A little help please. Keyboard module with analog stick input?

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Vyprdad

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I have an old Logitech G13 game control pad. It used to have old membrane keys and the key layout just was so cramped. So I made a custom new deck and installed mechanical keys. I wired it to the factory and works great on a computer but I built it to used on a PS4 for my kids. The ps4 supports keyboards but won’t pick this up. So I wanted to convert it to a normal keyboard module and some suggested I used a teensy. What would I need to buy and how to program it. It also have a small analog joystick for the thumb and if it could use that it would be a major plus. Can anyone help me out and point me in the right direction?
 
The general idea would be using
https://www.pjrc.com/teensy/td_keyboard.html
And probably
https://www.pjrc.com/teensy/td_libs_Keypad.html
And if you want a joystick you can make it be a combined device emulating keyboard/mouse and joystick (you don't need the mouse but it will not do any harm and avoids making a custom config).
Hardware wise you would only need an LC, though one of the larger ones would give you more inputs to work with. And that would pretty much be it seeing as you already have all the switches. Whichever you pick would suggest getting a couple, both so you have spares and because it can be easier to have one with a mass of wires in the keypad and a test rig that doesn't take up so much desk space to test/program with.

Before buying any software though would suggest going to https://www.pjrc.com/teensy/td_download.html
And installing both Arduino and the Teensyduino add in on top.
Select the board type to teensy (tools->boardtype)
and then file->examples->teensy->usb_keyboard
Have a look at what you get, try to mod it to be closer to what you want and make sure it compiles without error. If this isn't working then you have not spent any money yet and can look at other options, including just buying a cheap USB keyboard and hacking all the wires.
The biggest challenge is probably the number of keys to wire up, but it sounds like you have already done that. The keypad library is one way of doing this, but does make for interesting wiring and faultfinding over methods that have more hardware but have one pin per button.

And final point is when testing ALWAYS have a method to stop the keypad sending keys (button/switch/whatever) Nothing like having a keyboard project write random stuff into your program, or worse delete it.
 
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