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PS2 Gamepad Receiver × Arduino I2C (universal I2C edition)

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The universal I2C edition of the PS2 Gamepad Receiver speaks MBC I2C protocol v2: write one id, read 2 bytes = one int16 little-endian value; consecutive ids can be read in one go. This page has the value table, commands and wiring for this product; the shared rules (F0~F5 version & status, F8 re-address, EF reboot) are on the universal I2C protocol page.

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Tip

New to coding? Start with the Arduino examples; every sketch is copy-and-upload. The six-host reading of every value is in the reference.

Basics

Item Detail
I2C address 0x42(change with F8)
F0 device ID low byte 0x42、high byte 1
Model PS2
Protocol F1 2
Speed 100 kHz (recommended) / 400 kHz; wait 2 ms after writing the id
Read 主機寫 [編號] → 等 2 ms → 讀 2×k byte(k≤16)= 從該編號起連續 k 個 int16 小端;空號回 -32768
Snapshot updated every 10 ms; a multi-value read is atomic

Wiring

PS2 Gamepad Receiver × Arduino UNO
Sensor Arduino UNO / Nano Arduino R4 ESP32
SDA A4 SDA GPIO 21
SCL A5 SCL GPIO 22
5V 5V 5V 5V
GND GND GND GND

Works directly with 5 V hosts, no level shifter; two products with the same address cannot share a bus (re-address one with F8 first).

Value table

Each id returns one int16; click an id for the six-host reading and figure.

Id Value Range Meaning
01 16 buttons buttons16 0~65535 bit all 16 buttons in one word (PSX order, 1 = pressed): bit0 SELECT, 1 L3, 2 R3, 3 START, 4 Up, 5 Right, 6 Down, 7 Left, 8 L2, 9 R2, 10 L1, 11 R1, 12 Triangle, 13 Circle, 14 Cross, 15 Square; 0 when not connected
02 d-pad dpad 0~15 bit Up 1, Right 2, Down 4, Left 8 (added when pressed together), 0~15; 0 when not connected
03 shape buttons shape 0~15 bit Triangle 1, Circle 2, Cross 4, Square 8 (added when pressed together), 0~15; 0 when not connected; high nibble of 0x22 'R'
04 shoulder buttons shoulder 0~15 bit L2 1, R2 2, L1 4, R1 8 (added when pressed together), 0~15; 0 when not connected
05 function buttons func 0~15 bit SELECT 1, L3 2, R3 4, START 8 (added when pressed together), 0~15; 0 when not connected; high nibble of 0x22 'G'
06 connected connected 0~1 1 = gamepad connected (psx.read() succeeds), 0 = not; while disconnected all buttons read 0 and sticks are centred
07 battery battery 0 % 0~100; PS2 pads report no battery → always 0 (PS4 only)
08 L2 analog l2Analog 0~255 L2 pressure 0~255 (only DualShock 2 in analog mode reports pressure; otherwise pressed = 255, released = 0); 0 when not connected
09 R2 analog r2Analog 0~255 R2 pressure 0~255 (same rule as 08); 0 when not connected
0A system keys sysKeys 0 bit b0 PS button, b1 capture button; PS2 pads have none → always 0 (PS4 only)
0B gamepad type padType 0~2 0 none, 1 PS2 digital mode, 2 PS2 analog mode (3 PS4 / 4 PS5 only appear on the PS4 receiver)
10~13 stick LX / LY / RX / RY stick -100~+100 10 LX, 11 LY, 12 RX, 13 RY: −100 to +100, 0 = centre, right / up positive (raw 0255 with ±7 dead zone); 0 when not connected. EV3 / SPIKE / MATRIX carry 099 (50 = centre) or 1~9 (5 = centre), see each platform

Write commands

Id Command Parameters Meaning
E5 rumble vibrate strength 0~255 [strength 0~255], 0 = stop; the PS2 receiver ACKs and ignores it (pad rumble disabled since 250614), effective on PS4 only
E6 light bar colour setLed red 0255, green 0255, blue 0~255 [R][G][B] 0~255 each; PS2 pads have no light bar, the receiver ACKs and ignores it, effective on PS4 only

Status flags F3

bit Name Meaning
b0 ready (ready) always 1
b1 gamepad connected (connected) same as value 06

Shared registers

Id Name Meaning
F0 device ID low byte = factory I2C address (unchanged after re-addressing), high byte = hw[0] (channels / sensors / variant)
F1 protocol version 2 for this release (same number reported in SPIKE mode 8 v[1])
F2 firmware version major×100 + minor (e.g. 102 = 1.2)
F3 status flags b0 = ready; other bits per product (see flags)
F4 update counter +1 every 10 ms snapshot, wraps 0~255 (2.56 s per cycle, not usable for reboot detection; frozen = module busy)
F5 uptime seconds seconds since boot, saturates at 32767 (~9 h); a drop means the module rebooted
F8 change I2C address [F8][new 0x080x77][new], saved to EEPROM, takes effect after reboot; [F8][0x00][0xFF] = back to factory address
EF reboot [EF][0xA5]; mBlock sends ACK first, then reboots

Single-file helper functions

No library to install. Paste it in two parts: part ① (2 lines) at the top of the sketch, part ② at the bottom. #include <Wire.h> and MBC_NONE must appear before setup() uses them; pasting everything at the bottom will not compile.

① At the top of your sketch (before setup())

#include <Wire.h>

const int16_t MBC_NONE = -32768;   // no answer / undefined id

② At the bottom of your sketch (after loop())

// read k consecutive values (k ≤ 16) starting at id, int16 little-endian
bool mbcReadMany(uint8_t addr, uint8_t id, uint8_t k, int16_t *out) {
  Wire.beginTransmission(addr);
  Wire.write(id);
  if (Wire.endTransmission() != 0) return false;
  delay(2);                                        // always wait 2 ms (ESP32 products cannot clock-stretch)
  if (Wire.requestFrom(addr, (uint8_t)(k * 2)) != (uint8_t)(k * 2)) return false;
  for (uint8_t i = 0; i < k; i++) {
    uint8_t lo = Wire.read(), hi = Wire.read();
    out[i] = (int16_t)(lo | (hi << 8));
  }
  return true;
}

// read one value; MBC_NONE when nothing answers
int16_t mbcRead(uint8_t addr, uint8_t id) {
  int16_t v;
  return mbcReadMany(addr, id, 1, &v) ? v : MBC_NONE;
}

// write a command (0~3 parameters)
// with 2 parameters whose first is 0, write (uint8_t)0, e.g. mbcWrite(ADDR, 0xF8, (uint8_t)0x00, 0xFF); otherwise it clashes with the array form below and will not compile
void mbcWrite(uint8_t addr, uint8_t id, const uint8_t *args, uint8_t n) {
  Wire.beginTransmission(addr);
  Wire.write(id);
  for (uint8_t i = 0; i < n; i++) Wire.write(args[i]);
  Wire.endTransmission();
}
void mbcWrite(uint8_t addr, uint8_t id) { mbcWrite(addr, id, nullptr, 0); }
void mbcWrite(uint8_t addr, uint8_t id, uint8_t a) { mbcWrite(addr, id, &a, 1); }
void mbcWrite(uint8_t addr, uint8_t id, uint8_t a, uint8_t b) { uint8_t p[2] = {a, b}; mbcWrite(addr, id, p, 2); }
void mbcWrite(uint8_t addr, uint8_t id, uint8_t a, uint8_t b, uint8_t c) { uint8_t p[3] = {a, b, c}; mbcWrite(addr, id, p, 3); }

// wait until ready (F3 bit0 = 1), at most ms milliseconds
bool mbcWaitReady(uint8_t addr, unsigned long ms) {
  unsigned long t0 = millis();
  while (millis() - t0 < ms) {
    int16_t st = mbcRead(addr, 0xF3);
    if (st != MBC_NONE && (st & 1)) return true;
    delay(20);
  }
  return false;
}

Example: print the whole value table

// helper part ①
#include <Wire.h>

const int16_t MBC_NONE = -32768;   // no answer / undefined id

const uint8_t ADDR = 0x42;

void setup() {
  Serial.begin(115200);
  Wire.begin();
#if defined(WIRE_HAS_TIMEOUT)
  Wire.setWireTimeout(25000, true);   // AVR: never hang when the module is silent
#endif
  if (!mbcWaitReady(ADDR, 2000)) Serial.println("module not found: check wiring and address");
  Serial.print("ID 0x"); Serial.println(mbcRead(ADDR, 0xF0), HEX);   // low byte address, high byte hw[0]
  Serial.print("FW ");    Serial.println(mbcRead(ADDR, 0xF2));
}

void loop() {
  Serial.print("buttons16: "); Serial.println(mbcRead(ADDR, 0x01));   // 16 buttons
  Serial.print("dpad: "); Serial.println(mbcRead(ADDR, 0x02));   // d-pad
  Serial.print("shape: "); Serial.println(mbcRead(ADDR, 0x03));   // shape buttons
  Serial.print("shoulder: "); Serial.println(mbcRead(ADDR, 0x04));   // shoulder buttons
  Serial.print("func: "); Serial.println(mbcRead(ADDR, 0x05));   // function buttons
  Serial.print("connected: "); Serial.println(mbcRead(ADDR, 0x06));   // connected
  Serial.print("battery: "); Serial.println(mbcRead(ADDR, 0x07));   // battery
  Serial.print("l2Analog: "); Serial.println(mbcRead(ADDR, 0x08));   // L2 analog
  Serial.print("r2Analog: "); Serial.println(mbcRead(ADDR, 0x09));   // R2 analog
  Serial.print("sysKeys: "); Serial.println(mbcRead(ADDR, 0x0A));   // system keys
  Serial.print("padType: "); Serial.println(mbcRead(ADDR, 0x0B));   // gamepad type
  { int16_t a[4]; mbcReadMany(ADDR, 0x10, 4, a); Serial.print("stick: "); for (uint8_t i = 0; i < 4; i++) { Serial.print(a[i]); Serial.print(' '); } Serial.println(); }
  Serial.println();
  delay(200);
}

// paste part ② of the helper functions below

Sources and assumptions

Generated by _build/gen-reference.mjs from _build/protocol/ps2.json (single source of truth, transcribed from the 2026-10-21 protocol decisions).

  • hw[0] = 1(PS2)、電量 07 恆 0、系統鍵 0A 恆 0、手把類型 0B 只會出現 0/1/2(I2C 定案 §2、§4)。
  • 08/09 L2/R2 類比照定案寫 0~255:DS2 類比模式有壓力值;沒有壓力值時按下 = 255、放開 = 0(沿用 v1 0x14 的做法,盤點 .ino:598-603)。
  • E5 震動、E6 燈條照 I2C 定案 §3 列在 PS2/PS4 共用命令表;PS2 收到回 ACK 後忽略(跟 v1 0x10/0x23 一樣)。
  • 搖桿 1013 在 I2C/mBlock 是 ±100(由 raw (v−128)×100/128、Y 上為正);EV3/0x22 維持 099(50 中間)、SPIKE 維持 1~9(5 中間)照盤點,不改鎖住模式。
  • EV3:模式 0、1、2、4 鎖住(照盤點);模式 3 改 方向|形狀<<4|已連線<<8(原本沒有 bit8);模式 5 改成 ID 格式 B(原本 = 按鍵/搖桿合併版)。
  • SPIKE:0/5/7/9 鎖住,1、2、4、6 維持不動;模式 3 改 [已連線, 電量(0), 0](原本 = 4 組按鍵);模式 8 改 v[0] = ID|hw[0]<<8(原本 = 搖桿)。模式 9 v[6] button16 = PSX 排列(D3)。
  • SPIKE 模式 5 只容得下 11 鍵(L2、R2、L3、R3、START 讀不到),鎖住不改。
  • Pin table uses each board's common defaults (ESP32: change with Wire.begin(sda, scl)).
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