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Gamepad Receiver PS4/PS5 × Arduino I2C (universal I2C edition)

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The universal I2C edition of the Gamepad Receiver PS4/PS5 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.

SPIKEEV3Arduino I2CmBlockMATRIXmicro:bit

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 2
Model PS4
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

Gamepad Receiver PS4/PS5 × 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 buttons in one 16-bit word (PSX layout): bit0 SELECT(SHARE), 1 L3, 2 R3, 3 START(OPTIONS), 4 up, 5 right, 6 down, 7 left, 8 L2, 9 R2, 10 L1, 11 R1, 12 triangle, 13 circle, 14 cross, 15 square; 1 = pressed; 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)
03 shape buttons shapeKeys 0~15 bit triangle 1, circle 2, cross 4, square 8, added when pressed together (0~15)
04 shoulder buttons shoulderKeys 0~15 bit L2 1, R2 2, L1 4, R1 8, added when pressed together (0~15)
05 function buttons funcKeys 0~15 bit SELECT(SHARE) 1, L3 2, R3 4, START(OPTIONS) 8, added when pressed together (0~15)
06 connected connected 0~1 1 = gamepad connected and data seen within 300 ms, 0 = not connected (buttons 0, sticks centred while disconnected)
07 battery battery 0~100 % gamepad battery 0~100 (always 0 on the PS2 receiver)
08 L2 analog l2Analog 0~255 L2 trigger depth 0~255 (0 when not connected)
09 R2 analog r2Analog 0~255 R2 trigger depth 0~255 (0 when not connected)
0A system buttons sysKeys 0~3 bit b0 PS button, b1 capture (PS5 mute) button; 0 when not connected (always 0 on PS2)
0B gamepad type padType 0~4 0 none, 1 PS2 digital, 2 PS2 analog, 3 PS4, 4 PS5 (or other)
10~13 stick axis 1~4 stick -100~+100 10 LX, 11 LY, 12 RX, 13 RY: −100 to +100, 0 = centre, right/up positive; 0 when not connected

Write commands

Id Command Parameters Meaning
E5 rumble rumble strength 0~255 [strength 0~255], 0 = stop; 200 ms per call (ignored by PS2)
E6 light bar colour lightbar R 0255, G 0255, B 0~255 [R][G][B] each 0~255, exactly 3 bytes; remembered until connected; default blue (0,0,255) (ignored by PS2)

Status flags F3

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

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("shapeKeys: "); Serial.println(mbcRead(ADDR, 0x03));   // shape buttons
  Serial.print("shoulderKeys: "); Serial.println(mbcRead(ADDR, 0x04));   // shoulder buttons
  Serial.print("funcKeys: "); 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 buttons
  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/ps4.json (single source of truth, transcribed from the 2026-10-21 protocol decisions).

  • 值表、命令、旗標與 PS2 完全相同(mBlock 定案「兩款相同」+I2C 定案 §3/§4);只有 hw0 = 2、model = PS4、E5/E6 有作用。
  • D3:SPIKE 模式 0 教育版 byte 6~7、模式 6 v[2]、模式 9 v[6] 的 button16 都是 PSX 排列(#65 已把 PS4 改成 PSX,盤點檔寫的 Bluepad32 排列已過時)。
  • 0x22 命令 4 同時裝方向鍵(低 nibble)與形狀鍵(高 nibble)、命令 5 裝肩鍵(低)與功能鍵(高);JSON 只能把一個命令掛在一個值上,所以掛在 02/04,03/05 的 ch22 = null(內容寫在 02/04 的 note)。SPIKE 模式 0/1/2/9 的 nibble 也用同樣方式在 note 說明。
  • 搖桿:I2C/mBlock 送 ±100;EV3/0x22送 099(50 = 中間)、SPIKE 送 19(5 = 中間),不是線性 offset,主機端各自換算(網站範例已是這樣)。
  • EV3 模式 3 = 方向鍵 | 形狀鍵<<4 | 已連線<<8(#67 新增 bit8);模式 4 內容不變([方向鍵, LX, 形狀鍵, LY]);模式 5 改送裝置 ID 格式 B [0x42 | 2<<8, 韌體版]。
  • SPIKE 模式 3 改 [已連線, 電量, 0](3×int8)、模式 8 改 [0x42 | 2<<8, 協議版 2, 韌體版, 更新序號];其餘空模式 1、2、4、6 維持現狀。
  • ESP32 從機不能時脈延展:I2C v2 在 onReceive 就預載從該編號起 32 B;0x22照 MATRIX 定案 §5 #2 預載最新一包,待上機。
  • I2C 0A 系統鍵 b1 = 擷取鍵(v1 0x15 放在 b3,v2 改 b1,照 I2C 定案 §4)。
  • Pin table uses each board's common defaults (ESP32: change with Wire.begin(sda, scl)).
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