used a 3D printer to build an enclosure housing a pair of GC/N64 to USB circuits, four controller connectors and an USB Hub. Additional comments and pictures available on imgur.

October 11, 2014 (Saturday)
Jonathan sent me the following pictures of the Gamecube to USB adapter he built. He used an Atmega8L-8PU which is therefore overclocked. But it seems to work fine for him.

March 10, 2015 (Tuesday)
Rickey sent me a picture of the adapter he build on a breadboard. He used an ATMega328P programmed with the Atmega168 firmware and fuses and everything works!

March 25, 2015 (Wednesday)
Ashley form Queensland, Australia, is helping his little brother Shaun (who's 14) with a few projects to get him interested in something other than just playing games. Together they built the SNES/NES to USB and Gamecube/N64 to USB circuit on a single breadboard. Components are on their way for the final version.

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Here are the schematics:

Comments: Some webpages mention that the Gamecube controllers work at 3.43 volts, some other pages says it's any voltage between 3.3 and 3.8! volts... I read an old message in the comp.emulators.game-consoles news group where the author said that the Nintendo 64 supplies 5 volts to the controllers (Wrong!). I measured 3.36 volts on my N64 so personally, I choose to supply 3.3 volts to my Gamecube and N64 controllers.

In order to obtain 3.3 volts, you can use a fixed voltage regulator such as the 78M33C or an adjustable voltage regulator such as the lm317 or lm1117 (exemple). If you use an lm317 variable voltage regulator, here's a simple tool which can help you find a good value for R1. Any voltage between 3.26 and 3.40 volts should do the job.
Adjustment resistor (R2):
Fixed resistor (R1):
Output voltage (Vout):
Note: The picture comes from motorola's lm317 datasheet: lm317rev1g.pdf

Wavebird color code (for reference only)
I have been informed that the color of the wires running from the gamecube connector to the PCB inside the receiver seem to be constant: Keep in mind that wire colors varies between manufactures, and sometimes between revisions of the same product. Blindly following color codes without any checks can be a good way to ruin electronics.

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Printed Circuit Board



The PCB is an improved version of the PCB used for the Nes/Snes controller to USB.. This new PCB has a voltage regulator and reprogramming contacts on the bottom side. Here are composite images of the top and bottom layers:



The regulator is an lm1117mp-adj. 0 ohm resistors must be installed to select the power source (USB 5 volts or regulator output) for the microcontroller and the controller. In this case, R5 and R8 must be installed:

Here is a wiring diagram for the board:

And finally, here are the gerber files which you can use produce this PCB:

Due to the fact that this board is two-sided and has numerous vias, building it at home may be a little harder than the ususal. If you want, you can get professional PCBs from my online store. The PCBs from my store, however, are a little older than the one above. I've had a huge quantity produced with a small mistake: The 5 volts supply from the USB bus does not reach the regulator!

In order to correct this, a small wire has to be installed on the bottom side:


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Version v2.9.2
December 9, 2015 (Wednesday)
  • Fixed Wavebird detection (was unreliable since v2.9)
gc_n64_usb-2.9.2.tar.gz (474.4 KB)
gc_n64_usb-m8-2.9.2.hex (19 KB)
gc_n64_usb-m168-2.9.2.hex (19.7 KB)
Version v2.9.1
April 17, 2014 (Thursday)
Minor fixes and improvements:
  • Prevent 8bit overflow from occuring. Helps some cheap 3rd party controllers that have the Left not working problem.
  • Fix non-working timeout when waiting for the controller. The adapter now enumerate without controllers as it used to.
gc_n64_usb-2.9.1.tar.gz (473.6 KB)
gc_n64_usb-m8-2.9.1.hex (19 KB)
gc_n64_usb-m168-2.9.1.hex (19.7 KB)
Version v2.9
November 24, 2013 (Sunday)
Keyboard support and maintenance:
  • Add support for the Gamecube ASCII keyboard.
  • Rework for device/report descriptor switching. Used to switch from Joystick to Keyboard mode.
  • Improved N64 rumble pack detection.
  • Fix compilation with newer compilers.
  • Various code cleanups.
  • Updated V-USB.
gc_n64_usb-2.9.tar.gz (473.4 KB)
gc_n64_usb-m8-2.9.hex (18.9 KB)
gc_n64_usb-m168-2.9.hex (19.6 KB)
Version v2.3
June 24, 2013 (Monday)
  • Added support for Atmega168. (Should also work with Atmega88 and 328 [not tested])
  • Simplified main loop by removing setIdle/getIdle implementation, optional for joysticks according to HID specification appendix G
  • Code cleanups.
gc_n64_usb-2.3.tar.gz (481.2 KB)
gc_n64_usb-m8-2.3.hex (18.1 KB)
gc_n64_usb-m168-2.3.hex (18.6 KB)
Version v2.2
February 12, 2013 (Tuesday)
  • Reduced USB interrupt-in poll interval. (Better responsiveness in games such as Super Smash Bros)
  • Calibration fixer updated to support this new firmware.
  • The calibration fixer source code is now included.
  • Serial number now working again.
  • Use a new USB Vendor ID.
gc_n64_usb-2.2.tar.gz (139.7 KB)
gc_n64_usb-2.2.hex (18.7 KB)
Version v2.1
November 13, 2011 (Sunday)
  • Fixed USB detection when no controllers are present. This was broken in version 2.0. Controller swapping still worked fine though.
  • Changed the device name to allow easier version identification.
gc_n64_usb-2.1.tar.gz (114.9 KB)
gc_n64_usb-2.1.hex (18.6 KB)
Version v2.0
November 1, 2011 (Tuesday)
  • Force feedback support:
    • N64 rumble pack and Gamecube controller built-in vibration supported!
    • Implemented using standard HID PID (Physical Interface Device) which means: No special driver required. Tested on Linux (fftest) and win7 (Project64/DirectX).
    • Special thanks to Sean Green for providing an updated device descriptor and an example main.c from his own project for me to use and finally implement this feature. Without this, I don't think I would have ever taken the time to add this feature.
  • The L and R buttons analog feature on gamecube controllers can be disabled. Useful when they are causing problems and you don't mind using only the L and R digital switches. To disable the analog feature, fully press L and R when connecting the controller.
  • The calibration fixer windows executables are now provided with the source code. See calibration_fixer/readme.txt for details.
  • Code cleanups:
    • New asm transmission code capable of sending many bytes with perfect timing.
    • N64/Gamecube communication code is now shared between the N64 and GC drivers. It's the same wire protocol so it makes sense.
gc_n64_usb-2.0.tar.gz (116 KB)
gc_n64_usb-2.0.hex (18.5 KB)
Version v1.4
June 11, 2011 (Saturday)
  • Update gamecube reception code using the new N64 algorithm from 1.3. To my knowledge, this does not fix a known problem but being more robust should be good.
  • Synchronized controller polling with USB polling. This should prevent USB communications from interferring with the timing sensitive N64/Gamecube protocol. At least with my equipment, this seems to fix very rare spurious button presses (One in several minutes).
  • Confirmed the adapter works with the new white gamecube controllers with extra long cable (Japanese import).
gc_n64_usb-1.4.tar.gz (97.8 KB)
gc_n64_usb-1.4.hex (12 KB)
Version v1.3
May 1, 2011 (Sunday)
  • More reliable support for N64 Hori-mini pads.Found out why some HORI pads were having issues (random joystick jumps and spurious button presses). This is due to the HORI communication timing being very different from original Nintento pads. (1.5 times slower bit rate). Implemented a new reception algorithm that should be very tolerant to timing variations and jitter. Works well with all my controllers.
  • It is now possible hot-swap between N64 and Gamecube controllers. With earlier versions, this would have required a disconnect/reconnect of the USB cable to reset the firmware.
  • It is no longer necessary to connect a controller (gc or N64) in order for the adapter to be detected by the computer (USB).
  • Updated USB code to vusb-20100715 from http://www.obdev.at/products/vusb/index.html
  • License changed to GPLv2
gc_n64_usb-1.3.tar.gz (97.3 KB)
gc_n64_usb-1.3.hex (12 KB)
This project is also available on GitHub!
To request features, report issues or contribute, you may send me an email or use the GitHub repository:
Source code:
The source code is available under the GPLv2 license. See License.txt for more information. The project compiles with avr-gcc.

Using the .hex files
Hexfiles in the gc_n64_usb-m8-x.x.hex format are for Atmega8, files in the gc_n64_usb-m168-x.x.hex format are for Atmega168. (Note: I'm told that the mega168 firmware and fuse vales also work for Atmega328p)

The fuses settings for this projet are: For details about how to program an AVR, please visit my AVR programming page.

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Hori-mini support

Since firmware version 1.3, all Hori-mini N64 pads are expected to work correctly thanks to a new algorithm which is tolerant to timing. A technical explaination of the issue and solution is given below.

Hori-mini N64 pads are known to misbehave with many adaptors. After testing a donated Hori-mini N64 pad with one of my adapters, they seemed to work properly... Until someone reported problems. When moving the axis, there would be sudden jumps to other positions, hindering gameplay. I tried my Hori controller with a few of my adapters and on a few computers. I eventually managed to find a unit which did not work well with my controller and began looking for the cause.

I noticed something unusual as soon as I looked at the communication between the Hori and my adapter. The Hori communication timing was very different from what I expected. The image below shows the low/high ratios for each bit being very different between the poll (from the adapter) and the answer (from the controller). The HORI controller replies at 66% the speed of a 'normal' N64 controller:

As you may already know, the bits are encoded as follows. Normally (at least with Nintendo's hardware), the timing is 3μs low/1μS high or 1μS low/3μS high for transmitting a 0 or 1 respectively. (See references for more information).

My original code simply waits for the initial falling edge and takes a sample 2μS later. Under ideal conditions, the sample value (1 or 0) is representative of the bit being sent. The 2μS delay means the sample is taked perfectly in the center of the bit. This is nice but only works if the controller uses the normal 1μS/3μS timing (or something close enough).

As we can see on the right, the sample position when receiving bits from a Hori-mini PAD is near the rising edge. And it works. But this is bad because in this situation, a small timing difference may cause malfunction ; there are not enough tolerances. And real life has proven this to be a problem.
Normal timing

Good: Sample centered
Hori timing

Bad: Sample near rising edge

Why sampling near the rising edge is a problem:
The solution: (since version 1.3)
I concluded that I needed a better reception algorithm. Instead of sampling a little later or writing a new version that would measure the timing and adjust the sample position accordingly, I came up with something much better which will tolerate faster and much slower timings within a good margin:

  1. Measure the time until rising edge (low level duration)
  2. Measure the time until falling edge (high level duration)
  3. Compare time spent low vs. high, if more time was spent low, we got a 0. Otherwise, we got a 1.
  4. Repeat
Counting is done in assembler to be fast and predicatable (i.e. no C compiler optimisations in the way). At 16mhz, each polling cycle takes around 312.5nS. This means a 1μS level will count as 3 cycles and a 3μS will count as 9 cycles. If the timing is slower, the number of cycles will be greater, but the time spent low vs. time spent high relation will still apply.

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USB Sync.

Since release 1.4, controller polling is synchronized with USB polls. The helps maintain accurate timing during communication with the controllers. It is hoped this will increase the (already quite good) compatibility and reliability of the circuit. Technocal explaination follows.

Transmission interrupted

Transmission interrupted

Remember the USB implementation is all software. The MCU can therefore be interrupted at any moment to take care of USB communications. Occasionally, this happens right when we are in the middle of communication with the game controller, messing with the timing. This is demonstrated on the picture on the right. Red marks a pause in the transmission (top waveform) because of USB communication (bottom waveform).

When an USB interrupt occurs at the wrong moment, the gamecube/n64 protocol frame is potentially corrupted and if it is, it should be discarded. When trasmitting, we rely on the game controller to detect the error and drop the frame. Then we simply timeout waiting for the answer. If instead the interrupt occrurs during reception, we will miss some transitions and won't receive the number of bits we expected.

Despite of the above theory, it would seem that occasionally (once in several minutes) some errors are not detected. A few users had reported that from time to time buttons seem to be reported active for a brief moment (even though hey were not pressed) so I decided to eliminate this risk by preventing these interrupts from occuring at the wrong time. And indeed, with the new white Gamecube controllers, the only controller I could confirm the problem with, the problem appears to be gone.

Disabling interrupts during the timing sensitive communication is not possible due to the software USB implementation that does not allow us to disable them for long enough a time to be useful. On the other hand, we have approximately 900μS between interrupts which leaves us enough of time to communicate with the controller without being disturbed. We just need to synchronize with the USB interrupts and poll the controller when USB is idle.

I thought of a very simple software solution. The logic which controls the controller polling rate stays the same. But just before the actual communication, the MCU is put in a sleep mode (IDLE mode). In this mode, normal execution stops until an interrupt occurs. When the execution resumes, we know an interrupt has occured and has been serviced so we can just continue and poll the controller. A small delay before polling helps us for cases where we receive a few interrupts in a burst.

With this solution implemented, the controller polling is always well placed inside the 900μS slot available between USB interrupts, as can be seen in the following screenshot:
GC/N64 and USB

GC/N64 and USB

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L/R sliders calibration fixer

Uncorrected L/R sliders

Uncorrected L/R sliders

Corrected L/R sliders

Corrected L/R sliders

The Gamecube controller sliders are often problematic because they lack a central resting position. Many games assume an axis to be active when the value it reads is different, within a certain margin, from the center position. Thus, when performing button assignments, the L and R sliders will often immediately register as active and hinder (or most likely, prevent) successfully configuring the game for the controller.

The following tool must be run after performing calibration (standard windows tools) . When it is run, it looks for raphnet GC/N64 to usb adapters and alters the calibration data the system keeps for each unit found. All axis are left as calibrated, except the L and R sliders which are recentered.

The tool can be downloaded right here:
gc_calfix_ng_v1.3.zip Supports all firmware versions.

A successfull operation will output something like this:

Previous versions:
gc_calfix_ng_v1.2.zip Supports up to firmware version 2.3.

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Keyboard support

Since firmware version 2.9, the Gamecube keyboard is supported and can be used under Windows and Linux. Note that I only tested ASCII model ASC-1901P0. This keyboard has a dual-connector cable. The gray connector is for the keyboard function and the purple one for the Joystick function. To use both functionalities simultaneously with a PC, two adapters are required.

Here are a few pictures of the keyboard:
General view

General view

Keys (right part)

Keys (right part)

Keys (left part)

Keys (left part)







Development log and technical details

November 23, 2013

The first thing I did was looking at what would be the answer to command 0x00 (GET ID). The adapter already uses this to detect the type of controller (N64 vs. GC) currently connected, so detecting the keyboard here was logical. I decoded the answer manually with a scope (much easier than for the Dreamcast controller communication protocol I was looking at recently...)
	0000 1000 0010 0000 0000 0000 : 0x082000

Note: Only the first 16 bits are used for ID. So the keyboard ID is in fact 0x0820.

Shortly after, I looked at a good gamecube documentation[1] and confirmed I was getting the correct ID code, everything fine. I then continued experimenting and tried polling the keyboard using the command normally used to read the state of a controller (0x400300) but the keyboard did not answer. Not the right command. Back to the documentation, I learned comand 0x540000 should be used. Then of course, it worked.

The keyboard returns 64 bits (8 bytes):
First 32-bit wordSecond word:
Bit 31: ErrstatBits 31-24: Keycode (1)
Bit 30: Errlatch
Bits 29-28: ?
Bits 27-24: Looks like a 4-bit counter. Purpose unknown.
Bits 23-0: ?Bits 23-16: Keycode (2)
Bits 15-8: Keycode (3)
Bits 7: ?
Bits 6-4: Maybe a checksum. Depends on the depressed button combinations.
Bits 3-0: Looks like a 4-bit counter. Purpose unknown.

This keyboard suports up to 3 simultaneous keypresses so I built the HID report descriptor accordingly. Usually, "special" keys such as CTRL, SHIFT and ALT are transmitted using dedicated bits in the report, but since the Gamecube keyboard does not have this concept and simply reports those keys like others (using full 8-bit keycodes), I do the same.

Unlike Dreamcast keyboards, this Gamecube keyboard does not use the keycodes from the USB HID Usage Tables document. (section 10 : Keyboard/Keypad page [0x07])

So I created a translation table. As this is a Japanese style keyboard, there are a few unusual keys and many won't produce the labelled characters unless the PC is configured to use a Japanese Keyboard.
Gamecube Name(s)Gamecube KeyCode(s)HID Name(s)HID KeyCode(s)Comments
A - Z 0x10 - 0x29 A - Z0x04 - 0x1D
1 - 9 0x2A - 0x32 1 - 90x1E - 0x26
0 0x33 0 0x27
ESC 0x4C ESC 0x29
_= 0x34 -_ 0x2D First key right of 0
^~ 0x35 =+ 0x2E Second key right of 0
@` 0x37 [{ 0x2f First key right of P
[{ 0x38 ]} 0x30 Second key right of P
]} 0x3B Non-US # and ~ 0x32 Third key right of L
;+ 0x39 ;: 0x33 First key right of L
:* 0x3A '" 0x34 Second key right of L
半角・全角0x3F `~ 0x35
,< 0x3C ,< 0x36
.> 0x3D ,> 0x37
/? 0x3E /? 0x38
Caps lock・英数0x53 Caps lock 0x39
F1 - F12 0x40 - 0x4BF1 - F120x3A - 0x46
Scroll lock 0x0A Scroll lock 0x47 Accessible via FN
Insert 0x4d Insert 0x49
Home 0x06 Home 0x4A Accessible via FN
PgUp 0x08 PgUp 0x4B Accessible via FN
Delete 0x4E Delete 0x4C
End 0x07 End 0x4D Accessible via FN
PgDn 0x09 PgDn 0x4E Accessible via FN
Right(→) 0x5F RightArrow 0x4F
Left(←) 0x5C LeftArrow 0x50
Down(↓) 0x5D DownArrow 0x51
Up(↑) 0x5E UpArrow 0x52
Enter 0x61 Enter 0x58
\_ 0x3F International 1 0x87 Extra key after /? [HID usage tables Footnote 15-20]
カタカナ・ひらがな 0x5B International 2 0x88
¥| 0x36 International 3 0x89 Extra key before "back-space"
全候補・変換(次候補) 0x5A International 4 0x8A
無変換 0x58 International 5 0x8B
CTRL (left) 0x56 Left control 0xE0
SHIFT (left) 0x54 Left shift 0xE1
SHIFT (right) 0x55 Right shift 0xE5
ALT (left) 0x57 Right alt 0xE6 Actually a LEFT-ALT key on the keyboard, but RIGHT-ALT is required to access alternate key functions 漢字、漢字番号、全候補 and ローマ字.

[1] Joy-Bus Devices, section 9.1, ID and Device List
[2] Joy-Bus Devices, secion 9.3.2, Scancodes

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DK Bongos support

The DK Bongos act like a standard controller so the adapter supports them without complications.

Bongo elementsController equivalent
Left pad (center)Y
Left pad (front)B
Right pad (centre)X
Right pad (front)A
Start buttonStart
MicrophoneR, varies with sound intensity.

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Technical informations concerning Nintendo 64 controllers:

Technical information concerning the Gamecube controllers:

The N64 controller pinout appears on the following pages:

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I cannot be held responsible for any damages that could occur to you or your equipment while following the procedures present on this page. Also, I GIVE ABSOLUTELY NO WARRANTY on the correctness and usability of the informations on this page. Please note, however, that the procedures above have worked in my case without any damages or problems.

Now you cannot say that I did not warn you :)

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